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The museum of digital things: extended reality and museum practices

Evelyn Song, Leighton Evans Orcid Logo

Frontiers in Virtual Reality, Volume: 5

Swansea University Authors: Evelyn Song, Leighton Evans Orcid Logo

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Abstract

This study presents a philosophical reconceptualisation of museums using phenomenological frameworks. It explores the role extended reality (XR) 'things' play in the museum experience and studies how their function differs from traditional objects. Existing studies highlight the technologi...

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Published in: Frontiers in Virtual Reality
ISSN: 2673-4192
Published: Frontiers Media SA 2024
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URI: https://cronfa.swan.ac.uk/Record/cronfa66930
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spelling v2 66930 2024-07-03 The museum of digital things: extended reality and museum practices 3d6fb80bb3573183af9e11ab42100ce1 Evelyn Song Evelyn Song true false cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2024-07-03 CACS This study presents a philosophical reconceptualisation of museums using phenomenological frameworks. It explores the role extended reality (XR) 'things' play in the museum experience and studies how their function differs from traditional objects. Existing studies highlight the technological tools, solutions and various visitor experience modalities in the museum sector. However, only a few papers focus on the theoretical aspects of using XR in museums. This empirical study adopts a qualitative research methodology, and 22 semi-structured interviews with specialists in XR design and development, museum culture, curation and museum exhibitions are conducted. The findings suggest that XR enhances museum curation and exhibition practices by providing new dimensions for interacting with museum objects. This aligns with Heidegger's 'the thing' and 'fourfold' concepts -the integration of mortals (i.e. museum visitors), earth (i.e. the activities participated in by the visitors), sky (i.e. the potentialities and ideas stimulated by the artefacts) and divinities (i.e. the visitors' emotions while interacting with the exhibits). Therefore, these new interactions, enabled by XR, can accentuate the narratives attached to and the meaning of the artefacts within the digital museum space, facilitating new understandings and relationships with history due to the digitisation of objects. Furthermore, this can potentially impact XR's use in developing multi-channel curation and multi-sensory visitor experiences in museums and cultural heritage institutions. Journal Article Frontiers in Virtual Reality 5 Frontiers Media SA 2673-4192 Extended Reality, Museums, curation, User Experience, Phenomenology, revealing of things 18 7 2024 2024-07-18 10.3389/frvir.2024.1396280 COLLEGE NANME Culture and Communications School COLLEGE CODE CACS Swansea University Another institution paid the OA fee The authors received no financial support for the research, authorship, and/or publication of this article. 2024-08-01T15:42:57.0341391 2024-07-03T12:57:44.8345388 Faculty of Humanities and Social Sciences School of Culture and Communication - Media, Communications, Journalism and PR Evelyn Song 1 Leighton Evans 0000-0002-6875-6301 2 66930__31031__e1e0d0ccbc304c1b89c8c23358997ac7.pdf 66930.VoR.pdf 2024-08-01T15:41:10.4381521 Output 1395242 application/pdf Version of Record true © 2024 Song and Evans. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). true eng https://creativecommons.org/licenses/by/4.0/
title The museum of digital things: extended reality and museum practices
spellingShingle The museum of digital things: extended reality and museum practices
Evelyn Song
Leighton Evans
title_short The museum of digital things: extended reality and museum practices
title_full The museum of digital things: extended reality and museum practices
title_fullStr The museum of digital things: extended reality and museum practices
title_full_unstemmed The museum of digital things: extended reality and museum practices
title_sort The museum of digital things: extended reality and museum practices
author_id_str_mv 3d6fb80bb3573183af9e11ab42100ce1
cc05810f3465ddddd6814e131f4e9a79
author_id_fullname_str_mv 3d6fb80bb3573183af9e11ab42100ce1_***_Evelyn Song
cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans
author Evelyn Song
Leighton Evans
author2 Evelyn Song
Leighton Evans
format Journal article
container_title Frontiers in Virtual Reality
container_volume 5
publishDate 2024
institution Swansea University
issn 2673-4192
doi_str_mv 10.3389/frvir.2024.1396280
publisher Frontiers Media SA
college_str Faculty of Humanities and Social Sciences
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hierarchy_top_id facultyofhumanitiesandsocialsciences
hierarchy_top_title Faculty of Humanities and Social Sciences
hierarchy_parent_id facultyofhumanitiesandsocialsciences
hierarchy_parent_title Faculty of Humanities and Social Sciences
department_str School of Culture and Communication - Media, Communications, Journalism and PR{{{_:::_}}}Faculty of Humanities and Social Sciences{{{_:::_}}}School of Culture and Communication - Media, Communications, Journalism and PR
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description This study presents a philosophical reconceptualisation of museums using phenomenological frameworks. It explores the role extended reality (XR) 'things' play in the museum experience and studies how their function differs from traditional objects. Existing studies highlight the technological tools, solutions and various visitor experience modalities in the museum sector. However, only a few papers focus on the theoretical aspects of using XR in museums. This empirical study adopts a qualitative research methodology, and 22 semi-structured interviews with specialists in XR design and development, museum culture, curation and museum exhibitions are conducted. The findings suggest that XR enhances museum curation and exhibition practices by providing new dimensions for interacting with museum objects. This aligns with Heidegger's 'the thing' and 'fourfold' concepts -the integration of mortals (i.e. museum visitors), earth (i.e. the activities participated in by the visitors), sky (i.e. the potentialities and ideas stimulated by the artefacts) and divinities (i.e. the visitors' emotions while interacting with the exhibits). Therefore, these new interactions, enabled by XR, can accentuate the narratives attached to and the meaning of the artefacts within the digital museum space, facilitating new understandings and relationships with history due to the digitisation of objects. Furthermore, this can potentially impact XR's use in developing multi-channel curation and multi-sensory visitor experiences in museums and cultural heritage institutions.
published_date 2024-07-18T15:42:56Z
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