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Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences
Information, Volume: 17, Issue: 1, Start page: 75
Swansea University Author:
Leighton Evans
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PDF | Version of Record
© 2026 by the authors. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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DOI (Published version): 10.3390/info17010075
Abstract
Cultural heritage institutions today are experiencing a digital transformation. Virtual Reality (VR), with the promise of immersive and interactive features, has drawn the attention of artists and curators. Some prior museology research has attempted to investigate digital innovations like virtual m...
| Published in: | Information |
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| ISSN: | 2078-2489 |
| Published: |
MDPI AG
2026
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| Online Access: |
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| URI: | https://cronfa.swan.ac.uk/Record/cronfa71227 |
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2026-01-12T11:22:30Z |
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| last_indexed |
2026-02-07T05:28:46Z |
| id |
cronfa71227 |
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SURis |
| fullrecord |
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| spelling |
2026-02-06T12:59:51.1861966 v2 71227 2026-01-12 Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2026-01-12 CACS Cultural heritage institutions today are experiencing a digital transformation. Virtual Reality (VR), with the promise of immersive and interactive features, has drawn the attention of artists and curators. Some prior museology research has attempted to investigate digital innovations like virtual museums and VR-based exhibits to present the best of museum experiences; however, existing systematic research on the topic of interactive narrative experience with immersive VR technologies is rare. This paper reports on an original research project to understand the emergent issues concerning immersion, interactive and narrative in museum experience design. This research used multiple case studies, Claude Monet: The Water Lily Obsession; We live in the Ocean of Air; Mona Lisa: Beyond the Glass; Curious Alice. In total, 22 semi-structured interviews were conducted with VR experts and museum curators to understand the motivation of the designers and developers. This research hopes to contribute to the digital revolution of museums, providing a foundation for curators and artists who are interested in using VR technologies in exhibitions. Journal Article Information 17 1 75 MDPI AG 2078-2489 virtual reality; museum experience; immersion; interactive narrative; storytelling 12 1 2026 2026-01-12 10.3390/info17010075 COLLEGE NANME Culture and Communications School COLLEGE CODE CACS Swansea University Not Required 2026-02-06T12:59:51.1861966 2026-01-12T11:17:55.9007907 Faculty of Humanities and Social Sciences School of Culture and Communication - Media, Communications, Journalism and PR Zhennuo Song 0000-0003-1053-7816 1 Leighton Evans 0000-0002-6875-6301 2 71227__36204__5be0b3956a764a57b529eec58dadff88.pdf 71227.VOR.pdf 2026-02-06T12:57:17.2658444 Output 9695919 application/pdf Version of Record true © 2026 by the authors. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license. true https://creativecommons.org/licenses/by/4.0/ |
| title |
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences |
| spellingShingle |
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences Leighton Evans |
| title_short |
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences |
| title_full |
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences |
| title_fullStr |
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences |
| title_full_unstemmed |
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences |
| title_sort |
Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences |
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cc05810f3465ddddd6814e131f4e9a79 |
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cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans |
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Leighton Evans |
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Zhennuo Song Leighton Evans |
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Journal article |
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Information |
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17 |
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75 |
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2026 |
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Swansea University |
| issn |
2078-2489 |
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10.3390/info17010075 |
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MDPI AG |
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Faculty of Humanities and Social Sciences |
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| description |
Cultural heritage institutions today are experiencing a digital transformation. Virtual Reality (VR), with the promise of immersive and interactive features, has drawn the attention of artists and curators. Some prior museology research has attempted to investigate digital innovations like virtual museums and VR-based exhibits to present the best of museum experiences; however, existing systematic research on the topic of interactive narrative experience with immersive VR technologies is rare. This paper reports on an original research project to understand the emergent issues concerning immersion, interactive and narrative in museum experience design. This research used multiple case studies, Claude Monet: The Water Lily Obsession; We live in the Ocean of Air; Mona Lisa: Beyond the Glass; Curious Alice. In total, 22 semi-structured interviews were conducted with VR experts and museum curators to understand the motivation of the designers and developers. This research hopes to contribute to the digital revolution of museums, providing a foundation for curators and artists who are interested in using VR technologies in exhibitions. |
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2026-01-12T05:34:54Z |
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11.096068 |

