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Immersion as Convergence: How Storytelling, Interaction, and Sensory Design Co-Produce Museum Virtual Reality Experiences

Zhennuo Song Orcid Logo, Leighton Evans Orcid Logo

Information, Volume: 17, Issue: 1, Start page: 75

Swansea University Author: Leighton Evans Orcid Logo

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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...

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Published in: Information
ISSN: 2078-2489
Published: MDPI AG 2026
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URI: https://cronfa.swan.ac.uk/Record/cronfa71227
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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
author_id_str_mv cc05810f3465ddddd6814e131f4e9a79
author_id_fullname_str_mv cc05810f3465ddddd6814e131f4e9a79_***_Leighton Evans
author Leighton Evans
author2 Zhennuo Song
Leighton Evans
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container_volume 17
container_issue 1
container_start_page 75
publishDate 2026
institution Swansea University
issn 2078-2489
doi_str_mv 10.3390/info17010075
publisher MDPI AG
college_str Faculty of Humanities and Social Sciences
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hierarchy_parent_title 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.
published_date 2026-01-12T05:34:54Z
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