Educational Effectiveness of Virtual Museum

AUTHORS

YoungJe Yu,Hallym University
Woo Hyung June,
Sun-Jeong Kim,
Chang Geun Song,

ABSTRACT

The museum is one of the tourist resources that many tourists visit. In a typical museum, the curator will explain and deliver information to the visitors taking the visitors age and level of background knowledge into considerations. However, it is true that there are few curators in most museum. Audio guides have been used to help visitors understand and appreciate exhibition instead of curators. Recently, NFC tags have been used to improve the facility of old audio guide. In this paper, we use virtual reality, which is actively being used not only in movies but also in education to configure a virtual reality museum environment. We compare exhibition methods in a virtual reality museums and in actual museums. First, a survey is conducted for subjective evaluation of museum exhibition and actual museums. Second, a post-exhibition quiz is used to determine the objective effects of museum exhibition. Based on these results, we show the validity of the virtual reality museum.

 

KEYWORDS

Virtual reality, Curator, Museum, Education.

REFERENCES

[1]      Holger Graf, Jens Keil, Alfonsina Pagano, Sofia Pescarin. A Contextualized Educational Museum Experience Connecting Objects, Places and Themes through mobile Virtual Museums. Digital Heritage, (2015) Athanasios Fevgas, Nikolaos Fraggogiannis, Panagiota Tsompanopoulou, and Panayiotis Bozanis. The iMuse Virtual Museum: towards a cultural education platform. The 5th International Conference on Information, Intelligence, Systems and Applications (2014)
[2]      Andrea Fineschi, Alessandro Pozzebon. A 3D virtual tour of the Santa Maria della Scala Museum Complex in Siena, Italy, based on the use of Oculus Rift HMD. International Conference on 3D Imaging (IC3D) (2015)
[3]      Sabine Webel, Manuel Olbrich, Tobias Franke, Jens Keil. Immersive experience of current and ancient reconstructed cultural attractions. Digital Heritage International Congress (DigitalHeritage) (2013)
[4]      Cho Young Suk, (Studying with video) self study 3D MAX 2013/2014/2015, yeamoonsa, Paju Gyeonggi (2015)
[5]      https://developer.leapmotion.com/ (2016)
[6]      https://www.oculus.com/rift/ ( 2016)
[7]      https://unity3d.com/kr/ (2016)

CITATION

  • APA:
    Yu,Y.J.& June,W.H.& Kim,S.J.& Song,C.G.(2018). Educational Effectiveness of Virtual Museum. International Journal of Multimedia and Ubiquitous Engineering , 13(2), 21-26. 10.21742/IJMUE.2018.13.2.04
  • Harvard:
    Yu,Y.J., June,W.H., Kim,S.J., Song,C.G.(2018). "Educational Effectiveness of Virtual Museum". International Journal of Multimedia and Ubiquitous Engineering , 13(2), pp.21-26. doi:10.21742/IJMUE.2018.13.2.04
  • IEEE:
    [1] Y.J.Yu, W.H.June, S.J.Kim, C.G.Song, "Educational Effectiveness of Virtual Museum". International Journal of Multimedia and Ubiquitous Engineering , vol.13, no.2, pp.21-26, Apr. 2018
  • MLA:
    Yu YoungJe, June Woo Hyung, Kim Sun-Jeong and Song Chang Geun. "Educational Effectiveness of Virtual Museum". International Journal of Multimedia and Ubiquitous Engineering , vol.13, no.2, Apr. 2018, pp.21-26, doi:10.21742/IJMUE.2018.13.2.04

ISSUE INFO

  • Volume 13, No. 2, 2018
  • ISSN(p):1975-0080
  • ISSN(e):2652-1954
  • Published:Apr. 2018

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