Evaluating user experience in cultural heritage through virtual reality simulations

Shinnu Jangra

https://orcid.org/0000-0002-6636-4291

India

Chitkara University image/svg+xml

Shinnu Jangra received her Master's in Cyber Security (CSE) from Central University, Punjab, Bathinda, India, in 2017 and 2019, and her Bachelor's degree in Computer Science and Engineering from Rajasthan Technical University, Kota, Rajasthan, India, in 2014 and 2017, respectively. She is a Research Scholar in the Computer Science and Engineering department at Chitkara University, Punjab, India. Her research interests include Virtual Reality in Cultural Heritage, Virtual Reality, Augmented Reality applications, Human‐Computer Interaction, Computer Vision, and Machine Learning.

Gurjinder Singh

https://orcid.org/0000-0002-0108-3042

India

Chitkara University image/svg+xml

Gurjinder Singh received the PhD degree in Engineering and Technology from Chitkara University, Punjab, India in 2020. He received his Master's and Bachelor's degree in Electronics and Communication Engineering from Punjab Technical University, Jalandhar, and Punjab, India in 2014 and 2009, respectively. He is an Associate Professor at Chitkara University, Punjab, India, and has more than 14 years of experience in teaching and research. His research interests include Augmented and Virtual Reality applications, Human‐Computer Interaction, Human Cognition, Engineering Education, Interactive Learning Environment, and Embedded systems.

Archana Mantri

India

Anurag University

Archana Mantri received PhD degree in Electronics and Communication Engineering with more than 35 years of experience in research, development, training, academics and administration of institutes of higher technical education. Her areas of expertise are Project Management, Problem and Project‐Based Learning, Curriculum Design and Development, Pedagogical Innovation and Management. Her areas of interest include Change Management, Education Technology, Cognitive Sciences, Predictive Analysis, Technical Writing, Assessment Technologies, Augmented Reality, and Electronics and Communication Engineering. She is on the board of international experts in the Indo‐Universal Collaboration of Engineering Education (IUCEE) and advises in the areas of Pedagogical Innovations. She has worked on various contract research assignments in the areas of Innovation Management, Accreditation, and Quality Enhancements. Currently, she is supervising several PhD Scholars in the areas of Virtual Reality and Augmented Reality. She is a senior member of IEEE.

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Accepted: 2024-12-24

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Published: 2025-01-31

DOI: https://doi.org/10.4995/var.2024.22556
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Keywords:

virtual archaeology, virtual reality, virtual museum, emotion evaluation, virtual simulator, immersion

Supporting agencies:

This research was not funded

Abstract:

Highlights:

  • The proposed analysis develops a virtual reality (VR)simulator for the Museum of India to enhance heritage preservation efforts.
  • The Emotion questionnaire validates the impact of virtual museum tours on emotional states, including positive, negative, and boredom, compared to traditional methods.
  • Immersive VR significantly enhanced user experience, and the VR-simulator system showed a more effective positive impact and reduced adverse effects compared to the non-VR group.

Abstract:

Cultural heritage currently has a significant social and economic impact on a global scale. This study evaluates user experience in cultural heritage through virtual reality (VR). While previous research has explored the use of digital technologies in museums, there needs to be a greater understanding of VR's effects on user engagement, emotional connection, and knowledge retention within heritage contexts. This study developed a VR-Simulator for the Le-Corbusier Museum, Chandigarh, India, also called VRSLM, and accessed the impact and emotions of participants using the Achievement Emotion Questionnaire (AEQ). VR-Simulator provides participants with an immersive and interactive museum experience using a Mobile-VR headset. The study includes historical analysis, 3D visualization creation, multimedia integration, Unity, VR environment development, and deployment as an IRUSU Play VR app. VRSLM framework was evaluated with 40 participants, divided into two equal groups: VR-Simulator and Non-VR. They were asked to visit the museum using VR and traditional methods. The impact of the VRSLM system was measured by applying a statistical test and comparing it with the non-VR group. The results indicated that the VR-Simulator group had more positive emotions than the non-VR group. The overall mean score of the positive emotion factors was (M=4.2 vs. M=2.6), the negative score was (M=2.0 vs. M=2.5), and the boredom emotion factor scored (M=3.1 vs. M= 2.6), of VR-simulator and non-VR-group-respectively. T-tests and factor analyses were also applied to find out the impact of VR, indicating a significant difference between the groups regarding users' emotions and engagement effects on the participants. The findings suggest that VR simulations significantly improve user engagement and create a more positive impact in immersive environment than traditional methods. These results offer valuable insights for museums, curators, and heritage sites, suggesting that VR can revolutionize heritage experiences by deepening visitor understanding.

VRSLM framework was evaluated with 40 participants, divided into two equal groups: VR-Simulator and Non-VR. They were asked to visit the museum using VR and traditional methods. The impact of the VRSLM system was measured by applying a statistical test and comparing it with the non-VR group. The results indicated that the VR-Simulator group had more positive emotions than the non-VR group. The overall mean score of the positive emotion factors was (M=4.25 vs. M=2.60), the negative score was (M=2.02 vs. M=2.57), and the boredom emotion factor scored (M=3.12 vs. M= 2.68), of VR-Simulator and non-VR-group-respectively. T-tests and factor analyses were also applied to find out the impact of VR, indicating a significant difference between the groups regarding users' emotions and engagement effects on the participants. The findings suggest that VR-Simulator significantly improve user engagement and create a more immersive learning environment than traditional methods. These results offer valuable insights for museums, curators, and heritage sites, suggesting that VR can revolutionize heritage experiences by deepening visitor understanding.

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