Extended Reality Platform for Metaverse Exhibition
DOI:
https://doi.org/10.13052/jwe1540-9589.2275Keywords:
webXR, augmented reality, virtual reality, metaverse exhibition, web applicationAbstract
This paper proposes a web-based extended reality (XR) platform integrating exhibitions based on augmented reality (AR) and virtual reality (VR). The proposed platform includes an XR cloud for managing and sharing data in XR spaces, a VR client for users, and an AR client for real-world users. The XR cloud is a web-based VR service responsible for managing objects and spatial information related to real and virtual spaces while simultaneously facilitating real-time information sharing and synchronization between AR and VR users. The VR client offers a virtual exhibition environment based on the virtual space and information for VR users. The AR client overlays virtual information over objects in a real space, allowing for intuitive interaction with them. The proposed XR platform was implemented with Oculus Quest 2 for VR and HoloLens 2 for AR and was evaluated in a small exhibition environment. In this experimental environment, VR and AR users were able to participate in the same exhibition from different spaces and share their experiences in real time.
Downloads
References
X. Han, J. Liu, B. Tan, and L. Duan (2021), Design and Implementation of Smart Ocean Visualization System Based on Extended Reality Technology, Journal of Web Engineering, 20(2), 557–574. https://doi.org/10.13052/jwe1540-9589.20215.
W.-J Jeong, G.-S. Oh and T.-K. Whangbo (2023), Establishment of Production Standards for Web-based Metaverse Content: Focusing on Accessibility and HCI, Journal of Web Engineering, 21(08), 2231–2256. https://doi.org/10.13052/jwe1540-9589.2181.
L.-H. Lee, T. Braud, P. Zhou, L. Wang L, D. Xu D, Z. Lin, A. Kumar, C. Bermejo and P. Hui, (2021), All one needs to know about metaverse: a complete survey on technological singularity, virtual ecosystem, and research agenda, Journal Of Latex Class Files, vol. 14.
X. Zhang, D. Yang, C.H. Yow, L. Huang, X. Wu, X. Huang, J. Guo, S. Zhou, Y. Cai (2022), Metaverse for Cultural Heritages, Electronics, 11, 3730. https://doi.org/10.3390/electronics11223730.
Spatial. Available online: https://www.spatial.io/ (accessed on 26 April 2023).
Mozillar Hubs. Available online: https://hubs.mozilla.com/ (accessed on 26 April 2023).
ArtSteps. Available online: https://www.artsteps.com/ (accessed on 26 April 2023).
Y. Wu, Q. Jiang, S. Ni, H. Liang(2021), Critical Factors for Predicting Users’ Acceptance of Digital Museums for Experience-Influenced Environments, Information, 12, 426. https://doi.org/10.3390/info12100426.
M.K. Bekele, R. Pierdicca, E. Frontoni, E.S. Malinverni, J. Gain (2018), A survey of augmented, virtual, and mixed reality for cultural heritage, Journal on Computing and Cultural Heritage (JOCCH), 11(2), pp. 1–36.
S. Vosinakis,T. Yannis (2016), Visitor experience in Goggle Art Project and in Second life-based virtual museum : A Comprative study, (2016).
B. Brown, I. MacColl, M. Chalmers, A. Galani. C. Randell, A. Steed (2003), Lessons from the lighthouse: collaboration in a shared mixed reality system, In Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 577–584.
F. Rahimi, J. Boyd, R. Levy J. Eiserman (2022), New Media and Space: An Empirical Study of Learning and Enjoyment Through Museum Hybrid Space, IEEE Transactions on Visualization & Computer Graphics, vol. 28, no. 08, pp. 3013–3021.
K. Walczak, W. Cellary, M. White (2006), M. Virtual museum exbibitions, Computer, 39(3), pp. 93–95.
M. Carrozzino, M. Bergamasco (2010), Beyond virtual museums: Experiencing immersive virtual reality in real museums, Journal of Cultural Heritage, Volume 11, Issue 4, pp. 452–458,
M. Shehade, T. Stylianou-Lambert (2020), Virtual Reality in Museums: Exploring the Experiences of Museum Professionals, Appl. Sci., 10, 4031. https://doi.org/10.3390/app10114031.
M.K. Bekele, E. Champion (2019), A comparison of immersive realities and interaction methods: Cultural learning in virtual heritage, Frontiers in Robotics and AI, 6, p. 91.
V. Okanovic, I. Ivkovic-Kihic, D. Boskovic, B. Mijatovic, I. Prazina, E. Skaljo, S. Rizvic (2022), Interaction in eXtended Reality Applications for Cultural Heritage, Appl. Sci. 2022, 12, 1241. https://doi.org/10.3390/app12031241.
D.-M. Popovici, D. Iordache, R. Comes, C.G.D Neamțu, E. Băutu (2022), Interactive Exploration of Virtual Heritage by Means of Natural Gestures, Appl. Sci., 12, 4452. https://doi.org/10.3390/app12094452.
D. Ferdani, B. Fanini, M.C. Piccioli, F. Carboni, P. Vigliarolo (2020), 3D reconstruction and validation of historical background for immersive VR applications and games: The case study of the Forum of Augustus in Rome Journal of Cultural Heritage, 43, pp. 129–143.
F. Škola, S. Rizvić, M. Cozza, L. Barbieri, F. Bruno, D. Skarlatos, F. Liarokapis (2020), Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion. Sensors 2020, 20, 5851.
H. Cecotti (2022), Cultural Heritage in Fully Immersive Virtual Reality. Virtual Worlds 2022, 1, 82–102. https://doi.org/10.3390/virtualworlds1010006.
R.G. Boboc, E. Băutu, F. Gîrbacia, N. Popovici, D.-M. Popovici (2022), Augmented Reality in Cultural Heritage: An Overview of the Last Decade of Applications, Appl. Sci. 2022, 12, 9859. https://doi.org/10.3390/app12199859.
R.G. Boboc, M. Duguleană, G.D. Voinea, C.C. Postelnicu, D.M. Popovici, M. and Carrozzino (2019),Mobile augmented reality for cultural heritage: Following the footsteps of Ovid among different locations in Europe, Sustainability, Vol. 11, No. 4, p. 1167, 2019.
M. Ryffel, F. Zünd Y. Aksoy A. Marra M. Nitti T. Aydın B. Sumner (2017),AR Museum: A mobile augmented reality application for interactive painting recoloring, ACM Transactions on Graphics (TOG), 36(2), 2017, 19.
I. Paliokas, A.T Patenidis, E.E. Mitsopoulou, C. Tsita, G. Pehlivanides, E. Karyati, S. Tsafaras, E.A. Stathopoulos, A. Kokkalas, S. Diplaris, G. Meditskos, S. Vrochidis, E. Tasiopoulou, C. Riggas, K. Votis, I. Kompatsiaris, D. Tzovaras (2020), Gamified Augmented Reality Application for Digital Heritage and Tourism, Appl. Sci. 2020, 10, 7868. https://doi.org/10.3390/app10217868.
Q. Jiang, J. Chen, Y. Wu, C. Gu, J. Sun (2022), A study of factors influencing the continuance intention to the usage of augmented reality in museums, Systems, 2022, 10(3), p. 73.
R. Hammady, M. Ma, Z. Al-Kalha, C. Strathearn (2021), A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums, Virtual Reality, 25(4), 2021, pp. 895–918.
I. Pedersen, N. Gale, P. Mirza-Babaei, S. Reid (2017), More than Meets the Eye: The Benefits of Augmented Reality and Holographic Displays for Digital Cultural Heritage, Journal on Computing and Cultural Heritage. 10. 1–15. doi: 10.1145/3051480.
C.-Y. Weng, B. Curless, I. Kemelmacher (2018), Photo Wake-Up: 3D Character Animation from a Single Photo, https://arxiv.org/abs/1812.02246.
J. Jacob, R. Nóbrega (2021), Collaborative Augmented Reality for Cultural Heritage, Tourist Sites and Museums: Sharing Visitors’ Experiences and Interactions, In: Geroimenko, V. (eds) Augmented Reality in Tourism, Museums and Heritage. Springer Series on Cultural Computing. Springer, Cham. https://doi.org/10.1007/978-3-030-70198-7-2.
A. Matviienko, S. Günther, S. Ritzenhofen, M. Mühlhäuser (2022), AR Sightseeing: Comparing Information Placements at Outdoor Historical Heritage Sites using Augmented Reality, In Proc. ACM Hum.-Comput. Interact., 6, MHCI, Article 194, September 2022, 17 pages. https://doi.org/10.1145/3546729.
M. K. Bekele (2021), Clouds-Based Collaborative and Multi-Modal Mixed Reality for Virtual Heritage, Heritage 2021, 4, 1447–1459. https://doi.org/10.3390/heritage4030080.
K. Kiyokawa, H. Takemura, N. Yokoya (1999), A collaboration support technique by integrating a shared virtual reality and a shared augmented reality, In IEEE SMC’99 Conference Proceedings. 1999 IEEE International Conference on Systems, Man, and Cybernetics (Cat. No. 99CH37028) (Vol. 6, pp. 48–53). IEEE.
T. Piumsomboon, Y. Lee, G. Lee, M. Billinghurst (2017), CoVAR: a collaborative virtual and augmented reality system for remote collaboration, In SIGGRAPH Asia 2017 Emerging Technologies, pp. 1–2. 2017.
C. Pidel, P. Ackermann (2020), Collaboration in virtual and augmented reality: a systematic overview, In Augmented Reality, Virtual Reality, and Computer Graphics: 7th International Conference, AVR 2020, Lecce, Italy, September 7–10, 2020, Proceedings, Part I 7 (pp. 141–156). Springer International Publishing.
Y. Li, E. Ch’ng (2022), A Framework for Sharing Cultural Heritage Objects in Hybrid Virtual and Augmented Reality Environments, In: Ch’ng, E., Chapman, H., Gaffney, V.; Wilson, A.S. (eds) Visual Heritage: Digital Approaches in Heritage Science. Springer Series on Cultural Computing; Springer International Publishing, pp. 471–492. https://doi.org/10.1007/978-3-030-77028-0_23.
Vuforia Area Target. Available online: https://library.vuforia.com/environments/area-targets (accessed on 26 April 2023).
Mixed Reality Feature Tool. Available online: https://learn.microsoft.com/en-us/windows/mixed-reality/mrtk-unity/mrtk2 (accessed on 26 April 2023).
WebXR. Available online: https://www.w3.org/TR/webxr/ (accessed on 26 April 2023).
Photon Engine. Available online: https://www.photonengine.com/ (accessed on 26 April 2023).