causes confusion among concepts of learning cogni-
tive information (facts and concepts), learning affec-
tive information (attitudes, beliefs and feelings), and
learning psychomotor information (i.e. how to focus
a microscope). Learning, many believe, refers only to
learning cognitive information, which unfortunately
is only one limited dimension as what visitors obtain
from an actual museum visit.
Regarding the question of which level of information
is required, two polarized views divide the spectrum
of opinions; although, exhibitions always achieve
an intermediate point or compromise between them.
These are (Vergo, 2000):
1. The ‘aesthetic exhibition’ - where the object itself
is the most important. Artefacts are not supposed
to be understood but ‘experienced’; however, this
private process is not very well defined. In this
view, any kind of communication form is an in-
trusion into the ‘what is supposed to be’ a silent
contemplation of the artefact.
2. The ‘contextual exhibition’ - where the objects
and spaces themselves are tokens of a particular
age, a particular culture, a particular political or
social system, or representative of certain ideas or
beliefs. The argument for this contextualisation is
that for the uninformed eye, the fragments of other
times and other cultures, removed from their orig-
inal context settings and rituals, are mere curiosi-
ties made by unknown people which value can-
not be appreciated (Wright, 2000). In such exhi-
bitions objects and spaces coexist, sometimes un-
easily, with other kinds of communication forms.
Until now, much of it in textural form.
It is the latter view which is of interest for the Infor-
mation and Communication Technology (ICT) field.
If information and knowledge is considered key in
today’s information society, then museums and her-
itage sites are of critical importance as they are places
for knowledge to be shared and experienced (Wright,
2000). Hence, presenting and distributing informa-
tion through ICT forms could play a critical role for
heritage organizations in order to empower the pub-
lic in their understanding of the past, but most impor-
tantly of the present.
As such, communication forms based on ICT provide
the capacity of using a mixture of predominantly non
textual material for contextualizing the objects and
places in display. Although, the advantages of do-
ing this has been previously suggested, the accept-
ability and the selection of user interfaces and inter-
action techniques (in software and hardware) for their
use have not yet been completely identified. This
work attempts to provide some answers to these ques-
tions. In particular to explore the use of 3D interactive
virtual environment in a Virtual Tour application for
contextualizing historical cities. As such, the paper
describes efforts towards evaluating the acceptability
of the interfaces using usability methodologies to ex-
plore not only the perceived opinions and responses
of users, but also their behavior. We acknowledge
the difficulty of the task as 3D immersive environ-
ments do not have defined interfaces nor visitor are
believed to have replicable experiences. However, we
believethat a significant amount of studies of this type
combined with general guidelines in the usability field
might provide some answers to a field full of expecta-
tions but not enough experience in the ICT field.
2 VIRTUAL TOUR: XVII
CENTURY WOLFENBUTTEL
The Virtual Tour application used for this research
recreates Wolfenbuttel as it once stood during the
seventeen century. The town sits on the Oker river in
Lower Saxony, just a few kilometres south of Braun-
schweig. Wolfenbuttel became the residence for the
dukes of Brunswick in 1432 and in the following
three centuries the town was an important centre of
the arts. The 3D virtual environment reconstructs the
town by using the main buildings from this period,
such as the ducal palace, the library and the armoury,
as well as a few other areas of interest. Nowadays,
the town of Wolfenbuttel still contains many of these
buildings; although their functionality has completely
changed. In the real place, visitors can walk through
the small streets appreciating the beauty of the
historical buildings (see figure-1).
For this research, our premise was that only looking
Figure 1: Recreation of streets in the Town Wolfenbuttel.
at the buildings (in the real or in the non-real envi-
ronment) was not enough for a visitor to understand
the historical importance of the place. Hence, the
main purpose of the virtual tour was to contextualize
the buildings and spaces of the city by providing
additional information on their relevance for the
town. For this, a female virtual avatar populates the
environment acting as a tour guide. This was in-
cluded with the intention of creating a more engaging
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