We will also attempt to evaluate, how and if the
users through these applications obtain new
knowledge
After a tour in both virtual museums following a
common scenario, the users will be asked to
complete a questionnaire that will help evaluate their
overall experience (Figure 13).
Scenario: the users are given a short amount of
time to become accustomed to using the application.
Then they have to locate a number of specific
objects (ex. grind flour tool, wheat milling grape
tool.) and interact with them. The same guides and
constrains will be given for both applications. After
the completion of the virtual visit, the users along
with answering the questioner will have to assess
which of the two virtual museums offered better
information on the objects and the era they
represent.
The evaluation can give insights relating to the
users’ navigation habits and interaction desires in
such virtual environments and their interfaces.
Figure 13.
Questioner - Basic questions
Are you a connoisseur of Cyprus folklore?
How often do you come across with the Cypriot folklore in
your everyday life?
Do you believe that knowledge and also the maintenance of
folklore of is important?
Do you like visiting museums?
How often do you visit museums?
Which kind of museums do you prefer to visit?
How would you describe your relationship with
technology?
What is your opinion on the use of technology in
museums?
Do you know the term virtual reality?
Can you mention your most important VR experiences?
What is your opinion for the use of VR technology in
museums
How would you describe your tour in the museum?
Do you think that the design of the museum gave you the
opportunity to move with freedom in the application or do
you think that there were restriction.
Do you believe that the contact you have with the
following exhibits, helped you to understand more about
their use? Loom, Spinning wheel, Threshing tool and Hand
mill
8 CONCLUSIONS
The quest for the best way to present in the virtual
space this kind of exhibits created the need for the
development of this research project. As mentioned
above, this is a project still in progress. Nevertheless
the results so far indicate the positive prospects of
the research being done.
Upon completing this project, the end goal is to
create new perspectives in the design of virtual
museums and how knowledge of folk culture can be
preserved.
ACKNOWLEDGEMENTS
This work is part of the IPE/NEKYP/0311/02 "VR
CAVE" project (http://www.vrcave.com.cy) and is
financially supported by the Cyprus Research
Promotion Foundation and the European Structural
Funds.
REFERENCES
Dennis Tsichritzis & Simon Gibbs, Virtual Museums and
Virtual Realities, International Conference on
Hypermedia & Interactivity in Museums.1991
Michitaka Hirose, Virtual Reality Technology and
Museum Exhibit, The International Journal of Virtual
Reality, 2006, 5(2):31-36.
http://www.unesco.org/new/en/culture/resources/report/the
-unesco-world-report-on-cultural-diversity/
John Mpitros, Luke Dimitropoulos, John Vrellis, Maria
Verra, Christos Sintoris and Nikolaos Avouris,
Learning in virtual museums
Lidunn Mosaker, Visualising historical knowledge using
virtual reality technology, Digital Creativity 2001,
Vol. 12, No. 1, pp. 1–194
G. Lepouras, A. Katifori, C. Vassilakis, D. Charitos, Real
exhibitions in a virtual museum, Virtual Reality (2004)
7: 120–128, DOI 10.1007/s10055-004-0121-5
George Lepouras & Costas Vassilakis, Virtual Museums
for all: Employing Game Technology for Edutainment,
Department of Computer Science and Technology
University of Peloponnisos, 2004
Ayşen Savaş, Total Displacement: Exhibiting Folklore
and the Boundaries of Museum Space, Millî Folklor,
2011, Yıl 23, Sayı 90
http://www.eonreality.com/
Anal
sis
Grou
A Grou
B
“Real life”
Virtual museum
“Traditional ”
Virtual museum
Interview/
uestione
TowardsaMoreEffectiveWayofPresentingVirtualRealityMuseumsExhibits
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