Inclusive and Engaging Virtual Museum Experience for Children: A
Usability Evaluation
Brigida Bonino
a
, Franca Giannini
b
and Katia Lupinetti
c
IMATI, CNR, Genova, Italy
{brigida.bonino, franca.giannini, katia.lupinetti}@cnr.it
Keywords:
Virtual Reality, Virtual Museum, Inclusion, Engagement, VR Educational Environment.
Abstract:
This study explores inclusive and educational museum experiences in virtual environments for children. Vir-
tual Reality (VR) enables adaptable scenarios tailored to users’ needs, addressing cultural differences and
sensory disabilities. Moreover, it encourages the creation of interactive activities, such as simulating object
manipulation, enhancing immersion and engagement, as well as supporting the understanding of artistic con-
cepts and history. In particular, this work presents the design and development of a virtual museum application,
consisting of two phases: exploration and game. The virtual environment is customized based on the single
user preferences and capabilities to ensure accessibility for diverse groups of children, facilitate an engaging
and playful acquisition of information, and enhance interest in cultural heritage. A preliminary study on us-
ability and engagement is also conducted.
1 INTRODUCTION
In recent years, advances in networking, graphics, and
affordable acquisition devices have made Virtual Re-
ality (VR) a powerful tool for education and cultural
heritage experiences, revolutionizing how knowledge
can be acquired in an enjoyable manner.
For instance, VR allows museum visitors to im-
merse themselves in digitally reconstructed environ-
ments, interacting with historical artifacts and cultural
sites engagingly. Indeed, visitors are not passive; they
have the freedom to explore and be active participants
as they can create their own virtual tour and paths
(Styliani et al., 2009), without the limits of time and
space. In this way, the educational mean provided by
museum can be fully exploited. Moreover, virtual ex-
hibitions can display assets that are normally not vis-
ible in the physical museum, stored in deposits due
to space limitations or fragility, or artifacts from dif-
ferent museums can be collocated together. The ex-
clusive interaction with virtual assets enhances pres-
ence and engagement, fostering deeper emotional and
cognitive connections. VR is especially valuable for
school visits, making cultural heritage more interest-
ing and engaging. By merging gaming with interac-
a
https://orcid.org/0000-0002-4264-3958
b
https://orcid.org/0000-0002-3608-6737
c
https://orcid.org/0000-0002-0202-4909
tive learning, it transforms education into a dynamic,
playful experience that sparks curiosity and creativity
(Bossavit et al., 2018).
A key aspect of the success of VR visits, partic-
ularly for children and schools, is the possibility of
adapting the experience to meet the diverse needs of
users. Social inclusion plays a crucial role in this
context, as accessibility to technology and content
must be ensured for everyone, regardless of physical
or language abilities especially in multiethnic envi-
ronments characterized by strongly different cultural
backgrounds. Adaptive technologies, such as the abil-
ity to customize navigation or include visual and au-
ditory aids, are essential to ensure that every child
can actively participate and enjoy the experience. By
incorporating playful features or quiz games, virtual
exhibitions can attract a wider audience and cater to
various learning preferences, strengthening the con-
nection between cultural heritage, schools, and enter-
tainment (Bossavit et al., 2018).
The work presented here exploits works car-
ried out within the House of Emerging Technologies
Genoa ”Digital Factory for Culture” project and ex-
tended within the PNRR RAISE Project (Robotics
and AI for Socio-Economic Empowerment), Spoke 1
(Urban Technologies for Inclusive Engagement),
which focuses on developing inclusive tools to en-
hance the quality of life of citizens through technol-
ogy and AI. In this context, an immersive virtual mu-
Bonino, B., Giannini, F. and Lupinetti, K.
Inclusive and Engaging Virtual Museum Experience for Children: A Usability Evaluation.
DOI: 10.5220/0013501600003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 1, pages 907-914
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
907
seum visit experience followed by a mini-game cen-
tered on the explored cultural assets is being devel-
oped to support primary school students, aged 8 to 11
years, in complementing history learning. The work
addresses the main research question: how to create
inclusive and educational museums in VR? There-
fore it has two primary objectives: inclusion and en-
gagement. Inclusion and accessibility are tackled by
developing methods to adapt the virtual environment
and information presentation to meet the diverse capa-
bilities and preferences of users. To improve engage-
ment, a short game and the possibility to interact with
artifacts are included. While accessibility is needed
to allow a complete experience to a wider range of
users to overcome physical and cultural barriers, en-
gagement is crucial for increasing interest in cultural
heritage and improving learning outcomes.
To ensure an experience that tackles as much as pos-
sible the major difficulties in an educational context,
the application is developed with the collaboration of
a primary school characterized by a hight percentage
of children of diverse nationalities, where varying lan-
guage and physical abilities are present. The educa-
tional personnel highlighted how virtual experience
like this can play a crucial role in promoting inte-
gration and providing access to cultural experiences
that may otherwise be out of reach for some students.
Before introducing the tool into education settings,
we conducted a preliminary evaluation of the appli-
cation’s usability, that represents the contribution of
this work. The evaluation focuses on the ease and in-
tuitiveness of setting up the scene prior to the explo-
ration and game phases, the naturalness of interaction
with the virtual world, and the overall engagement of
the visit.
The paper is organized as follows: Section 2
overviews most pertinent efforts in accessible and
inclusive VR and educational gaming. Section 3
describes the proposed virtual museum experience,
while its main features for inclusion and engagement
are outlined in Section 4. The experiments for the
system usability evaluation are discussed in Section 5.
Conclusions are provided in Section 6.
2 RELATED WORKS
To provide an enjoyable entertainment and learning
experience for all visitors, including people with dis-
abilities, virtual museums must not only be acces-
sible, but also inclusive: they must provide greater
equality and cultural and learning opportunities for all
social groups (Caldarelli et al., 2022). In this perspec-
tive, several works have addressed various aspects
related to accessibility for VR applications (Dudley
et al., 2023) in general, and to virtual museums and
cultural heritage, in particular.
While some guidelines exist for physical mu-
seums and web applications considering universal
design principles since several years, only recently
guidelines emerged for VR applications, such as those
indicated by the W3C consortium (W3C, 2021) and
by the XR association (XRA, 2020). Principles of
universal design have been reviewed against VR tech-
nologies for game development by Dombrowski et
al. (Dombrowski et al., 2019). Rojas et al. (Ro-
jas et al., 2020) consider Web Content Accessibility
Guidelines 2.1 for the development of a web virtual
museum. Several works have been devoted to pro-
vide VR access to people with vision problems, gen-
erally creating non visual VR with audio and hap-
tic feedback or providing visual and audio augmen-
tations (Picinali et al., 2014; Zaal et al., 2022; Zhao
et al., 2019). Additional efforts have been made to ad-
dress children disabilities or special educational needs
(Carreon et al., 2022; Campitiello et al., 2022; Chit
,
u
et al., 2023) with main emphasis on autism spectrum
disorder, but no real effort has been devoted to adapt
the virtual environment to children needs in virtual
museum exhibition context to effectively make infor-
mation and data easy accessible.
From the engagement and educational point of
view, to reach a broader audience and involve young
people more effectively, making them active partici-
pants and more motivated to acquire information, ac-
tivities such as educational games are often proposed
(Theodoropoulos and Antoniou, 2022; Mortara et al.,
2014). Different interactive games have been pre-
sented in the last years (Liu et al., 2021; Shackelford
et al., 2018), as well as guidelines for designing ed-
ucational games to support the learning of abstract
artistic concepts have been outlined (Bossavit et al.,
2018; Tsita et al., 2023).
However, the intersection of cultural diversity,
physical impairments, and digital games, considered
collectively, remains largely unexplored in this area
of research, with only a few studies addressing these
aspects (Lee et al., 2020; Tillem and G
¨
un, 2023).
The work here presented aims to address this
intersection while focusing on the ability of sys-
tems to adapt to individual user needs and prefer-
ences. In fact, the development of customized inter-
action methods to enhance user engagement is cru-
cial (Bekele and Champion, 2019). This perspective
aligns with the various research outcomes and the XR
and accessibility challenges indicated by W3C (W3C,
2021) and the innovative “design-for-one” philoso-
phy, which prioritizes creating personalized experi-
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(a) Exploration phase. (b) Game phase.
Figure 1: 3D reconstruction of the Oriental Art Museum E. Chiossone where the two phases of the application take place.
ences tailored to each user’s specific requirements,
rather than adopting a universal design approach.
Therefore, in our virtual museum application, we are
considering various settings, interactions and render-
ing capabilities adjustable according to the user char-
acteristics and preferences. In particular, we focus
on some criteria that have been indicated to be fun-
damental to satisfy the accessibility needs of various
disabilities and user characteristics. They include:
easy to read and understand information, use of au-
dio/video in addition to text, different and easy navi-
gation methods, easy reachable interactable elements.
3 APPLICATION OVERVIEW
In this section, we provide a general overview of
the system, highlighting how it has been developed
for educational purposes, structured into two distinct
phases, namely exploration and game, and how the
virtual environment has been designed to offer an in-
clusive and engaging experience.
The environment features digital copies of rooms
and artifacts from the Oriental Art Museum E. Chios-
sone in Genoa. Specifically, the real artifacts have
been acquired using photogrammetry and 3D process-
ing software, resulting in the 3D models incorporated
into the scene. Most of the artifacts are remains lo-
cated in the Museum deposit, usually not exhibited
due to their fragility of even for space limitation.
Both the exploration and game phases take place
within a simplified 3D reconstruction of the museum
(Figure 1), specifically the BIM model of the building
created from a laser scanner survey.
3.1 Exploration Phase
When the application starts, the user is immersed in
the virtual museum. Before the scene is fully ren-
dered, certain variables must be initialized, which
will be discussed in detail in the next section (see
Section 4). Inside the first-floor room, six pedestals
hold artifacts from Japanese history. Each pedestal
is equipped with two interactive buttons: one for dis-
playing text and another for playing audio informa-
tion about the artifact (Figure 1a).
The user can freely navigate the virtual space, ob-
serving and examining the artifacts in any order and
manner he/she prefers. However, he/she must ex-
plore all displayed objects by either reading or lis-
tening to the provided information, clicking at least
one of the buttons. This step is essential for acquiring
knowledge about the objects, their functions, usage,
and historical significance, preparing the user for the
subsequent game phase where comprehension will be
tested. There is no time limit, allowing children to
interact with the objects freely, fostering engagement
and enjoyment while learning. Throughout the visit,
users can grasp and scale the artifacts for closer in-
spection, enabling them to examine fine details that
might be overlooked at their original size. This inter-
action not only enhances engagement but also deep-
ens understanding.
Once all objects have been examined, the option
to proceed to the game phase is unlocked. A colored
cube with a question mark appears at the empty side
of the room, where the user must go to enter into the
new scene.
3.2 Game Phase
The game phase is designed to evaluate the effects of
using VR visit on the comprehension of the concepts
acquired during the exploration phase.
At the start of this phase, a new scene is loaded.
The scene variables are inherited from the exploration
phase, ensuring consistency and eliminating the need
for reconfiguration. The user finds himself/herself in
the previous museum room, where pedestals and ar-
tifacts have been rearranged. All previously encoun-
tered artifacts, along with additional objects featuring
similar functions but differing in characteristics and
historical periods, are randomly placed on tables in
front of the user. Three empty pedestals are presented,
each equipped with an already visible text panel and
an audio button (Figure 1b). Instead of the previous
Inclusive and Engaging Virtual Museum Experience for Children: A Usability Evaluation
909
descriptions, the text now presents riddles that hint
at the functionality or unique details of the associ-
ated object. The user must match the correct artifact
from the tables to its corresponding pedestal based on
these clues. If the user correctly places an object, the
pedestal changes to the pre-selected color for correct
answers, indicating that the object is properly posi-
tioned and can no longer be moved. If the placement
is incorrect, the pedestal changes to the designated in-
correct answer color, the object remains interactable,
and the user is prompted to try again.
Once all objects are placed correctly, the game
ends and a final panel appears displaying the total
number of attempts made.
4 FEATURES FOR INCLUSION
AND ENGAGEMENT
In this section we deeply discuss the variables and
the features that characterize the provided system in
terms of inclusion and engagement for a heteroge-
neous group of users.
In this regard, the scene setup depends on some
variables that are initialized based on user-specific pa-
rameters, which may be cultural or physical.
Currently, some information is directly requested
from the user before populating the museum scene
through intuitive questions. Among these, the lan-
guage preferred and presence of color blindness.
Other data, such as the user’s height, is automatically
detected via headset positional data. As for engage-
ment, natural interactions are provided to deal with
virtual objects.
4.1 Scene Customization
In the following the scene variables and their ini-
tialization according to user-specific parameters are
described in detail.
Language. The language barrier can significantly im-
pact the understanding of the exhibited artifact with
its cultural, historical and artistic value, thus limiting
both the didactical and the enjoyment values. Infor-
mation is typically presented in the local language,
often with only an English translation available. This
can be especially challenging for children, who may
struggle to follow explanations or understand dis-
played text, leading to frustration and reduced en-
gagement. To enhance inclusion and integration, our
VR system offers a multilingual option, including less
common languages, ensuring a more accessible and
personalized experience. Language selection is the
user’s first action, as it defines the format of all com-
municative content (text and audio) within the scene.
This process is designed to be intuitive and text-free.
When the application starts, a central panel displays
a world map divided by continents, each with an in-
teractive button (Figure 2a). After selecting a conti-
nent, a second panel appears, showing country flags
labeled with their official language (Figure 2b). This
dual-reference system, using both images and text,
prevents confusion, particularly for users with color
blindness. Once a flag is chosen, all text and audio
are automatically provided in the selected language.
The multilingual translation and text-to-speech
conversion is managed by an asynchronous transla-
tion tool we have developed in Python that leverages
two key APIs: Google Translate and Google Text-to-
Speech.
This approach is crucial for improving under-
standing, especially considering the subsequent game
phase, where initial comprehension is fundamental to
foster engagement and learning.
Color. Despite the significance of color blindness is-
sue, it is often overlooked in the design of VR experi-
ences. It becomes particularly problematic in games
that rely heavily on color to convey important infor-
mation or differentiate between game elements. VR,
however, offers the potential to overcome this limita-
tion by enabling the customization of color schemes,
making the experience more inclusive and accessi-
ble to a wider range of users. For instance, in many
VR applications, buttons and user interfaces change
color to provide feedback on activation or deactiva-
tion, with green and red commonly used for this pur-
pose. However, this color combination poses a chal-
lenge for individuals with color blindness. To address
this, after language selection, we provide users with
an interactive panel where they can choose a distin-
guishable color pair (Figure 2c). The first color repre-
sents positive feedback (e.g., object activation, correct
answer), while the second indicates negative feedback
(e.g., object deactivation, wrong answer). The panel
presents primary complementary color pairs, along
with options that incorporate different textures, se-
lected based on an analysis of studies on color blind-
ness (Tillem and G
¨
un, 2023). The inclusion of tex-
tures further increases the likelihood that every user
can identify at least one suitable pair, ensuring a more
accessible and inclusive experience.
Objects Positioning. The need to adapt the height
of objects and ensure they are comfortably reachable
emerged during the testing of an earlier application.
In that initial version, the tailoring of the virtual envi-
ronment was not yet implemented, which resulted in
usability challenges, particularly for children. These
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(a) Continent selection. (b) Language selection. (c) Colors selection.
Figure 2: Panels for language and colors selection for the scene customization.
findings highlight the importance of dynamic scene
customization to enhance accessibility and provide a
more inclusive and enjoyable experience for all users.
In the here proposed application, this operation is car-
ried out automatically at the start of the game. It is
done taking into account the environmental mapping
characteristics of Meta Quest and the standard human
body proportions. The idea is to set the top of the
pedestals at the height of the user’s elbows to make
the objects well visible and graspable and the buttons
easy to press. According to human body proportions,
the total height of a person is 8 times the head, and el-
bows are at a height of 5 heads from the ground. We
estimate the player’s height by measuring the height
of his eyes thanks to the Meta Quest camera features
and we compute the elbows positions according to the
above proportions.
4.2 Interactions and Content Fruition
Currently the above information are all those re-
quested by the user to customize the experience. In
addition to those characteristics, various methods are
offered to perform specific operations in a natural,
inclusive, and engaging way. For example, various
locomotion techniques are provided, along with the
possibility to naturally interact with virtual objects,
and the option to either read or listen to the provided
information content.
Locomotion Techniques. Navigating a virtual envi-
ronment is crucial for immersion in VR, but poor im-
plementation can lead to discomfort or motion sick-
ness. This study presents a methodology that adapts
to user preferences, reduces stress, and ensures acces-
sibility for individuals with varying physical capabili-
ties, including those with limited mobility. The appli-
cation features two validated locomotion techniques:
natural and semi-natural (Bonino et al., 2024). The
first technique emulates the user’s natural walking
motion, which is mirrored in the virtual environment
using VR headsets equipped with ”room-scale” track-
ing technology that tracks the user’s position in space.
The second technique uses a pointing gesture, en-
abling users to navigate the virtual space without
moving physically. This method allows users to re-
main stationary in their real environment while still
interacting with the virtual one via an HMD.
Both techniques are inspired by real-world move-
ments to create a natural and intuitive experience in
the metaverse and to foster the sense of presence and
engagement (Mott et al., 2020). Also, the elimination
of intermediary devices, enhance immersion. Natural
and semi-natural methods can be used independently
or together, offering flexibility based on user prefer-
ence, needs, and how they perceive the experience,
such as in cases of cybersicknes.
Interaction. A key feature of the application designed
to enhance the virtual experience compared to the
physical one is the possibility to interact with his-
torical assets. This functionality is intended to im-
prove entertainment value, promote playful engage-
ment, and support understanding by enabling users to
explore artifacts in ways that are not possible in a tra-
ditional museum setting, without the risk of break-
ing or damaging objects. In this regard, the provided
application not only allows users to grab objects for
a closer look, but also enables them to scale the ar-
tifacts, making small details more visible than they
would be at their real size. To make these operations
as natural and intuitive as possible, while avoiding the
need for external tools (e. g., joysticks) or additional
commands, the system incorporates free-hand gesture
recognition.
Specifically, to handle an artifact, the user must per-
form a grab gesture when his/her hand (either left or
right) is in contact with the object (Figure 3a). Once
grasped, the object follows the movement of the hand,
allowing it to be manipulated as it would be in real
life. To uniformly scale the artifact, the user has to
keep the hands with the thumb and the index pinched,
then moves the hands closer or farther apart (Fig-
ure 3b). The object zooms in or out in proportion to
the variation in distance between the fingers. When
the object is brought back into contact with its support
on the pedestal and the grab is released, it automati-
cally returns to its original size and position.
Text and Audio. To enhance the visitor experience
by providing context and information about the ex-
Inclusive and Engaging Virtual Museum Experience for Children: A Usability Evaluation
911
hibited objects in an accessible and engaging man-
ner, the proposed virtual museum exhibition offers
the possibility to both read and listen to the descrip-
tion of each artifact in an interactive and immersive
way. As described in Section 3, on each pedestal two
buttons are arranged that the user can push to respec-
tively show a text panel and play an audio. The panel
is designed to be highly visible and easy to read. It
utilizes a font specifically created for individuals with
dyslexia (OpenDyslexic, 2024) to enhance readabil-
ity. Additionally, the panel’s position automatically
adjusts to the user’s height, ensuring it appears at eye
level for optimal accessibility. To further accommo-
date users with reading difficulties, such as dyslexia
or visual impairments, the audio can be played at any
time, facilitating reading by combining both options.
(a) Handling. (b) Scaling.
Figure 3: Examples of interactions with artifacts.
5 THE EXPERIMENT
In this initial phase, before introducing the application
in schools, we test its usability with adults using the
System Usability Scale (SUS) (Brooke, 1996). The
evaluation covers language and color selection, ob-
jects manipulation (grasping, rotation), objects scal-
ing, information acquisition, virtual museum visit,
and the description-object association game. We as-
sess ease of scene setup, interaction naturalness, and
information accessibility. Additionally, user engage-
ment is measured through the User Engagement Scale
Short Form (UES-SF) (O’Brien et al., 2018), which
evaluates perceived usability (PU), aesthetic appeal
(AE), focused attention (FA), and reward (RW).
5.1 System and Protocol
The system is developed using Unity 2022.3.20f1
with the OpenXR Plugin 1.10.0 for rendering and in-
teraction management. The application runs on Meta
Quest 3, which uses inside-out tracking to detect hand
and finger movements as well as spatial positioning.
The experiment involves 10 participants (5 men,
5 women), mainly aged 25-34 and 45-60. Most were
native speakers of Italian, English, or French. Two
participants reported accessibility needs: one with
walking impairments and another with low vision. In
conformity with the request made to the ethical com-
mittee, before the experiment, participants were in-
formed about personal data management, research ob-
jectives and instructions on interactions. They com-
pleted the full experience before filling out the anony-
mous SUS and UES-SF questionnaires. Suggestions
were provided during the experience to ensure all sys-
tem functionalities were explored and tested.
5.2 Results
The System Usability Scale (SUS) score is calculated
based on a questionnaire with ten items, each rated on
a 5-point Likert scale (from 1 = strongly disagree to
5 = strongly agree). To compute the total SUS score,
responses to the odd-numbered questions (1, 3, 5, 7,
9) are adjusted by subtracting 1 from each response
value. Responses to the even-numbered questions (2,
4, 6, 8, 10) are adjusted by subtracting each response
from 5. This transforms all scores into a 0–4 scale.
The adjusted scores are then summed and multiplied
by 2.5 to normalize the total to a 0–100 scale. The
final SUS score represents an overall measure of us-
ability. Generally, a SUS score above 68 is considered
above average, while scores above 80 suggest excel-
lent usability (Bangor et al., 2009).
The results of this evaluation are summarized
in Table 1. The evaluations for Getting Informa-
tion (96), Virtual Museum Visit (87.5), Description-
Object Association Game (87), and Color Selection
(86.25) all scored well above 80, indicating a highly
usable and user-friendly experience in these aspects.
A very positive aspect is how the getting of informa-
tion is evaluated, which is crucial for the educational
impact and the understanding of content. Manipula-
tion (84.5) also falls within the excellent range, that is
promising in terms of the engagement and the interac-
tivity of the system. Conversely, Language Selection
(79) and Object Scaling (78) are slightly below the
80 threshold but still above average, suggesting they
are usable but may benefit from minor improvements.
Overall, all categories scored above 68, demonstrat-
ing a good level of usability, with certain areas per-
forming exceptionally well while others could be re-
fined for an even better user experience.
The results of this usability evaluation are highly
encouraging, as they indicate a generally positive user
experience across all categories, with several aspects
scoring in the excellent usability range. Given that
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Table 1: SUS Scores for Different Categories.
SUS Categories 1 2 3 4 5 6 7 8 9 10 Total
Language Selection 2.6 3.4 3.0 3.1 2.3 4.4 2.8 3.9 2.3 3.8 79
Color Selection 1.8 4.3 3.2 4.1 2.6 4.1 3.0 4.4 2.8 4.2 86.25
Object Manipulation 3.0 3.8 2.7 3.3 3.0 3.7 2.7 4.4 3.0 4.2 84.5
Object Scaling 2.4 3.8 2.5 3.2 2.9 3.9 2.4 3.8 2.5 3.8 78
Getting information 2.8 4.5 3.3 4.5 3.5 4.4 3.0 4.5 3.4 4.5 96
VR Museum Visit 2.9 4.4 3.0 3.4 3.0 4.2 3.1 4.1 3.1 3.8 87.5
Association Game 2.1 4.2 2.9 3.6 3.0 4.4 3.0 4.2 3.2 4.2 87
these scores were obtained from typical users, the
next phase is to extend the validation process to a
more diverse audience. This includes involving stu-
dents and individuals with various impairments (e.g.,
motor, visual, and auditory disabilities) to assess the
application’s level of inclusion and accessibility in
greater detail. By conducting targeted testing with
these user groups, it will be possible to identify po-
tential barriers and refine the system to ensure a truly
accessible and user-friendly experience for all.
The UES-SF questionnaire results indicate an
overall positive user experience. They are summa-
rized in Table 2 where the mean scores on a 5-
point Likert scale (from 1 = strongly disagree to 5 =
strongly agree) are reported. The highest score was
for Perceived Usability (4.42), suggesting that users
found the interface and interactions accessible and
functional. The scores for Aesthetic Appeal (3.90)
and Reward Factor (3.97) also indicate that the ap-
plication is visually appealing and provides a satisfy-
ing experience. However, Focused Attention (3.43)
received the lowest score, implying that some users
might have struggled to maintain full engagement
throughout the experience.
Finally, since the variance among the involved
groups did not reveal significant differences, we did
not perform an ANOVA or t-test analysis.
Table 2: Mean scores for UES-SF dimensions.
Engagement Dimension Mean Score
Focused Attention (FA) 3.43
Perceived Usability (PU) 4.42
Aesthetic Appeal (AE) 3.90
Reward Factor (RW) 3.97
6 CONCLUSIONS
Immersive VR applications are increasingly used for
educational and entertainment purposes. Among
them, virtual museums and, in general, cultural her-
itage exhibitions stand out for their significant educa-
tional, democratizing, and inclusive value, of particu-
lar importance also for schools.
In this work, we present the development of a vir-
tual experience, the final application of which is ad-
dressed to primary schools, consisting of an explo-
ration phase and a game phase. The main goals are
two: first, to design a virtual environment that is in-
clusive and accessible to diverse groups of users, con-
sidering cultural differences and mild physical dis-
abilities. Second, to create an engaging experience
that supports and enhances the understanding of artis-
tic concepts or cultural heritage assets. Also, a pre-
liminary evaluation of the system’s usability is con-
ducted with adults to validate the implemented func-
tionalities and refine them to optimize the experi-
ence for its final use with children. The results are
promising and interesting feedback has been pro-
vided, which deserves further discussion in collabora-
tion with schools and teachers. For example, the lan-
guage selection process is not as intuitive as it could
be. We plan to address this by adding sound feedback,
such as a double-tap on the flag that will allow users
to hear the name of the language in that language.
As future work, we are managing to evaluate the
system in schools with a broader group of users of
different ethnic backgrounds and with various disabil-
ities. In this context, we will also assess the learning
effects by comparing the virtual experience with tra-
ditional methods.
ACKNOWLEDGEMENTS
The work has been partially supported by the Ital-
ian Ministry of Business and the Made in Italy
project‘House of emerging technologies Genoa, Dig-
ital factory for culture”, 2023-2025 and by the Eu-
ropean Union - NextGenerationEU and by the Min-
istry of University and Research (MUR), National
Recovery and Resilience Plan (NRRP), Mission 4,
Component 2, Investment 1.5, project “RAISE -
Robotics and AI for Socio-economic Empowerment”
(ECS00000035). All Authors are part of RAISE In-
novation Ecosystem.
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