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A Virtual Museum Installation for Time Travel

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Abstract

This work discusses the methodology for the design, development and deployment of a virtual 19\(^\mathrm{th}\)-century Fish Curing Yard as an immersive museum installation. The museum building now occupies the same space where the curing yard was over 100 years prior, hence the deployment of a virtual reconstruction of the curing yard in a game engine enables the museum visitors to explore the virtual world from equivalent vantage points in the real world. The project methodology achieves the goal of maximising user experience for visitors while minimising cost for the museum, and focus group evaluations of the system revealed the success of the interaction-free design with snackable content. A major implication of the findings is that museums can provide compelling and informative experiences that enable visitors to travel back in time with minimal interaction and relatively low cost systems.

The original version of this chapter was revised: The name of the 7th author has been corrected. The correction to this chapter is available at https://doi.org/10.1007/978-3-319-60633-0_22

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Change history

  • 12 December 2018

    In the original version of this paper, the name of the 7th author was misspelled. This has now been rectified as “Jo Clements”.

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Correspondence to Adeola Fabola .

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Fabola, A. et al. (2017). A Virtual Museum Installation for Time Travel. In: Beck, D., et al. Immersive Learning Research Network. iLRN 2017. Communications in Computer and Information Science, vol 725. Springer, Cham. https://doi.org/10.1007/978-3-319-60633-0_21

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  • DOI: https://doi.org/10.1007/978-3-319-60633-0_21

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  • Publisher Name: Springer, Cham

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