A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience

IF 3.2 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Jingjing Li, Walton Wider, Yoichi Ochiai, Muhammad Ashraf Fauzi
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引用次数: 1

Abstract

Introduction: This study aims to comprehensively understand the existing literature on immersive technology in museum exhibitions, focusing on virtual reality (VR), augmented reality (AR), and the visitor experience. The research utilizes a bibliometric approach by examining a dataset of 722 articles with two main research objectives. Firstly, it seeks to analyze current trends in immersive technology literature, specifically emphasizing VR and the user experience in museum exhibitions through co-citation analysis. Secondly, it aims to identify emerging research trends using co-word analysis. Methods: The study employs a bibliometric approach, specifically co-citation and co-word analysis, to investigate trends and forecast emerging areas in the field, particularly the role of VR in the museum context. Results: The analysis reveals the presence of five interconnected thematic clusters in the literature. These clusters include (1) VR and AR-enhanced heritage tourism, (2) VR and AR-enabled virtual museums, (3) interactive digital art education in immersive environments, (4) immersive storytelling in virtual heritage spaces, and (5) mobile AR heritage revival. Discussion: The article highlights influential works within these areas, showcasing the historical evolution of the field and the current emphasis on utilizing VR to create immersive, educational, and engaging experiences for museum visitors. The findings indicate that research on VR applications for museum exhibitions has predominantly focused on profound game-driven experiences and interactive 3D heritage, resulting in improved visitor engagement and access to cultural content. The adoption of VR technology holds the potential to revolutionize user experiences within the cultural heritage sector and reshape the overall landscape of museums and exhibitions. By presenting these research trends, this study contributes to a deeper understanding of the vital role of VR in enhancing visitor experiences in museum settings. Furthermore, it paves the way for further exploration and innovation in immersive technology.
博物馆展览中沉浸式技术的文献计量分析:探索用户体验
前言:本研究旨在全面了解博物馆展览沉浸式技术的现有文献,重点关注虚拟现实(VR)、增强现实(AR)和参观者体验。该研究利用文献计量学方法,通过检查722篇文章的数据集,主要研究两个目标。首先,本文试图通过共引分析分析沉浸式技术文献的当前趋势,特别强调VR和博物馆展览中的用户体验。其次,它旨在利用共词分析识别新兴的研究趋势。方法:本研究采用文献计量学方法,特别是共引和共词分析,调查趋势并预测该领域的新兴领域,特别是VR在博物馆环境中的作用。结果:分析揭示了文献中存在五个相互关联的主题集群。这些集群包括(1)VR和AR增强的遗产旅游,(2)VR和AR支持的虚拟博物馆,(3)沉浸式环境中的交互式数字艺术教育,(4)虚拟遗产空间中的沉浸式故事讲述,以及(5)移动AR遗产复兴。讨论:本文重点介绍了这些领域中有影响力的作品,展示了该领域的历史演变,以及当前利用VR为博物馆参观者创造身临其境、具有教育意义和引人入胜的体验的重点。研究结果表明,关于VR在博物馆展览中的应用的研究主要集中在深刻的游戏驱动体验和交互式3D遗产上,从而提高了游客的参与度和对文化内容的访问。虚拟现实技术的采用有可能彻底改变文化遗产领域的用户体验,重塑博物馆和展览的整体景观。通过介绍这些研究趋势,本研究有助于更深入地了解VR在增强博物馆环境中游客体验方面的重要作用。此外,它还为沉浸式技术的进一步探索和创新铺平了道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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CiteScore
5.80
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0.00%
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审稿时长
13 weeks
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