Digital Applications in Archaeology and Cultural Heritage 27 (2022) e00249
Contents lists available at ScienceDirect
Digital Applications in Archaeology and Cultural Heritage
journal homepage: www.elsevier.com/locate/daach
Egyptian archaeology in multiple realities: Integrating XR technologies and
museum outreach
Sara E. Zaia a, *, Katherine E. Rose a, Andrew S. Majewski b
a
Department of Anthropology, Harvard University, 11 Divinity Avenue, Cambridge, MA, 04138, USA
Peabody Museum of Archaeology & Ethnology, Harvard University/ Harvard Museums of Science & Culture (HMSC), 11 Divinity Avenue, Cambridge, MA, 04138,
USA
b
A R T I C L E I N F O
A B S T R A C T
Keywords:
Museum outreach
AR/VR/XR
Archaeogaming
Educational engagement
Education
Virtual reality
Egyptian archaeology
We present a study of the general public’s experience with virtual, augmented, and mixed reality representations
(XR) of Egyptological collections at the Harvard Museum of the Ancient Near East based on 3D models of objects.
Our research presents potential strategies for the development of more interactive experiences to enhance education, preservation of cultural heritage, and archaeological scholarship. Furthermore, we provide a discussion
of the advantages and limitations of incorporating and maintaining XR technologies as foundational tools in
museum outreach. We argue that when equipped with proper training of facilitators, allocation of resources to
maintain technology, and adequate preparation across staff and departments, virtual technologies in museum
programming have the potential to enrich visitor experience within the existing museum environment by
diversifying the modes of interaction between individuals and objects, engaging multiple senses, cementing
memories, and igniting intellectual curiosity.
1. Introduction
Museums constitute and are constituted by interactions between
diverse stakeholders: visitors, educators, staff, researchers at various
levels of experience, and many more. Tangible and intangible elements
also serve as active participants in this exchange of ideas. These include
the physical objects in museum collections, the information displayed
and tailored to the public in galleries, the research agendas of specialists,
the museum’s online presence, and activities used by museum educators
in outreach contexts. Outreach activities in recent decades have been
increasingly influenced by the explosion in popularity and usability of
virtual technologies such as virtual reality, due to recent technological
advancements. However, critical engagement with the impacts and efficacy of virtual technologies in museums by museum professionals and
scholars remains limited. How do virtual technologies impact the
traditional learning environment of museums and how can these technologies be best used to engage audiences? What are the strengths and
limitations of integrating virtual technologies in museums? These
questions are the guiding framework for this article and we will address
them throughout our sections.
First, we provide an overview of the state of the art and the studies
focusing on the strong relationship between XR and learning. We also
highlight relevant literature regarding object engagement and introduce
how the materiality of virtual experiences relates to museum outreach.
Next, we present an overview of educational programming and existing
virtual offerings at Harvard University’s museums. Following this
overview, we present the results of a pilot study applying virtual technologies to ancient Egyptian collections at a large public outreach event.
This pilot study was initially presented at the ASOR (American Society of
Overseas Research) 2019 Annual Meeting. Lastly, we present reflections
on the experiential advantages and logistical constraints of implementing outreach programs in museums with virtual technologies. We stress
the importance of considering the labor and financial requirements of
maintaining public interfacing virtual technologies and activities and
offer suggestions to any museum or educational institution considering
developing similar outreach initiatives. When equipped with proper
training of facilitators, allocation of resources to maintain technology,
and adequate preparation across staff and departments, virtual technologies in museum programming have the potential to enrich visitor
experience within the existing museum environment by diversifying the
modes of interaction between individuals and objects, engaging multiple
senses, cementing memories, and igniting intellectual curiosity.
* Corresponding author.
E-mail addresses:
[email protected] (S.E. Zaia),
[email protected] (K.E. Rose),
[email protected] (A.S. Majewski).
https://doi.org/10.1016/j.daach.2022.e00249
Received 15 April 2022; Received in revised form 31 October 2022; Accepted 3 November 2022
Available online 12 November 2022
2212-0548/© 2022 Elsevier Ltd. All rights reserved.
S.E. Zaia et al.
Digital Applications in Archaeology and Cultural Heritage 27 (2022) e00249
2. Virtual archaeology: state of the art
to recreate the colors of the sculpture of a sphinx to be compared with
how it looks today.3
UCL Petrie Museum developed a tour guide app, with maps of the
museum’s floors and descriptions of the artifacts, as well as an app
available through the computer at the museum (Makeover app). The app
doesn’t provide an AR experience but allows the user to virtually
manipulate the objects.4
The Egyptian Museum in Cairo created a database of 3D models of
more than 120000 objects that can be brought to life in any classroom
thanks to an AR app developed by EON. The museum also hosted a 7days trial on 141 people of the VR app developed by Ramy Hammady
as a part of his Ph.D. research at the University of Staffordshire, called
“Museum Eye”. Using a Microsoft HoloLens AR headset the visitor was
guided by a hologram of King Tut that explained the artifacts in the
Egyptian Museum.5 Although the trial received positive feedback the
app has not permanently been adopted by the museum as of yet.
VR tours allow people to visit archaeological sites from their homes.
One example is Experius VR’s Nefertari: Journey to Eternity (available for
free on Steam6). This is a VR reconstruction based on photogrammetry
that allows the viewer to take a real-world virtual tour through the
ancient Egyptian queen’s tomb, and also features interactive elements
that share details of the site’s history, art, and construction.
The COVID-19 pandemic forced museums to find virtual, alternative
ways to offer visits. Museums such as the Museo Egizio of Turin and the
British Museum in London designed virtual tours of their galleries, based
on real photography.7 The Harvard Museum of the Ancient Near East
(formerly the Harvard Semitic Museum) used Matterport to provide
online tours.
The experimentation with XR technologies went as far as including
the app PokémonGo during museums and cultural heritage visits. Some
institutions embraced the app and integrated gameplay into visitors’
experience (the city of Basel for its medieval town, the National Air and
Space Museum in Washington DC, the National Museum of American
History, and Smithsonian’s National Museum of the American Indian),
and tourism websites give tips on where to find Pokémons in the city
(English Heritage, GoProvidence). Specific Pokémon hunting tours of
archaeological sites have also been created (Montgomery County,
Pennsylvania, Valley Forge), and while some scholars (Colleen Morgan,
2017) support the use of the app in archaeological sites as “(the app)
adds a new element of interest, an unexpected juxtaposition of cartoon
characters in a solemn (potentially boring) place” other scholars shared
their concerns as the app distracts from the archaeological heritage and
drives people away from the real world, creating “zombies walking on
the streets” as defined by journalist Dawn Q. Landau,8 mentioning also
the fear for future monetization of such operations. Another concern
regards the disrespect of playing in sacred sites (holocaust and memorial
sites). According to Reinhard (2017b), the enthusiasm toward Pokémon
Go and Cultural Heritage was limited to the summer of 2016 except for
the two days events organized by the city of Chester (UK) in 2017.9
The success of virtual experiences lies in their immersion component.
Immersion is the act of delving into something, it might be something
physical, such as plunging your body into water, or metaphorical, such
as becoming immersed in a project or an audio-visual environment.
The expansion and development of computer technology into
various disciplines continues to revolutionize the social sciences. While
archaeology may be presented to some audiences as a traditionally
analog practice characterized by dirt, trowels, and handwritten notes,
many endeavors over the past decade have brought the discipline into a
new frontier of virtual technology. Drones, photogrammetry, and 3D
imagery represent just a fraction of the methods employed by researchers globally to record and analyze archaeological data. The infiltration of spatial computing technologies into museums and educational
spheres allows audiences to experience the past in different and
increasingly immersive ways. These technologies, such as Augmented
Reality (AR), Virtual reality (VR), and Mixed Reality (MR) are collectively referred to as XR. Here, “X” acts as a variable to enable an easier
shorthand compared to the previous listing of “AR/VR/MR”1.
XR technologies are closely tied to the development of Archaeogaming a discipline that focuses on the study of archaeology and its
representation in videogames. Video games involving archaeologyinspired narratives have significantly grown in popularity over the last
few decades. Egyptological motifs have been popular since the 90s, as
exemplified by the success of the Lara Croft Tomb Raider series. Capitalizing upon the popular appeal of Egypt-themed adventures, more
companies have been assigning Egyptological motifs to their stories and
environments, such as Ubisoft’s 2017 critical and popular smash hit
Assassin’s Creed: Origins. More recently, indie developer Rune Skovbo
Johansen announced the Indiana Jones-inspired virtual reality puzzle
game Eye of the Temple, released in October 2021. This game allows users
to move, duck, and dodge their way through a temple and collect artifacts with a bullwhip through a VR headset and the game’s innovative
locomotion methods. The potential of video games in educational environments has drawn historians and archaeologists to explore further
possible applications (Reinhard, 2017a, 2018). In the latest years, professional organizations such as the Society of American Archaeologists
(SAA) and the American Schools of Oriental Research (ASOR) have
offered multi-year workshops, sessions, and webinars on the intersections of archaeology, video games, and virtual technologies
(Rassalle 2021).
While some adventure-based video games and apps with archaeological influences depict the discipline as an antiquated form of treasure
hunting or puzzle-solving, several recent attempts employ XR technology supporting specifically developed apps creating a gaming environment for educational purposes (Anderson et al., 2010; Beale and Reilly,
2017). These projects portray the discipline differently, with more accurate archaeological and historical narratives. For example, the Before
Egypt app displays 3D interactive models of ancient Egyptian artifacts
from the Predynastic Period (University of Liverpool2). The app was
designed to accompany the collections of Predynastic artifacts of the
Garstang museum at the University of Liverpool. It can be used within
the museum space but the archive of high-resolution 3D models of artifacts can be consulted at home as well. The archive of 3D models is
collected in SketchFab, on the Garstang Museum of Archaeology page.
Palma and Perry used an AR application to interact with the physical
replicas in a virtual environment and to see the appearance of the
original cultural heritage artifacts in the Museum. It has been demonstrated that interacting with physical objects mapped in the VR experience increases the realism and engagement of the user (Palma et al.,
2021; Hoffman 1998, Yoshimoto, 2017).
The MET Museum in New York developed an AR app named Chroma
3
(https://www.metmuseum.org/exhibitions/listings/2022/chroma/ch
roma-ar).
4
https://www.ucl.ac.uk/3dpetriemuseum/.
5
https://www.hud.ac.uk/news/2018/april/researchercreatestutankhamunh
ologramguideforcairomuseum/.
6
https://store.steampowered.com/app/861400/Nefertari_Journey_to_Ete
rnity/.
7
https://virtualtour.museoegizio.it/https://www.britishmuseum.org/collec
tion/galleries.
8
https://www.huffpost.com/entry/pokemon-go_b_11199526.
9
https://playfulcity.net/go/pokemon-report/cities/chester/.
1
Schulze, J. How Virtual Reality Works. UCSanDiegoX (CSE165x), Lecture 1
2019.
2
https://www.liverpool.ac.uk/it/app-directory/before-egypt/.
2
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Digital Applications in Archaeology and Cultural Heritage 27 (2022) e00249
According to Jeremy Bailenson in his 2018 book, Experience on Demand,
virtual technology is designed to make the viewer disappear into the
experience and the psychological effects of such an immersion in a VR
environment can be profound and long-lasting. VR feels real, and its
effects on us resemble the effects of real-world experience. Consequently, VR is better understood not as a media experience, but as an
actual experience. As Bailenson argues, “VR is an experience generator”
(2018: 46). Experience is something that occurs in reality and involves
“actually doing” something (2018: 5). As humans, we value experiences
because we know that first-hand exposure to facts or events is the most
powerful and effective way for us to learn from and navigate the world.
Sara Perry’s work focuses on the emotional aspect of immersion. The
EMOTIVE-Project (Palma et al., 2021; Dolcetti et al., 2021; Perry et al.,
2017) works from the premise that cultural sites are highly emotional
places. They are the seeds not only of knowledge but of emotional
resonance and human connection. The project (2016–2019) focused on
developing emotional storytelling to be integrated into the visit to
archaeological sites (i.e. Çatalhöyük) (Perry et al., 2020; Katifori et al.,
2020).
Immersion may explain why XR experiences are so attractive to
some, over other more analog activities such as reading or crafting. The
XR experience drags the user into another reality. Furthermore, Bailenson argues that virtual reality is also “perfect for things you couldn’t
do in the real world” (2018: 250). The interactive nature of immersion in
a virtual game world, more importantly, engages the audience. In
addition to XR technologies, video games also aim for maximum immersion. While immersed in the computer-generated reality of playing
video games, players are experiencing real-world emotions and physical
reactions, such as excitement, increased heart rate, sweating, and so
forth. Furthermore, because of the required decision-making and
cognitive processes involved, such as puzzle-solving, the immersion
aspect is intensified (Bailenson 2018: 28). While video games and virtual
technologies can be considered separate but related categories of
simulated-world experience, we assert that they should be considered
part of the same analytic category because they both actively engage the
viewer/user in a similarly immersive way.
Technological advances provide for increased means of engaging
various audiences in the experience of archaeological heritage. This is
particularly pertinent in the realm of museums, which blend physical
and visual learning styles by bridging the past and present. As we will
discuss in the next section in more detail, many museums aim to blend
object-based learning with virtual technologies in new and different
ways. Through hands-on learning, students build a connection to objects
and can interact with them and understand their relationship to other
concepts (Kirsch, 2012; Kirsch and Maglio 1994). As Pollalis et al. argue,
“3D models offer a high degree of realism as well as the ability to zoom
and spin visual representations without physical constraints and with
familiar control features, and head-worn AR devices provide a fully
visually immersive environment that replicates the scale and presence of
the object” (2018: 627). Making accurate virtual versions of authentic
artifacts provides an opportunity for museum curators, archaeologists,
and educators to extend the range of artifacts available for teaching
purposes. It also extends the spaces in which engaging educational interactions with archaeological objects and cultural heritage can occur,
including virtual reconstructions of actual archaeological sites (Pollalis
et al., 2018).
Several scholars have noted that “as viewers interact with objects
they make emotional associations with remembered experiences’’
(Pollalis et al., 2018: 627). Our study and direct observations find that
this process of building emotional associations and memories through
physical object interaction does indeed occur. Furthermore, this process
extends to and is enhanced by visitor interaction with virtual objects.
However, some scholars recognize that one potential challenge of
teaching with virtual objects in museums is the concern that screens and
handheld devices might distract the public from viewing the actual artifacts (Petrelli et al., 2013). As we discuss later on in this article, our
study in museum outreach reveals the opposite; virtual technologies and
their devices do not diminish interest in the actual artifacts. Rather,
virtual technologies motivate visitors to view and learn about artifacts
behind glass cases.
3. The Amazing Archaeology fair at harvard
The Amazing Archaeology at Harvard Fair is a free annual event and
one part of the suite of programming put on by the Education Department of the Peabody Museum of Archaeology & Ethnology and the
Harvard Museum of the Ancient Near East (formerly the Harvard
Semitic Museum). The event is run with no use of an internal budget or
grants. The two museums are part of a larger entity, the Harvard Museums of Science & Culture (HMSC), a partnership that was established
in July 2012 to develop a strong, coordinated public face for the six
research museums that are within the Faculty of Arts and Sciences unit
at Harvard. These museums include the Collection of Historical Scientific Instruments (CHSI), the Peabody Museum of Archaeology &
Ethnology (PMAE)10, the Harvard Museum of the Ancient Near East
(HMANE), and the Harvard Museum of Natural History (HMNH). From
their mission statement, a major part of HMSC’s goal is to work “in
concert with Harvard faculty, museum curators, and students, … to provide
interdisciplinary exhibitions, events and lectures, and educational programs
for … the general public.” In doing so “HMSC draws primarily upon the
extensive collections of the member museums and the research of their faculty
and curators” (Harvard Museums of Science and Culture)11. In line with
this mission statement, museum educational programming includes
several large public festivals, including the one we participated in and
from which this study emerged.
Founded in 1889, HMANE was envisioned as a teaching tool to study
the ancient histories and cultures of Egypt and the Ancient Near East.
The HMANE holds university collections of Archaeology and art from
Egypt and the Ancient Near East. The museum is fortunate in that its
current director Dr. Peter Der Manuelian embraces a vision of transforming the museum resources into cutting-edge study tools. In addition
to the regionally focused permanent collection, recently the museum
commissioned a custom-designed interactive exhibit that employs virtual technologies. This exhibit involves a displayed resin cast of the socalled “Dream Stela ’’, dated to the reign of Tuthmosis IV (XVIII dynasty,
XIV century BCE)12. The original stela is still located in Giza, between
the forelegs of the Sphinx, and tells the story of the young prince who fell
asleep in the shade of the Sphinx, at the time buried by sand. According
to the inscription on the stela, the sphinx appeared to him in a dream,
promising to make him king if he would free her from the sand. In
addition to being an eye-catching museum object in its own right, the
resin cast of this stela acts as a trigger for a target-based augmented reality experience. Museum signage instructs visitors to download a free
app called Dreaming the Sphinx (DtS) from Apple’s App Store or the
Google Play Store (Harvard Museum of the Ancient Near East). The App
was developed and built by Luke Hollis, owner, and CEO of Archimedes
Digital,13 an outside software company specializing in cultural heritage
institutions. Archimedes Digital was recommended by the Harvard
DARTH group (Arts and Humanities Research Computing) as the company developed another app for the team running the Harvard Yard
Archaeology Program14. In this case, the app was not launched by a
trigger but by GPS coordinates when people were standing at a specific
location at the Harvard Yard excavation. The development of the app
was supported by small internal Harvard grants, not specific to XR
projects.
10
11
12
13
14
3
https://peabody.harvard.edu/.
https://hmsc.harvard.edu/pages/about.
https://hmane.harvard.edu/dream-stela.
https://archimedes.digital/.
https://peabody.harvard.edu/hyap.
S.E. Zaia et al.
Digital Applications in Archaeology and Cultural Heritage 27 (2022) e00249
Once in front of the Dream Stela visitors launch the app, aim their
device (smartphone or tablet) at the stela and they can experience a
selection of three different AR and VR/immersive experiences (Fig. 1).
In one, a 360-degree computer-generated 3D reconstruction of the
Sphinx and the Dream Stela appear as they were in Giza at several points
in history. The app places the viewer within an immersive image at the
base of the stela looking up, with the Sphinx looming overhead. One can
spin in 360◦ to see the reconstructed ancient surroundings, including the
pyramid of Khafre in the distance in the two o’clock position, the wall of
the temple in front of the Sphinx’s paws at the six-o’clock position, and
the rest of the scene as they physically rotate themselves around in a
circle within the gallery. An onscreen slider transforms the visual model,
showing how the Sphinx appeared at four points in history: Old
Kingdom, New Kingdom, Dynasty XIX, and the present.
The app was designed in Unity, using Vuforia as the AR rendering
engine, the software development kits (SDKs) ARKit, and ARCore for the
libraries to be compatible with both Android and Apple devices. The
code is not open source at the moment but the future interactions of the
project will not include Vuforia and all assets could be made public/
open source if other museums are interested in using the application
(Luke Hollis pers. comm.). The app has just been shared with the Rosicrucian Museum in California, as the museum also houses a copy of the
Dream Stela, of different dimensions. The new version of the App will
start with the choice of the Museum.
A second experience within the app uses augmented reality to
overlay a bold outline of all the images and hieroglyphs present on the
monument, making everything much more visible, especially to the nonEgyptologist. A series of hotspots appear on the stela that reveals additional information when selected. Visitors can click on these to obtain
the text translation line by line, a description of the iconography, and the
historical background of the monument.
The third and final immersive experience the app offers is the
placement of an AR-generated 3D model of the Sphinx at a reduced scale
on the floor of the museum when the visitor scans a separate trigger
image on the ground. They can then walk completely around the model,
looming over it as if they were a giant, and examine it from all sides.
Again, a slider transforms the Sphinx as it appeared at the same four
points in history. All this is possible thanks to the ability of current devices to render and display 3D models, which have their genesis in video
games.
Other AR/VR experiences also rely on this 3D model technology. The
Harvard Museum of the Ancient Near East assembled a digital archive of
1124 3D scanned models (as of April 2021) of objects from Africa and
the Ancient Near East. They are accessible on Sketchfab - a public
hosting and sharing site for 3D models. The HMANE page on Sketchfab
can be found at the following website: https://sketchfab.com/hmane.
Making such an archive public on Sketchfab is consistent with the Director’s vision for embracing the latest technologies to increase public
engagement and bolster teaching within the university and beyond. As a
result, the digital collections are available to scholars and people who
cannot visit the museum in person, and objects are available for classes
lectures, and student projects.
The Amazing Archaeology at Harvard Fair has been running annually
every Spring since 2013. Previous scholars have presented their work
involving Paleolithic and Neolithic sites in Africa & Europe, Iron Age
excavations in the Balkans and Iceland, Maya Classic Period research in
Mesoamerica, Post-conquest studies in the American Southwest, Colonial Period New England, and New Kingdom excavations in Egypt and
Kush, to name a few. The goal of this festival is to attract new external
audiences to the museums and to facilitate one-to-one conversations
between archaeology researchers and the broader community. A further
goal, in line with the larger mission of supporting Harvard students and
researchers, is to provide an arena for such scholars to hone their ability
to engage with the public and to observe the reaction of visitors to
different engagement strategies. Specifically, it provides a space for
engaging in a fun and memorable way within an informal museum
setting, and for sharing academic passions in conversations with the
non-scientist in a way that is both easily graspable, yet leaves a lasting
impression.
Producing this event takes close to six months of extensive planning
and coordination. The event is free for the public and voluntary for the
scholars at the conversation tables. All the software and devices used
(except for the DtS app) at the event are free or inexpensive.
The organizers invite about a dozen presenters whose research focus
provides a diverse and representative breadth of geographical and cultural areas across the globe and throughout time to expose the general
public to the full range of the archaeological studies taking place at the
university. Presenters design a “Conversation Table”, a physical place in
the museum where they can focus on one or two main points of their
research and engage with the visitors. Such a table is organized around a
“hook” – an artifact or activity to catch the visitor’s attention, draw them
over, and provide something material to act as an ice-breaker for initiating conversation. Typical examples of these have included hands-on
artifacts from the Education Department’s teaching collection,
museum artifacts on loan, laminated maps and illustrations, and
multimedia experiences including live demonstrations of 3D model
creation, 3D printing, and AR and VR experiences.
Over a 4-h period, the festival draws crowds of between 300 and 800
people. The typical museum-festival audience is mostly families with
children in grades K-12. The Amazing Archaeology at Harvard Fair,
however, tends to draw more adults than other events that the museum
organizes. For the archaeology presenters, the day is an overwhelming
and engaging whirlwind. They typically have time for short, one to 5min interactions with individuals or small family units. Direct observations by one of the authors who is also the event producer have
revealed that archaeology projects involving technology (such as GPS
mapping, 3D scanning and printing, and aerial drones) are especially
interesting for the visitors. It is our educated guess that this heightened
interest in technology is due to the fact that the visitor is given the opportunity to interact with virtual technologies they told us they heard
about but never tried first-hand. Furthermore, such technology offers
increased engagement by providing a reaction to a visitor’s action (i.e.
touching the screen). In fact, the authors have observed that visitors
engaging with XR technologies react as excitedly as if they are observing
a magic trick.
During the COVID pandemic, the scheduled in-person annual
Archaeology Fair was canceled. To maintain the continuity of the event,
the museum reconfigured it into an online, virtual version that ran in the
Fall of 2020. Each presenter reworked their original conversation table
into a presentation that could be broadcast over the internet. Presenters
created short, 7 to 9-min videos of themselves explaining the high points
and exciting discoveries of their research with the aid of a PowerPoint
Fig. 1. A young visitor playing with the Dreaming the Sphinx app in the
HMANE galleries. By holding up an iPad, the AR is triggered and overlays new
information onto the stela on display.
4
S.E. Zaia et al.
Digital Applications in Archaeology and Cultural Heritage 27 (2022) e00249
companion trigger-object called the Merge Cube15 (Fig. 3). Majewski
was introduced to the Merge Cube at one of the events of the Boston AR/
VR meeting where representatives from the company gave away some
samples. The product is now $25, an affordable price for any institution.
Both products are developed and maintained by Microsoft partner
Merge Labs, Inc., an educational software company. The “Merge Cube”
is a black foam cube six inches on each side that is patterned with unique
clusters of small silver symbols, different on each face. When the cube is
viewed through the Object Viewer app on a device, the pattern on each
side triggers a 3D model of the artifact to be overlaid onto the cube in
AR. When the cube is rotated in the viewer’s hand, a different face is
scanned, and a different orientation of the model is displayed, creating
the illusion of holding an actual rotating object suspended within a case.
Although one does not have the tactile experience of the actual object
itself, there is nevertheless an engaging tactile element as the viewer
controls the object in space.
The second XR experience with the Taweret figurine involved virtual
reality and allowed visitors to “teleport” around a larger-than-life-size
3D version of the artifact within a VR “room”. This was accomplished
using a free app called Sketchfab and a physical stereoscopic viewer
called the HOMiDO Mini VR glasses16 (Fig. 4). The glasses are a simpler
and more convenient to use version of the Google Cardboard, very
popular a few years back. Sketchfab is a hosting site for 3D models,
similar to the way Flicker and Pinterest are hosting sites for 2D images.
Sketchfab also exists as a standalone website in addition to its app
version, and is also a social media platform for 3D model creators to
connect and share their work (Fig. 5). The company has a strong division
dedicated to preserving cultural heritage through the archiving of 3D
models of heritage sites and artifacts from museums around the world.
The mobile app has several modes, including a simple 2D mode where
the viewer can interact with a computer model of an artifact on their
device screen by tapping, swiping, pinching, and zooming to rotate the
object. The user can enlarge, shrink, or move the object allowing it to be
examined on all sides. In the VR mode, which we used, a split-screen
stereoscopic pair of images is displayed on the device screen and the
artifact is placed in the center of a virtual “room” that has a grid for a
floor.
A stereoscopic viewer is needed to complete the immersive 3D VR
experience. Many commercial stereoscopic viewers exist for viewing
immersive 3D content on smartphones. The majority require the user to
place their device within a small, box-like holder equipped with a pair of
lenses, similar in size to the classic View-Master toy. Free cardboard
versions of these stereoscopic viewers exist, the most notable being the
Google Cardboard device.17 These viewers are a bit bulky and can be
cumbersome to place the phone into position. Devices are at risk of
slipping out and becoming damaged in a fall. Viewers are not tailored to
specific phone models and a common problem is a misalignment between the pair of images and viewing lenses. To mitigate these hindrances, we opted to use a lightweight clip-on stereoscopic viewer - the
HOMiDO Mini VR glasses, which attach directly to the user’s phone.
To get a 360 view of the object and “move” around it within the VR
space, the user holds their phone to their face and looks through the
lenses, and must physically turn their head and body to place a set of
crosshairs, called the reticle, onto the particular grid square they wish to
“teleport” to (Fig. 6). Tapping the screen with a finger makes the scene
jump to that location, and the object is now viewed from this new
vantage point.
The third and final XR experience of Taweret was another augmented
reality experience and also employed the Sketchfab app, but this time
using the “AR mode”. Visitors were able to look through the iPads we
provided as if they were “magic windows” and see a “holographic”
presentation or other digital media. After their videos aired, each presenter joined the stream for a live 15-min interactive Q&A session with
the audience. The entire virtual program ran for 1.5 h and had a total
viewership of 157 individuals, bringing the excitement of archaeology
into the homes of people in lockdown, and potentially inspiring the next
generation of future archaeologists. From the end-of-program survey,
we learned that for 95% of viewers this was their first experience with
the festival. Their responses were overwhelmingly appreciative and
enthusiastic, and the majority expressed a strong desire to learn more
about archaeology.
After the event, the museum recognized the public outreach value of
these video assets combined with the opportunity to engage directly with
an archaeology scholar. As a result, the concept was re-packaged into a
currently ongoing program offered for free to K-12 schools and teachers
around the country. This program is now called the Archaeology Speakers
Bureau and visits by individual presenters are offered to the public under
the product title: Virtual Classroom Visit with a Harvard Student Archaeologist (Peabody Museum of Archaeology and Ethnology at Harvard
University). As of Spring 2020), it has served over 185 schools and 3126
students, in the United States and Canada.
For a more in-depth discussion of how museums are responding to
the pandemic by bringing their collections into online spaces, see Clerkin and Taylor (2021). The authors provide a detailed survey of recent
and long-term projects such as virtual galleries, digitized collections,
and social media activities from museums around the world including
HMANE.
4. The AR/VR “conversation table”: methodology
To analyze the effects of virtual technologies on traditional museum
learning environments, we designed a pilot study based on an XR
“Conversation Table” (Fig. 2a and b). Specifically, we aimed to evaluate
whether or not activities centered around XR technology would further
engage people with the museum’s collection, or detract from the traditional gallery displays and information, as per Petrelli et al.’s (2013)
claim. We chose to conduct our study at the 2019 Archaeology Fair
within HMANE because of the public-focused outreach nature of the
event itself. We hoped to produce an example of an application of XR
technologies in museums for future use as a tool to enhance regular
public visits beyond this particular event. Before the experiences at the
2019 Archaeology Fair documented in this paper, one of the authors was
involved in several other museum-based pilot experiments utilizing AR.
During the event, we provided visitors with three unique, immersive,
and interactive XR experiences using free software. The selected experiences are the result of Majewski’s personal research. His interest in
technologies applied to the Museum environment led him to connect
with groups and people sharing the same interest and present the latest
news in the field. He discovered the technologies used during the
Amazing Archaeology Fair during these meetings. The experiences
offered at the Museum utilized a 3D model of the same artifact on
display in HMANE’s collections. The 3D models of the museum artifacts
are hosted on the Sketcfab museum page and are free to access. The
artifact we selected was a 7 cm tall faience figurine of the ancient
Egyptian goddess Taweret (902.17.6). The object was recovered in tomb
34 in Thebes and is dated to the late period (c. 664 - 332 BCE). Taweret,
whose name means “the great (female) one” is the most common form of
the hippopotamus goddess. She is attested since the Old Kingdom and is
often associated with the goddess Hathor. She was believed to be the
protector of women and children, and patron of childbirth. In the
HMANE, the object is tucked away in a case located in a corner of the
gallery with other statuette artifacts and is otherwise easily overlooked.
The first XR experience of Taweret employed augmented reality to
allow visitors to “hold” a life-size “holographic” version of the artifact in
their hands and to rotate it in 360-degree space to examine all sides, just
as they would if they were holding the actual figurine. This was
accomplished using a free app called “Object Viewer” and a physical
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https://mergeedu.com/cube.
https://homido.com/mini/.
https://arvr.google.com/cardboard/.
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Digital Applications in Archaeology and Cultural Heritage 27 (2022) e00249
Fig. 2. a and 2b. Visitors at the AR/VR Conversation Table. Two of the authors (Rose and Zaia) are facilitating and demonstrating how to use the different available
devices. In Fig. 2a, the case holding the statuette of Taweret (circle) is visible in the top right corner. (Double-column image).
Fig. 4. The Homido VR Glasses are positioned on the mobile device and ready
to be used.
the Education Department of the Museum and were reused during this
event.
These immersive XR experiences are still relatively new for the
public. It is only the recent developments in visualization technology
and spatial computing that has allowed powerful AR and VR experiences
like these to be consumed by anyone with a recent model smartphone,
and in many cases CREATED on them.
While visitors were engaging with the virtual technologies, we conducted informal interviews which involved two main questions: “Have
you heard of XR tech?” and “Is this your first time using it?” The purpose
of these questions was to gauge the level of audience familiarity with XR
technology in general, evaluate their impression of integrated XR tech in
museums, and formulate preliminary conclusions regarding the accessibility of XR tech in education contexts. While a formal sheet (Appendix
1) was developed and available on the conversation table the nature of
the event prevented the systematic collection of data. An initial attempt
to methodically collect the visitors’ responses was made but not sustainable for the entire event. We decided to include our questions during
the explanation of the XR experience but abandoned the systematic
recording of data. It is to be underlined that the priority of the event and
the personnel involved were to represent the museum and our academic
departments, present the current research, and provide a superior visitor
experience. Moreover, distributing a direct questionnaire was
Fig. 3. Visualization of the 3D model of the statuette of Taweret through the
Merge Cube. The Merge Cube is held in one hand while viewing it through a
mobile device’s camera. The 3D augmented reality model appears on the screen
of the mobile device and can be rotated as if it was really held in the visitor’s hand.
version of the figurine that we virtually “placed” on the floor of the
museum by tapping the iPad screen (Fig. 7). This gave the illusion that
the Taweret statue was occupying real space within the room. To help
the visitors better see the details of the artifact, we took advantage of the
power of XR tech to give them a “magical” experience of the object: we
enlarged the computer model of the 7 cm artifact to the size of a 1m
statue. We then physically guided the visitors - still looking through the
iPads and seeing the museum gallery around them - to walk closer to
where the AR image of Taweret was anchored on the floor. They then
realized that the image on the iPad screen grew in size just as if they
were walking towards an actual object occupying real space in front of
them. To see the details on the back of the projected AR Taweret model,
we guided them to walk behind it, again as if it was an actual physical
presence in the room. We then left them to walk around the AR artifact
and examine it on their own. The iPads and iPods already belonged to
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Digital Applications in Archaeology and Cultural Heritage 27 (2022) e00249
this was their first direct experience using it, and they were thrilled by it.
Furthermore, additional conversations revealed that they were excited
to continue playing with the other models from HMANE’s collections on
Sketchfab after their visit, outside of the museum, and they wanted to
share this experience with friends and family.
Fig. 5. 3D model of the statuette of the goddess Taweret in Sketchfab. This
exact model was loaded on the devices available at the AR/VR Conversation
Table during the Amazing Archaeology Fair event. Many more models are
available on the HMANE Sketchfab page: https://sketchfab.com/hmane.
discouraged from the Museum’s direction, as it posed a potential conflict
with the museum’s larger exit-interview survey by competing for the
visitors’ time. The overwhelming majority of responses to our informal
interviews confirmed that visitors were indeed familiar with XR tech but
Fig. 7. The augmented reality version of the Taweret statuette is placed on the
floor of the museum and was viewed through the “magic window” created by
the iPad.
Fig. 6. The 3D model of the statuette of Taweret viewed in a virtual space, not inside the museum, through the stereoscopic view created by the Homido VR glasses.
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Digital Applications in Archaeology and Cultural Heritage 27 (2022) e00249
5. Results
before or is this your first time?” The respondents reveal that for most of
the visitors, it was their first time.
Museum professionals must also acknowledge the challenges of utilizing XR technology. Running a quality XR experience requires strong
wireless internet connectivity throughout a museum gallery space and
consistent coverage. XR experiences also require that the visitor or the
museum have powerful models of recent devices. Many of the 3D models
that underlie XR experiences are large files. These files are typically
produced with photogrammetry or designed in computer modeling
programs like Maya or Blender and are powered by the Vuforia engine
for delivery. Visitors need devices with the latest chip architecture that
can handle the speed and processing power necessary for a good
experience.
Our experiences in HMANE and PMAE have shown that relying on
the visitor to come in with the required hardware device - the “BYOD
(bring your own device)” approach - does not work. In a 2019 informal
examination during a pilot XR experiment during a different museum
festival, it was revealed that this approach excludes almost 50% of the
visitors from participating in the experience due to having outdated
devices incapable of handling the software necessary for the AR
experience.
Another limitation to employing XR technologies in museums,
especially on a regular, ongoing basis, is that they are time and staff
intensive. This is true regarding staff time for training, active facilitation, and device management. Of these, training and maintaining a
contingent of staff, including museum volunteers, is perhaps the biggest
hurdle to regular deployment. XR technologies, at this point in time, are
still so new for the general museum visitor that they require active
facilitation to be maximally effective and enjoyable. This newness, so
important in creating a high engagement factor, is a double-edged sword
in this respect. It is worth mentioning that this facilitation includes using
the actual required hardware & software as well as navigating the AR
experience itself.
Facilitation is especially needed if a museum tries the BYOD
approach and requires the visitor to download and install a necessary
app before being able to participate in the experience. The downloadand-install step has proved to be a significant hurdle. Experiments
with provided printed instructions describing how to download, install,
and run a required app have shown that the process involves too many
steps and is too lengthy for the typical. This is even the case when the
process is facilitated by a volunteer. Training the volunteers to assist
with downloads and installation is a further resource consumption for
the museum.
Having the museum provide the devices is the solution to this
impediment. But this solution comes with a new set of challenges. The
museum must purchase, configure, and develop a system for maintaining the devices. Furthermore, additional staff resources are required for
setting up an anti-theft tracking system and for developing procedures
for loaning them out.
Facilitation is also critical at this stage to help the visitor both
navigate the AR experience and to conceptualize the intended impact of
the experience. Almost without exception, visitors staring at a 3D object
on the screen begin to interact with it from their usual 2D mindset,
touching the object on the device’s screen to interact with it by spinning,
rotating, pinching, and zooming, missing the intended goal. This issue is
especially apparent with the SketchFab AR fabrication of Taweret where
the virtual object is placed on the floor of the gallery using an iPad.
Getting the visitor to realize they are involved in an illusion where the
object they are looking at on-screen is intended to occupy a physical
space in the real 3D world is a critical leap in becoming engaged in the
experience. Having a facilitator is crucial in overcoming this major
hurdle. It is often necessary for the facilitator to physically hold the
visitor by the elbow after handing them the device and guide them
through the museum space around the object while describing what they
are seeing. The facilitator needs to articulate to the visitor that if they
want to see all sides of an object, they do not swipe with their finger on
Our observations suggest that access to various virtual technologies
increased visitors’ engagement, especially with those artifacts available
in both physical and digital formats. Visitors were even more interested
in the objects on display in the galleries after discovering that they were
interacting with the digital form of a real artifact, located in the same
room, only a few steps away from them. For example, many visitors
asked to be shown the physical artifact of Taweret in the case directly
next to our table, immediately after their session playing with the XR
technology. We found that playing with a digital version of an object
actually makes visitors want to see the real artifact in person. Virtual
technology allows educators to subvert the traditional spatial constraints of museums by incentivizing visitors to view objects and information panels that might otherwise be overlooked based on their
location and accessibility in busy galleries. Furthermore, upon viewing
the real artifact behind the glass case, visitors expressed increased interest and questions regarding the purpose and significance of the artifact, ancient Egyptian religion, and Egyptology in general. Providing a
virtual version of an artifact in the museum increases the focus on the
actual artifacts on display and harnesses intellectual curiosity. Creating
a broader sensorial experience through different XR tools cements
memories and knowledge. The opportunity to “play” attracts visitors
with the promise of fun, alternative, and entertaining museum experiences. We especially noticed this when we projected a 2-m-tall digital
version of the 7-cm artifact in the middle of the gallery floor.
A quick online review of museums offering XR experiences shows the
trend to hire contractors or professional software developers to create
customized, museum/gallery/exhibit dedicated XR apps (Philadelphia’s
Franklin Institute, The Peterson Automotive Museum in Los Angeles,
The National Museum of Finland in Helsinki, and more). More institutions also choose to offer headset-enabled VR experiences over AR
ones. There are exceptions, such as The Holocaust Museum in Washington DC, but the AR app was commissioned and customized for the
museum. Our review also revealed that no other museum developed XR
experiences using the Merge Cube or the HOMiDo glasses. Perhaps
because they are mainly considered “classroom tools”, developed for use
primarily in K-12 classrooms, or personal recreational use at home.
6. Deploying XR in museums: advantages, disadvantages, and
future implications
Integrating XR technologies in museums certainly have its advantages and positive outcomes, but the process is not without challenges.
Perhaps one of the greatest strengths is that XR produces a high
engagement factor. “Engagement” by visitors in a museum is one of the
main goals museums strive to achieve, however, this term is elusive to
define in a way that satisfies everyone. Museum forums and discussion
boards wrestle with the attempt. Due to the lack of consensus, perhaps
“engagement” is best left like the classic courtroom definition of
“pornography”: something too subjective to define, but one certainly
knows it when one sees it. It’s intuitive. For anyone observing a museum
visitor involved in an XR experience, especially for the first time, it is
clear based on their expressions and reactions, that their engagement
factor is intense. They display the delighted enthusiasm of someone
participating in a magic show. It has been documented that when visitors are in this state of engagement, the learning that follows comes
quickly, naturally, and is retained for a long time (Bailenson 2018).
Furthermore, XR technologies complement the traditional objectbased learning environment in museums. Even though the objects are
virtual objects, they still engage the visitors in many ways similar to
physical objects, and they have the added benefit of being a new kind of
object experience for many people. It should be highlighted that it is this
novelty that greatly contributes to making them so highly engaging.
Informal in-museum interviews conducted at HMANE and PMAE during
the Amazing Archaeology Fair asked visitors, “Have you ever tried AR
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the screen, but rather, can walk around the object. Facilitators must
remind visitors to envision the object as occupying actual physical space
in front of them. The museum has progressed into training volunteers to
deliver facilitated-AR experiences. The training can be a challenging
task as many of the museum’s volunteers are retirees, who might not be
familiar with the latest technologies, and might need some extra time.
When considering the pros and cons of deploying XR in museums,
one should also include a brief discussion of the pros and cons of using
free apps versus custom-designed, directly-commissioned software, like
HMANE’s Dreaming the Sphinx app. Although limited in their functionality, free apps like Object Viewer and SketchFab that permit users to
upload their own 3D models are far more efficient in terms of both time
and money compared to customized apps commissioned by museums
from professional software developers. The history of the development
and implementation of HMANE’s Dreaming the Sphinx app illustrates
this. Essentially, custom apps are resource-intensive across three metrics: time, monetary cost, and staff cost, involving many different
museum departments. DtS took a full two years to go from conceptualization in 2016 to its first functional debut beta-version in the App Store
in the Spring of 2018 and fell within the typical $10,000 to $20,000 cost
range. The live 1.0 version was made available to the public in the
summer of 2018, three months later. Once the app was released, many
museum departments and multiple staff became involved: Exhibits,
Education, PR & Marketing, Visitor Services (VS), and IT. The museum
needed to announce the app’s availability to the public on its website
and across its various social media platforms, with the frontline visitor
staff trained in verbally promoting it, as well. The Exhibits Department
created signage throughout the museum, in stanchion sign-holders as
well as the official text panels within the gallery near the actual artifact
it augments. Staff promoted the app secondarily at the VS desk. The IT
Department purchased, configured, and maintained dedicated iPads,
and the VS team created a tracking and borrowing system. Education
Department members were trained to use it with the public, and the
training of additional live app facilitators began. After all this, adoption
by the public began with slow momentum, with a 6% iPad borrowing
rate for the first year, but quickly almost tripling to 17% in the Fall of
2019, confirming that offering the visitors to borrow the equipment was
the correct strategy to involve them with XR.
The HMANE is constantly working to improve the experience of the
visitors in the museum. The DtS app is monitored and periodically
updated with new content. A limited number of iPads are available for
request at the entrance of the museum as we realized that providing a
working device running the last version of the app encourages visitors to
use XR devices and play with the app. The person landing the device is
also responsible for explaining the visitors how to use it and will be
available for assistance.
Despite these initial hurdles, the efforts proved to be well worth the
investment. There are clear advantages of customized apps over free
apps. The DtS app is constantly updated and maintained, and new,
customized functionality can be added at any time. In fact, at the time of
this writing, the new 2.0 version with added features and content is
pending release. Additionally, the museum is always in full control of
the app’s functionality through direct contact with the developer. Not
having full control over an app’s behavior and essentially being at the
whim of a company’s developers, is without question, the biggest
impediment to using free apps. It is the rule, rather than the exception,
that free apps will change their interface and even their basic functionality. They sometimes even stop working altogether if the developers do not keep pace with the evolving operating systems that are
rolled out by the phone manufacturers every few months. Furthermore,
even when updated, any live facilitators must then be retrained if an
app’s functionality and interface are changed significantly, further
increasing the staff/time cost to the museum.
Given our experiences and observations, we recommend that interested museums consider the strengths and constraints of implementing
similar virtual technology and apps for users. An important clarification
must also be made: free apps hosting 3D models don’t necessarily provide unrestricted access to all content (3D models). For example, in
addition to hosting models on the open-access SketchFab, HMANE made
all their 3D models of artifacts downloadable for all users. This is not the
case for all museum collections on the platform. This level of content
sharing has implications for the democratization of information access
and ownership. Under the conditions set by HMANE, the cultural heritage collections are accessible and experience-able for all users with
access to the internet and computing devices. Museums are custodians of
collections and do not own them. This notion should extend to virtual
collections and digital versions of artifacts as well. Gatekeeping of digital and virtual data should be strongly discouraged by communities of
scholars and museum professionals.
During the Amazing Archaeology Fair, we introduced tools that are
usually not available for visitors, such as the HOMiDO Mini VR glasses or
the Merge Cube. Although such technologies have had a positive impact
on the visitors they are too challenging across many fronts to employ as
stand-alone self-facilitated visitor experiences. Challenges include
avoiding thefts (the HMANE made an attempt that was discarded as it
impacted negatively the Merge Cube usability).
During the COVID-19 pandemic, the museum could deliver the same
XR experiences in virtual formats. Merge Cube representatives distributed free, printable and foldable versions of their product for school
children that could make their own paper merge cube to use with one of
the many apps available (K-12 classroom teachers and students are the
company’s main target audience of the company). The museum could
use the paper version of the Merge Cube during the virtual festival upon
the permission of Merge Cube. A facilitator was still needed to instruct
the construction of the cube and the use of the connected app.
We believe that while the number of museums offering XR experiences increases some of the VR weaknesses absent in AR will lead museums to prefer AR over VR in the not-so-distant future. Some
challenges, such as sanitization, arose during the pandemic. VR experiences in public places decreased considerably during the pandemic as
sharing the same headset, which often covers the nose, didn’t feel safe
for the consumers. Moreover, maintaining headsets and constantly
updating the software is unsustainable in the long term. The return on
investment – in terms of offering a “new” or “cutting-edge” experience will decrease. The diminished novelty is driven by the economic
affordability of devices that enables people to purchase their headset
and use it at home. Safety should also be mentioned. The Frank Lloyd
Wright Museum created an experience that only worked when the
visitor remained seated. The dedicated app shuts down if the motion
sensor in the headset detected the person standing up. This is to avoid
falls due to disorientation during the experience and the possibility of
tripping over the cord connecting the device to the computer.
As many people report the importance of social experience in visiting
museums (Falk et al., 1998, Packer and Ballantyne, 2005), we anticipate
an increased loss in desirability regarding full headsets XR experiences.
Headsets do isolate the user and are inherently anti-social as they
confine users in their own world, not shareable with the group. On the
other hand, the AR experience, if not headset delivered, increases social
interaction. The possibility of using hand-held devices, such as phones
and tablets, makes AR the best-suited conduit for enhancing a museum
visit with XR technology and is poised to be the most successful. AR is
perfect to visualize the past, as it allows the visitor to overlap the virtual
scene with their surroundings. The ability to enhance information
directly upon an artifact is invaluable and the delivery medium, the
light, hand-held devices, will promote AR museum experiences over VR.
7. Conclusions
Our study suggests that the use of multiple XR technologies complemented the traditional museum visit and was well received by our
audiences and amplified their learning experience. We found that for
visitors, having the opportunity to manipulate, interact with, and view
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Authorship statement
All persons who meet authorship criteria are listed as authors, and all
authors certify that they have participated sufficiently in the work to
take public responsibility for the content, including participation in the
concept, design, analysis, writing, or revision of the manuscript.
Furthermore, each author certifies that this material or similar material
has not been and will not be submitted to or published in any other
publication before its appearance in the Hong Kong Journal of Occupational Therapy.
Authorship contributions
Please indicate the specific contributions made by each author (list
the authors’ initials followed by their surnames, e.g., Y.L. Cheung). The
name of each author must appear at least once in each of the three
categories below.
Category 1.
Conception and design of study: Zaia,Rose
Acquisition of data: Zaia, Rose, Majewski,
Analysis and/or interpretation of data: Zaia, Rose, Majewski.
Category 2.
Drafting the manuscript: Zaia, Rose.
Majewski
Revising the manuscript critically for important intellectual content:
Zaia.
Category 3.
Approval of the version of the manuscript to be published (the names
of all authors must be listed):
Zaia, Rose, Majewski.
Fig. 8. Virtual reality (and Augmented Reality) has gone virtual. An Ushabti
(see the real, miniature object in the case next to it) emerges into real space in a
“magical” or “exogenous” experience as a giant statue. This experience can also
be perceived through online platforms, like Zoom, thanks to the implementation of XR technologies that are now integrated into the web.
This research did not receive any specific grant from funding agencies in the
public, commercial, or not-for-profit sectors.
the same object in and through multiple tools increases engagement,
curiosity, and consequently attention during their museum visit. The
results of our direct observations support Bailenson’s (2018) assertion
that actions do indeed engage memories of real-world experiences.
Interacting and playing with tools and virtual objects increases visitor
focus and ability to remember and appreciate the significance of artifacts. We reaffirm that virtual versions of artifacts are not substitutes for
or detractors of original artifacts, but are alternate versions with their
own unique set of properties that enhance learning experiences in
different ways. We remark that the addition of a storyline, such as in the
“Dreaming the Sphinx’’ app (more in the upcoming 2.0 version), further
increases the intellectual investment and participation of the public thus
stimulating memories. Overall, during the Amazing Archaeology Fair, the
use of XR technologies enhanced the visitor experience, increased public
engagement, and triggered memories crucial in the learning process. We
are now building on this research and working to create additional XR
experiences that include more objects from HMANE’s collection. The
COVID-19 pandemic has forced museums and other educational institutions to develop new ways to deliver programming and engage
distant audiences. For example, remote XR experiences can now be
delivered through computer screens over online virtual platforms such
as Zoom and Microsoft Teams. Educators, researchers, and professionals
must adapt and recreate online versions of in-person experiences,
including XR. While these experiences are certainly not a permanent
replacement for in-person museum outreach, they have the advantage of
reaching a broader geographical audience. We hope that the range of XR
technologies available online will draw visitors back to museums when
it is safe again to welcome them. In the meantime, anyone with access to
a computer and an internet connection can explore the world through
XR museum experiences. As with many sectors of today’s society, virtual
technologies and experiences have officially gone “virtual” (Fig. 8).
Authors contribution
Sara E. Zaia: Conceptualization, Investigation, Writing - Original
Draft, Writing - Review & Editing, Visualization, Methodology, Project
administration, supervision. Katherine E. Rose: Conceptualization,
Investigation, Writing - Original Draft, Methodology, Andrew S.
Majewski: Methodology, Resources, Writing - Original Draft, Visualization, Supervision.
Declaration of competing interest
The authors declare that they have no known competing financial
interests or personal relationships that could have appeared to influence
the work reported in this paper.
Acknowledgements
All persons who have made substantial contributions to the work
reported in the manuscript (e.g., technical help, writing and editing
assistance, general support), but who do not meet the criteria for
authorship, are named in the Acknowledgements and have given us their
written permission to be named. If we have not included an Acknowledgements, then that indicates that we have not received substantial
contributions from non-authors.
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Appendix 1
Questions
Y
Have you heard of XR tech?
(define with “AR” or “VR” if needed)
• Is this your first time using it?
N
AR
VR
Observation
After Sketchfab/Merge Cube AR
Experience, visitors go to see a REAL object
Ask us for more info
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