Exploration of Visitors' Experience and Preferences on Virtual-Reality Application in Museum

In their traditional role, museums have served the purpose of preserving and educating cultural and historical artifacts. However, as time goes by, museums have grown from their traditional roles into leading-edge, interactive, experiential education platforms for visitors using the latest technological media, such as virtual reality. The study aims to explore the Indonesian museum visitors' perceptions—both positive and negative— toward VR usage in a museum and examine their expectations of an immersive VR experience, particularly related to VR games. The study employs content analysis throughan exploratory descriptive survey to address respondents' demographic background, past museum visit experience, and expectations of VR experience. Data were analyzed using thematic analysis and descriptive statistics, accompanied by a general discussion. Findings reveal the potential for utilizing VR technology at museums. Over the past ten years, there has been an expectation for museums to expand their focus from object preservation and display to visitor engagement, enabling them to create enjoyable and memorable experiences, while maintaining their mission of knowledge dissemination.

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Institutions

Publication Details

Journal
Jurnal Sosioteknologi
Published
2024-11-21
DOI
https://doi.org/10.5614/sostek.itbj.2024.23.3.6
Citations
1
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.37

Funders

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article

Exploration of Visitors' Experience and Preferences on Virtual-Reality Application in Museum

Aulia Ardista Wiradarmo, Redha Widarsyah, Muliadi Palesangi, Fadilah Husna Arief
1 citations
Jurnal Sosioteknologi
Virtual Reality Applications and Impacts
0.37
article

Exploration of Visitors' Experience and Preferences on Virtual-Reality Application in Museum

Aulia Ardista Wiradarmo, Redha Widarsyah, Muliadi Palesangi, Fadilah Husna Arief
article en
1 citations

Abstract

In their traditional role, museums have served the purpose of preserving and educating cultural and historical artifacts. However, as time goes by, museums have grown from their traditional roles into leading-edge, interactive, experiential education platforms for visitors using the latest technological media, such as virtual reality. The study aims to explore the Indonesian museum visitors' perceptions—both positive and negative— toward VR usage in a museum and examine their expectations of an immersive VR experience, particularly related to VR games. The study employs content analysis throughan exploratory descriptive survey to address respondents' demographic background, past museum visit experience, and expectations of VR experience. Data were analyzed using thematic analysis and descriptive statistics, accompanied by a general discussion. Findings reveal the potential for utilizing VR technology at museums. Over the past ten years, there has been an expectation for museums to expand their focus from object preservation and display to visitor engagement, enabling them to create enjoyable and memorable experiences, while maintaining their mission of knowledge dissemination.

Jurnal SosioteknologiVol. 23(3)
Universitas Prasetiya Mulya
Universitas Prasetiya Mulya
Quality Education
Openalex Percentile: Top 37%
Virtual Reality Applications and Impacts
0.37
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Exploration of Visitors' Experience and Preferences on Virtual-Reality Application in Museum — Aulia Ardista Wiradarmo, Redha Widarsyah, et al. · Jurnal Sosioteknologi (2024) | TGRS Research Map | TGRS