PSI - Issue 64

L. Cecere et al. / Procedia Structural Integrity 64 (2024) 2189–2196 Author name / Structural Integrity Procedia 00 (2019) 000 – 000

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Step 4. Study of space-human and human-object interaction. In order to achieve the final spatial layout, an in depth study was conducted on the interaction between the virtual space and the users, as well as between the users themselves and the objects in the virtual museum. Users were given the opportunity to experience an immersive experience within the virtual space of the museum, and then were asked to provide feedback on their perception of that space. In addition, to bring out any critical issues and to better understand the problems identified by the users, they were given a questionnaire consisting of ten questions with answers rated on a scale of 1 to 5, ranging from "very bad" to "excellent." Based on the responses, the effectiveness of the virtual experience was evaluated and possible areas for improvement were identified. During the experience, users, using an Oculus Quest 2 type visor, were able to explore the different exhibit areas and interact with virtual objects. The Oculus Quest 2 visor is an all-in-one device, meaning that it does not require a connection to a PC or console, capable of delivering a stand-alone virtual reality experience. Step 5. Reorganization of the virtual model. Feedback expressed by users was carefully analyzed in order to identify any problems or strengths of the museum's virtual space. Based on the information obtained, changes and optimizations were made to the virtual space organization to improve the user experience overall. The actions taken, in particular, included the reorganization of spatial elements, revision of the arrangement of works, introduction of new visual landmarks, and implementation of increased interactivity. Regarding the reorganization of spaces, the enclosure did not undergo any kind of modification externally, as the user during the immersion, was attracted only by the interior environment, which, instead, was divided into two levels. This choice was a consequence of the fact that, during the virtual experience, there was a feeling of dispersion and bewilderment on the part of the user, so it was necessary to take action to mitigate or eliminate the problem. Vertical elements were included with the intention of providing additional visual landmarks to users within the virtual space of the museum, but without creating an obligatory path for the user, while still leaving the user with the ability to move through the space freely. At this stage, the need also emerged to create a vertical element that would connect the two floors in a fluid and visually interesting way. For this purpose, a spiral-shaped ramp positioned in the central part of the virtual environment was chosen, which, thanks to its visually appealing and dynamic appearance, captures the user's attention and stimulates his curiosity. In the real museum, there is also a distinctive element characterized by a spiral shape, above which objects are placed, which creates a symbolic link and a familiar atmosphere for users. Having completed the construction of the ramp, we proceeded with the organization and placement of objects within the virtual environment of the museum. Through a judicious arrangement of the information elements along the path, the ground floor was organized in such a way as to offer the user a structured path with the purpose of providing the user with the knowledge on which to build his or her experience in the virtual museum, thus gaining a preliminary and contextual understanding of the virtual environment he or she is exploring, preparing him or her for subsequent experiences. As for the actual objects, it was decided to place only two of them on the ground floor, strategically placing them in the central area corresponding to the ramp to create a focal point of interest. Second, limiting the number of objects on the ground floor promotes greater clarity and understanding of the information presented, avoiding visual overload or confusion, and users can devote proper attention and time to each object, exploring it in depth and grasping all the significant details. The second level of the environment was conceived differently than the ground floor: in this section, only the scanned objects were introduced, accompanied by the relevant information and images: the presence of a single item in each virtual environment allows the user to devote their full attention to that particular object, exploring it in detail and deepening their understanding. This approach aims to provide a more immersive and engaging experience, allowing the user to fully appreciate the beauty and history of the object presented. In addition, the choice to have a single object in each virtual environment also avoids collisions with other elements and ensures that the user can observe it without distraction or possible interference with other elements in the space. After placing the objects within the environment, the functionality of motion triggers was introduced using the "Unity 3D" software using visual scripting. This setup allowed the desired movements, scale changes, and rotations to be configured for each object. The goal of adding these options was to improve cultural understanding of the object. Step 6. Visualization of the model. After the model was reorganized and completed, it was uploaded to the "Spatial" platform to make it accessible to the public. The experience is created to be experienced exclusively through the use of viewers in order not to compromise the features of immersion, sense of presence and involvement offered by the Metaverse. The virtual viewers allow the creation of a stereoscopic 3D visualization and a full sensory experience, including audio and physical interactions capable of isolating the user from external reality and focusing

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