PSI - Issue 64

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

2195

7

completely on the digital simulation. The model was visited simultaneously by several users in order to verify the proper functioning of the platform, ensuring the absence of lag, bugs or other phenomena that could compromise the experience. During the visit, as a result of the simultaneous presence of multiple users, a special aspect emerged: users had the opportunity to confront each other in front of the work, highlighting one of the most important aspects of the Metaverse, namely the interaction between different avatars. 5. Results and discussion At this point in the work, it is possible to highlight the results obtained from the evaluations of users who had the opportunity to explore the virtual space in the museum once it was optimized and published. Through a series of questions posed to users, several aspects of the virtual experience were analyzed. These included, for example, perceived realism, engagement, immersion, control of the virtual environment, and auditory and visual quality. From the responses obtained, a comprehensive and comparative picture of users' opinions was reconstructed, allowing us to assess the effectiveness, or otherwise, of our implementation of virtual space in the museum. In particular, we can see how the experience, after the changes made to the space, has improved both in terms of organization and immersion, making the experience more engaging and appreciable. The central aspect that users remarkably noted was that they felt more directed in their movements due to specific elements that generated clear, but not constraining, pathways, thus contributing to an improved sense of orientation. During the work, several issues also emerged that required careful analysis and evaluation to mitigate them effectively. A key aspect of the work involved the development of the model with a high level of graphics to provide an optimal visual experience in the Metaverse, especially as fruition takes place through the use of viewers. The issues that emerged concerning this aspect mainly concerned the use of glass, which caused light beams to be projected onto the elements and the model, compromising the overall graphical quality of the experience. By making appropriate corrective changes, such as optimizing the lighting and modifying some of the materials used, it was possible to overcome the obstacle and minimize the adverse effects of light reflection on the model, bringing the graphical quality back to a high level. Another issue was related to the development of the three-dimensional elements; the objects were lightened correctly so that, once loaded in space, they would not create problems related to platform malfunction, making the tour smooth and lag-free. Finally, the last issue noted, although not frequently, but of paramount importance in the context of the Metaverse, was connection speed, as in the absence of a stable and fast connection the experience in the Metaverse can be compromised, with possible delays in viewing content, interruptions during interactions, and an overall lower quality. Comparing the results from the two virtual experiences pre- and post-space reorganization shows that the changes made were indeed helpful in improving not only the enjoyment of the space but also the understanding of it and the works within it. 6. Conclusion and future developments The work presented involved the study and subsequent realization of a virtual space in the Metaverse to make part of the collection of the MAV - Museo dell'Artigianato Valdostano, located in Fènis, in Valle d'Aosta, usable and visitable even remotely. However, the museum environment in the Metaverse was not intended as a substitute space for the real one but rather as a complement that complements the physical experience, enriching it with new possibilities and opportunities. The aim is not to replace the excitement and authenticity of the actual visit but to offer an additional option that broadens accessibility and the cultural experience, allowing a broader audience to participate and interact with the works and increasing cultural understanding of smaller sites. As a result of the results obtained from the users, both during the model development phase and after its publication, it is possible to affirm the validity of the methodology adopted to achieve an experience that can be defined as realistic but simultaneously immersive. Through the study conducted, it is evident that, thanks to a correct approach, it is possible to arrive at a final product capable of attracting a wider audience. The result obtained as a result of the work done allows us to show not only the potential of the current system, but also opens the way for fascinating future developments. Referring to the museum collection of the case study, a possible enrichment of the information in the database could result in a natural expansion of the platform usable remotely by virtual users. The creation and expansion of the digital gallery, in general, corresponds to an added value for museums by ensuring total immersion in culture for the visitor. Moreover, the evolution and use of current information and communication technologies, mainly digital, offer interesting opportunities and advantages

Made with FlippingBook Digital Proposal Maker