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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for museums, such as offering various strategies to enrich the visitor experience. Then, introducing the ability to pick up the object through user-managed commands could significantly increase human-object interaction. With this feature, humans thus can view the element at their leisure, allowing greater control of the virtual experience. A further critical development may be the study of time in the Metaverse, understood as the duration the user can spend in front of each individual work. This aspect also makes it possible to determine the maximum number of virtual objects that can be placed to create an environment in which the user can explore and interact meaningfully. It would be desirable for future research to explore possible views regarding the Metaverse, particularly in its use as an exhibition space, as these new technologies are constantly evolving. It is important to remember that Metaverse platforms in the cultural sector not only offer a new visitor experience that recreates spaces and objects that existed or existed in the past but can also protect endangered works by creating a virtual copy. References Casillo, M., Cecere, L., Colace, F., Lorusso, A., Santaniello, D., & Valentino, C. (2023). Exhibition spaces in the metaverse: a novel design approach. 2023 8th IEEE History of Electrotechnology Conference (HISTELCON) , 116 – 119. https://doi.org/10.1109/HISTELCON56357.2023.10365847 Casillo, M., Cecere, L., Colace, F., Lorusso, A., Santaniello, D., & Valentino, C. (2024). Digital Twin and Metaverse Supporting Smart Cities: New Perspectives and Potentials (pp. 111 – 119). https://doi.org/10.1007/978-981-99-8111-3_11 Casillo, M., Colace, F., Gupta, B. B., Lorusso, A., Marongiu, F., & Santaniello, D. (2022, November 20). Blockchain and NFT: a novel approach to support BIM and Architectural Design. 2022 International Conference on Innovation and Intelligence for Informatics, Computing, and Technologies (3ICT) . https://doi.org/10.1109/3ICT56508.2022.9990815 Cheng, R., Wu, N., Chen, S., & Han, B. (2022). Will Metaverse Be NextG Internet? Vision, Hype, and Reality. IEEE Network , 36 (5), 197 – 204. https://doi.org/10.1109/MNET.117.2200055 Clarizia, F., Colace, F., Santo, M. De, Lorusso, A., Marongiu, F., & Santaniello, D. (2022, September 20). Augmented Reality and Gamification technics for visit enhancement in archaeological parks. 2022 IEEE 2nd IoT Vertical and Topical Summit for Tourism (IoTT) . https://doi.org/10.1109/IoTT56174.2022.9925901 Dozio, N., Marcolin, F., Scurati, G. W., Ulrich, L., Nonis, F., Vezzetti, E., Marsocci, G., La Rosa, A., & Ferrise, F. (2022). A design methodology for affective Virtual Reality. 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