Skip to main content

Embracing Cultural Heritage Through Virtual Reality: Development, Usability and Enjoyment Evaluation of a VR Environment for the Church of Panagia Aggeloktisti

  • Conference paper
  • First Online:
Extended Reality (XR Salento 2023)

Abstract

The importance of preservation, accessibility and dissemination of Cultural Heritage is universally acknowledged, and the latest technological advancements in visualisation technologies such as Virtual Reality, and Serious VR Games in particular, have been increasingly utilised for innovation and application to support these efforts with great success. This paper presents the development and evaluation of a VR environment focusing on disseminating information on the Byzantine art of Panagia Aggeloktisti church in Cyprus, through an immersive learning scenario requiring users to complete challenges to progress while learning important historical information about the church. The paper presents information on the VR environment development, providing details on the process of capturing, processing and digitising in 3D models the exterior and several artefacts of the church. Two versions of the environment have been developed, featuring Gamified and non-Gamified components. The study presented in this paper compares and evaluates these versions through analysing users perceptions towards usability/playability, enjoyment and visual aesthetics of the environment. A comparative experimental study was conducted and the results revealed that the users’ experience was positively perceived regardless of interacting with the gamified elements of the environment or not during their VR experience. The results suggest that the VR environment was perceived usable/playable, enjoyable and with appealing graphics, and is at a stage to be used for public access and further experimentation. The paper also highlights the need for developing and extensively evaluating the efficacy of VR environments to provide immersive, engaging and enjoyable gamified and gaming experiences to embrace cultural heritage.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 69.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 89.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Barsanti, S.G., Caruso, G., Micoli, L., Rodriguez, M.C., Guidi, G., et al.: 3D visualization of cultural heritage artefacts with virtual reality devices. Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci. 40(5W7), 165–172 (2015)

    Google Scholar 

  2. Carrozzino, M., Bergamasco, M.: Beyond virtual museums: experiencing immersive virtual reality in real museums. J. Cult. Herit. 11(4), 452–458 (2010). https://doi.org/10.1016/j.culher.2010.04.001. https://www.sciencedirect.com/science/article/pii/S1296207410000543

  3. Champion, E.: Culturally significant presence in single-player computer games. J. Comput. Cult. Herit. 13(4), 1–24 (2020). https://doi.org/10.1145/3414831

    Article  MathSciNet  Google Scholar 

  4. Champion, E.: Playing with the Past. In: Champion, E. (ed.) Playing with the Past, pp. 129–155. Springer, London (2011). https://doi.org/10.1007/978-1-84996-501-9_6

    Chapter  Google Scholar 

  5. Ferdani, D., Fanini, B., Piccioli, M.C., Carboni, F., Vigliarolo, P.: 3D reconstruction and validation of historical background for immersive VR applications and games: the case study of the forum of Augustus in Rome. J. Cult. Herit. 43, 129–143 (2020). https://doi.org/10.1016/j.culher.2019.12.004

    Article  Google Scholar 

  6. He, Z., Wu, L., Li, X.R.: When art meets tech: the role of augmented reality in enhancing museum experiences and purchase intentions. Tour. Manag. 68, 127–139 (2018). https://doi.org/10.1016/j.tourman.2018.03.003. https://www.sciencedirect.com/science/article/pii/S0261517718300475

  7. Jacobson, J., Holden, L.: Virtual heritage: living in the past. Techné Res. Philos. Technol. 10(3), 55–61 (2007)

    Article  Google Scholar 

  8. Juan, A.A., Loch, B., Daradoumis, T., Ventura, S.: Games and simulation in higher education (2017)

    Google Scholar 

  9. Karahan, S., Gül, L.F.: Mapping current trends on gamification of cultural heritage. In: Cordan, Ö., Dinçay, D.A., Yurdakul Toker, Ç., Öksüz, E.B., Semizoğlu, S. (eds.) Game + Design Education. SSDI, vol. 13, pp. 281–293. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-65060-5_23

    Chapter  Google Scholar 

  10. Keebler, J.R., Shelstad, W.J., Smith, D.C., Chaparro, B.S., Phan, M.H.: Validation of the guess-18: a short version of the game user experience satisfaction scale (guess). J. Usability Stud. 16(1), 49–62 (2020)

    Google Scholar 

  11. Malegiannaki, I.: Thanasis Daradoumis: analyzing the educational design, use and effect of spatial games for cultural heritage: a literature review. Comput. Educ. 108, 1–10 (2017). https://doi.org/10.1016/j.compedu.2017.01.007

    Article  Google Scholar 

  12. Markopoulos, E., Markopoulos, P., Liumila, M., Almufti, Y., Romano, C.: Digital cultural strategies within the context of digital humanities economics. In: Ahram, T. (ed.) AHFE 2019. AISC, vol. 973, pp. 283–295. Springer, Cham (2020). https://doi.org/10.1007/978-3-030-20476-1_29

    Chapter  Google Scholar 

  13. Mortara, M., Catalano, C.E., Bellotti, F., Fiucci, G., Houry-Panchetti, M., Petridis, P.: Learning cultural heritage by serious games. J. Cult. Herit. 15(3), 318–325 (2014). https://doi.org/10.1016/j.culher.2013.04.004. https://www.sciencedirect.com/science/article/pii/S1296207413001349

  14. Nisiotis, L., Alboul, L.: Initial evaluation of an intelligent virtual museum prototype powered by AI, XR and robots. In: De Paolis, L.T., Arpaia, P., Bourdot, P. (eds.) AVR 2021. LNCS, vol. 12980, pp. 290–305. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-87595-4_21

  15. Nisiotis, L., Alboul, L.: Evaluating presence and technology acceptance of an intelligent reality virtual museum prototype. In: 2022 IEEE 2nd International Conference on Intelligent Reality (ICIR), pp. 1–6 (2022). https://doi.org/10.1109/ICIR55739.2022.00016

  16. Nisiotis, L., Alboul, L., Beer, M.: Virtual museums as a new type of cyber-physical-social system. In: De Paolis, L.T., Bourdot, P. (eds.) AVR 2019. LNCS, vol. 11614, pp. 256–263. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-25999-0_22

    Chapter  Google Scholar 

  17. Nisiotis, L., Alboul, L., Beer, M.: A prototype that fuses virtual reality, robots, and social networks to create a new cyber-physical-social eco-society system for cultural heritage. Sustainability 12(2) (2020). https://doi.org/10.3390/su12020645. https://www.mdpi.com/2071-1050/12/2/645

  18. Noh, Z., Sunar, M.S., Pan, Z.: A review on augmented reality for virtual heritage system. In: Chang, M., Kuo, R., Kinshuk, Chen, G.D., Hirose, M. (eds.) Learning by Playing. Game-Based Education System Design and Development. LNCS, vol. 5670, pp. 50–61. Springer, Heidelberg (2009). https://doi.org/10.1007/978-3-642-03364-3_7

  19. Pallavicini, F., Pepe, A.: Comparing player experience in video games played in virtual reality or on desktop displays: immersion, flow, and positive emotions. In: Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, CHI PLAY 2019 Extended Abstracts, pp. 195–210. Association for Computing Machinery, New York (2019). https://doi.org/10.1145/3341215.3355736

  20. Phan, M.H., Keebler, J.R., Chaparro, B.S.: The development and validation of the game user experience satisfaction scale (GUESS). Hum. Factors 58(8), 1217–1247 (2016)

    Article  Google Scholar 

  21. Popovici, D.M., Polceanu, M., Popescu, A.: Augmenting user experience in virtual environments through haptic feedback. In: Proceedings of the 7th Balkan Conference on Informatics Conference, BCI 2015. Association for Computing Machinery, New York (2015). https://doi.org/10.1145/2801081.2801100

  22. Portalés, C., Rodrigues, J.M.F., Rodrigues Gonçalves, A., Alba, E., Sebastián, J.: Digital cultural heritage. Multimodal Technol. Interact. 2(3) (2018). https://doi.org/10.3390/mti2030058. https://www.mdpi.com/2414-4088/2/3/58

  23. Pujol, L., Champion, E.: Evaluating presence in cultural heritage projects. Int. J. Herit. Stud. 18(1), 83–102 (2012). https://doi.org/10.1080/13527258.2011.577796

    Article  Google Scholar 

  24. Roussou, M.: Virtual heritage: from the research lab to the broad public. Bar Int. Ser. 1075, 93–100 (2002)

    Google Scholar 

  25. Rua, H., Alvito, P.: Living the past: 3D models, virtual reality and game engines as tools for supporting archaeology and the reconstruction of cultural heritage - the case-study of the roman villa of Casal de Freiria. J. Archaeol. Sci. 38(12), 3296–3308 (2011). https://doi.org/10.1016/j.jas.2011.07.015. https://www.sciencedirect.com/science/article/pii/S0305440311002494

  26. Sharp, L.A.: Stealth learning: unexpected learning opportunities through games. J. Instr. Res. 1, 42–48 (2012). https://doi.org/10.9743/jir.2013.6

    Article  Google Scholar 

  27. Subhash, S., Cudney, E.A.: Gamified learning in higher education: a systematic review of the literature. Comput. Hum. Behav. 87, 192–206 (2018). https://doi.org/10.1016/j.chb.2018.05.028. https://www.sciencedirect.com/science/article/pii/S0747563218302541

  28. Theodoropoulos, A., Antoniou, A.: VR games in cultural heritage: a systematic review of the emerging fields of virtual reality and culture games. Appl. Sci. 12(17) (2022). https://doi.org/10.3390/app12178476

  29. UNESCO: Church of panagia aggeloktisti. https://whc.unesco.org/en/tentativelists/5987/

  30. UnrealEngine: Forward shading renderer. https://docs.unrealengine.com/4.26/en-US/TestingAndOptimization/PerformanceAndProfiling/ForwardRenderer/

  31. UnrealEngine: Reducing draw calls. https://unrealcommunity.wiki/reducing-draw-calls-dtz72780

  32. Vi, C.T., Ablart, D., Gatti, E., Velasco, C., Obrist, M.: Not just seeing, but also feeling art: mid-air haptic experiences integrated in a multisensory art exhibition. Int. J. Hum.-Comput. Stud. 108, 1–14 (2017). https://doi.org/10.1016/j.ijhcs.2017.06.004. https://www.sciencedirect.com/science/article/pii/S1071581917300988

  33. Ye, L., Wang, R., Zhao, J.: Enhancing learning performance and motivation of cultural heritage using serious games. J. Educ. Comput. Res. 59(2), 287–317 (2021). https://doi.org/10.1177/0735633120963828. https://doi.org/10.1177/0735633120963828

  34. Zhonggen, Y.: A meta-analysis of use of serious games in education over a decade. Int. J. Comput. Games Technol. 2019 (2019)

    Google Scholar 

  35. Škola, F., et al.: Virtual reality with 360-video storytelling in cultural heritage: study of presence, engagement, and immersion. Sensors 20(20) (2020). https://doi.org/10.3390/s20205851. https://www.mdpi.com/1424-8220/20/20/5851

Download references

Acknowledgements

The authors would like to thank the student interns Pavel Telnov and Pascal Schovanez from UCLan Cyprus for their contribution in the development and design of the VR environment, Dr Yiannis Georgiou, Maria Efpraxia and Varnavia Giorgalla from the Cyprus University of Technology for their support during data collection. We would also like to thank the students from the Cyprus University of Technology for their participation in this study. This project is partially funded by the Centre for Cultural Preservation through Creative Practice at UCLan.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Louis Nisiotis .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2023 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Nisiotis, L., Souropetsis, M., Kyza, E.A. (2023). Embracing Cultural Heritage Through Virtual Reality: Development, Usability and Enjoyment Evaluation of a VR Environment for the Church of Panagia Aggeloktisti. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2023. Lecture Notes in Computer Science, vol 14219. Springer, Cham. https://doi.org/10.1007/978-3-031-43404-4_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-43404-4_15

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-43403-7

  • Online ISBN: 978-3-031-43404-4

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics