Development of Virtual Museum Model For Youth
Development of Virtual Museum Model For Youth
Development of Virtual Museum Model For Youth
4, April 2022
The Archive of Srinakharinwirot University was used as a The final step was having five experts evaluate the
model for developing the virtual museum prototype in this improved prototype in terms of the website format, media
research. presentation, virtual museum tools, and quality and
efficiency assessment. The Index of Item-Objective
Congruence: IOC was used to evaluate the virtual museum
II. RESEARCH APPROACH AND METHODOLOGY model validity based on the score range from -1 to +1 was
defined as following: + 1 = Congruent, 0 = Questionable, and
A. Research Purpose -1 = Incongruent. The questions which had scores lower than
The objective of this research is to study and develop a 0.5 were revised.
prototype of virtual museums for youth and evaluate the
efficiency of the prototype.
III. FINDINGS AND ANALYSIS
B. Sample Groups and Participants
There were three sample groups in this study. The first 1) Findings from the analysis of virtual museums in
sample group consisted of 400 university students aged Thailand and worldwide and the survey of expectations
between 18 and 25 from the science and social science fields of virtual museums for youth from 400 university
of study. These samples were asked to answer a questionnaire students can be concluded as follows.
about their expectations of virtual museums. The samples a) Online media use behavior – The majority or 174
were chosen by accidental sampling from four universities, people of the sample group (43.50 percent) had access
which were Srinakharinwirot University and Chulalongkorn to online media and the Internet through iOS
University in Bangkok, Chiang Mai University in Chiang smartphones, followed by 93 people (23.25 percent)
Mai Province, and Mahasarakham University in Maha through Android smartphones, 79 people (19.75
Sarakham Province. The second sample group consisted of percent) through iPad, and 54 people (13.50 percent)
three experts on virtual reality design, art content, and/or through other devices. In terms of online media and the
museum management and ten university students. These Internet use, the majority or 289 people of the sample
samples were asked to trial and comment on the developed group (72.25 percent) used online media in a form of
virtual museum prototype for youth. The third sample group applications most frequently, while the other 111
consisted of five experts on virtual reality design, art content, people (27.75 percent) used online media in a form of
and museum management. These samples were asked to websites most frequently. The majority of the sample
evaluate the quality and efficiency of the improved virtual group (129 people or 32.25 percent) used online media
museum prototype for youth. for a continuous period of 31-60 minutes per time,
followed by 91 – 120 minutes per time (106 people or
C. Ethical Issues 26.50 percent).
Information and identity of the students participating in The majority of the sample group had never visited or used
this research was treated as confidential and used for the virtual museums via online media and the Internet (217
study and statistical purpose only. people or 54.25 percent). Only 27.50 percent (110 people) of
the sample group used to visit or get information from virtual
D. Research Methods
museums, while 18.25 percent (73 people) were not sure or
The research methodology comprised three steps. The first did not remember if they used to visit virtual museums or not.
step was studying demands and expectations of virtual Yet, the majority of the sample group were interested in using
museums for youth by 1) examining documents and online virtual museums (314 people or 78.50 percent) and
researches about virtual museums, 2) visiting 10 museums in thought online virtual museums could provide knowledge
Bangkok to examine their media use, technology, and like traditional physical museums (319 people or 79.75
designs, 3) visiting websites of 20 virtual museums in percent).
Thailand and worldwide to examine their efficiency, media b) Expectations of virtual museums:
use, virtual museum tools, designs, and assessment, and 4) Learning management in virtual museums – The sample
conducting a five-Likert scale questionnaire survey on 400 group answered the questions with a high level score the
university students about their expectations of virtual most (mean = 4.46). The item that received the highest score
museums. The data of respondents’ general information and was ―Virtual museums should employ diversified media
internet use behavior were analyzed by frequency count and technologies to portray knowledge‖. The item that received
percentages, whereas, the data on pattern of virtual museum the second highest score was ―Virtual museums should
were analyzed by mean and standard deviation. The provide entertainment and knowledge at the same time‖.
interpretation of mean score was specified as following: Efficiency of the virtual museums – The sample group
1.00-1.50 = very low, 1.51-2.50 = low, 2.51-3.50 = average, answered the questions with a highest level score the most
3.51-4.50 = high, and 4.51-5.00 = very high. (mean = 4.60). The item that received the highest score was
The second step was developing a virtual museum website ―Virtual museums should be accessible from a variety of
prototype that included pictures, 360-degree panoramic devices such as a personal computer, tablet, or mobile phone‖.
images, and virtual reality technology by using the Archive The item that received the second highest score was ―Virtual
of Srinakharinwirot University as a model. The developed museums should be quick to load and display for prompt
prototype was subsequently trialed with three experts and ten use‖.
university students for recommendation and improvement. Types of media and tools used in virtual museums – The
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International Journal of Information and Education Technology, Vol. 12, No. 4, April 2022
sample group answered the questions with a high level score five experts viewed that the improved prototype were
the most (mean = 4.40). The item that received the highest appropriate in overall (IOC = 1). Only the elements of
score was ―Audience should be able to visit virtual museums 3D object images and maps received 0.6 of IOC and
freely‖. The item that received the second highest score was needed further improvement. The experts suggested that
―Virtual museums should support more than one languages, the 3D object images should have realistic texture and
with language options provided for audience to choose‖. colors, so that they were more interesting and attractive
In addition, the website analysis showed that important for youth. Regarding this, the researcher still used
tools for virtual museums included registration tools, search existing white 3D object images from the Archive of
engine, social media tools such as Facebook, Twitter, and Srinakharinwirot University but added realistic images
YouTube, and online discussion tools. Moreover, most of the building under the 3D image model section on the
virtual museums offered 360-degree panoramic images for website instead. The experts also suggested that there
360-degree exhibition tours. Texts, pictures, or videos were should be a pointer or pin on the map that indicated a
used in the description and display of exhibitions. Meanwhile, current location of users when exploring the virtual
photographic slides were used as thumbnail images to link to museums. The researcher added the location indicator
different exhibition rooms. Virtual reality (VR) techniques pin on the map accordingly. After finishing the three
with and without headset goggles were used as well as 3D steps of the research, five key elements of virtual
and 360-degree image techniques to display models, museums for youth were concluded as shown in Fig. 6.
buildings, sculptures, skeletons, or antiquities. Visitors could In addition, Fig. 1-5 show the pictures of The Archive of
explore virtual exhibitions freely by using the zoom-in button Srinakharinwirot University, which was recreated in a
and the map and navigator tools provided in the websites. virtual model by using those five elements.
There were also links to the museum’s websites for further
studies.
Only some of the websites offered audio descriptions with
a speaker button. Audience could choose to turn on or turn
off the sound with the button. There were also a help button,
directional arrows, share button, download button, and
screenshot button.
Designs of the virtual museums – The sample group
answered the questions with a high level score the most
(mean = 3.77). The item that received the highest score was Fig. 1. Hall of Fame at the Archive in a 360-degree panoramic image.
―Fonts used in virtual museums should be easy to read and
clear‖. The item that received the second highest score was
―Virtual museums should use dark text on light background
such as dark blue text on a white background‖.
The website analysis showed that exhibition rooms in
virtual museums used warm color tone, cool color tone, and
neutral color tone depending on the content in each section.
The websites used maximum two font styles and maximum
three display colors, including the color of the background.
Fig. 2. 3D version of the university’s model.
Text in each text box was left aligned or centered. Text boxes
were placed on the left or right of images or objects,
depending on the positions of those objects.
Evaluation of the virtual museums – The sample group
answered the questions with a high level score the most
(mean = 4.28). The website analysis showed that most virtual
museums did not have an evaluation section for users to
comment or provide feedback for improvement. However,
some virtual museums had a Frequently-Asked-Question
(FAQ) section or online discussion section instead.
2) Findings from the trial of the developed virtual museum Fig. 3. The virtual museum’s guiding manual.
prototype for youth showed that the three experts gave a
highest level score for the prototype in overall (mean =
4.56) and the ten university students gave a high level
score for the prototype in overall (mean = 4.43). Both
groups agreed that in the current situation of Covid-19,
museums should use media and technology to develop
virtual museums that could provide similar user
experience as physical museums to visitors.
3) Findings from the evaluation of quality and efficiency of
the virtual museum prototype for youth showed that the Fig. 4. The navigator of the virtual model.
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