1. Scope and Objectives

The feeling of presence in a VR game can potentially enrich the learning elements as users will perform tasks in a digital environment very similar to the real world. An immersive environment sets an ideal canvas to present the content of a museum. The visualization methods and the interaction with the exhibits of the museum

WG4.2 had the following scope and objectives:

  • Study different AR and VR hardware technologies and how each one affects presence and immersion in the virtual environment
  • Propose new methods of visualization and interaction with the exhibits of the VM
  • Study methodologies for endowing characters’ with human-like interactions and behaviors based on the end users’ input (adaptive behavior)
  • Propose a pipeline for populating Virtual Characters in AR and VR. This pipeline was to include the methods used for positional and rotation tracking


To achieve this, the WG created and assessed a list concerning the following topics:

  • Immersion/Presence
  • VR/AR hardware and enabling technologies
  • Interaction with Virtual narrators
  • Human-like behaviors for Virtual narrators


The outcome of this work included a number of cutting edge VR/AR technologies that could be used for Virtual Museums.  It also provided the advantages and disadvantages of each technology. The results were published on the VIMM platform.

Working Group members:

Michael Tsioumas, Hellenic Ministry of Culture and Sports (CHAIR)

Nikos Grammalides, CERTH

Maria Pateraki, FORTH

Alan Chalmers, University of Warwick

Yannis Tzitzikas, University of Crete and FORTH

Nadia Magnenat-Thalmann, University of Geneva and NTU

Constantine Stephanidis, University of Crete and FORTH