Interactive Design and Implementation of A Digital
Interactive Design and Implementation of A Digital
sciences
Article
Interactive Design and Implementation of a Digital Museum
under the Background of AR and Blockchain Technology
Wangming Hu 1,2 , Hyunsuk Han 2, *,† , Gulong Wang 1,2, *,† , Tao Peng 2 and Zhiqiang Yang 2
1 Department of Design and Art, Quanzhou Arts and Crafts Vocational College, Quanzhou 362500, China
2 Department of Industrial and Design, Dong-A University, Busan 49315, Republic of Korea
* Correspondence: hyunsuk@dau.ac.kr (H.H.); wgl200833@163.com (G.W.)
† These authors contributed equally to this work.
Abstract: A museum is the destination of the crystallization of history and culture, and a museum
is the center for the development of heritage culture. The display and exhibition of historical relics
can promote the harmonious development of society. However, there are many defects in traditional
museums. The collection in the museum is scattered. The exhibition needs a specific time and place to
open, and the exhibition mode is boring and lacks entertainment, which seriously limits the museum’s
dissemination of history and culture. In order to improve the public’s number of visits, museums
need to keep pace with the times. Using augmented reality technology can digitize the information
in the museum and integrate it with the user’s real environment, which solves the limitation of time
and space for most users to visit the museum, and greatly increases the entertainment of users to
visit the museum. In addition, the application of blockchain technology in digital museums can
effectively ensure the security of museum cultural relics data and quickly restore the lost cultural
relics information. The digital museum can help tourists realize cross-region viewing. Through
multimedia software and hardware, it can greatly stimulate tourists’ interest and attract tourists of
different ages to visit. This article uses digital technology to present physical museums in a digital
form on the network, but it is difficult for digital museums to conduct targeted analysis on tourists of
different ages. This article will analyze the attraction ability of digital museums to tourists of different
ages, thereby attracting tourists of different ages to visit. This paper compared traditional museums
Citation: Hu, W.; Han, H.; Wang, G.; with digital museums based on augmented reality technology and blockchain technology. The
Peng, T.; Yang, Z. Interactive Design
experimental results showed that from the perspective of young people, the average interactivity of
and Implementation of a Digital
traditional museums and digital museums was 47.20% and 78.20%, respectively; from the perspective
Museum under the Background of
of the elderly, the average interactivity of traditional museums and digital museums was 59.04% and
AR and Blockchain Technology. Appl.
70.36%, respectively. Therefore, the digital museum built by using augmented reality technology and
Sci. 2023, 13, 4714. https://
doi.org/10.3390/app13084714
blockchain technology can effectively improve the interaction with users. The digital museum can
improve the interaction with tourists of different ages, attract a large number of tourists for virtual
Academic Editors: Fadi Al-Turjman
visits, and improve the cultural transmission and economic development of the digital museum.
and Dimitris Mourtzis
Received: 28 February 2023 Keywords: digital museum; interaction design; augmented reality; blockchain technology
Revised: 30 March 2023
Accepted: 6 April 2023
Published: 8 April 2023
1. Introduction
After a long historical evolution, humankind has achieved today’s rich and colorful
culture. The recording and inheritance of culture is the wisdom crystallization of social
Copyright: © 2023 by the authors.
development. As a cultural service place that is open to the outside world and has the func-
Licensee MDPI, Basel, Switzerland.
This article is an open access article
tion of education and guidance, museums are the main place to preserve and disseminate
distributed under the terms and
culture. However, with the improvement of people’s demand for cultural experience, the
conditions of the Creative Commons
monotonous display of traditional museums has obvious defects. People often need to
Attribution (CC BY) license (https:// spend a lot of time visiting museums, and because they are not familiar with the contents of
creativecommons.org/licenses/by/ museums, people usually visit at random, which is very detrimental to the spread of culture.
4.0/). The number of exhibits displayed in a single museum is relatively small. If people want
to visit more exhibits, they need to visit multiple museums, which is very inconvenient.
With the development of mobile information technology, augmented reality technology
can achieve a real-time interactive and entertaining virtual reality environment through
the use of multimedia and three-dimensional modeling. The development of information
technology can realize the transformation from traditional museums to digital museums. In
digital museums, people can interact with the museum system, improve people’s interest
in museums through augmented reality technology, and improve the effect of museum
culture transmission. Therefore, this paper has research significance.
With the continuous development of intelligent technology, the traditional single
museum experience mode has obvious limitations. Digital museums have broken the
limits of time and space, and many people have studied digital museums. Among them,
Mason Marco used 3D digital display technology to build a post-digital museum. Through
comparison with traditional museums, it was found that the digital museum has stronger
interaction with people, and tourists can reflect 3D animation elements in the digital
museum [1]. Navarrete Trilce combined digital technology with heritage museums, so
that heritage culture in museums can be transmitted in digital form, and can promote
more people to join in heritage culture tourism while improving the transmission effect of
heritage culture [2]. Zollo Lamberto can make the original museum have the characteristics
of digital innovation and virtual environment by introducing Internet communication
technology into the museum, and improve the competitive advantage of the museum
and its attraction to tourists [3]. Stichelbaut Birger used digital technology to transform
the museum and comprehensively display the heritage culture of World War I. Through
multimedia technology, people’s experience of heritage in the digital museum can be
more vivid [4]. The digital museum is the result of the development of modern science
and technology. Through multimedia technology, heritage and cultural materials can be
displayed in more diversified forms, and the interaction between tourists and museums
can be improved.
With the development of the Internet of Things, augmented reality technology can
skillfully combine the virtual world and the real world. Relevant researchers have applied
augmented reality technology to the interactive design of digital museums. Among them,
Arrigoni Gabriella has improved the children’s culture museum through augmented reality,
so that children can more independently carry out open learning culture in the digital
museum [5]. Carci Giuseppe applied augmented reality technology to the digital museum,
which can stimulate people’s emotional participation through human–computer interac-
tion while transferring cultural knowledge to people [6]. Moorhouse Natasha combined
augmented reality applications with museums, and students can use diverse digital tech-
nologies to acquire cultural knowledge. Through the survey of 19 children’s use experience
of digital museums, digital museums promote students’ interest in learning [7]. Augmented
reality and other technologies are used in museums to improve the interactive ability of
digital museums and tourists and improve the ability of tourists to learn culture in a virtual
and realistic environment, but there is a lack of comparison between traditional museums
and digital museums with augmented reality technology.
Museums are important places for cultural transmission and cultural protection. The
transformation from traditional museums to digital museums can provide people with
more ways of cultural transmission [8]. This paper uses augmented reality technology
to improve the museum. Through the combination of virtual scene and reality, people
can feel cultural information through the super sensory experience and use blockchain
technology to digitally store museum collections to promote the development of virtual
culture in digital museums. This article uses augmented reality and blockchain technology
to design digital museums, providing targeted visiting experiences for users of different
ages through virtual digital scenes and improving the entertainment of digital museums.
Appl. Sci. 2023, 13, x FOR PEER REVIEW 3 of 15
Appl. Sci. 2023, 13, 4714 3 of 15
Figure1.1.Traditional
Figure Traditionalmuseum
museumvisiting
visitingmode.
mode.
InFigure
In Figure1,1,the
thetraditional
traditionalmuseum
museumvisiting
visitingmode
modeisisdescribed.
described.There
Thereare
aretwo
twomodes
modes
for tourists visit the traditional museum. One is to enjoy and learn the exhibits dis-
for tourists to visit the traditional museum. One is to enjoy and learn the exhibits on on
play by by
display themselves,
themselves,and and
the other is to explain
the other the culture
is to explain throughthrough
the culture the museum manage-
the museum
ment personnel.
management personnel.
Withthe
With theimprovement
improvementof ofpeople’s
people’sliving
livingstandards,
standards,thetheway
wayofofsightseeing
sightseeingtour
tourhas
has
beengradually
been graduallyabandoned
abandonedby bypeople,
people,and
andpeople’s
people’sdemand
demandfor formuseum
museumexperience
experiencehas
has
become diversified
become diversified [13,14]. The Thedigital
digitalmuseum
museum converts
convertscultural heritage
cultural intointo
heritage binary dig-
binary
digits through
its through various
various information
information technologies
technologies andand digitizes
digitizes museum
museum exhibits
exhibits through
through com-
computer technology
puter technology so that
so that people
people cancan exchange
exchange information
information with
with thethe museum
museum without
without the
the constraints
constraints of time
of time andand space
space [15,16].
[15,16].
2.1.
2.1.Augmented
AugmentedReality
RealityTechnology
Technology
The Internet of Things
The Internet of Things collects information
collects about
information objects
about through
objects various
through information
various infor-
sensors, radio frequency identification, and other technologies, and realizes information
mation sensors, radio frequency identification, and other technologies, and realizes infor-
exchange between objects or between objects and people with the help of the Internet [17].
Through the Internet of Things technology, the cultural exhibits, venue environment and
Appl. Sci. 2023, 13, x FOR PEER REVIEW 4 of 15
Appl. Sci. 2023, 13, 4714 mation exchange between objects or between objects and people with the help of the 4 of In-
15
ternet [17]. Through the Internet of Things technology, the cultural exhibits, venue envi-
ronment and intelligent equipment in the museum can be connected, and the museum
information
intelligent can be transformed
equipment in the museum digitally,
can beso that people
connected, andcan
thequickly
museum view the museum
information can
relics.
be transformed digitally, so that people can quickly view the museum relics.
Augmentedreality
Augmented realitytechnology
technology is aisbranch
a branch of the
of the Internet
Internet of Things,
of Things, whichwhich is essen-
is essentially
atially a vision-based
vision-based Internet
Internet of Things.
of Things. Augmented
Augmented reality
reality can conduct
can conduct virtual
virtual simulation
simulation of
of computer
computer information,
information, including
including image, image, video,
video, text,text, and other
and other information,
information, and inte-
and integrate
grate virtual
virtual information
information withscenes
with real real scenes
by usingby using multimedia,
multimedia, 3D modeling,
3D modeling, and intelli-
and intelligent
gent sensing technologies
sensing technologies [18,19]. [18,19].
Augmentedreality
Augmented reality technology
technology performs
performs an important
an important role inrole in digital
digital museums, museums,
which
iswhich is conducive
conducive to the promotion
to the promotion and dissemination
and dissemination of cultural
of cultural heritage.
heritage. The The process
process of
of applying
applying augmented
augmented reality
reality technology
technology to digital
to digital museums
museums is shown
is shown in Figure
in Figure 2. 2.
Figure2.2.The
Figure Theprocess
processofofapplying
applyingaugmented
augmentedreality
realitytechnology
technologytotodigital
digitalmuseums.
museums.
In Figure
In Figure 2, thethe process
processofofapplying
applyingaugmented
augmented reality technology
reality technology to the digital
to the mu-
digital
seum is described.
museum is described.The The
audience
audienceobtains the current
obtains environmental
the current environmentalinformation in the real
information in
environment
the throughthrough
real environment sensorysensory
devices, such assuch
devices, mobile phones.
as mobile According
phones. to thetoinfor-
According the
mation received
information by the
received by sensor,
the sensor,the the
virtual museum
virtual museum object cancan
object be constructed,
be constructed, andandthe the
vir-
tual museum
virtual museum object cancan
object bebecombined
combined withwiththetherealreal
environment,
environment, so that thethe
so that audience
audience can
can interact
interact withwith
thethe museum.
museum.
Applying
Applying augmented reality technology
augmented reality technologytotodigital digital museums
museums cancan combine
combine virtual
virtual mu-
museum objects with real environments
seum objects with real environments and display themand display them through intelligent devices.
intelligent devices. The The
digital
digitalmuseum
museumapplying
applyingaugmented
augmentedreality realitytechnology
technologyhas hasthe
thefollowing
followingcharacteristics:
characteristics:
users
userscan
caninteract
interactwith
withthe
thevirtual
virtual andandrealreal
environment
environment in real time,time,
in real use intelligent devices
use intelligent de-
or adjust
vices the camera
or adjust angle toangle
the camera obtain to different synthetic
obtain different scenes, and
synthetic improve
scenes, the interaction
and improve the in-
between
teractionusers and the
between museum.
users and the The scene synthesized
museum. The scene by augmentedby
synthesized reality technology
augmented realityis
atechnology
three-dimensional matching mode, which can accurately overlap
is a three-dimensional matching mode, which can accurately overlap the mu- the museum exhibit
information
seum exhibit with the real environment,
information with the real so that users can
environment, so be inusers
that the scene.
can be in the scene.
The
The integration of digital technology and traditional museumscan
integration of digital technology and traditional museums canimprove
improvethe the trans-
trans-
mission effect of heritage culture, and the combination of augmented
mission effect of heritage culture, and the combination of augmented reality technology reality technology
and
andmuseums
museumscan canprovide
provideusers
userswithwithreal-time
real-timeinteractive
interactiveappreciation
appreciationmethods,
methods,helping
helping
users
users to understand heritage culture more systematically. It is the core of the whole tech-
to understand heritage culture more systematically. It is the core of the whole tech-
nology
nologyto toaccurately
accuratelycombine
combinethe thevirtual
virtualmuseum
museumexhibitsexhibitswith
withthethereal
realenvironment
environmentin in
the
theaugmented
augmentedrealityrealitytechnology.
technology.ItItisisnecessary
necessaryto toconvert
convertthethecoordinates
coordinatesof ofthe
thevirtual
virtual
objects
objectswith
withthethecamera
cameracoordinates
coordinatesand andpixel
pixelcoordinates.
coordinates.
Appl. Sci. 2023, 13, 4714 5 of 15
If the user’s world coordinate in the real scene is (Xa , Ya , Za , 1), the camera coordinate
of the point is (Xb , Yb , Zb , 1). The image coordinate obtained by the camera is (Xk , Yk , 1),
then the conversion process from world coordinate to camera coordinate is:
Xb Xa
Yb Ya
= D (1)
Zb Za
1 1
In Formula (2), u represents the focal length of the camera. Since the pixel description
is used for the imaging of virtual museum exhibits, the image coordinates are converted
into pixel coordinates to obtain:
e Xk
f = EYk (3)
1 1
In Formula (3), E is the pixel coordinate conversion parameter.
Then, the conversion formula from camera coordinates to pixel coordinates is:
Xb
e Yb
Zb f = M
Zb
(4)
1
1
Figure
Figure 3. Application
3. Application of blockchain
of blockchain in digitalinmuseum.
digital museum.
Due to the result of decentralization, blockchain has extremely high data security. By
In Figure 3, the application of blockchain in digital museums is described.
using blockchain to store the cultural relics information in the museum, the original can
blockchain
be technology,
highly restored. data
For example, in museums
in 2018, the National can be permanently
Museum saved,
of Brazil caught and cultu
fire, and
can10%
only be connected with
of the 20 million usersrelics
cultural in the form
in its of digital
collection collections.
survived, causing huge losses. The
electronic
Due to the result of decentralization, blockchain has by
panorama of the National Museum of Brazil can be viewed using blockchain
extremely high data sec
technology, and the damaged cultural relics can also be repaired according to detailed
using blockchain to store the cultural relics information in the museum, the orig
information later.
be highly
Applying restored. For example,
the uniqueness in 2018,
of blockchain the National
to digital museums Museum
can design of Brazil caught
equivalent
only 10% of the 20 million cultural relics in its collection survived,
digital collections, including cultural relics images, videos, and certificates, which causing
can hug
The electronic
promote panorama ofwith
people’s communication thedigital
National Museum
museums. of Brazil
The digital can be
collections viewed by usin
of museums
would also be permanently stored in the blockchain system. They can be
chain technology, and the damaged cultural relics can also be repaired accordinissued, purchased,
and used. Relevant records would also be saved.
tailed information later.
Applying
2.3. Interactive the
Design uniqueness
of Digital Museumof blockchain to digital museums can design eq
digital
Due collections, including
to the non-renewable cultural
nature relicsheritage,
of cultural images, it videos, andtocertificates,
is important protect and which
actively spread cultural heritage. The digital museum can transform
mote people’s communication with digital museums. The digital collections the cultural relics in of m
the museum into digital information through augmented reality technology and blockchain
would also be permanently stored in the blockchain system. They can be issu
technology, and can interact with users through intelligent technology to improve the
chased, and
information used. Relevant
transmission ability ofrecords would [23,24].
cultural heritage also be saved.
The interactive design model of digital museum is shown in Figure 4.
2.3.InInteractive Design
Figure 4, the modelofofDigital
digital Museum
museum interaction design is described. Through
information technology, the digital museum can interact with each user, and there is also
Due to the non-renewable nature of cultural heritage, it is important to pro
information interaction between each user.
actively
With thespread cultural
help of Internetheritage.
technology,The digital
digital museum
museums can transform
can rapidly the cultural
spread cultural
the museum
heritage into[25,26].
information digital information
Through intelligentthrough augmented
technology, realitydiversified
people can provide technology an
ways of transmission of heritage culture to meet people’s needs for
chain technology, and can interact with users through intelligent technology cultural heritage to
acquisition. Common interactive design methods for digital museums are as follows.
the information transmission ability of cultural heritage [23,24].
The interactive design model of digital museum is shown in Figure 4.
Appl. Sci.Sci.
Appl. 2023, 13,
2023, 13,x4714
FOR PEER REVIEW 7 of 15 7
Figure
Figure 4. 4. Model
Model diagram
diagram of interactive
of interactive design design
of digitalofmuseum.
digital museum.
It In
is necessary
Figure 4,totheestablish
model a digital museum
of digital websiteinteraction
museum and use multimedia
design is technology
described. Thr
to digitize all aspects of information in the museum, including the museum’s historical
information technology, the digital museum can interact with each user, and there is
development, heritage, and cultural activities [27,28]. With the support of augmented
information
reality interaction
technology, users can between
combineeach user. model in the museum with the real
the digital
With the
environment, andhelp
usersof
canInternet
observe technology, digital
the cultural relics museums
in a close canand
distance, rapidly spread cul
can adjust
heritage
the model in information [25,26].through
the digital museum Through intelligent
terminal technology, people can provide div
equipment.
fiedAugmented reality technology
ways of transmission is widelyculture
of heritage used into
digital
meetmuseums.
people’sUsers
needs can experi-
for cultural her
ence
acquisition. Common interactive design methods for digital museums arethe
virtual interaction and services according to their real geographical location in as follows
museum scene of virtual and real combination, and guide users to reach the target location
It is necessary to establish a digital museum website and use multimedia techno
and the best route smoothly by planning a reasonable tour route. According to the real-time
to digitizeofall
positioning aspects
users, ofrelics
cultural information in the museum,
can be explained. including
The interaction the museum’s
ability between users histo
development,
and virtual museum heritage,
culturaland
relicscultural activitiesand
can be improved, [27,28]. With the support
the entertainment of the
of users in augmente
ality technology,
digital museum can be users can combine the digital model in the museum with the real
increased.
ronment, and users can observe the cultural relics in a close distance, and can adjus
3. Experiment of Interactive Design of Digital Museum
model in the digital museum through terminal equipment.
3.1. Data Source of Digital Museum
Augmented reality technology is widely used in digital museums. Users can ex
With the development of information technology and the need of society to spread
ence virtual
historical interaction
heritage culture, theand services according
transformation to their
from traditional real to
museums geographical
digital museums location i
ismuseum
inevitable.scene of virtual
The digital museumand presents
real combination,
the contentsand guide
of the userscompletely
museum to reach the target loc
to the
and thethrough
network best route smoothly
information by planning
technology, abandonsa reasonable tour of
the disadvantages route.
manyAccording
traditional to the
museums, and promotes
time positioning the information
of users, exchange
cultural relics can between users and
be explained. Themuseums [29,30].
interaction ability bet
The core of digital museum is to interact with users. In order to
users and virtual museum cultural relics can be improved, and the entertainmentfully obtain the of
interactive functions of digital museum expected by users, this paper randomly selected
in the digital museum can be increased.
500 people from the National Palace Museum of China in 2019, mainly investigating the
interactive digital museum functions expected by tourists. A total of three open questions
3. Experiment
and of Interactive
two closed questions Design
were put forward oftoDigital Museum
make statistics on the proportion of the
number of questions
3.1. Data Source ofinvestigated, but the results of the questionnaire survey have strong
Digital Museum
subjective factors. The survey results of interactive digital museum functions expected by
Withshown
users were the development
in Table 1. of information technology and the need of society to sp
historical heritage culture, the transformation from traditional museums to digital m
ums is inevitable. The digital museum presents the contents of the museum complete
the network through information technology, abandons the disadvantages of many t
tional museums, and promotes the information exchange between users and mus
[29,30].
The core of digital museum is to interact with users. In order to fully obtain th
teractive functions of digital museum expected by users, this paper randomly selecte
people from the National Palace Museum of China in 2019, mainly investigating th
teractive digital museum functions expected by tourists. A total of three open ques
and two closed questions were put forward to make statistics on the proportion o
Appl. Sci. 2023, 13, 4714 8 of 15
In Table 1, the interactive digital museum functions expected by users were described,
and a total of five functions expected by users were counted. Among them, the interactive
small game function accounted for the highest proportion of 26%, the virtual contact
cultural relics function accounted for 24%, and the image and text introduction function
accounted for the lowest proportion of 15%. The functions of these five surveys had
a high proportion, indicating that users were more expected to interact with cultural relics
in digital museums and increase the sense of entertainment through interactive games.
Digital museums use information technology to improve the dissemination of her-
itage culture. This paper used augmented reality technology to combine virtual cultural
objects with the real world and used blockchain technology to ensure the security of
digital museum information. In order to effectively analyze the interactive design effect
of digital museums, this paper made a questionnaire survey of 200 museum propagan-
dists, mainly analyzing the indicators they thought can evaluate the interactive design
effect of digital museums, the 200 museum propagandists surveyed are different from
500 randomly selected tourists. The form of the questionnaire is an open questionnaire.
Museum propagandists have a clear understanding of the characteristics of tourists’ visits,
and the interactive design indicators answered have a good reference basis. The evaluation
indicators of interaction design effect of digital museum were shown in Table 2.
Table 2 describes the evaluation indicators of the interactive design effect of digital
museums. A total of four indicators were counted, of which the highest percentage of
interactive indicators was 32%; the entertainment indicators were 28%; the content richness
indicators were at least 18%.
This paper selected two museums in Beijing, China. The scale and fame of the two
Appl. Sci. 2023, 13, 4714
museums had little difference. Museum A adopted the traditional display mode, while9 of 15
Museum B adopted the digital museum mode. The two museums (A and B) are separately
selected in China for experimental data analysis only. The experiment lasted for a total of
results of Table 2. Therefore, it is possible to compare and analyze the interactive effects of
five months, and the tourists’
digital museumsrealthrough
evaluations of the two types of museums were counted.
experiments.
The tourists did not know Thisabout
paper the experiment
selected in advance,
two museums and
in Beijing, the statistical
China. The scale andresults
fame were
of the two
obtained after the experiment. As tourists of different ages had different levels of ac-while
museums had little difference. Museum A adopted the traditional display mode,
ceptance of digital Museum
museums, B adopted the digital museum mode. The two museums (A and B) are separately
this paper would conduct data statistics on young and old
selected in China for experimental data analysis only. The experiment lasted for a total of
people, respectively,fivethe age range
months, and the oftourists’
youngrealpeople was 18–30
evaluations of theyears old,ofand
two types the age
museums range
were counted.
of older people wasThe 55–75 years old. By analyzing the impact of digital museums
tourists did not know about the experiment in advance, and the statistical on tour-
results
were
ists of different ages, obtained afterdigital
personalized the experiment.
museumAs touristscan
content of different ages had different
be recommended levels of
for tour-
acceptance
ists of different ages, of digital
for example, museums,
more this paper and
entertainment would conduct datacan
interactivity statistics on young
be added for and
old people, respectively, the age range of young people was 18–30 years old, and the age
young people. According to the characteristics of tourists of different ages, museum pub-
range of older people was 55–75 years old. By analyzing the impact of digital museums on
licity can stimulatetourists
more tourists
of differenttoages,
visit.personalized digital museum content can be recommended for
tourists of different ages, for example, more entertainment and interactivity can be added
for young
4. Interactive Results people.
of Digital According to the characteristics of tourists of different ages, museum
Museum
publicity can stimulate more tourists to visit.
4.1. Interactive Comparison
4. Interactive Results of Digital Museum
Interaction refers to the degree of interaction between museum cultural transmission
4.1. Interactive Comparison
and tourists. The interaction between museums and tourists is conducive to cultural trans-
Interaction refers to the degree of interaction between museum cultural transmission
mission. The interaction of traditional museums is mainly through the interpretation of
and tourists. The interaction between museums and tourists is conducive to cultural
cultural relics by the lecturer,The
transmission. while the interaction
interaction of traditionalofmuseums
digital ismuseums is diverse.
mainly through The
the interpretation
interactive comparison between
of cultural relics traditional museums
by the lecturer, while theand digitalofmuseums
interaction basedison
digital museums aug- The
diverse.
interactive comparison between traditional museums
mented reality technology and blockchain technology is shown in Figure 5. and digital museums based on
augmented reality technology and blockchain technology is shown in Figure 5.
90.0% 90.0%
80.0% 80.0%
70.0% 70.0%
60.0% 60.0%
Interactivity
Interactivity
50.0% 50.0%
40.0% 40.0%
30.0% 30.0%
20.0% 20.0%
10.0% 10.0%
0.0% 0.0%
1 2 3 4 5 1 2 3 4 5
Groups Groups
Traditional Museum Traditional Museum
Digital Museum Digital Museum
(a) (b)
Figure 5. Interactive comparison results.
Figure 5. Interactive (a) Interactivity
comparison results. (a)of museumsoffrom
Interactivity the perspective
museums of young
from the perspective of young
people, (b) Interactivity of museums
people, from
(b) Interactivity of the perspective
museums from theof the elderly.
perspective of the elderly.
In Figure 5a, the interactivity comparison results of the two museums from the per-
In Figure 5a, the interactivity
spective comparison
of young people resultsThe
were described. ofinteractivity
the two museums from
of traditional the per-
museums reached
spective of youngthepeople
lowest ofwere
34.2%described. Theand
in the first group interactivity
the highest ofof traditional
56.8% in the thirdmuseums
group, with an
reached the lowestaverage
of 34.2% in the first
interactivity groupThe
of 47.20%. andinteractivity
the highest of 56.8%
of digital in thebased
museums thirdongroup,
augmented
reality technology and blockchain technology reached
with an average interactivity of 47.20%. The interactivity of digital museums baseda minimum of 72.8% in the
on fifth
group and a maximum of 83.4% in the third group, with an average interactivity of 78.20%.
augmented reality technology and blockchain technology reached a minimum of 72.8% in
In Figure 5b, the interactivity comparison results of the two kinds of museums from the
the fifth group and a maximum of 83.4% in the third group, with an average interactivity
of 78.20%. In Figure 5b, the interactivity comparison results of the two kinds of museums
from the perspective of the elderly were described. The interactivity of traditional muse-
ums reached the lowest of 45.6% in the fourth group and the highest of 68.2% in the third
FOR PEER REVIEW 10 of 15
Appl. Sci. 2023, 13, 4714 10 of 15
90.0% 80.0%
80.0% 70.0%
70.0% 60.0%
Entertainment
Entertainment
60.0%
50.0%
50.0%
40.0%
40.0%
30.0%
30.0%
20.0% 20.0%
10.0% 10.0%
0.0% 0.0%
1 2 3 4 5 1 2 3 4 5
Groups Groups
Traditional Museum Traditional Museum
Digital Museum Digital Museum
(a) (b)
Figure 6. Entertainment comparison
Figure results.
6. Entertainment (a) Amusement
comparison of museums
results. (a) Amusement from thefrom
of museums perspective of of
the perspective
young people, (b) Amusement of(b)
young people, museums
Amusementfrom the perspective
of museums of the elderly.
from the perspective of the elderly.
In Figure 6a, the comparison results of the entertainment of the two museums from
In Figure 6a, the comparison results of the entertainment of the two museums from
the perspective of young people are described. The entertainment of traditional museums
the perspective of young
reachedpeople areofdescribed.
the lowest 46.2% in the The entertainment
second group and the of traditional museums
highest of 62.4% in the third
reached the lowestgroup,
of 46.2%
and theinaverage
the second group was
entertainment and53.28%.
the highest of 62.4% of
The entertainment indigital
the third
museums
group, and the average entertainment was 53.28%. The entertainment of digital museums of
based on augmented reality technology and blockchain technology reached a minimum
75.6% in the second group and a maximum of 80.4% in the third group, with an average
based on augmented reality technology and blockchain technology reached a minimum
entertainment of 77.44%. The entertainment of digital museums was higher than that of
of 75.6% in the second groupdigital
traditional and amuseums
maximum of 80.4%
in five in thegroups.
experimental third group, with
In Figure an entertainment
6b, the average
entertainment of 77.44%. Theresults
comparison entertainment of digital
of the two kinds museums
of museums from thewas higher of
perspective than that ofwere
the elderly
traditional digital museums in five experimental groups. In Figure 6b, the entertainment
described. The entertainment of traditional museums reached the lowest of 38.8% in the
fourth group and the highest of 48.8% in the third group,
comparison results of the two kinds of museums from the perspective of the elderly wereand the average entertainment
was 44.4%. The entertainment of digital museums based on augmented reality technology
described. The entertainment of traditional museums reached the lowest of 38.8% in the
and blockchain technology reached a minimum of 65.4% in the first group and a maximum
fourth group and the highest
of 74.6% offourth
in the 48.8% in the
group, third
with group,entertainment
an average and the average entertainment
of 70.28%. Therefore, digital
was 44.4%. The entertainment of digital museums based on augmented reality technology
and blockchain technology reached a minimum of 65.4% in the first group and a maxi-
mum of 74.6% in the fourth group, with an average entertainment of 70.28%. Therefore,
digital museums that combined virtual museum artifacts with real scenes using aug-
Appl. Sci. 2023, 13, 4714 11 of 15
museums that combined virtual museum artifacts with real scenes using augmented reality
FOR PEER REVIEW technology had higher entertainment effects. 11 of 15
100.0% 90.0%
90.0% 80.0%
80.0%
Sense of experience
Sense of experience
70.0%
70.0% 60.0%
60.0%
50.0%
50.0%
40.0%
40.0%
30.0% 30.0%
20.0% 20.0%
10.0% 10.0%
0.0% 0.0%
1 2 3 4 5 1 2 3 4 5
Groups Groups
Traditional Museum Traditional Museum
Digital Museum Digital Museum
(a) (b)
Figure 7. ComparisonFigure
results of sense of results
7. Comparison experience.
of sense(a)
of Young people’s
experience. experience
(a) Young of museums
people’s experience (b)
of museums
Older people’s experience of people’s
(b) Older museums. experience of museums.
In Figure 7a, the comparison results of young people’s experience of two kinds of
In Figure 7a, the comparison results of young people’s experience of two kinds of
museums are described. Young people’s experience of traditional museums reached the
museums are described.
lowest ofYoung
66.6% in people’s
the fourthexperience
group and the of traditional museums
highest of 74.4% reached
in the third group,theand the
lowest of 66.6% in average
the fourth groupwas
experience and the highest
69.72%. of 74.4%
Young people’s in the third
experience group,
of digital and based
museums the on
average experienceaugmented
was 69.72%. reality technology
Young and blockchain
people’s experience technology reached
of digital a minimum
museums based of 78.6%
on in
the fourth group and a maximum of 85.8% in the second
augmented reality technology and blockchain technology reached a minimum of 78.6% ingroup, with an average experience
of 81.88%. The reason why young people’s experience of digital museums was higher than
the fourth group and a maximum of 85.8% in the second group, with an average experi-
that of traditional museums was that digital museums can provide users with diversified
ence of 81.88%. Theservices
reasonandwhypromote
younginformation
people’s experience of digital
exchange between museums
users wasmuseums.
and digital higher In
than that of traditional
Figure museums was thatresults
7b, the comparison digital museums
of the can provide
elderly’s sense users
of experience of with
the twodiver-
museums
sified services and promote information exchange between users and digital museums. In the
are described. The elderly’s sense of experience of traditional museums reached
lowest of 62.0% in the third group and the highest of 68.4% in the fourth group, and the
Figure 7b, the comparison results of the elderly’s sense of experience of the two museums
average sense of experience was 64.44%. The elderly had a higher sense of experience of
are described. The elderly’s sense than
digital museums of experience of traditional
traditional museums, museums
and the reached
average sense the lowest
of experience of digital
of 62.0% in the third group was
museums and72.96%.
the highest of 68.4%
Therefore, in the fourth
digital museums based group, and the
on augmented average
reality technology
sense of experienceand blockchain
was 64.44%.technology
The elderlycan effectively
had a higherimprove the experience
sense of tourists.
of experience of digital
museums than traditional museums,
4.4. Content and the average sense of experience of digital muse-
Richness Comparison
ums was 72.96%. Therefore, digital museums based on augmented reality technology and
As an important base for heritage cultural transmission, museums should be as diverse
blockchain technology can effectively
as possible improve
in their cultural the experience
transmission methods, and ofthe
tourists.
content of cultural transmission
should also be as rich as possible. The content richness of traditional museums and
4.4. Content Richness Comparison
As an important base for heritage cultural transmission, museums should be as di-
verse as possible in their cultural transmission methods, and the content of cultural trans-
mission should also be as rich as possible. The content richness of traditional museums
Appl. Sci. 2023, 13, 4714 12 of 15
digital museums based on augmented reality technology and blockchain technology was
compared, and the comparison results were shown in Figure 8.
100.0%
90.0%
80.0%
70.0%
Content richness
60.0%
50.0%
40.0%
30.0%
20.0%
10.0%
0.0%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Groups
Traditional Museum Digital Museum
(a)
90.0%
80.0%
70.0%
Content richness
60.0%
50.0%
40.0%
30.0%
20.0%
10.0%
0.0%
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Groups
Traditional Museum Digital Museum
(b)
Figure 8. Comparison
Figure results
8. Comparison of content
results richness.
of content (a) The
richness. richness
(a) The of museum
richness of museumcontent from
content the the
from per-
spective of young
perspective people,
of young (b) The
people, (b) richness of museum
The richness of museum content from
content fromthethe
perspective
perspectiveofofthe
theelderly.
elderly.
In Figure
In Figure 8a, 8a,
the the comparison
comparison results
results of content
of the the content richness
richness oftwo
of the the museums
two museumsfrom
the from the perspective
perspective of youngofpeople
young are
people are described.
described. The content
The content richnessrichness of traditional
of traditional muse-
umsmuseums
reachedreached the lowest
the lowest 56.2%56.2% in Group
in Group 13 and
13 and thethe highest
highest 76.2%ininGroup
76.2% Group 5,
5, and
andthethe
average content richness was 67.36%. The content richness of digital museums basedon
average content richness was 67.36%. The content richness of digital museums based on
augmented reality technology and blockchain technology reached a minimum of 77.6%
augmented reality technology and blockchain technology reached a minimum of 77.6% in
in Group 19 and a maximum of 88.8% in Group 8, with an average content richness of
Group 19 and a maximum of 88.8% in Group 8, with an average content richness of
83.41%. The reason why the content of digital museums was more rich in the eyes of
83.41%. The reason why the content of digital museums was more rich in the eyes of
young people was that the cultural relics resources of digital museums were not limited
young people and
by venues, wasthethat the cultural
online relics
resources wereresources of digital
rich. In Figure museums
8b, the comparison were not limited
results of the
by venues, and the online resources were rich. In Figure 8b, the comparison results of the
content richness of the two museums from the perspective of the elderly are described.
The content richness of the traditional museums reached the lowest of 60.2% in Group 17
Appl. Sci. 2023, 13, 4714 13 of 15
content richness of the two museums from the perspective of the elderly are described.
The content richness of the traditional museums reached the lowest of 60.2% in Group
17 and the highest of 75.8% in Group 3, with an average content richness of 66.74%. The
content richness of digital museums based on augmented reality technology and blockchain
technology reached a minimum of 70.2% in Group 14 and a maximum of 82.6% in Group 5,
with an average content richness of 74.74%. The reason why the content richness of digital
museums from the perspective of the elderly was not very different from that of traditional
museums was that the elderly were not skilled enough in using the digital museum system.
5. Discussions
The construction of digital museums can change the original functions of traditional
museums. The construction of digital museums is not isolated from traditional museums, it
is the deepening and expansion of traditional museums. The digital museum breaks away
from the limitations of time and space of traditional museums: tourists can visit through
the network without waiting for the museum to open and go to the site in person. The
digital museum built by using augmented reality technology and blockchain technology
in this paper can enhance the interactivity of tourists to the digital museum. This article
analyzes the interactive impact of digital museums on young and elderly tourists by
discussing tourists of different ages, and young people have a higher interactivity with
digital museums. Therefore, targeted services for different age groups of tourists can
more effectively improve the visitor experience. The use of information technology in
digital museums has expanded the business scope of traditional museums and promoted
cultural exchanges.
6. Conclusions
Cultural heritage is the accumulation of national spirit, and the promotion and dis-
semination of cultural heritage is conducive to social progress. The museum is the center
of cultural heritage display, which is important for the dissemination of history and cul-
ture. However, the traditional museum carry out cultural transmission in the form of
cultural relics display and exhibition, which is seriously affected by space, time, and other
factors. The traditional museum is very able to meet the needs of people to visit. With
the development of the Internet of Things technology, augmented reality technology im-
proves the interaction between users and museums by digitally storing museum cultural
relics and combining the constructed virtual cultural relics with the real world of users,
and digital museums can also ensure the security of cultural relics information through
blockchain technology. In this paper, augmented reality and other technologies are ap-
plied to museums, and digital museums are built to solve the problems of traditional
museum information dispersion and separation from the era environment and improve
the communication efficiency of museums. This paper compares traditional museums
and digital museums. Through multiple experimental analysis, the results showed that
digital museums applying augmented reality and blockchain technology can effectively
improve the interaction between museums and tourists, and provide tourists with a sense
of experience and entertainment. This paper builds a digital museum using augmented
reality and blockchain technology. Through interactive design of the digital museum, it
solves the restriction of traditional museums by time and space factors, and promotes
tourists of different ages to visit the digital museum. Information technology, such as
augmented reality, can enhance the communication ability between museums and the
public. However, when analyzing the performance comparison of the two museums, this
paper only analyzed the young and the elderly, and the population analyzed was not
comprehensive enough. Therefore, the performance comparison of the two museums in
adults will be the direction of future research.
Appl. Sci. 2023, 13, 4714 14 of 15
Author Contributions: Conceptualization, W.H. and H.H.; methodology, W.H.; software, G.W.;
validation, W.H., G.W., T.P. and H.H.; formal analysis, W.H. and T.P.; investigation, W.H., Z.Y. and
G.W.; resources, W.H., G.W. and H.H.; data curation, G.W.; writing—original draft preparation, W.H.;
writing—review and editing, W.H.; supervision, G.W.; project administration, H.H. All authors have
read and agreed to the published version of the manuscript.
Funding: This work was supported by Dong-A University.
Institutional Review Board Statement: Not applicable.
Informed Consent Statement: Not applicable.
Data Availability Statement: Not applicable.
Conflicts of Interest: The authors declare no conflict of interest.
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