Integration of Digital Repositories and Spatial Design
Integration of Digital Repositories and Spatial Design
ISPRS TC IV Mid-term Symposium “Spatial Information to Empower the Metaverse”, 22–25 October 2024, Fremantle, Perth, Australia
Integration of Digital Repositories and Spatial Design within the Metaverse: the Evaluation of
Features and Narratives to set Learning Environments on Cultural Heritage
Raffaella De Marco
DICAr – Dept. of Civil Engineering and Architecture, University of Pavia, 27100 Pavia, Italy – raffaella.demarco@unipv.it
Keywords: Metaverse, Digital Heritage, Virtual Repositories, Cultural Narratives, Learning Environments, Spatial.
Abstract
The Metaverse is rapidly advancing across cultural, professional, and service sectors, enhancing data compatibility and interaction. Its
architectural design supports both visual interaction and information layers, characterising an ideal platform for the promotion of
Digital Heritage. The digitisation of Cultural Heritage and the creation of Digital Repositories find complementarity in the Metaverse,
which enables social interactions between Digital Heritage contents and virtual communities. This integration is pivotal for developing
Learning Environments, where accessible virtual products can be combined with original digital storytelling and narratives.
The paper presents methods and results from an Erasmus+ international school, which focused on using digital communication and
3D modelling tools to create immersive narratives on Mediterranean architectural modernity. Students from various Cultural Heritage
disciplines designed virtual exhibitions within the Metaverse platform Spatial and open repository materials. The research concentrated
on the application of Metaverse platforms for their spatial design and educational utility within the Heritage sector. The activities
included developing digital narratives and interactive exhibitions enriched with multimedia data from digital repositories. The study
discusses the limitations of customising visual materials, the importance of repository connections, user experience design, and the
potential for future developments in Metaverse applications for Cultural Heritage learning environments and storytelling.
and working even more on accessibility and interaction tools for principles for data management and R4 goals (Re-usable,
users towards the same archive and through third platforms. Relevant, Reliable and Resilient) direct the creation of formats of
Compared to initial versions, repositories have progressively descriptive metadata for digital resources (Fig. 2) (Sotirova-
evolved in the characteristics of Web 3.0 (3D and semantic web) Valkova, 2020; Barbuti, 2021).
and Web 4.0 (compatible with Extended Reality and real-time
interaction for the digital alter ego) (Ghani et al., 2020). From a
critical analysis of online repositories (Champion and Rahaman,
2020), it is possible to observe the characteristics and interaction
properties that are offered for Digital Heritage concerning the
type of parties/actions entrusted with the main development of
the repository and the offered type of data formats. In some cases,
the repository is limited to the interactive use of data, offered as
virtual tours or spot information (e.g., CyArk, Smithsonian 3D
and other public/private museums). Otherwise, options are
offered to the user to customise the use of data, creating at the
same time original and creative sub-themes for the educational
and cataloguing enrichment of the repository provider (e.g.,
Europeana and its building tool for “Galleries”) (Fig. 1)
(Giannakoulopoulos et al., 2021; Macrì and Cristofaro, 2021).
learning ecosystem based on digital tools and interactions for perspective of Cultural Heritage preservation, allowing them to
personalised supervision of educational time and users’ attitudes, interact with content not just passively but by leaving their active
in this case regarding Cultural Heritage (Ibrahim and Ali, 2018; contribution in the form of quests, questionnaires, or other
Megan et al., 2021; Parrinello and De Marco, 2022). collaborative information release. At the same time, users are
From a technical point of view of platform implementation by encouraged to participate by receiving virtual content as a free
creators, the approach to the Metaverse increasingly follows reward in return (Xia et al., 2023).
interfaces common to web design. At the same time, specific The MET Metropolitan Museum of Art (New York, 2023) has
design in increasingly defined “architectural terms” of the set up MET's Replica system, which through an app offers a
simulated space is implied, especially when the main function is Learning Environment based on the discovery-reward system,
assumed related to the educational sphere (Tlili et al., 2022). To imitating the basic principle of gaming. Jake Vordun with its
facilitate the human perception of the user for location and Vordun Museum & Gallery (2016) provides on Second Life a
orientation as background to learning attention in the virtual digital replica of exhibits with dynamic settings, and the British
space, Metaverse environments originate fundamentally from Museum, in partnership with the Metaverse platform The
“mirror worlds”, inspired by cultural social virtual environments Sandbox, has anticipated a service to enrich educational
such as museums and exhibitions (Giovannini, 2024). Within opportunities and provide history and culture with a brand-new
them, alterations are made possible by the Extended Reality way to engage with the museum’s collections (London, 2024).
format, as spatial paradoxes, and augmented dimensions of Furthermore, interactivity and engagement are highlighted in
information between users, space and contents. NABIYA unveiled Maison NABI Haetera by the Musée des Tissus
& les arts décoratifs of Lyon (2023), structured as an online
2.3 Metaverse adoption in the educational/cultural sector gamified experience of silk-making art.
Museums and exhibition services are increasingly interested in 2.4 Aims and Objectives
their service development in the Metaverse, in the perspective of
the digital transition of their collections and in developing a new As the demand for digital services is growing in the cultural
attraction of the public to creative exhibition themes and media, sector, it becomes central to work facing a related search for
especially through tools of Web 4.0 (Lu et al., 2023; Longo and resources and expertise to establish a robust digital presence of
Faraci, 2023). A cultural theme can be declined in a playful cultural institutions and content in the Metaverse, relying on
dimension of an immersive and interacting virtual environment, expertise and professionals. An opportunity is considered to
as the re-imagination of a narrative story (Curious Alice: the VR include these topics in the didactic and research experience of
experience, 2021, Victoria & Albert Museum). As well, it can transversal fields from Cultural Heritage education. At the same
also be developed concisely and interactively through “modular time, a limitation is seen in the demand for technical skills in
spaces” for 3D immersive exhibitions (Pocket Galleries, Google modelling and management of virtual environments, which are
Arts & Culture, 2021) (Fig. 3). specific to some curricula such as engineering and architecture
but unfamiliar in the social sciences and the fields of landscape,
tourism, museum management and cultural heritage policy.
The research framework aimed to evaluate a workflow for the
design and management of exhibition/museum models as
Learning Environments in the Metaverse, considering in parallel
both the suitability of the platform to host this type of project and
the extent of the digital languages required for its programming.
The objective pursued was to test through a didactic activity the
familiarity of students from both humanistic and technical
disciplines with the Metaverse landscape, and to push them to
translate their knowledge of design for Cultural Heritage
narratives into the terms of a virtual and interactive dimension.
Preliminary to the didactic experimentation, scientific research
included a critical analysis of the main Metaverse platforms,
identifying features and requirements available to enhance its
cultural application, user experience and programming language.
The analysis was aimed at reviewing the present-day
applicability of Metaverse platforms to the non-strictly
entertainment function, such as the design of Learning
Environments from the educational perspective. and selecting the
pilot environment for experimentation.
selecting a narrative topic and designing a virtual interactive branded functional particularities, such as Wave or Stageverse for
exhibition, also with the support of data from open repositories. hosting virtual concerts, or Wooz World for fashion events and
The research experience was developed in two phases. Phase 1: exhibitions. In the research aim, platforms dedicated to Virtual
preliminary research for assessing the state-of-the-art of the most Interaction have been preferred to pursue the objectives of
available Metaverse platforms, and evaluating their features of designing Learning Environments and cultural narratives.
spatial design and user experience concerning educational
purposes and didactic experience. Phase 2: practical didactic Cultural adoption: declination of the platforms to environments
activity with students, as an international workshop structured on and/or content from the cultural sector. The evaluation was
theoretical lectures and laboratory tasks, aimed at the conducted by considering existing examples, where the content
development of digital narratives and Learning Environments and modalities of navigation and interaction demonstrated a
from the analysis of Modernity in Architecture across the dedicated focus on the educational and cultural experience. Some
Mediterranean. platforms showed experiences already implemented and open to
the public (e.g., Mozilla Hubs, Sansar, Stageverse, Cluster,
3.1 Architecture of the Metaverse platform: analysis and Minecraft, Spatial).
features evaluation for Cultural Heritage experience
Interaction with Cultural Heritage Open Repositories:
In Phase 1, a critical analysis of the main Metaverse platforms predisposition of the platforms to interconnect with Open
was conducted, starting with those mentioned by the Metaverse Repositories on the web, dedicated to Cultural Heritage content.
Observatory in its Map of the Metaverse (2022). An existing This feature was traced in just a few cases from the platforms list,
classification of Metaverse by the seven layers has already been in particular for Mozilla Hubs and Spatial, and in both cases, it
addressed (Infrastructure, Human Interface, Decentralisation, regarded compatibility with the SketchFab platform.
Spatial Computing, Creator Economy, Discovery, and
Experience) (Wang et al., 2022). However, the present research Data/Multimedia Integration: it was assessed the feasibility of
has introduced novel key points, defined as features, in the inserting external data and multimedia (images, GIFs, videos),
perspective of the application of the Metaverse technology to the also from web sources (e.g. YouTube), into the platform and
development of Learning Virtual Environments in the sector of integrating them into the design of the virtual environment as
Cultural Heritage. interactive content, suitable into the designed narrative path.
Metaverse Environments have been compared by establishing a External links, both display-only and questionnaires, were also
list of key features considered central for (i) applying the design considered. Only a few platforms showed this compatibility (e.g.,
of the Metaverse to the cultural/educational narrative function; Mozilla Hubs, Stageverse, Sinespace, Spatial).
(ii) working in synergy and sustainability of the use of open
repositories of digital material on Cultural Heritage; (iii) adopting Social Interaction: this feature assessed the quality of interaction
no-specialised options and tools for managing the design of virtual users both concerning the contents of the environment
component of the environment and user interactions; (iv) making and other users engaged in the same visit. The possibility of
the generation and management of the system available for users interacting with other users to exchange impressions, opinions,
from not only technical sectors related to Cultural Heritage. and dialogues, especially in real-time, towards the same
The features evaluated in the critical analysis concerned this list. experience of information or visibility of cultural artefact was
considered. The opportunity to leave comments and information
Core function: specific functional scope of the platforms. beyond the time of the visit was considered, but in this case, it
Predominantly they are divided into two functions, Gaming (e.g. was classified in the previous category in terms of data
Core Games, Zepeto, Fortnite, Avakin Life) and Virtual integration with respect to the native Metaverse environment. As
Interaction (e.g. Mozilla Hubs, Vesta, Sansar, Spatial), in some the main quality of the Metaverse's technology, all the analysed
cases in a mixed format. Other platforms highlight specific and environments presented optimal conditions for this feature.
Figure 4. Critical analysis of the main Metaverse platforms considering key features selected for the objective of designing of
social immersive environments for cultural narratives and interactive Learning Environments (Images developed by the Autor).
Spatial Design facility: this feature analyses how the 3D space avatar, and activating a camera with both subjective and external
hosting the educational environment in the Metaverse is created views (Fig. 5). Among the platform collaborative opportunities,
and managed. Several qualities were evaluated, such as the there is the possibility of creating and managing teams between
provision of starting by adopting spatial templates, the modelling users, who can be logged in simultaneously in real-time in the
of the 3D space directly via the web and not through external same spatial asset and operate at the same time in the
platforms; the virtual ‘physical’ limitations to the setting up of management, editing and setting up of content and options.
architectural and exhibition components for the spatial design; Autosave is enabled by the platform, with a synchronous
the formats and design sets available for the digital learning modality between the different editing users connected.
contents and materials; the availability of abacuses and galleries
of furniture elements or the connection to external galleries for
their use. Not all the Metaverse platforms analysed have shown
compatibility, and among those available, some showed extreme
limitations to the qualitative design of virtual space. Among the
most suitable were Mozilla Hubs, Sansar, Cluster, Sinespace,
Spatial and Open Simulator.
From the following considerations (Fig. 4), the environment of Figure 5. Spatial platform: spatial templates and starting asset.
Spatial (Metaverse, 2016) has been evaluated as the feasible and
adaptable choice to be applied for the didactic experimentation. The ‘Content’ input tool introduces the categories of materials
and data that can be set up in the virtual environment, with
3.2 Design of Learning Environments in the Metaverse: standard galleries of ‘Stuff’ and ‘Supplies’ and a direct link to
Heritage scenarios and practical tools Sketchfab via user login. Similarly, NFTs and other models’
templates or upload materials can be activated and imported, also
Phase 2 included the workshop activities of the International synchronised by Google Drive.
Summer School, conducted in September 2023. The school The insertion of an artefact from SketchFab highlights two sets
aimed to encourage students to research original ideas of of properties: the possibility to move, rotate and scale the object
storytelling about Modernity in Architecture. They could also in the virtual space (‘spatial control’) and the availability of an
take advantage of their multi-national background (Italy, information label that keeps the artefact uniquely connected with
Portugal, Germany, Palestine, Ukraine, Serbia) to build a wider the proprietary information from its location in SketchFab
dialogue and comparison of knowledge and case studies. (‘metadata control’). This tool expresses utility and quality in
Theoretical lectures on architectural archiving and analysis, promoting the FAIR guidelines of digital data use (Fig. 6).
digital data on Cultural Heritage, Metaverse applications, In addition to 3D models, it is possible to insert multimedia
Cultural Heritage values, promotion and communication were material, either by exploiting surface content ‘panels’, arranged
introduced. Then, the participants followed the laboratory on the walls, or by creating new ones and applying them within
sessions and applied their knowledge to the design of a shared the scene. Design solutions can either be tracing the surfaces or
virtual environment, setting the space in Spatial and using adopting them as new design components of the virtual space.
original data or open access contents from SketchFab gallery. Images, cached videos, or videos from the web (e.g. YouTube)
can be loaded onto these formats. Images are also adaptable in
Spatial platform offers free starting templates of 3D spatial assets terms of QR codes or interactive links, associated with personal
already disposed of interactive tools, some already designed in labels, to connect tools of interactive participation or survey.
the format of exhibition galleries or museum spaces. The assets As interaction functions, Spatial offers both standard ‘emoticons’
have a preset disposition of 2D panels for content insertion. and avatar reactions, as well as the ability to interact directly via
Furthermore, it is possible to implement them or to create new chat or microphone and camera controls or to produce interactive
spaces through a more advanced modelling toolkit, operating experience content with Filming tools. The virtual environment
through compatibility with the Unity platform and C# language. can be shared through links, managing user or visitor roles, and
The design of the scene takes place in web-based online mode, using the ‘Live’ Highlight to connect broadly to the Spatial
navigating in real-time in the virtual space through a personal community and be promoted through the platform.
5. Conclusions
Acknowledgements
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