Chapter 7. Conclusions
7.3 Future Research
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features. Moreover, storytelling showed stronger explanatory power for user experience when compared with other design features. These findings can help NPM understand and apply storytelling more effectively in its programs. This study also demonstrated that storytelling can be used to promote the museum, which NPM could incorporate in its next exhibition.
7.2 Limitations
This study had several limitations. First, the experimental content was limited to paintings and calligraphy, so only one work represented a whole category. Secondly, since the experiment was conducted on a college campus, visitors’ backgrounds were not very diverse, and the distribution by age and profession were not typical of the general population. Third, the location of the museum may have been a factor in the results. Many participants gave feedback that distance to our exhibition was too far from downtown. Visitors had to transfer at least twice on public transportation to get to our campus and then take a shuttle bus to the final stop. Fourth, the available VR equipment was limited to NPM’s existing supply, which included only one set of VR equipment. This meant we could only serve one visitor at a time, so the number of participants in one session was limited.
7.3 Future Research
One challenge for museums in the 21st century is to provide immersive experiences through creative and innovative technology such as virtual and augmented reality. The use of storytelling has increased recently as a way to guide museum visitors, replacing traditional exhibit-focused experiences with story-centric cohesive narrations with references to exhibits and multimedia content (Pujol et al., 2012). Those artifacts and Chinese culture generally are priceless, but younger generations don’t have an appreciation of this. So, NPM has sought many ways to present those ancient
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masterpieces in creative ways. We anticipate the results will help NPM to improve their VR exhibitions through better understanding of visitor preferences and how to incorporate storytelling in the design of programs.
Finally, this study offers a new approach to the design of storytelling in museum VR exhibitions. The results may guide future work in evaluating the storytelling context and motivate innovative research in this area. Our study can benefit other museums who are considering a VR exhibition to help assess whether immersive storytelling could fulfill the comprehensive explication and meaning of the artifacts.
Acknowledgement
I would like to express my deep and sincere gratitude to my research supervisor, Dr. Hsin-Lu Chang, Professor of Management Information System, National Chengchi University, Taiwan, for giving me this opportunity. It was a great honor to study and do research under such resourceful place.
Every assistance provided by National Palace Museum was strongly appreciated.
Also I want to thank those who helped or joined this project as volunteers. I would like to express my thanks to my mother for her unconditional encouragement and support. My Special thanks goes to my partner Shao, who had a great teamwork with me.
Finally, my thanks go to all the people who have supported me to complete the research work directly or indirectly.
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