Storytelling Platform for Interactive Digital Content in Virtual Museum

Main Article Content

Chaowanan Khundam


Virtual Reality (VR) generates realistic visualization and sensation applied to various practises. Virtual Museum (VM) is a use case where VR may be applied to convince museum visitors to participate with a story told through digital content. Recently, immersive VR technologies are intensively developed providing a lot of devices which support interactive VM application. In a development of interactive VM, interaction is always depending on the selected device. Then content is tuned to fit specific device capacity; major development must be addressed again whenever the virtual environment is adapted to a new device. This paper proposed a storytelling platform to assist interactive content design which is device independent. Our framework provides high-level abstraction of story and interaction which is then translated to any low-level device. Storytelling model and interaction model are introduced to create a common language for story making. It works with a viewer, an asset manager, an event editor and a timeline to achieve virtual environments organization and interaction assignment. An example of interactive content design on our platform is presented to demonstrate the development process which can be applied to collaborative interactive content designing in the future work.

Article Details

How to Cite
C. Khundam, “Storytelling Platform for Interactive Digital Content in Virtual Museum”, ECTI-CIT Transactions, vol. 15, no. 1, pp. 34–49, Dec. 2020.
Research Article


J. E. Katz and D. Halpern, “Can virtual museums motivate students? toward a constructivist learning approach,” Journal of Science Education and Technology, vol. 24, no. 6, pp. 776–788, 2015.

S.-Y. Tsau and K.-C. Wu, “Impact of digital content curation on audience communication in interactive exhibitions,” International Journal of Arts and Commerce, vol. 5, no. 8, pp. 59–77, 2016.

M. Hirose, “Virtual reality technology and museum exhibit,” International Journal of Virtual Reality (IJVR), vol. 5, no. 2, pp. 31–36, 2015.

C. Khundam and F. No ̈el, “Storytelling platform for virtual museum development: Life cycle management of an exhibition,” in IFIP International Conference on Product Lifecycle Management, pp. 416–426, Springer, 2017.

M. K. Bekele, R. Pierdicca, E. Frontoni, E. S. Malinverni, and J. Gain, “A survey of augmented, virtual, and mixed reality for cultural heritage,” Journal on Computing and Cultural Heritage (JOCCH), vol. 11, no. 2, p. 7, 2018.

J. Flotyn ́ski, “Semantic modelling of interactive 3d content with domain-specific ontologies,” Procedia Computer Science, vol. 35, pp. 531–540, 2014.

A. Bierbaum, C. Just, P. Hartling, K. Meinert, A. Baker, and C. Cruz-Neira, “Vr juggler: A virtual platform for virtual reality application development,” in Virtual Reality, 2001. Proceedings. IEEE, pp. 89–96, IEEE, 2001.

R. Kuck, J. Wind, K. Riege, M. Bogen, and S. Birlinghoven, “Improving the avango vr/ar framework: Lessons learned,” in Workshop Virtuelle und Erweiterte Realit ̈at, pp. 209–220, 2008.

O. Kreylos, “Environment-independent vr development,” in International Symposium on Vi- sual Computing, pp. 901–912, Springer, 2008.

W. R. Sherman, D. Coming, and S. Su, “Freevr: honoring the past, looking to the future,” in The Engineering Reality of Virtual Reality 2013, vol. 8649, p. 864906, International Society for Optics and Photonics, 2013.

J. P. Schulze, A. Prudhomme, P. Weber, and T. A. DeFanti, “Calvr: an advanced open source virtual reality software framework,” in The Engineering Reality of Virtual Reality 2013, vol. 8649, p. 864902, International Society for Optics and Photonics, 2013.

G. Loup, S. George, I. Marfisi, and A. Serna, “A visual programming tool to design mixed and virtual reality interactions,” International Journal of Virtual Reality (IJVR), vol. 18, no. 02, pp. 19–29, 2018.

C. Carlsson and O. Hagsand, “Dive a multi-user virtual reality system,” in Virtual Reality Annual International Symposium, 1993., 1993 IEEE, pp. 394–400, IEEE, 1993.

M. Conway, R. Pausch, R. Gossweiler, and T. Burnette, “Alice: a rapid prototyping system for building virtual environments,” in Conference Companion on Human Factors in Computing Systems, pp. 295–296, ACM, 1994.

C. Anthes and J. Volkert, “invrs–a framework for building interactive networked virtual reality systems,” in International Conference on High Performance Computing and Communications, pp. 894–904, Springer, 2006.

S. Irawati, S. Ahn, J. Kim, and H. Ko, “Varu framework: Enabling rapid prototyping of vr, ar, and ubiquitous applications,” in IEEE Virtual Reality 2008, pp. 201–208, IEEE, 2008.

T. M. Takala, “Ruis: A toolkit for developing virtual reality applications with spatial interaction,” in Proceedings of the 2nd ACM symposium on Spatial user interaction, pp. 94–103, ACM, 2014.

T. Wright and G. Madey, “A survey of collaborative virtual environment technologies,” Uni- versity of Notre Dame-USA, Tech. Rep, pp. 1–16, 2008.

D. Rantzau, U. Lang, R. Lang, H. Nebel, A. Wierse, and R. Ruehle, “Collaborative and interactive visualization in a distributed high performance software environment,” in High Performance Computing for Computer Graphics and Visualisation, pp. 207–216, Springer, 1996.

F. Dupont, T. Duval, C. Fleury, J. Forest, V. Gouranton, P. Lando, T. Laurent, G. Lavou ́e, and A. Schmutz, “Collaborative scientific visualization: the collaviz framework,” in JVRC 2010 (2010 Joint Virtual Reality Conference of EuroVR-EGVE-VEC), 2010.

C. Pontonnier, T. Duval, and G. Dumont, “Sharing and bridging information in a collab- orative virtual environment: application to ergonomics,” in 2013 IEEE 4th International Conference on Cognitive Infocommunications (CogInfoCom), pp. 121–126, IEEE, 2013.

A. R. Da Silva, “Model-driven engineering: A survey supported by the unified conceptual model,” Computer Languages, Systems & Structures, vol. 43, pp. 139–155, 2015.

T. Boellstorff, Coming of age in Second Life: An anthropologist explores the virtually human. Princeton University Press, 2015.

C. Mouton, K. Sons, and I. Grimstead, “Collaborative visualization: current systems and future trends,” in Proceedings of the 16th International Conference on 3D Web Technology, pp. 101–110, ACM, 2011.

A. Zarrad, “Game engine solutions,” in Simulation and Gaming, IntechOpen, 2018.

J. Robertson and K. Nicholson, “Adventure author: a learning environment to support creative design,” in Proceedings of the 6th international conference on Interaction design and children, pp. 37–44, ACM, 2007.

C. Kelleher, R. Pausch, R. Pausch, and S. Kiesler, “Storytelling alice motivates middle school girls to learn computer programming,” in Proceedings of the SIGCHI conference on Human factors in computing systems, pp. 1455–1464, ACM, 2007.

S. Go ̈bel, L. Salvatore, and R. Konrad, “Storytec: A digital storytelling platform for the authoring and experiencing of interactive and non-linear stories,” in Automated solutions for Cross Media Content and Multi-channel Distribution, 2008. AXMEDIS’08. International Conference on, pp. 103–110, IEEE, 2008.

J. Torrente, A. Del Blanco, E. J. Marchiori, P. Moreno-Ger, and B. Fern ́andez-Manjo ́n, “: Introducing educational games in the learning process,” in Education En- gineering (EDUCON), 2010 IEEE, pp. 1121–1126, IEEE, 2010.

E. J. Marchiori, J. Torrente, A. del Blanco, P. Moreno-Ger, P. Sancho, and B. Ferna ́ndez-Manjo ́n, “A narrative metaphor to facilitate educational game authoring,” Computers & Education, vol. 58, no. 1, pp. 590–599, 2012.

A. Del Blanco, E. J. Marchiori, J. Torrente, I. Mart ́ınez-Ortiz, and B. Ferna ́ndez-Manj ́on, “Using e-learning standards in educational video games,” Computer Standards & Interfaces, vol. 36, no. 1, pp. 178–187, 2013.

M. Doerr, “The cidoc conceptual reference module: an ontological approach to semantic interoperability of metadata,” AI Magazine, vol. 24, no. 3, p. 75, 2003.

D. A. Bowman, “Interaction techniques for common tasks in immersive virtual environments,” Georgia Institute of Technology, 1999.

G. Calvary, J. Coutaz, D. Thevenin, Q. Limbourg, L. Bouillon, and J. Vanderdonckt, “A unifying reference framework for multi-target user interfaces,” Interacting with computers, vol. 15, no. 3, pp. 289–308, 2003.

J. Coutaz and G. Calvary, “Hci and software engineering for user interface plasticity,” 2012.

J. J. LaViola Jr, E. Kruijff, R. P. McMahan, D. Bowman, and I. P. Poupyrev, 3D user interfaces: theory and practice. Addison-Wesley Professional, 2017.