2_metavers
π Science and technology
Science at the service of creativity

Museum metaverses promise to redefine the cultural experience

with Titus Zaharia, Professor at Télécom SudParis (IP Paris) and Marius Preda, Associate Professor at Institut MINES-Télécom
On June 4th, 2024 |
4 min reading time
Titus ZAHARIA
Titus Zaharia
Professor at Télécom SudParis (IP Paris)
Marius Preda
Marius Preda
Associate Professor at Institut MINES-Télécom
Key takeaways
  • Digitising works of art helps to preserve cultural heritage, make art collections accessible and reinvent museum experiences.
  • As part of the ‘Métavers du patrimoine’ investment plan, experts are using photogrammetry to create 3D representations of works of art.
  • This project, which is being carried out with and for museums, takes into account the needs of institutions and adapts to their business model.
  • 3D digitised works of art are not enough to create a metaverse; the challenge now is above all to discover the right uses for them.
  • The success of virtual museums will depend in particular on the democratisation of technologies such as VR headsets and the adaptation of platforms to the specific needs of museum institutions.

Pre­serving cul­tur­al her­it­age, rais­ing the pro­file of art col­lec­tions and mak­ing immers­ive museum exper­i­ences access­ible to as many people as pos­sible in a ded­ic­ated meta­verse… As the win­ner in 2023 of wave 3 of the PIA4 (Plan d’in­ves­tisse­ment d’avenir) call for pro­jects ‘Digit­isa­tion of her­it­age and archi­tec­ture’, the Métavers du pat­rimoine pro­ject is tack­ling these ambi­tious object­ives. Led by Man­za­lab, the con­sor­ti­um also includes Ecole Poly­tech­nique, Télé­com Sud­Par­is, Mus’X and For­um des Images. The idea is to digit­ise works of art and then insert them into col­lab­or­at­ive and inter­act­ive vir­tu­al worlds. Ulti­mately, the aim is to offer museums the pos­sib­il­ity and the right tools to digit­ise their arte­facts and redefine cul­tur­al experiences.

Accessibility, conservation and the reinvention of cultural experiences

Europe, and France in par­tic­u­lar, has a rich and well-pre­served museum her­it­age. Digit­ising works of art ensures their pre­ser­va­tion and makes them more access­ible. This is what Tit­us Zaharia and Mari­us Preda, pro­fess­or and lec­turer respect­ively at Télé­com Sud­Par­is, are seek­ing to achieve under the umbrella of the “Métavers du pat­rimoine” pro­ject. The aim is to cre­ate 3D rep­res­ent­a­tions of objects so that they can be visu­al­ised in a vir­tu­al envir­on­ment called a meta­verse. “The idea is to use digit­ised works of art and vir­tu­al worlds to sup­port an exper­i­ence,” explains Mari­us Preda.

The fusion of art and tech­no­logy is open­ing up new pro­spects for museums. While some fear a dema­ter­i­al­isa­tion of the artist­ic exper­i­ence, accord­ing to the experts, it is above all an oppor­tun­ity to broaden the audi­ence and gen­er­ate new forms of engage­ment. Vir­tu­al worlds know no spa­tial bound­ar­ies. In the meta­verse, for example, an exhib­i­tion that is usu­ally restric­ted by the sur­face area alloc­ated to it could tran­scend the phys­ic­al bar­ri­ers of the real world. The cre­ation of innov­at­ive, immers­ive exper­i­ences could also arouse new interest among vis­it­ors. As Mari­us Preda points out, “I don’t get the impres­sion that the young­er gen­er­a­tion is keen to vis­it museums in the tra­di­tion­al way. I see this as an oppor­tun­ity to reach them, as they are already very used to con­sum­ing digit­al con­tent.” Lastly, the museum meta­verse pro­ject pro­motes access­ib­il­ity. Without the need to travel, this new way of exper­i­en­cing exhib­i­tions could become a major edu­ca­tion­al and cul­tur­al lever.

Digitising with photogrammetry

Pho­to­gram­metry is the corner­stone of this pro­cess. Syn­onym­ous with meas­ure­ment by pho­to­graphy, this tech­nique is based on a very old prin­ciple: the cal­cu­la­tion of dis­tances by tri­an­gu­la­tion. This meth­od, which enables large dis­tances to be meas­ured accur­ately, was used to map ter­rit­or­ies in the 17th cen­tury1. By ima­gin­ing a tri­angle on a piece of land, we can determ­ine the length of the oth­er two sides from the angles. Once the length of the first tri­angle is known, anoth­er tri­angle with a side in com­mon with the first can be cal­cu­lated. To digit­ise objects, sci­ent­ists use a sim­il­ar pro­cess: sev­er­al cam­er­as take images of the object from dif­fer­ent angles. Using the 2D images of the work, the sci­ent­ists are able to cal­cu­late pos­i­tions in three dimen­sions. They find com­mon points between the images cap­tured and cal­cu­late the 3D pos­i­tion of each pixel. They then put these meas­ure­ments togeth­er to recon­struct the three-dimen­sion­al object.

O1 and O2 are the obser­va­tion points (pos­i­tions and ori­ent­a­tions of the cam­er­as), p and p’ are two pixels in the two images cor­res­pond­ing to the same inform­a­tion, P is the cal­cu­lated 3D point2

Cap­tur­ing the com­plex­ity of works of art while respect­ing their artist­ic essence is a chal­lenge. Firstly, this tech­nique can only rep­res­ent the sur­face of the object, not what it con­tains. What’s more, the diversity of art forms requires con­stant adapt­a­tion, with each cre­ation requir­ing a spe­cif­ic approach. The mater­i­al of the work is one of the main obstacles. “If it is cap­able of reflect­ing light, then it can be digit­ised”, says Mari­us Preda. This being the case, trans­lu­cent or trans­par­ent objects can­not be digit­ised using this tech­nique. Anoth­er factor is the size of the object. The smal­ler the object, the easi­er it is to cap­ture. When the object is too large, sci­ent­ists use drones to cap­ture the images. This meth­od is used, for example, to digit­ise archi­tec­tur­al works.

The question of use remains an issue

The digit­isa­tion of works of art opens up new artist­ic pos­sib­il­it­ies. “Once digit­ised, there are an infin­ite num­ber of ways of rep­res­ent­ing the object. You can play with mul­tiple para­met­ers such as trans­par­ency, col­our or even shape,” explains the lec­turer. But this vast field of pos­sib­il­it­ies raises eth­ic­al ques­tions, par­tic­u­larly when it comes to the modi­fic­a­tion or rep­res­ent­a­tion of ancient cul­tur­al objects that could offend cer­tain communities.

“You have to bear in mind that hav­ing works digit­ised in 3D is not enough to make a meta­verse, there are oth­er aspects that need to be taken into account,” insists Tit­us Zaharia. In the end, although digit­ising works of art involves a num­ber of highly tech­nic­al pro­cesses, there are no major tech­no­lo­gic­al bar­ri­ers to gami­fic­a­tion, cap­tur­ing, mak­ing avail­able and cre­at­ing exper­i­ences. The cur­rent chal­lenge is above all to dis­cov­er the right uses. Tit­us Zaharia asks, “At what point does a user think they are vis­it­ing a vir­tu­al real­ity museum?” 

Accord­ing to the research­ers, these vir­tu­al museums will be col­lect­ive exper­i­ences. Mari­us Preda adds: “I don’t believe in exper­i­en­cing things alone at home. I believe more in online group vis­its, like play­ing video games.” To achieve this, tech­no­lo­gies need to be demo­crat­ised and developed to ensure that they are user-friendly. For example, cur­rent vir­tu­al real­ity head­sets are heavy, uncom­fort­able and expens­ive. Without “good” devices for access­ing metavers, the user exper­i­ence will be compromised.

So, while tech­no­logy opens new doors, innov­a­tion is noth­ing without ‘uses’. This French pro­ject is being run with and for museums. Many museums and cul­tur­al insti­tu­tions are already rep­res­en­ted, either as part­ners in the pro­ject, such as Mus’X and the For­um des Images, or as mem­bers of the steer­ing com­mit­tee, such as the Château de Ver­sailles, the Musée du Quai Branly, the Musée des armées, the Bib­lio­thèque nationale de France, the Cité des sci­ences et de l’in­dus­trie, the Musée d’archéo­lo­gie nationale, the Musée de la Mar­ine, the Pal­ais des beaux-arts de Lille and the Château de Cham­bord. Ulti­mately, the aim is to enable museum staff to carry out 3D record­ing inde­pend­ently, using a plat­form that the research­ers are devel­op­ing. This plat­form will have to under­stand the needs of the insti­tu­tions and adapt to their busi­ness mod­els. If these cul­tur­al meta­verse pro­jects are to be demo­crat­ised, indi­vidu­al museums will need to be able to cre­ate their own con­tent, with a high degree of cus­tom­isa­tion and script­ing of the user experience.

Loraine Odot
1https://​bib​num​.obspm​.fr/​e​x​h​i​b​i​t​s​/​s​h​o​w​/​p​i​c​a​r​d​/​p​i​c​a​r​d​-​g​e​o​c​a​r​t​o​/​p​i​c​a​r​d​-​g​e​o​c​a​r​t​o​-​t​r​i​a​n​g​u​l​ation
2https://​web​.stan​ford​.edu/​c​l​a​s​s​/​c​s​2​3​1​a​/​c​o​u​r​s​e​_​n​o​t​e​s​/​0​4​-​s​t​e​r​e​o​-​s​y​s​t​e​m​s.pdf

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