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

Support accurate information rooted in the scientific method.

Donate