This study is aimed at evaluating the combination of storytelling and eXtended Reality to enable the enjoyment of a museum collection for a fragile audience, namely people hospitalized in a hospital ward. The application involves the creation of immersive and interactive virtual scenarios, with the possibility of performing several activities, such as exploring a museum setting, according to Museum therapy principles, and practicing stimulating playful-recreational activities, according to Art therapy principles. The goal is to assess the impact of the fruition of the 3D archeological collection, in terms of promoting the psychological well-being of vulnerable people. The experimentation involved the Sigismondo Castromediano Museum in Lecce and took place at the Prof. Petrucciani Clinic (Lecce). During the experimental campaign, the team used a Virtual Reality headset, and two wearable devices for collecting and recording biosignals. This paper provides a description of the methodology adopted with a focus on the storytelling strategy.
Museums and new challenges: from digital curation to wellbeing enhancement. The case study of the archaeological collection of the Sigismondo Castromediano Museum
Gatto, Carola
2025-01-01
Abstract
This study is aimed at evaluating the combination of storytelling and eXtended Reality to enable the enjoyment of a museum collection for a fragile audience, namely people hospitalized in a hospital ward. The application involves the creation of immersive and interactive virtual scenarios, with the possibility of performing several activities, such as exploring a museum setting, according to Museum therapy principles, and practicing stimulating playful-recreational activities, according to Art therapy principles. The goal is to assess the impact of the fruition of the 3D archeological collection, in terms of promoting the psychological well-being of vulnerable people. The experimentation involved the Sigismondo Castromediano Museum in Lecce and took place at the Prof. Petrucciani Clinic (Lecce). During the experimental campaign, the team used a Virtual Reality headset, and two wearable devices for collecting and recording biosignals. This paper provides a description of the methodology adopted with a focus on the storytelling strategy.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


