Exploring the Impact of Virtual Reality Environments on Modern Exhibition Design Practices
Bibliographic Data
| ID | 19489977 |
|---|---|
| Authors | Gauri Dhopavkar, Kapil Mundada (International Institute of Information Technology), Yogesh Damodar Kute (Bharati Vidyapeeth Deemed University), Baoxin Le (Shinawatra University), Vinitha M Vinitha M, Vinitha M (Meenakshi Academy of Higher Education and Research), Seethaladevi S Seethaladevi S, Seethaladevi S (Meenakshi Academy of Higher Education and Research) |
| Year | 2026 |
| Volume | 7 |
| Issue | 4s |
| Publication date | 2026-04-11 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | ShodhKosh: Journal of Visual and Performing Arts (JOURNAL) |
| Journal identifiers | ISSN: 2582-7472 • E-ISSN: 2582-7472 |
| Publisher | Granthaalayah Publications and Printers (PUBLISHER • IN) |
| DOI | 10.29121/shodhkosh.v7.i4s.2026.7454 |
| OpenAlex | W7154059892 |
| Language | EN |
| References cited | 12 |
The quick development of immersive technologies has changed the field of exhibition design in museums, galleries, and other cultural establishments tremendously. One of these technologies is Virtual Reality (VR) that has become one of the most promising technologies to create interactive and immersive environment of the exhibition. The paper will discuss the consequences of VR spaces on current exhibition designing methods and will explore how VR results in improving spatial visualization, workflows of designing, and customer experience. The conventional approaches to exhibition design traditionally depend on physical layouts, fixed displays and two dimensional planning tools which could restrict designers in terms of assessing the experience of visitors fully prior to its implementation. On the contrary, VR-based exhibition systems enable designers and curators to design three-dimensional exhibit spaces, experiment with the layout of spaces, and experience visitor interaction scenarios within an immersive virtual environment. The conceptual framework that has been introduced by the study incorporates VR in the planning of the exhibitions, virtual prototyping, mechanism to engage the audience, and multi-user design processes. By comparing and contrasting the two, the study demonstrates the superiority of VR-based design solutions to the conventional ones regarding visualization power, flexibility of design, efficiency of prototyping, and accessibility. Additionally, the paper mentions the current trends, including the adaptation of VR to augmented reality, artificial intelligence, and exhibition platforms in the metaverse that are likely to increase the opportunities of immersive cultural experiences. The results indicate that the exhibition design with VR could provide more interaction with the visitor, enhance design effectiveness, and allow more access to cultural elements worldwide. The study will add to the emerging body of knowledge on immersive technologies in cultural heritage and exhibition design
Augmented reality · Conceptual design · Conceptual model · Exhibition · Virtual reality · Visitor pattern · Workflow · 3D Surveying and Cultural Heritage · Museums and Cultural Heritage · Virtual Reality Applications and Impacts
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Exploring Consumer Behavior in Virtual Reality Tourism Using an Extended Stimulus-Organism-Response Model
| Citation velocity | historical |
|---|---|
| Highly cited | No |