You are on page 1of 9

Species’ Citadel’s Timeline: A Virtual Reality Experience in a

peripheral Archaeological Museum


Jason Diakoumakos Anastasios Theodoropoulos George Lepouras
University of the Peloponnese University of the Peloponnese University of the Peloponnese
Department of Informatics and Department of Informatics and Department of Informatics and
Telecommunications Telecommunications Telecommunications
Tripolis, Greece Tripolis, Greece Tripolis, Greece
iasonasdi@uop.gr ttheodor@uop.gr gl@uop.gr

ABSTRACT VR allows visitors to view artifacts in their former glory and experi-
This study explores the effectiveness of VR escape games as engag- ence virtual worlds [25]. They can interact with ancient cities, use
ing learning tools for archaeological venues. University students historical items, and witness excavation procedures [1, 3, 6, 12, 21].
participated in the study to assess their motivation and immersion In a VR application users feel more engaged and feel like they
while using a VR escape room game set in a real archaeological are part of the story presented to them. Museums have been using
venue. The game replicated the museum building in a virtual envi- storytelling techniques for many years, in order to introduce their
ronment and incorporated scanned artifacts as interactive objects. audience to the artifact’s origin and assist them in understanding
Participants solved riddles related to the artifacts, creating an im- its significance, by comparing its usage or story to examples of the
mersive and interactive storytelling experience. The study’s results modern era [5, 30]. This correlation can assist people, especially
were promising, showing that the VR escape room game success- younger ones, not only to understand the story that an artifact
fully motivated participants. The use of scanned artifacts and the may conceal but also it aims to facilitate their retention of the
realistic venue enhanced immersion. The findings highlight the knowledge imparted to them [36]. Numerous studies highlight the
potential of VR escape games for engaging students with archae- significance of incorporating storytelling techniques as a valuable
ological content and fostering motivation and understanding of strategy for venues to aid visitors in comprehending and engaging
artifacts. with the narrative being presented to them and these techniques
serve to make it easier for visitors to remember and connect with
CCS CONCEPTS the information conveyed [18, 23, 36].
Digital storytelling often involves audio guides, either through
• Applied computing → Interactive learning environments; •
visitor’s smartphones or provided tools, along with 3D reconstruc-
Human-centered computing → Human computer interaction
tions presented on monitors, often accompanied by a narrator and
(HCI).
subtitles for clarity [29, 35]. In VR technology, storytelling becomes
even more immersive, increasing user engagement and enhancing
KEYWORDS
learning outcomes, as observed in projects like Vicking VR and
Cultural heritage, Virtual reality, Visitor experience wickelman300 [4, 31]. Other projects, such as RelicVR, blend the
ACM Reference Format: physical and fictional worlds, allowing visitors to play virtual games
Jason Diakoumakos, Anastasios Theodoropoulos, and George Lepouras. and interact with real artifacts, creating an even more immersive
2023. Species’ Citadel’s Timeline: A Virtual Reality Experience in a periph- and dynamic experience [22].
eral Archaeological Museum. In 2nd International Conference of the ACM Another type of game, which gained popularity in the past years
Greek SIGCHI Chapter (CHIGREECE 2023), September 27–28, 2023, Athens,
as a tool to assist people’s educative procedure [7], is the Escape
Greece. ACM, New York, NY, USA, 9 pages. https://doi.org/10.1145/3609987.
Room games, where players are commonly locked in a room or
3610006
building, and they have to solve simple or complex riddles and
combine clues found in the area in order to manage their escape.
1 INTRODUCTION
These games, tend to attract interest and engage users since they
Virtual Reality (VR) technology’s popularity has surged over the have to actively participate in the plot and be the main character of
years, finding various applications, from games to educational con- the story. Furthermore, as these games necessitate users to apply
tent [15, 27]. Museums and archaeological venues have embraced their knowledge to accomplish their objectives, educational goals
this digital era, implementing VR experiences to make exhibits more can be attained in a more enjoyable manner, resulting in a deeper
immersive and appealing to users of all ages [32, 33]. Additionally, understanding of the subject matter [13, 26].
This study examines the effectiveness of VR escape games as
engaging learning tools for archaeological venues. These games
This work is licensed under a Creative Commons Attribution International offer immersive and interactive experiences, promoting critical
4.0 License. thinking and curiosity through historical artifact-related puzzles
CHIGREECE 2023, September 27–28, 2023, Athens, Greece and riddles. The gamified approach combines entertainment with
© 2023 Copyright held by the owner/author(s). education, making learning about the past enjoyable and enriching.
ACM ISBN 979-8-4007-0888-6/23/09. The study involved university students to assess their motivation
https://doi.org/10.1145/3609987.3610006
CHIGREECE 2023, September 27–28, 2023, Athens, Greece Diakoumakos, et al.

and immersion in a VR escape room game set in a real archaeo- about excavation procedures and artifact preservation challenges
logical venue. The game uses the museum building and scanned [6, 22]. VickingVR enhances history visualization with carefully
artifacts as objects in the virtual world, allowing users to assume crafted sound effects to evoke users’ emotions [31]. As technology
the main character’s role and learn about the artifacts’ stories and advances, even more possibilities will emerge.
significance by solving connected riddles, actively engaging them Storytelling techniques are essential in museums, as they engage
in the experience. and captivate visitors by turning exhibits into meaningful narratives.
The study highlights VR escape games’ potential as effective and These stories provide context and emotional connections to the
engaging learning tools for archaeology students. By utilizing VR’s artifacts, fostering deeper understanding and appreciation [18, 23,
immersive nature, these games enhance knowledge retention and 29]. By using storytelling, museums can communicate complex
motivation. The findings contribute to the growing literature on ideas and historical events in a relatable and accessible manner to
VR in education, emphasizing its benefits for archaeological venues. a diverse audience [10, 36].
Incorporating VR escape games can foster motivation, deepen un- Designing a VR app for archaeological venues presents chal-
derstanding of artifacts, and create memorable learning experiences. lenges in maintaining authenticity and accuracy, requiring exten-
The rest of this paper is structured as follows: Section 2 analyzes sive research and collaboration with archaeologists [14, 31]. Creat-
previous work on using virtual reality technologies in archaeolog- ing a visually realistic environment demands technical expertise
ical venues, highlighting the tools and challenges in each imple- and attention to detail, while balancing engagement and educa-
mentation. Section 3 introduces our implementation, the tools used, tional objectives [2, 9]. VR equipment costs and accommodating
and the final product, along with the design principles followed. users with varying abilities add further complexities [31]. Overcom-
Section 4 presents the results of our user study. In Section 5, we ing these hurdles necessitates collaboration between archaeologists,
discuss the findings, challenges, and opportunities noted in this historians, VR developers, and user experience designers to create
research. Finally, in Sections 6 and 7, we present future work and an informative and engaging app.
conclusions, respectively. Multiple VR applications can be found that are created in order
to enact a place’s history and culture. It is clear that VR provides
2 RELATED WORK opportunities for archaeological preservation by digitally docu-
menting fragile sites and artifacts, ensuring their conservation for
2.1 VR Experiences in Venues future generations. As VR technology continues to advance, archae-
Virtual reality (VR) has revolutionized the way archaeological ological venues have become increasingly dynamic and accessible,
venues engage with visitors, providing an immersive and educa- fostering a newfound appreciation for our shared human heritage.
tional experience like never before [40]. By harnessing the power
of VR technology, these venues transport visitors back in time,
enabling them to explore ancient civilizations and archaeological 2.2 Escape Rooms in Virtual Reality
sites in a remarkably realistic and interactive manner [33]. With VR Escape rooms are physical adventure games where players solve
headsets, users can virtually wander through long-lost cities, walk puzzles and challenges within a themed room to escape within
among ancient ruins, and visualize reconstructed historical envi- a time limit. These games test problem-solving, teamwork, and
ronments. The Azuchi Castle project, for instance, allows visitors to creativity under pressure. With unique storylines and themes like
wander around the old castle town of 1581, through an immersive prison breaks or detective investigations, players must find clues,
experience where the user is part of this virtually re-created city manipulate objects, and solve puzzles involving math, logic, and
[14]. Other projects focus on restoring ancient ruins on buildings, physical challenges. Escape rooms offer an immersive and interac-
bringing them to their former glory for the visitor to watch. A few tive experience, combining adventure, problem-solving, and sus-
of those projects include those implemented for the Mayan Ruins pense for mentally stimulating and enjoyable activities.
[17], as well as the Capitoline Museum in Rome [4]. Escape rooms have gained immense popularity, leading to vari-
Different projects create virtual experiences of present buildings, ous applications for educational purposes, such as learning labora-
allowing users to view important sites or construction areas from tory tools [37], physics knowledge acquisition [38], and enhancing
various perspectives, which may be challenging in real-life sce- general skills [39]. Creating virtual escape room games for educa-
narios. For example, the Victoria Theatre in Newcastle, Australia, tion offers the advantage of customization and portability, catering
offers a virtual tour that provides information about the building to specific goals and needs. VR technology further enhances the
and its modern history [1]. The Jahey castle in Belgium also offers educational experience by immersing users in scenarios otherwise
a VR experience during renovation, allowing users to explore parts impossible or dangerous to explore, like nuclear reactors, space,
of its interior and important exhibits [28]. Another VR app for the or historical eras. VR’s remarkable ability simulates inaccessible
"Museum of the Bruttians and the Sea" in Italy enables visitors to or hazardous environments, like nuclear reactors, without risk. In
witness artifacts in their original locations, expanding beyond the high-risk industries, VR offers safe training opportunities. It en-
museum’s physical boundaries [2]. ables space exploration, allowing users to float in space and explore
This technology offers visitors a firsthand experience of the celestial bodies. Additionally, VR allows virtual time travel to his-
past, bringing archaeological artifacts to life in ways traditional torical eras, immersing users in ancient civilizations for engaging
exhibits cannot [19]. Multiplayer games, like the virtual aircraft car- and educational learning experiences.
rier in China, promote socializing and learning about the exhibit’s In summary, VR grants users the ability to engage in situations
story [20]. Projects like RelicVR and VITA focus on educating users that would be impossible or excessively perilous in reality, whether
Species’ Citadel’s Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum CHIGREECE 2023, September 27–28, 2023, Athens, Greece

it involves exploring the depths of a nuclear reactor, venturing as with Goddess Demeter or Athena. Inscriptions near the place of
into space, or delving into the past, VR offers a safe and immersive interest and relevant pillars guide users through the riddles, indicat-
experience that pushes the boundaries of what is achievable in the ing key points as described in the previous subsection. Riddles that
physical world. need simultaneous solving are grouped together if they occur in
the same room and overlap. Regarding the second category, users
3 IMPLMENTING SCT VR encounter more complex riddles requiring a deeper understanding
Our application had two main goals: (1) create an immersive and of the artifacts. Inscriptions describe the items and their form or
user-friendly game enjoyable for all age groups, regardless of prior origin story, guiding users to identify missing pieces scattered in
VR or Escape Room experience, and (2) highlight important aspects the area. Users must then place these pieces in the corresponding
of the museum’s artifacts, fostering curiosity for an actual visit. To artifact with the correct position and rotation. These riddles de-
achieve this, a three-step process is followed: Analyze, Design, and mand careful investigation and a combination of gathered clues,
Develop [8]. inscriptions, and user knowledge to solve.
The game’s riddles gradually increase in difficulty, starting with
simpler riddles to familiarize users with the mechanics and pro-
3.1 Analyse
gressing to more complex ones, requiring knowledge and gathering
We began by analyzing the target audience and selected suitable clues. Towards the end, players have more freedom to explore and
students interested in visiting the museum. To avoid potential VR- interact, creating a joyful experience. The conclusion shifts focus
induced dizziness, newcomers were gradually introduced to the to functional elements, escalating excitement for a satisfying end.
technology before full immersion. Collaborating with museum staff
and archaeologists, we studied and selected twelve artifacts based 3.3 Tools
on their historical significance and preservation status. A detailed
To bring our game to life, we used Unity3D, a versatile game devel-
historical analysis of each artifact, including their origin, usage,
opment platform. With Unity3D, we recreated the museum building
and importance, was compiled in Table 1.
and positioned virtual artifacts based on real scans for an authentic
experience. The level design closely resembles the actual venue,
3.2 Game Design and Riddles providing familiarity to users. The atmosphere is dark and spooky
The game aims to educate users through an immersive and inter- yet not overly unsettling for younger players. This approach rein-
active storytelling experience, where they assume the main char- forces visitors’ knowledge and assists them in solving riddles. With
acter’s role and learn about artifact stories, usage, and meaning. the environment set, we added riddles and corresponding object
To achieve this, the application introduces users gradually to the functionality to create the Escape Room game. Regarding hard-
main story and offers two modes catering to diverse player skill ware, we integrated the HTC Vive, a cutting-edge VR system, for
levels. The first mode presents more challenges for advanced play- an immersive gameplay experience. With precise tracking, intuitive
ers, while the second mode is designed for beginners, providing a controls, and exceptional immersion, the HTC Vive elevated the VR
brighter and easier-to-navigate environment. Appendix A shows experience for our players. Polished virtual artifacts and a realistic
screenshots of the game. museum building created a sense of being in the actual museum.
In this futuristic VR escape room game, players become intrepid The game’s story blends real museum elements and artifacts with
explorers in a world of ruins. They must journey to a small mu- fictional elements to captivate users’ interest.
seum in Greece to find the mystical artifact, Athena’s amulet, which
holds the power to control matter and create life. To acquire the 4 USER STUDY
amulet, players solve riddles inspired by ancient Greek mythology,
dedicated to different goddesses. This immersive experience com-
4.1 Participants
bines history, mythology, and adventure as players use their wit Five university students (4 males, 1 female) aged between 20 and
and ingenuity to secure the artifact and plan their escape. 22 years participated in this study. They were selected from two
Our goal was to help users learn about the museum’s artifacts departments and were familiar with VR technology. Participants
through the VR escape room game. We replicated the museum volunteered and were provided with detailed information about the
building in a virtual environment, incorporating scanned artifacts study’s objectives and procedures before joining. They were not
as interactive objects. Each artifact was connected to unique riddles compensated but understood their contribution to research on the
based on its actual backstory, narrated by museum experts. Solving effectiveness of VR escape games for cultural venues.
these riddles was essential for completing the virtual escape. The
riddles were designed to highlight the artifacts’ importance and 4.2 Procedure
spark curiosity, acting as an introduction to their stories, which The study involved a single session for each participant in a con-
users could further explore during an actual museum visit. Tables 2 trolled laboratory setting. They completed a pre-session question-
and 3 present the riddles for each artifact and their in-game objects. naire, providing demographic information and prior experience
Riddles are categorized as simple (S) or complex (C). Table 2 with VR and escape room games. The researcher introduced the
shows the riddles and actual artifacts in the simple category. These VR game, "Species’ Citadel’s Timeline VR (SCT VR)," explaining
riddles require users to search the playable area and find missing its connection to the real archaeological venue and artifacts. Par-
pieces. The items must be placed in their appropriate location to ticipants were instructed on navigation, object interaction, and
reconstruct the artifact or interact with it to gain specific powers, solving riddles using an HTC Vive Pro headset. They explored the
CHIGREECE 2023, September 27–28, 2023, Athens, Greece Diakoumakos, et al.

Table 1: Museum’s Artifacts and Origin

Name Origin Significance


Hercule’s Column Hercules, the hero of ancient Greece, met his demise Hercules was murdered by his
when his lover, Dianira, unknowingly provided him lover.
with a poisoned cloak.
Sacrifice Tombstone The Tombstone visualize a sacrifice ritual. Rituals were Rituals were important and per-
used by men to thank or ask for a favour from the Gods. formed to ask a request from a
Depending on the magnitude of their request, a proper god.
ritual should be organized.
Persephone and Hades Persephone and Hades, the ruler of the underworld, Both were the rulers of the un-
were in love. Both of them are enthroned, side-by-side, derworld.
while ruling their kingdom.
Lykosoura Bust A portrait of a young woman from Roman times, when Creation of women statues to at-
their social power and influence were significantly in- tract potential husbands which
creased. Statues of important women were created in can be noted by the elaborated
that era. This particular one is made to attract the inter- hairstyle.
est of potential husbands.
Market Tombstone This tombstone presents the list of items and their value Ancients were used to label
as engraved in an ancient market. their products in markets.
Athlete and Mother Tombstone A young naked man along with an older woman, prob- Women’s appearance was re-
ably his mother, are presented. Being naked in the an- stricted compared to men.
cient Peloponnese was only allowed for athletes to go
to the Gymnasium, whereas women were restricted and
should always wear their dresses in a respectful man-
ner.
Cybele Tombstone This tombstone represent a Goddess, Cybele, and not Cybele was a beloved goddess,
a queen. This is visible since she can be seen en- and each god had their symbol
throned and wearing a crown, whilst people are offering in order to distinguish them.
presents to her. Archaeologists know she is Cybele since
her symbol, a lion, is visible next to her throne.
Family Tombstone The Tombstone visualize a middle-class family, the fa- A tool used in a tombstone or
ther at the right, the mother at the left and the child in similar statues indicated that
the middle, which is recognized due to the tools they the yielder was a middle-class
are holding. man.
Young Girl Statue Young girls in ancient Greece used to wear long dresses Children’s statues featured en-
and used to cover their hair if they were married. Com- gravings of toys to differ them
monly they were created to hold a toy. from older women.
Tombstone of Callisto Appearance was more important for women than men, Only wealthy houses could af-
and they used to spend more time dressing up. Tomb- ford a tombstone, where their
stones were created only for the wealthy and strong symbol was engraved.
families and had engraved their house’s symbol.
Goddess Demeter Statuette Women and Goddesses were both created in status or Goddess of health Demeter had
tombstones and their appearances and clothes could connections to the underworld.
appear alike. To distinguish a moral from divinities, the
latter are usually enthroned and could wear a crown.
Goddess Athena Statue City protectress and goddess of war, depicted her en- Each god had a distinct symbol
throned and holding her symbol, the Gorgoneio, be- for identification.
lieved to protect the wielder.

environment, interacted with artifacts, and used their knowledge 4.3 Metrics-Hypotheses
of archaeology to progress. After gameplay, participants engaged To capture the participants’ experiences and perceptions during the
in a semi-structured interview, sharing feedback and experiences VR escape room gameplay, the following qualitative metrics were
through open-ended questions. Concerns or difficulties encoun- employed: a) Motivation, b) Immersion, c) Learning Outcomes, and
tered during gameplay were addressed and clarified. d) User Experience. Relevant information is presented in table 4.
Species’ Citadel’s Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum CHIGREECE 2023, September 27–28, 2023, Athens, Greece

Table 2: Artifacts’ Simple Riddles and In-game Objects

In-game Object Artifact Group Riddle


Circular Hercule’s Col- 𝑆 1 Column is separated in two halves scattered in the play
umn area, that the user must find.must be united. They must
be placed in the respective pillar, as described by the
relevant inscription.

Sacrifice Tombstone 𝑆1 The tombstone is spawned randomly in the play area.


The user must find it and place it in the respective pil-
lar by reading the relevant inscription describing the
tombstone’s origin and story.

Hades and Persephone 𝑆1 The tombstone is spawned randomly in the play area.
Tombstone The user must find it and place it in the respective pil-
lar by reading the relevant inscription describing the
tombstone’s story, referring to the two divinities.

Market Tombstone 𝑆2 The tombstone is separated into multiple parts that are
scattered along the play area. All pieces must be found
and placed in their respective position to reconstruct
the initial artifact and unravel a secret message used to
proceed to the next riddle.
Goddess Demeter Stat- 𝑆 3 The user have to react with the Goddess so that they are
uette gifted with Her powers to fight against the underworld’s
minions.

Goddess Athena Statue 𝑆4 The user have to react with the Goddess so that they
are gifted with the Gorgonio, which will protect them
against enemy forces.

4.4 Results experiences to real archaeological knowledge, showcasing a greater


The analysis of the qualitative data from the post-session interviews appreciation for the historical context and cultural significance of
revealed several key findings regarding participants’ experiences the artifacts. A participant reported "The artifacts looked so real,
and perceptions of the VR escape room gameplay. Participants ex- and it made me appreciate their historical significance. The game
pressed high levels of motivation during the VR escape room. They challenged me to think critically and connect the riddles to the
reported being captivated by the environment, the challenging rid- artifacts, deepening my understanding of their cultural context".
dles, and the connection to real archaeological artifacts. They also Regarding the overall experience they reported a positive user
reported a strong sense of immersion and described the replication experience while they enjoyed the gameplay, found it engaging, and
of the artifacts as contributing to a realistic and immersive experi- appreciated the use of VR technology in such a context. Some men-
ence. Some highlighted the interactive nature of the environment, tioned that the combination of gameplay, interactive storytelling,
stating that it made them feel like they were part of the story and and connection to real artifacts made the experience enjoyable and
enhanced their sense of presence within the game world. For ex- memorable. For example, a participant stated that "the game was a
ample one of them stated that "I felt completely immersed in the great combination of fun and learning. The puzzles were challeng-
virtual environment and motivated to solve the riddles. The game ing but rewarding to solve. I felt a sense of accomplishment when I
sparked my curiosity". successfully escaped the virtual room, and it made me appreciate
As for the learning outcomes the game facilitated their under- the artifacts and their historical significance in a whole new way".
standing and knowledge acquisition regarding archaeological ar- The findings align with the hypotheses formulated for this study
tifacts. They demonstrated a deepened understanding of the ar- and suggest that the game was effective in motivating participants,
tifacts’ stories, usage, and significance and connected the virtual
CHIGREECE 2023, September 27–28, 2023, Athens, Greece Diakoumakos, et al.

Table 3: Artifacts’ Complex Riddles and In-game Objects

In-game Object Artifact Group Riddle


Lykosoura Bust 𝐶1 Spawned in the play area and must be found and placed
in the corresponding pillar, whilst two subsequent mas-
culine busts, must be rotated to face towards Lykosoura.

Athlete and Mother 𝐶2 The mother is missing her dress, which is scattered in
Tombstone the play area. The user must find it and place it on the
tombstone in its respective manner.

Cybele Tombstone 𝐶2 Relevant inscriptions demonstrate the origin of the


tombstone, naming the Goddess Cybele and her unique
symbol, a lion, which must be found and placed back in
its respective manner.

Family Tombstone 𝐶2 The axe is missing from the tombstone. Relevant in-
scriptions provide clues to the user to find the missing
piece that highlights the family’s social status.

Young Girl Statue 𝐶2 Inscription highlights that every young child has its
toys, which as commonly engraved in the tombstones
and status. The girl’s toy is missing and the user has to
find it to reconstruct the artifact.

Tombstone of Callisto 𝐶2 The Tombstone is of a known family of the area of Pelo-


ponnese. Every strong house used to have its symbol
that is missing, which the user has to find and place it
on the tombstone.

Table 4: The factors researched in the user study

Factor Description Hypothesis Source


Motivation Explore what aspects of the VR escape game mo- 𝐻 1 Participants will exhibit high levels of [11]
tivated them, such as the immersive environment, motivation during the VR escape room
the challenging riddles, or the connection to real game-play.
archaeological artifacts.
Immersion Explore sense of presence within and aspects such 𝐻 2 Participants will report a sense of im- [34]
as the realism of the artifacts, the interactivity of mersion within the game environment.
the environment, and the overall feeling of being
immersed in the game world.
Learning Explore participants’ ability to connect the virtual
𝐻 3 Participants will gain increased under- [24]
experiences with real archaeological knowledgestanding and knowledge about archaeolog-
and their depth of understanding. ical artifacts through the VR escape room
game.
User Ex- Explore participants’ enjoyment, engagement, 𝐻 4 Participants will have a positive user [16]
perience and challenges encountered during the gameplay. experience with the VR escape room game.
Species’ Citadel’s Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum CHIGREECE 2023, September 27–28, 2023, Athens, Greece

enhancing immersion, facilitating learning outcomes, and providing 6 FUTURE WORK


a positive user experience. Moving forward in this research, a crucial next step will be to
quantitatively measure the learning outcomes derived from the
immersive experience. This can be achieved through evaluation
5 DISCUSSION AND CHALLENGES
methods such as administering pre- and post-assessments to gauge
The user study yielded promising outcomes, showcasing the VR es- the students’ understanding before and after engaging with the
cape room game’s potential for educational purposes. Participants educational game. Surveys or questionnaires can also be distributed
found the game motivating and immersive, with easy-to-master to collect qualitative feedback from the participants, allowing them
mechanics that allowed them to focus on solving riddles. Students to reflect on the specific historical knowledge they acquired during
also reported feeling comfortable during gameplay, without experi- the game. These approaches will provide a comprehensive assess-
encing dizziness or discomfort in the virtual environment. ment of the educational impact and effectiveness of the immersive
The game, interactive artifacts, and riddles received positive experience.
feedback, fostering intrinsic motivation and engagement among To enhance the VR-escape room game’s reusability and adapt-
university students. Realistic scanned artifacts and venue replica- ability, a multifaceted approach is envisioned. It starts with an
tion enhanced the sense of realism, making students feel present in extensive Artifact Template Library, featuring diverse pre-scanned
an abandoned museum and immersed in their character. The study 3D models spanning history and cultures. Next, a Dynamic Riddle
suggests that combining VR with escape room-style games provides Generator conjures contextually relevant and stimulating riddles
an enjoyable experience while effectively promoting learning and for each artifact. By combining these with modular puzzle com-
achieving educational objectives in a fun and playful way. ponents from a resourceful repository, the game gains boundless
One of the main challenges involved the historical analysis of potential for crafting unique challenges. This synergy empowers
artifacts. Archaeologists and museum staff underwent multiple designers to weave captivating narratives and expedites scenario
iterations to accurately present each artifact’s origin and usage, development through Procedural Level Generation. The result is
selecting key details to be illustrated in the game. Designing rid- a VR-escape room with a rich tapestry of adaptable experiences,
dles that highlighted the importance of each unique object was ensuring players embark on fresh and enchanting quests in diverse
also difficult. Fictional elements were added to the story, requiring venues.
careful implementation to avoid altering the artifacts and causing
misconceptions for users. This led to the need for unique plots and
riddles for different artifacts, reducing the game’s reusability in 7 CONCLUSIONS
different concepts and venues. The integration of virtual reality (VR) technology in archaeological
Creating the game’s plot posed another challenge. Each artifact venues is transformative and invaluable. VR allows immersive and
had its own unique story, spanning different eras. To ensure joy- interactive reconstructions of ancient worlds, surpassing traditional
ful and meaningful riddles while maintaining historical accuracy, displays. It bridges the gap between the past and present, fostering
careful grouping of artifacts under the same riddles was necessary. a deeper understanding of our shared human heritage. VR also
The educational objectives for each artifact and the type of riddle provides accessibility to sites that may be challenging to access
played a crucial role in the grouping process. The plot underwent physically, reaching a wider audience with diverse backgrounds
multiple iterations to provide a flawless and immersive experience, and abilities.
respecting each artifact’s backstory, and ensuring an enjoyable Additionally, escape room-style games have emerged as a power-
game for the users. ful educational tool, offering a unique and engaging way to enhance
The design and implementation of a VR escape room game for learning experiences. These immersive games promote active par-
archaeological venues offer significant potential but also come with ticipation, critical thinking, teamwork, and problem-solving skills
limitations. Scanning artifacts for import into the game, especially among players. By incorporating educational content into the puz-
larger objects, can be challenging due to the need for precise scan- zles, challenges, and narratives of escape room games, educators can
ning from multiple angles. Fragile artifacts and restrictions on pub- effectively blend entertainment with learning. The hands-on nature
lic display further complicate the process. Collaborating with mu- of these games fosters experiential learning, allowing participants
seum archaeologists and staff adds time constraints to development. to apply knowledge in a practical and dynamic setting.
Another limitation concerns the necessary tools, as VR headsets Thus, by combining those two techniques, dynamic learning
can be expensive, and cheaper alternatives may compromise the environments can be created that inspire curiosity, critical thinking,
immersive experience and lack advanced features like accurate user and lifelong learning among students of all ages. Such types of
tracking. Implementing VR in smaller peripheral venues can be games can be customized to align with specific educational goals
particularly challenging and inefficient. and may foster creativity and innovation. Moreover, the element
Despite limitations, VR escape room games offer a promising of excitement and fun motivates learners, increasing their level of
alternative to promote archaeological venues, engage students in engagement and retention of information.
history education, and provide immersive and memorable expe- In conclusion, the utilization of immersive gaming technologies
riences. Whether highlighting artifact significance or restoring in public spaces holds great potential and offers a multitude of bene-
ancient buildings, VR games can benefit users in understanding fits. While there are certain challenges to overcome in implementing
their historical context and role in ancient societies, enabling them such setups, the opportunities for entertainment and education are
to ’travel’ back in time and experience those societies firsthand. extensive. As this technology continues to advance, it is fascinating
CHIGREECE 2023, September 27–28, 2023, Athens, Greece Diakoumakos, et al.

to envision the transformative impact it will have on our digital [20] Lu Li and Jian Zhou. 2016. Virtual reality technology based developmental de-
content experiences and their physical objects counterparts. signs of multiplayer-interaction-supporting exhibits of science museums: taking
the exhibit of "virtual experience on an aircraft carrier" in China science and
technology museum as an example. Proceedings of the 15th ACM SIGGRAPH
Conference on Virtual-Reality Continuum and Its Applications in Industry - Volume
ACKNOWLEDGMENTS 1 (2016).
We extend our thanks to the Archaeological Museum of Tripolis for [21] Peng Liu and Lan Lan. 2021. Museum as multisensorial site: story co-making
and the affective interrelationship between museum visitors, heritage space, and
granting us access to monitor the building and artifacts, and to the digital storytelling. Museum Management and Curatorship 36, 4 (2021), 403–426.
Human-Computer Interaction and Virtual Reality Lab of Tripolis, https://doi.org/10.1080/09647775.2021.1948905
[22] Yilin Liu, Yiming Lin, Rongkai Shi, Yiming Luo, and Hai-Ning Liang. 2021. Re-
University of Peloponnese, for providing the necessary equipment. licVR: A Virtual Reality Game for Active Exploration of Archaeological Relics. In
Extended Abstracts of the 2021 Annual Symposium on Computer-Human Interaction
in Play (Virtual Event, Austria) (CHI PLAY ’21). Association for Computing Ma-
REFERENCES chinery, New York, NY, USA, 326–332. https://doi.org/10.1145/3450337.3483507
[1] Gillian Arrighi, Zi Siang See, and Donovan Jones. 2021. Victoria Theatre vir- [23] Fangqing Lu. 2017. Museum architecture as spatial storytelling of historical
tual reality: A digital heritage case study and user experience design. Digital time: Manifesting a primary example of Jewish space in Yad Vashem Holocaust
Applications in Archaeology and Cultural Heritage 21 (2021), e00176. https: History Museum. Frontiers of Architectural Research 6, 4 (2017), 442–455. https:
//doi.org/10.1016/j.daach.2021.e00176 //doi.org/10.1016/j.foar.2017.08.002
[2] Loris Barbieri, Fabio Bruno, and Maurizio Muzzupappa. 2018. User-centered [24] Sharan B Merriam and Elizabeth J Tisdell. 2015. Qualitative research: A guide to
design of a virtual reality exhibit for archaeological museums. International design and implementation. John Wiley & Sons.
Journal on Interactive Design and Manufacturing (IJIDeM) 12 (2018), 561–571. [25] Colleen L Morgan. 2009. (Re) building Çatalhöyük: Changing virtual reality in
[3] Craig Barker. 2018. Teaching History 52, 2 (2018), 4–12. https://search.informit. archaeology. Archaeologies 5 (2009), 468–487.
org/doi/10.3316/ielapa.653022501721598 [26] Scott Nicholson. 2018. Creating Engaging Escape Rooms for the Classroom.
[4] Sara Gonizzi Barsanti, Saverio Giulio Malatesta, Francesco Lella, Bruno Fanini, Childhood Education 94 (2018), 44 – 49.
Francesco Sala, Eloisa Dodero, and Laura Petacco. 2018. THE WINCKEL- [27] Mehryar Nooriafshar, Ron Williams, and Tek Narayan Maraseni. 2004. The use of
MANN300 PROJECT: DISSEMINATION OF CULTURE WITH VIRTUAL RE- virtual reality in education. In Proceedings of the 7th American Society of Business
ALITY AT THE CAPITOLINE MUSEUM IN ROME. International Archives of the and Behavioral Sciences International Conference (ASBBS 2004). American Society
Photogrammetry, Remote Sensing & Spatial Information Sciences 42, 2 (2018). of Business and Behavioral Sciences (ASBBS).
[5] Leslie Bedford. 2001. Storytelling: The Real Work of Museums. Cura- [28] Florent Poux, Quentin Valembois, Christian Mattes, Leif P. Kobbelt, and Roland
tor: The Museum Journal 44, 1 (2001), 27–34. https://doi.org/10.1111/j.2151- Billen. 2020. Initial User-Centered Design of a Virtual Reality Heritage System:
6952.2001.tb00027.x arXiv:https://onlinelibrary.wiley.com/doi/pdf/10.1111/j.2151- Applications for Digital Tourism. Remote. Sens. 12 (2020), 2583.
6952.2001.tb00027.x [29] Laia Pujol, Akrivi Katifori, Maria Vayanou, Maria Roussou, Manos Karvounis,
[6] H. Benko, E.W. Ishak, and S. Feiner. 2004. Collaborative mixed reality visualization Marialena Kyriakidi, Stamatia Eleftheratou, and Yannis Ioannidis. 2013. From
of an archaeological excavation. In Third IEEE and ACM International Symposium personalization to adaptivity–Creating immersive visits through interactive dig-
on Mixed and Augmented Reality. 132–140. https://doi.org/10.1109/ISMAR.2004.23 ital storytelling at the Acropolis Museum. In Workshop proceedings of the 9th
[7] Carlos Borrego, Cristina Fernández, Ian Blanes, and Sergi Robles. 2017. Room International conference on intelligent environments. IOS Press, 541–554.
escape at class: Escape games activities to facilitate the motivation and learning in [30] Maria Roussou. 2001. Immersive interactive virtual reality in the museum. Proc.
computer science. Journal of Technology and Science Education 7 (2017), 162–171. of TiLE (Trends in Leisure Entertainment) (2001).
[8] David Checa and Andrés Bustillo. 2019. A review of immersive virtual reality [31] Guy Schofield, Gareth Beale, Nicole Beale, Martin Fell, Dawn Hadley, Jonathan
serious games to enhance learning and training. Multimedia Tools and Applications Hook, Damian Murphy, Julian Richards, and Lewis Thresh. 2018. Viking VR:
79 (2019), 5501 – 5527. Designing a Virtual Reality Experience for a Museum. In Proceedings of the
[9] Hwei Teeng Chong, Chen Kim Lim, and Kian Lam Tan. 2018. Challenges in 2018 Designing Interactive Systems Conference (Hong Kong, China) (DIS ’18).
virtual reality system: A review. Association for Computing Machinery, New York, NY, USA, 805–815. https:
[10] Michael Danks, Marc Goodchild, Karina Rodriguez-Echavarria, David B. Arnold, //doi.org/10.1145/3196709.3196714
and Richard N. Griffiths. 2007. Interactive Storytelling and Gaming Environments [32] Hamza Shahab, Mozard Mohtar, Ezlika Ghazali, Philipp A. Rauschnabel, and
for Museums: The Interactive Storytelling Exhibition Project. In International Andrea Geipel. 2022. Virtual Reality in Museums: Does It Promote Visitor Enjoy-
Conference on E-learning and Games. ment and Learning? International Journal of Human–Computer Interaction 0, 0
[11] Edward L Deci and Richard M Ryan. 2013. Intrinsic motivation and self- (2022), 1–18. https://doi.org/10.1080/10447318.2022.2099399
determination in human behavior. Springer Science & Business Media. [33] Maria Shehade and Theopisti Stylianou-Lambert. 2020. Virtual Reality in Muse-
[12] I. P. Diakoumakos, Akrivi Katifori, Vasileios Kourtis, Emmanouil Karvounis, ums: Exploring the Experiences of Museum Professionals. Applied Sciences 10,
and Yannis Ioannidis. 2017. Demonstrating the use of the alphabetic telegraph 11 (2020). https://doi.org/10.3390/app10114031
through a collaborative AR activity.. In Proceedings of 23rd Int’l Conference on [34] Mel Slater and Sylvia Wilbur. 1997. A framework for immersive virtual envi-
Virtual Systems and Multimedia -VSMM. IEEE, Dublin, Ireland. ronments (FIVE): Speculations on the role of presence in virtual environments.
[13] Panagiotis Fotaris and T. Mastoras. 2019. Escape Rooms for Learning: A System- Presence: Teleoperators & Virtual Environments 6, 6 (1997), 603–616.
atic Review. Proceedings of the 12th European Conference on Game Based Learning [35] Sanda Sljivo and Sarajevo Bosnia. 2012. Audio guided virtual museums. In Central
(2019). European Seminar on Computer Graphics. Citeseer.
[14] Tomohiro Fukuda, Hirokazu Ban, Katsuhito Yagi, and Junro Nishiie. 2015. Devel- [36] Stella Sylaiou and Panagiotis Dafiotis. 2020. Storytelling in Virtual Museums:
opment of High-Definition Virtual Reality for Historical Architectural and Urban Engaging A Multitude of Voices. Springer International Publishing, Cham, 369–388.
Digital Reconstruction: A Case Study of Azuchi Castle and Old Castle Town in https://doi.org/10.1007/978-3-030-37191-3_19
1581. [37] Matthew J. Vergne, Joshua D. Simmons, and Ryan S. Bowen. 2019. Escape the
[15] Athanasios Gaitatzes, Dimitrios Christopoulos, and Maria Roussou. 2001. Reviv- Lab: An Interactive Escape-Room Game as a Laboratory Experiment. Journal of
ing the Past: Cultural Heritage Meets Virtual Reality. In Proceedings of the 2001 Chemical Education (2019).
Conference on Virtual Reality, Archeology, and Cultural Heritage (Glyfada, Greece) [38] Alpár István Vita Vörös and Zs. Sárközi. 2017. Physics escape room as an
(VAST ’01). Association for Computing Machinery, New York, NY, USA, 103–110. educational tool.
https://doi.org/10.1145/584993.585011 [39] Samira Yeasmin and Layla Abdulrahman Albabtain. 2020. Escape The Coun-
[16] Marc Hassenzahl. 2010. Experience design: Technology for all the right reasons. tries: A VR Escape Room Game. 2020 3rd International Conference on Computer
Synthesis lectures on human-centered informatics 3, 1 (2010), 1–95. Applications & Information Security (ICCAIS) (2020), 1–6.
[17] Michitaka Hirose. 2006. Virtual Reality Technology and Museum Exihibit. Int. J. [40] Jiugen Yuan, Anqi Fan, and Ruonan Xing. 2019. Design and Implementation of
Virtual Real. 5 (2006), 31–36. Educational VR Games Based on UE4. DEStech Transactions on Computer Science
[18] Yannis Ioannidis, Katerina El Raheb, Eleni Toli, Akrivi Katifori, Maria Boile, and Engineering (2019).
and Margaretha Mazura. 2013. One object many stories: Introducing ICT in
museums and collections through digital storytelling. In 2013 Digital Heritage
International Congress (DigitalHeritage), Vol. 1. 421–424. https://doi.org/10.1109/
DigitalHeritage.2013.6743772
[19] Anette Kreutzberg. 2016. High quality Virtual Reality for Architectural Exhibi-
tions. Proceedings of the 34th International Conference on Education and Research
in Computer Aided Architectural Design in Europe (eCAADe) [Volume 2] (2016).
Species’ Citadel’s Timeline: A Virtual Reality Experience in a peripheral Archaeological Museum CHIGREECE 2023, September 27–28, 2023, Athens, Greece

A APPENDIX: VIRTUAL ROOMS AND GAME


SCREENSHOTS
Screenshots below illustrate a few of the virtual rooms created for
the game, as well as its aesthetics.

Figure 3: An abandoned museum room - Museum Interior

Figure 1: Outside Area and Museum Building

Figure 4: A Virtual artifact

Figure 2: First room - Museum Interior

You might also like