The Secret of Bastet: Integrating VR and 3D Printing for the Study and Exhibition of a Cat Mummy

dc.contributor.authorGaugne, Ronanen_US
dc.contributor.authorLacoche, Jérémyen_US
dc.contributor.authorHays, Odileen_US
dc.contributor.authorNicolas, Théophaneen_US
dc.contributor.authorGouranton, Valérieen_US
dc.contributor.editorCampana, Stefanoen_US
dc.contributor.editorFerdani, Danieleen_US
dc.contributor.editorGraf, Holgeren_US
dc.contributor.editorGuidi, Gabrieleen_US
dc.contributor.editorHegarty, Zackaryen_US
dc.contributor.editorPescarin, Sofiaen_US
dc.contributor.editorRemondino, Fabioen_US
dc.date.accessioned2025-09-05T20:34:54Z
dc.date.available2025-09-05T20:34:54Z
dc.date.issued2025
dc.description.abstractThis paper presents the design and evaluation of a twofold dissemination experience to enhance the scientific study of a cat mummy. The mummy is part of the archaeological collection of an art museum. It has undergone scientific analysis, resulting in a large amount of digital data collected via X-ray, CT and photogrammetry, leading to significant discoveries about the nature and history of the mummy. The first part of the dissemination approach resulted in the production of a 1:1 scale transparent copy, which gives visitors a clear view of the mummy's contents. It has joined the museum's collection and is now displayed alongside the original mummy. The object is both aesthetic and scientific. It was produced using an advanced 3D printing technique based on 3D data generated from segmentations of CT scan data. The second part consists of a VR-based experience proposed to the museum's visitors, highlighting the scientific process that has led to new knowledge and unresolved questions. The VR environment guides users through data production, exploration and analysis, enhancing interpretation. This VR experience was first showcased at an international XR event, and later at the museum's weekly events. Two user studies were conducted on these occasions, using subjective questionnaires to gather feedback. The first assessed the presence, usability and comfort of the VR experience. The second assessed the impact on dissemination. The results show a strong user interest in the scientific approach and confirm the public interest in this method. The experience is now routinely offered in the museum.en_US
dc.description.sectionheadersStorytelling and Interpretation in Digital Heritage
dc.description.seriesinformationDigital Heritage
dc.identifier.doi10.2312/dh.20253203
dc.identifier.isbn978-3-03868-277-6
dc.identifier.pages10 pages
dc.identifier.urihttps://doi.org/10.2312/dh.20253203
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/dh20253203
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Human-centered computing → Virtual reality; Applied computing → Fine arts; Interactive learning environments
dc.subjectHuman centered computing → Virtual reality
dc.subjectApplied computing → Fine arts
dc.subjectInteractive learning environments
dc.titleThe Secret of Bastet: Integrating VR and 3D Printing for the Study and Exhibition of a Cat Mummyen_US
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