The Importance of Sound In Online Museums

How sound affects the understanding of historical and emotional information of digitized industrial exhibits are removed from their historical context

About the PHD

In the post-epidemic context, large museums have stepped up their development of online museums. However, small and medium-sized museums have fallen behind in the development of online museums due to a lack of understanding of funding, technologists and the ability of technology to present exhibits and exhibitions. In order to help small and medium-sized museums understand the ability of different technologies to present exhibits and exhibits at the visual and aural levels, this essay will critically analyse the use and practicality of some technological tools that are readily available and affordable in the market. These technological tools are predominantly visual digitisation, they are (visual) Matterport, Adobe Aero Augmented Reality, 3D Scanner APP, Scaniverse, and some other 3D scanning programs; and (auditory) mono, duo, Ambisonic sound recording devices and sound processing software. In addition, this study, as part of my PhD research, advocates the construction of multi-sensory online exhibitions, but digital technologies other than visual and auditory are relatively expensive and technically difficult. Therefore, I have conducted more in-depth research into the role of sound in evoking multisensory associative engagement in subsequent studies to explore its contribution to conveying information and learning about difficult-to-replicate environments in online exhibitions.

Although thriving, online museums in the post-epidemic era rely mainly on visual information to present their exhibitions. Some offline museums such as the Train Museum have brought immersion during the visit by adding sound effects from the train station environment. Still, most online exhibitions – especially for environments that are disappearing and difficult to pass through, such as industrial environments – have not yet focused on the collection of sound and the use of sound in online museums. This may be due to the lack of guidance and research findings that explicitly address the production and use of sound in online museums. Therefore, this study brought together xx participants over a three-month experimental period, and through a series of hands-on experiments, tested the ability of sound to help participants evoke sensory and emotional memories, learn and comprehend information about virtual environments, establish a personal connection between the exhibition environment and the individual, and to translate the information into a personal experience and understanding in conditions where the visual was largely uninvolved. At the same time, this study devised a sound practice method for online museums designed to help participants reach a quicker understanding of the exhibition themes and establish their connection to the exhibition environment. The results of the practice of this sound exercise are also explored in this paper. This study hopes to serve as a guide for the production, development and popularisation of sound exhibitions in online museums.