Issue
Int. J. Simul. Multidisci. Des. Optim.
Volume 16, 2025
Multi-modal Information Learning and Analytics on Cross-Media Data Integration
Article Number 4
Number of page(s) 15
DOI https://doi.org/10.1051/smdo/2025005
Published online 01 April 2025

© S. Liu, Published by EDP Sciences, 2025

Licence Creative CommonsThis is an Open Access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

1 Introduction

As a platform for information dissemination and display, museums play a vital role in modern civilized life. With the development of computer networks and mobile terminal applications and the emergence of smart phones, museums, as important carriers of human civilization and cultural dissemination, have also been impacted by this huge wave. The design and management of museums have entered the era of informatization and intelligence, and DM have emerged. Although the existence of traditional displays is still important and is always needed, due to the advantages of network collection, storage and dissemination of information, and its barrier-free communication, DM provide the public with non-traditional digital display and navigation methods. In human-computer interaction design, interaction design theory provides important guidance for improving the user experience of the system. The human-computer interaction principle emphasizes user-centeredness, focusing on task efficiency, operational convenience, and emotional satisfaction, and ensuring that the system design conforms to the user's psychological model and behavioral habits. User experience design optimizes the interaction process between users and systems through usability, ease of use, and pleasure, emphasizing the combination of functionality and emotional value. In addition, Norman's emotional design theory points out that excellent interaction design should meet user needs at the practical level, behavioral level, and reflective level, thereby enhancing product attractiveness and user loyalty. These theories provide a theoretical basis for the interactive design of mixed reality museums, helping the system to improve users' acceptance of new technologies and usage experience while meeting their functional needs.

However, the application of DM has just started, and there are still some information barriers between them and the public. First, the amount of information transmitted is limited. Second, the way of display and tour is relatively monotonous and unattractive. In this context, through the theoretical research on the interaction design of DM between artificial intelligence and user role models, this paper hopes to provide a theoretical basis for the display and navigation of DM on mobile terminals. It not only allows visitors to enjoy the process of “visiting” the museum anytime, anywhere, but also promotes the dissemination of DM exhibition information and improves the quality of the museum. Based on the results of the actual questionnaire survey, this paper deeply understands visitors' cognition, feelings, needs, and suggestions for digital technology in museum design, and analyzes how to optimize the design and how to play the most humanized user experience design. By analyzing and using the interactive design method of the user interface of the DM to enhance the user experience, visitors can get an orderly, time-saving, efficient, comfortable, and interesting interactive experience when visiting the museum. Combined with the relevant theories of DM and intelligent positioning algorithms, these design principles and methods are introduced into the specific DM system design for detailed analysis and explanation. According to the research and analysis of user research and interaction design theory, the author designs a DM system application based on artificial intelligence and user role model, which provides effective information reference and communication for museum builders and managers.

The main contributions of this paper are:

  • Combination of positioning algorithm based on artificial intelligence and user role model: this paper proposes an innovative digital museum design method, which applies the basic positioning algorithm in artificial intelligence to visitor positioning, so as to accurately determine the user's location in the museum. Combined with the user role model, a user-centered interactive experience is designed based on visitor needs and behavior patterns.

  • Application of interactive design theory to optimize user experience: this paper fully applies human-computer interaction theory and user experience design theory, especially emotional design theory, in interactive design. Through in-depth research on the cognition, emotional needs, and behavioral habits of museum visitors, this paper proposes an interactive design scheme based on user psychological models and behavioral habits, which improves user satisfaction and loyalty from the two levels of functionality and emotional value.

  • Innovative design of digital museum system architecture and functional processes: according to the results of visitor surveys, combined with artificial intelligence and user role models, an efficient, convenient, and interactive digital museum system architecture is designed. The system can provide customized route planning and cultural interpretation according to the real-time location of visitors, breaking the information barriers of traditional museum displays, optimizing the delivery method of exhibition content, and improving the efficiency and interest of visitors.

2 Related works

Zhao-Hui conducted a research on the application of Internet of Things technology in the construction of DM, and used information technology to identify the books in the collection. He designed the design of the museum collection management system and the intelligent guide based on RFID technology, which provided a new way for the construction of the intelligent museum [1]. Wiastuti researched 18 museums to enhance the visitor experience of the DM concept in Jakarta. The museum's digital technology and accessible information data were collected through questionnaires and content analysis. Survey results showed that the information accessible in these museums complied with regulations in terms of printed materials, digital documents, audiovisual content, websites, applications, kiosks and signage. However, as for the digital technology environment, most museums do not meet the required standards [2]. Mas explored the conceptual evolution between social museums and digital social museums, expanding the concept of social museums. The study presented how new technologies can contribute to understanding museum management within the principles of museums in a digital society [3]. Budiansya A carried out the digital promotional media design for the Jember Tobacco Museum using qualitative research methods including literature research, observations and direct interviews with museum managers. In this design, he designed digital propaganda media in the form of electronic banners and web banners, using the classic graphic style of the Tobacco Museum itself, which was later applied to digital propaganda media [4]. Grincheva N explored the phenomenon of “GuggenTube” in order to break the boundaries of the DM space. He used the 2010 YouTube Play creative video competition as a case study to promote popular video culture in museums. YouTube Play is an online platform that engages numerous online audiences in debates about the role and responsibilities of contemporary museums and the meaning of art. He analyzed the platform's communication space to understand online users' expectations of the museum experience in the age of digital interaction [5]. Rosli H explored the visitor experience of digital media technologies for museum exhibitions in Malaysia, using a random sample of 100 visitor questionnaires. The collected results showed that the majority of museum visitors did not perceive the real digital experience in museums to be rich because existing exhibitions do not fully provide digital media technology [6]. Khundam C designed a storytelling platform using virtual museum interactive digital content. The framework provided story prototypes and abstract interactive concepts, which were then transformed into any episodic stories. He introduced a storytelling model and an interaction model to create a common language for story production to enable virtual environment organization and interaction assignments. Through the example of interactive content design on this platform, the development process was shown, which could be applied to future collaborative interactive content design [7].

In the direction of digital museums, Arvanitis K provided a broad background introduction to the latest and developing theoretical and empirical research on the digital materiality of museums [8]. Simone C studied how digital technologies are currently reshaping the museum value chain in the information circle to understand how information and communication technologies affect the main production processes of museums [9]. Wang YC targeted museums that adopted the “digital authorization” business model and proposed an authorization mechanism based on blockchain technology to protect the digital rights of museums in the business model and apply cryptography [10]. Tong Y analyzed the new forms of digital museums by combing through the current standards of digital museums, clarified the mission of digital museums, and proposed to build and develop digital museums around “human experience” [11]. Fernandez-Lores S's research aimed to analyze the combined impact of websites, social networks and virtual communities as museum traffic generators. Using qualitative comparative analysis techniques (fsQCA), a sample of 17 international museums was analyzed. The results showed that social networks and virtual communities play an important role in the visitor flow of museums [12]. Meehan N, using data collected through surveys and semi-structured interviews with museum professionals, outlined current thinking in digital museums, reshaping and recalibrating the way digital museum objects were considered in terms of materiality, authenticity, and atmosphere [13]. Guo K's research confirmed that visual and auditory cues are the most powerful combination of multisensory cues that enhance the overall visitor experience of digital museums. The study found that emotional state and presence moderated the relationship between multisensory cues and visitors' digital museum experience [14]. Luther W outlined various types of virtual museums, which were both native artifacts and digital twins of physical museums [15].

3 Methods

3.1 Museum display

Museum visit is an activity in which tourists interact with collection information and environmental information, and connect them through specific tour routes [16]. The traditional visiting process is to understand the rich historical information and cultural connotations contained in the museum by visiting the internal and external environment of each venue and the cultural relics in the museum under the guidance of maps and indicator boards. Its core is the transmission of information. Effective information transmission can meet the information needs of visitors, and through the static display of exhibits, it can improve the cultural taste of visitors and realize the emotional needs of visitors. The traditional access process is shown in Figure 1.

The new information presentation method should be involved in the visiting process of the museum, including the cultural understanding, map description, cultural explanation, and other links before the visit [17]. The most commonly used map description is digital media as the carrier of navigation. In many museums, people can see display maps, tour routes, location information, etc., that use digital media to play or display video content related to the theme [18]. These digital media installations, audio guide systems, touch guide systems, etc., all belong to the category of DM [19,20]. The DM uses the characteristics of information technology to improve the traditional visiting process. The visiting process is shown in Figure 2.

Judging from the existing technical conditions and social environment to inspect the display and guide of the museum, it is not difficult to find the following problems:

First, the amount of information transmitted is limited. In an era of information explosion, people have long been accustomed to receiving a large amount of information and selecting the content they like and need from it. However, under the existing museum exhibition mechanism, it is difficult for people to understand the extended information of the exhibits. The equipment or means that the museum can use often requires visitors to pay a certain amount of time or money, which affects the effective dissemination of information and the realization of the museum's social value.

Second, the way of display and tour is relatively monotonous and unattractive. All exhibits are in the position of the object to be visited, requiring visitors to understand and obtain information one-way, lack of active guidance and interactive communication for visitors [21]. Moreover, this display and navigation method is carried out in an undifferentiated and unified mode, lacking personalized and targeted content. This way of visiting and guiding is obviously unattractive to the visitors, especially the young group who grew up in the information age.

The third is that this display and guide method is limited to the space of the museum, and it lacks the due extension and flexibility of time and space. The current is an era where the pace of life is quite fast. For many people, cultural life needs such as visiting museums may need to be carried out in some fragmented and flexible time frames. It is necessary to incorporate such arrangements into the overall time planning of life [22]. However, under the current method of museum display and tour, this requirement is obviously difficult to meet.

thumbnail Fig. 1

Process map of visiting the traditional museum.

thumbnail Fig. 2

Process map of visiting the DM.

3.2 Basic positioning algorithm

The purpose of the positioning algorithm is to calculate the location of a mobile device or user by accurately measuring the signal propagation time difference, thereby achieving high-precision positioning services. In DM, positioning algorithms can be applied to real-time location tracking of visitors, helping to provide personalized guided tours and enhance interactive experience. The system can automatically push relevant exhibit information or navigation instructions based on the visitor's location, improving the museum's interactivity and user experience.

In the TDOA positioning method, once the TDOA values of the mobile station to the two base stations are obtained, a hyperbolic formula about the coordinates of the mobile station can be established [23]. Ri=(Xix)2+(Yiy)2(1)

Note: Ki=Xi2+Yi2 Ri2=(Xix)2+(Yiy)2=Ki2Xix2Yiy+x2+y2.(2)

Ri,j is denoted as the distance difference between MS and base station i and base station j, and ti,j is denoted as the time difference between the signal arriving at base station i and j: Ri,1=(Xix)2+(Yiy)2(X1x)2+(Y1y)2=cti,1.(3)

Among them, c is the propagation speed of electromagnetic waves, that is, the speed of light. Ri=Ri,1+R1.(4)

Formula (1) is taken into formula (2) i, and the square on both sides of formula (4) is taken to get: Ri,12+2Ri,1R1+R12=Ki2Xix2Yiy+x2+y2.(5)

Taking i =1, people can get from formula (2): R12=K12X1x2Y1y+x2+y2(6)

Noting Xi,1 = Xi − X1, Yi,1 = Yi − Y1, from formulas (4) and (5), it can be obtained: Ri,12+2Ri,1R1=Ki2Xi,1x2Yi,1yK1(7)

Basic positioning algorithms, especially TDOA positioning methods, rely on measuring the time difference of signal propagation from mobile devices to multiple base stations. By obtaining the time difference between at least three base stations, the specific location of the device can be calculated using geometric algorithms. Its working principle is based on hyperbolic positioning, which establishes a mathematical equation about the location of the device by knowing the location of the base station and the signal propagation time difference. The core technology includes signal time synchronization, propagation speed calculation, and distance measurement between base stations. The key steps include: (1) obtaining TDOA data; (2) establishing the positioning equation through formulas; (3) solving the equation using methods such as least squares or weighted least squares to obtain the target location.

The least squares method is often used to solve curve fitting problems. In the wireless positioning system, this algorithm is widely used in position estimation to reduce the influence of the error of the ranging process on the positioning accuracy [24]. It does not require any prior information. In the TDOA system, as long as the characteristic formula is established by using the measured TDOA value, the position of the target node can be obtained by solving it.

First, the characteristic formula derived from the measured value is established as: Ax=b.(8)

However, using the least squares method, a solution can be found that minimizes the sum of squared errors of the solution to the system of formulas.

The error vector obtained from the solution of the formula is as follows: r=Axb.(9)

The sum of squares of errors obtained from the solution of the formula is: E2=i=1n[j=1kai,jxjbi].2(10)

Then the problem of finding the minimum sum of squares of errors is transformed into the problem of finding the minimum value of a function, and the partial derivatives of k independent variables are obtained and set equal to zero, and expressed as a matrix form: 2AT(Axb)=0.(11)

Solving for x is: xL,S=(ATA)1ATb.(12)

Formula (12) is the least squares solution of the system of formulas. If n=k, the system of formulas has a unique solution: x=A1b.(13)

Given the assumptions of classical linear regression, a least squares estimator is a linear unbiased estimator with minimal variance [25]. However, ordinary least squares estimation is suitable when the error terms are equal. In a more general case, if the variance of each item is different, the status of each item in the sum of squares is also different, and the item with larger error has a greater effect in the sum of squares. At this time, it is necessary to add an appropriate weight to each item when calculating the sum of squares to adjust the effect of each item in the sum of squares, which is the weighted least squares method. x is found to make f (x) = rTWr the smallest, and the above theoretical solution is also used to obtain: xWLS=(ATWA)1ATWb.(14)

Among them, the weighting matrix W should be such that the resulting estimate xWLS is optimal in the sense of least variance, that is, no other estimate can have a smaller variance than xWLS.

Fang's algorithm is an algorithm with analytic expressions. The algorithm uses 3 base stations to perform two-dimensional positioning on the mobile station MS(x, y) and takes BS1 as the coordinate origin [26]. The connection between BS1 and BS2 is the x-axis, and the positions of the three base stations are recorded as: BS1(0, 0) BS2(x2, 0), and BS3(x3, y3) then there is: R1=(X1x)2+(Y1y)2=x2+y2.(15)

The Formula (7) can be simplified as: Ri,12+2Ri,1R1=Ki2Xix2YiyK1.(16)

Formula (16) is used to establish the formula system of BSl, BS2 and BSl, BS3 about x, y: R2,12+2R2,1R1=K22X2x.(17) R3,12+2R3,1R1=K32X3x2Y3y.(18)

Eliminating R1 from the above two formulas, it can be obtained: y=ax+b.(19)

Using R1=x2+y2, it can be obtained: d×x2+e×x+f=0.(20)

Solving formula (20), it can be obtained: x=(ee24df)/2d.(21)

As the solution of the formula, the y-coordinate can be obtained by substituting into formula (19), and thus the expression of the MS coordinate is obtained.

3.3 User positioning

The museum's exterior design is shown in Figure 3.

In view of the above user positioning, the author formulates the following user research questionnaires based on small and medium-sized museum applications, and analyzes the survey results. The questionnaire survey is conducted on the Questionnaire Star platform. 120 people participate in the survey, of which 99 are valid questionnaires, with a completion rate of 82.5%. The following tables are the main questionnaire results.

The sample size of this questionnaire survey is small, and it is difficult to fully represent the target user group. The geographical distribution of the sample is not clear, which may lead to regional bias. In addition, the diversity of user backgrounds is limited, which may affect the universality of the results and the assessment of adaptability to different cultural or economic environments.

Through the positioning algorithm in artificial intelligence, the precise positioning of visitors is achieved. The questionnaire is designed from the perspective of user research, and user needs and behavior data are collected to provide a basis for function development. Combined with the interaction design theory, the overall architecture of the DM is constructed, including the information display module, the path navigation module, and the interactive experience module, and a user-friendly functional process is designed. Through multiple rounds of user testing and feedback optimization system, the efficient upgrade and application of DM in the information technology environment is realized.

As shown in Table 1, among the 99 people who participate in the questionnaire survey, most of them indicate that they have the habit of visiting museums for the question “Do you have the habit of visiting museums?”. 48.5% visit museums frequently; 33.3% visit museums occasionally, while 18.2% rarely visit museums.

As shown in Table 2, among the 99 people who participate in the questionnaire, with regard to the question “Which of the following situations would you visit a museum?”, 30.3% of people choose to go to a new city to learn about its culture or art. 26.3% of people usually pay attention to museum-related reports and visit museums when they have time; 21.2% of people obtain museum-related information through Moments.

Table 3 shows that the majority of users obtain museum-related information through the Internet, news, and social media. This shows that in addition to people going to a new city or traveling, generally speaking, before people pay attention to the news of the museum and visit the museum, they obtain relevant information from the Internet such as mobile phones and the Internet.

Most users are most concerned about the top five application functions of museums: exhibition hall display, opening guide, audio guide, QR code scanning, and historical information. The most selected function is exhibition hall display, as shown in Table 4.

thumbnail Fig. 3

Museum exterior design.

Table 1

Questionnaire results on “Do you have the habit of visiting museums?”.

Table 2

Results on “In which of the following situations would you visit a museum?”.

Table 3

Results on “Which channels do you use to get information about the museum?”.

Table 4

Results on “Which app features of the museum are you most interested in?”.

3.4 Interaction design

Interaction design refers to designing products suitable for end users based on the user's experience, background, and operation process in the process of design and interaction [27]. The interactive experience mainly focuses on the user's experience, but also affects the information structure and the user's operation process [28]. In the information age, with the popularization of mobile media, people's needs cannot be met due to the unbalance between the expansion of information and the transmission of information. The three-dimensional design of the artwork is shown in Figure 4.

At present, the DM [29,30] is still in the initial stage of intelligent development. During the development of smart museums, the characteristics of mobile media have not been fully considered. Due to its characteristics of mobility, interactivity, and diversity, it better adapts to the new needs of tourists. Only by making full use of these characteristics, can the information carrier be truly used to solve new demands, as shown in Figure 5. Under the trend of mobilization of museums, in the face of numerous cultural information in museums and new demands of users, it is necessary to fully consider the characteristics of information carriers and carry out interactive design. The sculpture design is shown in Figure 5.

According to the new demands of visitors for museum tours, the content and functions of the DM tour designed in this paper specifically include the following aspects:

It mainly includes map positioning [31,32] and QR code scanning, map query, visiting route recommendation [33,34], exhibition hall and exhibits, and other functional places positioning, as well as route guide, venue map, route recommendation, etc.

It mainly includes exhibition introduction [35,36], figure display, audio guide, text introduction, information announcement, education promotion, recommendation of relevant information, etc., and supplements museum exhibitions and exhibits through exhibition procedures.

It mainly includes entertainment and cultural and creative products, audience experience area, service consultation, interactive game experience, knowledge sharing, login to social network, users' collection and wonderful review, etc. For DM, information acquisition and navigation applications are particularly important. Information architecture is the last step in interaction design, and it is also an important step to implement behavior into functional drawing. In today's era of information intelligence, the information dissemination of museums should be based on new ideas and methods, and a user-centered information architecture design should be established. On this basis, the design architecture of the DM [37,38] should mainly include the following aspects: discovering the museum (recognizing information), reading the museum (obtaining information), exploring the museum (enhancing information), and sharing the museum (sharing information), as shown in Figure 6.

The DM display system mainly realizes the display function, the tour function, the animation function, and the introduction function.

The layout of the venue is displayed. It mainly displays the general layout of the DM venue and the marking of the detailed location. This is part of the virtual guide, which gives the visitor an overall impression so that they can quickly and accurately find the information they need to know.

Display of important exhibits. The most important part of the DM is the exhibits, which represent the essence of a museum. The display of important exhibits brings the greatest and most accurate information to the viewers. It helps visitors to focus on browsing the museum's boutiques in the shortest time, and can ensure the accuracy and authenticity of exhibit information and virtual digital effects.

Automatic tour around each floor of the venue. After entering the DM, to meet the needs of the viewer for the overall browsing of the venue, the automatic tour function is set, and a high-altitude automatic tour camera is activated at this time. The camera moves in a pre-set route, leading visitors to an automatic, all-round view.

Interactive tour around each floor of the venue. When the visitor has an overall understanding of the venue through the navigation map, or there is a new discovery in the process of automatic tour, when people want to participate in the tour, people can interactively tour the venue through a virtual character. At this time, as long as people control the keyboard buttons that have been set on the keyboard, it can be controlled the avatar to move freely in the venue, and when people reach the designated position, it can be activated specific introduction and animation effects to achieve the purpose of entertaining.

Interactive animation of important exhibits. The most important means of displaying important exhibits is the form of animation. Animation can reproduce the working principle of ancient exhibits. Such animation reproduction is a part that is lacking in the display method of physical museums. In the process of display, an interactive component is added, so that visitors can participate in it, enhance their willingness to browse, and greatly increase their interest.

General exhibit animation. It contains a certain amount of informational animation playback, which can relax the mind of the visitors when they feel tired, and introduce the knowledge of the exhibits at the same time.

Text description of key exhibits. After activating the key exhibits during the browsing process, the viewer can watch the animation of the exhibits, or participate in the interaction. However, some of the most basic things are still the most convenient and quick to explain in words. At this time, the function of text introduction is turned on.

The function of using instructions for circumnavigation. People who use the DM tour system for the first time may not be able to find the operation buttons, and there needs to be a guide to teach visitors how to correctly and quickly navigate in the virtual venue. The easy-to-follow navigation instructions and buttons with icons for easy identification are the focus of this feature.

The three-dimensional design of the museum's exterior image is shown in Figure 7.

The internal structure is shown in Figure 8.

The north view of the lake is shown in Figure 9.

The corridor design is shown in Figure 10.

The design of other parts of the museum is shown in Figure 11.

The panoramic front design of the museum is shown in Figure 12.

thumbnail Fig. 4

The three-dimensional design of the artwork.

thumbnail Fig. 5

Sculpture design.

thumbnail Fig. 6

DM information architecture design diagram.

thumbnail Fig. 7

The three-dimensional design of the museum's exterior image.

thumbnail Fig. 8

Internal structure.

thumbnail Fig. 9

The north view of the lake.

thumbnail Fig. 10

Corridor design.

thumbnail Fig. 11

The design of other parts of the museum.

thumbnail Fig. 12

Panoramic front design of the museum.

4 Results

This paper covers multi-dimensional characteristics of user groups: among the 10 users, 2 are museum staff, aged 40–50, with rich experience in cultural relics management and exhibition planning; 4 young ordinary users, aged 15–35, are mostly students or technology enthusiasts, preferring emerging technologies and interactive experiences; 4 middle-aged ordinary users, aged 35–50, have diverse professional backgrounds, and are concerned about family education and cultural heritage. Interests and preferences cover history and culture, technological innovation, and educational content.

The museum designed in this paper and the general museum have high similarities in user variables, including user operating habits, equipment usage environment, interaction needs, etc. By comparing and analyzing the user behaviors of the two types of museums, the consistency of variables is ensured, thereby improving the universality and reliability of the experimental results and avoiding deviations caused by specific factors.

The designed DM based on artificial intelligence and user role model is compared with the existing DM. The fluency of the website interface, the convenience of communication and interaction, the completeness of exhibit information, the effectiveness of exhibition information, the practicability of media language, the effectiveness of personal space, and the innovation and satisfaction of the system are compared. The comparison results are shown in the respective figures.

4.1 The fluency of the website interface and the convenience of communication and interaction

Figure 13a shows the fluency scores of the website interfaces of the two museums.

Figure 13b shows the convenience score of the interaction between the two museums.

As can be seen from Figure 13, the average fluency score of the DM website interface based on artificial intelligence and user role model is 92.37 points, of which the highest score is 94.5 points and the lowest score is 90.2 points. The average score of fluency of the existing DM website interface is 84.1 points, with a highest score of 86.4 points and a lowest score of 82.5 points.

thumbnail Fig. 13

Figure of the fluency of the website interface and the convenience of interaction.

4.2 The completeness of the exhibit information and the effectiveness of the exhibition information

Figure 14a shows the completeness scores of the exhibit information of the two museums.

Figure 14b shows the validity scores of the exhibition information of the two museums.

The average score of the effectiveness of DM exhibition information based on artificial intelligence and user role model is 92.89 points, of which the highest score is 94.8 points and the lowest score is 91.5 points. The average score of the validity of the existing DM exhibition information is 73.09 points, of which the highest score is 76.4 points and the lowest score is 71.4 points. It can be seen that in the DM based on artificial intelligence and user role model, the integrity of exhibit information has increased by 12.76%, and the effectiveness of exhibition information has increased by 27.09%.

thumbnail Fig. 14

Figure of the integrity of the collection and the effectiveness of the exhibition information.

4.3 Practicality of media language and effectiveness of personal space

Figure 15a shows the utility scores of media languages for two museums.

Figure 15b shows the effectiveness scores of personal spaces for two museums.

The average score of the effectiveness of DM personal space based on artificial intelligence and user role model is 91.43 points, of which the highest score is 93.5 points and the lowest score is 88.7 points. The average score of the validity of the existing DM exhibition information is 74.3 points, with a highest score of 78.7 points and a lowest score of 72.4 points. After the respondents visited the DM based on artificial intelligence and user role model, the practicability of media language is higher than that of the existing DM, and the visitor's personal space is more effective.

thumbnail Fig. 15

Figure of the usefulness of media language and the effectiveness of personal space.

5 Discussion

Figure 16a shows the systematic innovation scores of the two museums.

Figure 16b shows the visitor satisfaction scores of the two museums.

The average score of visitor satisfaction of DM based on artificial intelligence and user role model is 91.27 points, of which the highest score is 94.8 points and the lowest score is 88.7 points. The average score of visitor satisfaction for existing DM is 83.4, with the highest score being 84.7 and the lowest being 81.4. The application of artificial intelligence technology and user role models in DM can not only promote the innovation of the system, but also improve the satisfaction of tourists.

To comprehensively evaluate the user experience, this paper introduces the net recommendation value as an evaluation indicator, and obtains the user's rating of the system recommendation willingness through a questionnaire survey. The user experience comparison is shown in Figure 17.

The performance of the positioning algorithm in different scenarios is shown in Figure 18.

thumbnail Fig. 16

Comparison figure of innovation of the system and satisfaction of tourists.

thumbnail Fig. 17

User experience comparison.

thumbnail Fig. 18

Positioning accuracy.

6 Conclusion

Since its birth, the museum has always occupied an important position in the cultural life and spiritual home of the public, and its own form and mechanism are constantly evolving. When entering the age of information technology and the Internet, the combination of museums with advanced information equipment and technological achievements is inevitable. This combination gives the museum a new look and a new dynamism. Aiming at the current situation of museum display and tour, this paper summarizes the content and functions of DM tours and the design principles of interaction design from the perspectives of user positioning and interaction design. A user-centered information architecture design is established, and a DM display system based on artificial intelligence and user role model is designed. An experimental analysis is conducted on users who visit the museum to verify the feasibility and effectiveness of the design system. This study proposes a system architecture and functional process suitable for DM by integrating artificial intelligence positioning algorithms and interactive design theories. The study optimizes user positioning accuracy and interactive experience, providing technical support for the upgrade of DM. At the same time, combined with user variable analysis and feedback, the practicality and feasibility of the system are verified, laying a theoretical and practical foundation for the further development of the DM field.

Due to the limited research ability of the author, the paper still has many shortcomings and needs to be improved later. Since the author focuses on the research on the user interface and related functions of the DM system in the whole discussion, the research on the field of interaction design is not deep enough. In the technical development of software, due to the lack of professional knowledge in the field of background programming, there is no real implementation and development application, but only the design of the system process is displayed. In the early stage of user research, the data obtained through questionnaire survey has certain limitations, and the lack of in-depth exploration of user needs leads to insufficient analysis of user research results. This part needs to be improved.

Acknowledgments

Thanks to all the funders who contributed to this article.

Funding

This article was supported by the Overseas Returnees Funding Program of Hebei (grant number C20230122); The Doctoral Research Fund of North China Institute of Aerospace Engineering (grant number BKY-2022-16).

Conflicts of interest

The author has nothing to disclose.

Data availability statement

This article has no associated data generated and/or analyzed.

Author contribution statement

The sole author Shunli Liu contributes this article.

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Cite this article as: Shunli Liu, Interactive design of digital museum based on artificial intelligence and user role model, Int. J. Simul. Multidisci. Des. Optim. 16, 4 (2025), https://doi.org/10.1051/smdo/2025005

All Tables

Table 1

Questionnaire results on “Do you have the habit of visiting museums?”.

Table 2

Results on “In which of the following situations would you visit a museum?”.

Table 3

Results on “Which channels do you use to get information about the museum?”.

Table 4

Results on “Which app features of the museum are you most interested in?”.

All Figures

thumbnail Fig. 1

Process map of visiting the traditional museum.

In the text
thumbnail Fig. 2

Process map of visiting the DM.

In the text
thumbnail Fig. 3

Museum exterior design.

In the text
thumbnail Fig. 4

The three-dimensional design of the artwork.

In the text
thumbnail Fig. 5

Sculpture design.

In the text
thumbnail Fig. 6

DM information architecture design diagram.

In the text
thumbnail Fig. 7

The three-dimensional design of the museum's exterior image.

In the text
thumbnail Fig. 8

Internal structure.

In the text
thumbnail Fig. 9

The north view of the lake.

In the text
thumbnail Fig. 10

Corridor design.

In the text
thumbnail Fig. 11

The design of other parts of the museum.

In the text
thumbnail Fig. 12

Panoramic front design of the museum.

In the text
thumbnail Fig. 13

Figure of the fluency of the website interface and the convenience of interaction.

In the text
thumbnail Fig. 14

Figure of the integrity of the collection and the effectiveness of the exhibition information.

In the text
thumbnail Fig. 15

Figure of the usefulness of media language and the effectiveness of personal space.

In the text
thumbnail Fig. 16

Comparison figure of innovation of the system and satisfaction of tourists.

In the text
thumbnail Fig. 17

User experience comparison.

In the text
thumbnail Fig. 18

Positioning accuracy.

In the text

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