DIGITAL LIBRARY
DIGITIZING DEGAS: A WEB-BASED VIRTUAL MUSEUM TO SUPPORT ACCESSIBLE AND INTERACTIVE ART EDUCATION
Purdue University (UNITED STATES)
About this paper:
Appears in: EDULEARN26 Proceedings
Publication year: 2026
Article: 0679
ISBN: 978-84-09-88444-5
ISSN: 2340-1117
doi: 10.21125/edulearn.2026.0679
Conference name: 18th International Conference on Education and New Learning Technologies
Dates: 29 June-1 July, 2026
Location: Palma, Spain
Abstract:
Access to original artworks remains a significant challenge for many students due to geographic, financial, and conservation constraints. While digital reproductions have expanded access to cultural heritage, most online resources remain static and provide limited opportunities for interactive exploration. This paper presents the design and implementation of an innovative web-based virtual museum designed to support accessible art education through immersive and interactive digital technologies. The project is informed by constructivist learning principles that emphasize active exploration, learner agency, and visual inquiry.

The platform focuses on the Degas sculpture collection at Purdue University and demonstrates how photogrammetry and game-engine technologies can be combined to create a dynamic digital learning environment. High-fidelity 3D models of Edgar Degas’ sculptures were generated using advanced photogrammetry techniques and optimized for real-time visualization. The gallery environment was developed in Unity, forming a virtual exhibition space that allows learners to explore artworks through a first-person perspective. Unlike conventional digital museum interfaces, the system integrates exploratory gamification mechanics that encourage curiosity-driven engagement and self-directed learning while supporting spatial visual analysis and close observational study of sculptural form.

To support inclusive and flexible access, the virtual museum is deployed as a WebGL application, enabling browser-based interaction without requiring specialized hardware or software installation. The platform incorporates several innovative interactive features designed specifically for educational exploration. These include proximity-triggered exhibit previews, expandable contextual information panels, and a multilingual interface that supports diverse learners. In addition, users can dynamically adjust lighting conditions within the virtual gallery to reveal sculptural details and surface characteristics that are often difficult to perceive in static images. The system also introduces an experimental viewing mode that allows users to temporarily disable the virtual glass protection surrounding artifacts, enabling unobstructed close inspection of the sculptures while retaining the option to restore the protective display to simulate a traditional museum presentation.

Beyond digital preservation, the platform functions as an interactive educational resource that expands opportunities for art engagement among learners who lack access to major museums or cultural institutions. By embedding educational content within a game-like exploratory environment, the system lowers barriers to art appreciation and supports both art history and studio art instruction.

The project demonstrates how the integration of photogrammetry, real-time visualization, dynamic environmental controls, and gamified interaction can create scalable digital learning tools that extend museum experiences beyond physical boundaries while fostering the development of visual literacy, spatial understanding of sculpture, and retention of art history concepts.
Keywords:
Virtual Museum, Photogrammetry, Gamification, WebGL, Art Education, Edgar Degas.