Against the backdrop of the global digital wave and the upgrading of cultural consumption towards immersive experience, museums as core carriers of cultural inheritance need to address the era specific task of activating static cultural relics. Traditional exhibitions are limited by time, space, and forms of interaction, making it difficult to meet the public’s deep cultural needs. However digital collections empowered by technology have become a key breakthrough for the digital transformation of museums. Among these technologies XR technology with its characteristics of immersive scene construction real time interactive feedback and virtual real integrated presentation has opened a new path for the development of digital collections. This paper takes the Palace Museum as the research object and combines its projects such as the Digital Cultural Relic Library, Forbidden City Vientiane XR Digital Touring Exhibition and Cheers the Palace Museum Digital Collections to sort out the integration path of XR technology and digital collections using the case analysis method. The study finds that the Palace Museum has realized the issuance and certification of digital collections through digital technology forming official assets secondary creation multi-platform distribution model and explored the culture plus technology plus business path. The current practice faces challenges such as high technical costs difficulties in digital copyright protection and market speculation risks. In the future it is necessary to rely on 5G and AI to break through modeling bottlenecks establish industry standards to regulate the market deepen the excavation of cultural content and promote cross-border cooperation through the International Museum Digital Alliance. This will provide references for the digital transformation of museums and help realize the creative transformation and innovative development of cultural heritage in the digital age.
References
[1] Longo, F., Nicoletti, L., Padovano, A., Vetrano, M. (2017) An intelligent serious game for a multi-device cultural heritage experience. International Journal of Simulation and Process Modelling, 12(6), 498-514.
[2] Soto-Martin, O., Fuentes-Porto, A., Martin-Gutierrez, J. (2020) A digital reconstruction of a historical building and virtual reintegration of mural paintings to create an interactive and immersive experience in virtual reality. Applied Sciences, 10(2), 597.
[3] Bing, M., Subri, S., Alshehan, A., Li, W. (2024) The application and innovation of animation technology in multicultural communication activities that involve Malaysia and China. Cogent Arts & Humanities, 11(1), 2425133.
[4] Yusa, I. M. M., Ardhana, I. K., Putra, I. N. D., Pujaastawa, I. B. G. (2023) Reality in animation: a cultural studies point of view. Eduvest-Journal of Universal Studies, 3(1), 96-109.
[5] Giannini, T., Bowen, J. P. (2022) Museums and Digital Culture: from reality to digitality in the age of COVID-19. Heritage, 5(1), 192-214.
[6] Zheng, D., Huang, C., Oraltay, B. (2023) Digital cultural tourism: progress and a proposed framework for future research. Asia Pacific Journal of Tourism Research, 28(3), 234-253.
[7] Almeida, L. G., Vasconcelos, N. V. D., Winkler, I., Catapan, M. F. (2023) Innovating industrial training with immersive metaverses: a method for developing cross-platform virtual reality environments. Applied Sciences, 13(15), 8915.
[8] Anwar, M. S., Yang, J., Frnda, J., Choi, A., Baghaei, N., Ali, M. (2025) Metaverse and XR for cultural heritage education: applications, standards, architecture, and technological insights for enhanced immersive experience. Virtual Reality, 29(2), 51.
[9] Sungjin, K., Jung, S. W. (2025) Trends and strategies for enhancing competitiveness in the XR global industry. KIET Industrial Economic Review, 30(1), 66-75.
[10] Muñoz, A., Climent-Ferrer, J. J., Martí-Testón, A., Solanes, J. E., Gracia, L. (2025) Enhancing cultural heritage engagement with novel interactive extended-reality multisensory system. Electronics, 14(10), 2039.
[11] Fang, L., Sun, J., Liu, Y. (2023) Research on the quality control method of cultural heritage digital information service: a case study of the digital cultural relics library platform of the Palace Museum in Beijing. Library Trends, 71(4), 550-572.
[12] Liu, Z. (2023) Regeneration of Liangzhu culture: multimedia exhibition, simulated restoration, innovative cultural products, nearby area integration, virtual reality and augmented reality. Humanities and Social Sciences Communications, 10(1), 1-18.
[13] Zhao, B., Zhan, D., Zhang, C., Su, M. (2023) Computer-aided digital media art creation based on artificial intelligence. Neural Computing and Applications, 35(35), 24565-24574.
[14] Rahaman, H., Kiang, T. B. (2017) Digital heritage interpretation: learning from the realm of real-world. Journal of Interpretation Research, 22(2), 53-64.
Share and Cite
Mu, Y., Shen, M., Pei, M. (2025) Innovative Development of Museum Digital Collections Driven by XR Technology: A Case Study of the Palace Museum. Journal of Social Development and History, 1(6), 51-59.
