## 5 Discussion  
The main focus of this research was to design a reference architecture for the digital transformation of the GLAM sector. While there are other studies focusing on virtual art galleries (as discussed in Section 2), a gap in the existing knowledge regarding structured frameworks and standards for the digital transformation of the domain was identified as motivation for this investigation. In comparing to related works, one could consider the aforementioned study by [PERSON] et al. (2019), which involves the use of VR and virtual art galleries. However, [PERSON] et al. place emphasis on colour vision research and human colour perception rather than reference architecture models. In terms of procedural generation being one of the main key components of the proposed reference architecture, this technique has been previously explored in other virtual exhibitions. For example, [PERSON] et al. (2019) explored how procedural methods can be applied in the modification of the virtual layout of museum but not in the implementation of dynamic interactivity. Yet, our proof of con \begin{table}
\begin{tabular}{c c c c c c c c c c c} \hline \hline  & & & & & & & & & & \\ \hline
**Step** & **Action (s)** & **1** & **2** & **3** & **4** & **5** & **6** & **7** & **8** & **9** & **10** \\ \hline
**Locate Gallery** & P\(n\) + M & 2.5 & 5.5 & 8.5 & 7.5 & 6.5 & 20.5 & 4.5 & 4.5 & 4.5 & 6.6 \\
**Locate Historian** & P\(n\) + M & 3.0 & 8.5 & 10.5 & 5.5 & 13.5 & 9.5 & 11.5 & 11.5 & 15.5 & 13.0 \\
**Approach** & K\(n\) & 3.0 & 5.0 & 3.4 & 6.0 & 4.6 & 10.0 & 4.6 & 8.2 & 5.9 & 5.9 \\
**Start Dialogue** & K\(n\) + M & 1.6 & 3.6 & 2.6 & 2.6 & 2.6 & 2.6 & 2.6 & 2.6 & 2.6 \\
**Ask Question** & K\(n\) + M & 1.6 & 15.6 & 24.6 & 13.6 & 14.6 & 14.6 & 11.6 & 17.6 & 19.9 & 14.9 \\
**Listen** & Delay & 2.0 & 2.0 & 2.0 & 2.0 & 2.0 & 2.0 & 2.0 & 2.0 & 2.0 & 2.0 \\
**Locate artefacts** & P\(n\) + M & 11.0 & 13.3 & 19.3 & 12.3 & 15.3 & 25.3 & 16.3 & 12.8 & 12.8 & 16.3 \\ \hline \hline \end{tabular}
\end{table} 
Table 3: KLM Results for Scenario A.  
cept extends this further by the integration of AI-driven educators (as avatars) capable of real-time interaction with the end users, offering a more intuitive experience. The approached poised in the reference architecture design aligned with the increasing interest of virtual heritage and immersion in museum experiences and games [41]. By representing all functional and nonfunctional components, activities, and processes in the structured standardized format of a reference architecture, clear communication within stakeholders is accomplished, aligning with the principles found in the research. The enhancement of the GLAM sector, with disruptive technologies (AI, XR, etc. ), is still under exploration by various actors within and outside of the domain's boundaries. Furthermore, the GLAM evolving domain is considered by many experts a pivotal component of cultural heritage preservation that requires digital transformation initiatives leveraging its full potential. Some specific artefacts (paintings, sculptures, etc.) are a challenge to preserve since they are exposed to environmental conditions; the integration of digital technologies is a valuable solution for such processes and activities. Thus, this paper presented a proof of concept of a procedurally generated virtual gallery embedded with digitized physical paintings, virtual artefacts, nature elements, and an AI NPC virtual educator/curator. The immersive concept combines a set of virtual elements and disruptive technologies to capture the enormous possibilities regarding the digital transformation of the GLAM sector. A virtual NPC metahuman is connected with data through an API integration, enhancing the immersive digital storytelling. The three-dimensional world is fully explorable in which the end user has the ability to navigate through a virtual island and obtain various information regarding digital artefacts or art-related questions.