## 1 Introduction
Consequently, the objective of this work to harness and implement cutting-edge technologies has led to the development of a platform that revolutionizes the traditional museum experience. This initiative is underpinned by the conviction that educational opportunities should transcend the physical boundaries of conventional museum spaces, whether accessed from a university, a conference, or the comfort of one's home. The strategic vision of the authors of this work for future museums includes equipping them to offer visitors a more immersive interaction with exhibits. For instance, the proposed approach enables users to virtually \"walk through\" historical sites or engage with detailed reconstructions of significant events that conventional displays might fail to convey comprehensively. This method not only facilitates the exploration of rare artifacts and fragile ecosystems without risking damage but also adapts educational content to accommodate diverse learning styles through interactive narratives and gamification strategies. Such enhancements not only increase the educational value of museum visits but also appeal to a broader demographic, particularly younger, tech-savvy audiences who are drawn to dynamic and interactive experiences. Furthermore, this technological advancement in museums extends beyond maintaining relevance in today's digital age, since it significantly widens the educational scope by engaging a larger audience. The proposed method also aims for these virtual experiences to enhance user interaction, thereby enriching the cultural exhibits. By rendering learning experiences more accessible and captivating beyond the traditional limits of a museum, the proposed approach redefines the concept of visiting and learning from a museum. This strategic evolution is designed to enable the museum sector to adapt and prosper within the modern digital context. The integration of VR and holographic technologies has notably transformed museum and educational applications, enhancing visitor engagement and learning experiences significantly. This evolution began with the pioneering work of [PERSON] et al. [8], who introduced a novel content control technology using hand gestures to enhance the usability of holographic displays. Concurrently, [PERSON] et al. [9] developed VR-based 3D modeling and interaction technologies specifically for museums, significantly elevating visitor satisfaction and engagement. Additionally, [PERSON] et al. [10] extended the application of gesture interactions to the automotive industry, analyzing skylight gesture interaction for automobiles and establishing a set of design criteria based on data from young Chinese drivers. Building on these foundations, other researchers have employed VR to create immersive and interactive virtual museum exhibits. Such initiatives not only enrich visitor interactions by enabling novel ways of engagement but also incorporate advanced deep learning technologies to assist curators in creating more engaging narratives [11; 12]. The broader implementation of VR in museums has fostered a more dynamic visitor experience, facilitating direct interaction with exhibits in a virtual space, with international applications exploring the diversity of visitor experiences, particularly in cultural contexts such as China [13; 14; 15]. Furthermore, targeted applications for younger audiences have emerged, where interactive VR allows children to animate their drawings within a virtual environment, thereby promoting educational engagement through an amalgamation of art and technology [16]. [PERSON] et al. [17] developed an Android-based VR application for the Balaputra Dewa Museum, offering virtual tours that enhance visitor accessibility and understanding of historical collections through immersive 360\({}^{\circ}\) photos. Similarly, [PERSON] et al. [18] introduced RHINO-VR, an interactive museum exhibit using VR to teach mobile robotics concepts, revitalizing the historical tour guide robot RHINO and allowing visitors to interact with the robot in a virtual environment.