## 2 Literature Review and Hypotheses Development
### Mini-Map and Online Virtual Museums  
In the current landscape of OVM, the utilization of mini-map displays notable disparities. Some renowned museums such as Musei Vaticani [76], Tokyo National Museum [77], National Gallery Singapore [78], and The Metropolitan Museum of Art [79] have not integrated mini-map functionality. Conversely, a few museums like Palace Museum [80], Hermitage Museum [81], and National Palace Museum [82] have adopted mini-map, but their functionality primarily remains limited to providing basic navigation by displaying an overview of the museum from a top-down perspective. They have not fully utilized the potential of mini-map in aspects such as displaying key exhibit information, guiding visitors in the correct direction, providing relative position cues for items, and offering timely interactive feedback.  
Considering that games, as digital content on the Internet, exhibit the pivotal at-tribute of replicability [83], OVM share a spectrum of analogous visual presentation traits with video games, notably including first-person perspective interaction [84]. Extensive research has underscored the efficacy of mini-map in games for enhancing user experience and proficiently guiding users through virtual environments, thereby augmenting their spatial cognition capacities [9; 85]. Our objective is to explore the transfer of design elements from game mini-maps to facilitate user navigation in virtual museums. However, a direct adaptation of game mini-map designs may not seamlessly align with the nuanced context of OVM. Guided by the definition of museums outlined by the International Council of Museums (ICOM) [86], virtual museums are characterized by their seriousness, educational value, and instructional potential. Thus, our emphasis rests on precision in refining mini-map features tailored explicitly to the context of OVM.  
Drawing on the synthesis of eight key design features of mini-map in 100 games by [PERSON] et al., namely shape, position, orientation, centering, projection, base layers, proportions, and additional navigational elements [87], we found a breakthrough in understanding how mini-map facilitates user navigation and spatial cognition in virtual environments. These eight features have been adapted for implementation within OVM and reconceptualized into three fundamental elements: Interactivity, Visual Guidance, and Information Content. This conceptual refinement process was informed by an extensive literature review, revealing that visual, interactive, and content elements are not only essential components of game mini-map [87; 88; 89], but are also repeatedly mentioned in user interactions with virtual environments. [PERSON]'s research underscored the impact of visual effects, interactivity, and virtual exhibition content and technology on visitor engagement [90]. Studies by [PERSON], [PERSON] et al. demonstrated the influence of interactivity on museum visitors' learning abilities [91]. [PERSON]'s work emphasized the critical role of visual aids and information acquisition in museum settings [92].  
It is noteworthy that within the multitude of factors contributing to the formation of immersion and presence, visual, interactive, and informational factors stand out as crucial [30; 65; 93]. Hence, we propose the following hypotheses to explore the impact of these fundamental elements on immersion and presence within user experiences, both of which are pivotal for comprehending users' spatial cognition.  
**H4:**: _Interactivity (IE) has a positive effect on Immersion (IM);_
**H5:**: _Interactivity (IE) has a positive effect on Presence (PR);_
**H6:**: _Visual Guidance (VG) has a positive effect on Immersion (IM);_
**H7:**: _Visual Guidance (VG) has a positive effect on Presence (PR);_
**H8:**: _Information Content (IC) has a positive effect on Immersion (IM);_
**H9:**: _Information Content (IC) has a positive effect on Presence (PR)._