68 Barbara Świt-Jankowska
attractiveness of the museum. It should be noted at this
point that usually the elements of an exhibition are digi-
tized: individual artifacts, documents, etc. – less frequently
the places where they are exhibited. An intermediate ver-
sion can be created by the so-called virtual tour, based on
the technology of combining 360-degree panoramas – an
example of such a solution is, among others, the Louvre
(Musée du Louvre “Virtual tour”), the Vatican Museum
(Musei Vaticani “Virtual tours”), but a similar possibility is
also provided by the National Museum in Poznań, branch
in Śmiełów (National Museum in Poznań, Śmiełów “Vir-
tual tour”). The above solution allows to get acquainted
with the structure of the building only to a limited extent
– depending on the number of photos and the intentions of
the creator. Making a full digital model (point cloud, pho-
togrammetry, etc.) is denitely more labour – and cost-in-
tensive, but its advantage is full freedom in exploring the
object. This type of work is usually performed for a histor-
ic building, often requiring virtual reconstruction (Götz
et al. 2023). In the case of museum objects, we usually deal
with buildings in relatively good technical condition, but
the possibility of combining a digital model with gaming
software opens up entirely new possibilities of exploration
(Campanaro, Landeschi 2022). The combination of a digi-
tal model (in this case a Roman villa) with eye-tracking
technology (VR) allowed to record the body position, head
and eyeballs movements of virtual “guests” which can be
useful in a museum facility, for example, when planning
a new exhibition. Considering that 3D scanning technolo-
gies, photogrammetry and LIDAR are becoming more and
more common and available, it can be expected that the use
of digital twin for this type of application will increase. In
view of the above, WA PP started cooperation with the Na-
tional Museum in Poznań, aimed at creating a digital model
of the Adam Mickiewicz Museum in Śmiełów (a branch of
the National Museum in Poznań) and exploring the possi-
bilities and potential of various inventory methods, as well
as determining their potential for planning further expan-
sion of the museum and the virtual tour path.
Adam Mickiewicz Museum, Palace in Śmiełów
The palace in Śmiełów was built around 1797 on the
order of Andrzej Gorzeński, regent of Poznań municipal
government. He commissioned the construction to a well-
known Warsaw architect, Stanisław Zawadzki, who cre-
ated a classicist palace with two quarter-circular galleries
connected to the side in the Palladian style – a motif char-
acteristic of the residential architecture of Greater Poland
(Wielkopolska region) at that time (Fig. 1). The residence
in Śmiełów, surrounded by a picturesque landscape park,
forms a viewing axis with the complex of the classicist
church in Brzóstków. The stucco work in the palace inte-
riors was done by Michał Ceptowski, and the wall paint-
ings by two brothers: Antoni and Franciszek Smuglewicz.
Despite visible stylistic references to other realizations of
this type, e.g., in Racot or Sierniki, the palace in Śmiełów
is distinguished by original solutions in the decoration of
the façade of the main body of the palace, as well as in
the interior design – the lack of connection of the living
aspects of philosophical nature and conceptual foresight
(Leshchenko 2020). An increasing number of institutions
are establishing departments responsible for digital asset
management, and the rapid development of this eld is be-
ing discussed at conferences and in scientic publications,
covering a wide range of activities: from multimedia ele-
ments complementing traditional exhibitions, to mobile
tours and virtual exhibitions on websites, as well as meth-
ods of collecting information on collections and their dis-
semination (tablets, 3D prints, digital narratives). More
and more often, articial intelligence algorithms are being
used to present the collections, allowing for an increasing-
ly individualized visitor’s program, as well as augmented
reality, mobile applications, and social media interactions.
It allows for the creation of a platform on which a dialogue
between the museum and its guests is possible. In addition,
the sense of belonging and the ability to participate in dig-
ital narratives, interact with original artifacts in augmented
reality or communicate via mobile devices and digital plat-
forms creates a new dimension of the museum – a parallel
world in which digital twin technology, applied to its
premises, can be particularly helpful, especially if we are
dealing with a historic monument. In 2015, Danuta Fol-
ga-Januszewska wrote: The nature of the collections does
notdeterminepopularityandisnotafactorinuencingthe
interest of recipients. The way of interpreting the collec-
tions, creating an appropriate narrative, is of fundamental
importance (Folga-Januszewska 2015, 135). It shows the
importance of the way of presenting collections and the
ability to hit the users’ needs with the message
3
. In this
context, the museum becomes a setting for individual ex-
perience of visitors, who, supported by technology, can
customize the experience to their individual needs – and
the place where it happens begins to play a signicant
role
4
. The trend can be observed primarily during the cre-
ation of new facilities, in which the space closely interacts
with the exhibition and becomes its part, increasing its at-
tractiveness (e.g. the Warsaw Uprising Museum, the Mu-
seum of the Second World War in Gdańsk or the Silesian
Museum in Katowice). However, this approach is inher-
ently almost impossible if we are dealing with an existing
building – often a monument per se. In such a situation, the
possibility of creating a parallel, virtual model of the mu-
seum can, on the one hand, allow to change the way of
display in augmented reality, and, on the other hand, can
help to nd an optimal solution that does not negatively
aect the historic fabric of the building and harmonizes
with the needs of artifacts. Combining the needs of both
approaches allows for greater integration of the collections
with the place where they are presented and enhances the
3
An excellent example of this approach is the series on the history
of the servant Stefcia, carried out by the Zamoyski Museum on their so-
cial media. The series was created to bring the realities of servant life in
the 19
th
and 20
th
centuries closer. Joanna Adamek is responsible for the
script and direction; the actors are: Aneta Ćmiek and Michał Rudnicki
(Muzeum Zamoyskich “A series of short lms…”).
4
An example of this approach is the Groninger Museum in the
Netherlands – created by Frans Haks and Alessandro and Francesco
Mendini, opened in 1986.