USING HOLOGRAPHIC PROJECTION TECHNOLOGIES TO CREATE IMMERSIVE VISUAL EXPERIENCES IN GALLERIES
DOI:
https://doi.org/10.29121/shodhkosh.v7.i4s.2026.7501Keywords:
Holographic Projection, Immersive Visual Experience, Digital Art Galleries, Real-Time Rendering, Spatial Display Systems, Interactive ExhibitionsAbstract [English]
The holographic projection technologies have emerged as a ground breaking medium of creating a visual experience that is immersive in contemporary art galleries. The paper focuses on exploring how holography could be incorporated with digital rendering systems to enhance the active involvement of the audience, space perception and storytelling. The research article is an elaborate roadmap of holographic projection system design comprising of hardware components of laser based projectors, spatial light modulators and clear display medium, and software pipeline to produce holograms in 3D in real-time. A comparative analysis of holography, augmented reality (AR) and virtual reality (VR) is done to present relative advantages of holography in terms of provision of common immersive experiences that do not depend on a device. The suggested system architecture will focus on effective hardware-software congruity and low latency display of dynamic visual outputs. Experimental testing shows greater visual realism, depth perception and interaction with the viewers in comparison to the conventional projection methods. However, issues like high computational intensity, environmental sensitivity as well as cost limitations are also critically discussed. The results indicate that the holographic projection can have high potential to redefine the exhibition design and interaction with the audience in the contemporary galleries and open the way to the further development of the immersive art technologies.
References
Acharya, S., and Mekker, M. (2022). Public Acceptance of Connected Vehicles: An Extension of the Technology Acceptance Model. Transportation Research Part F: Traffic Psychology and Behaviour, 88, 54–68. https://doi.org/10.1016/j.trf.2022.05.002
Aswale, P., Chaudhary, V. M., Patil, S. J., Shinde, T. J., and Roy, S. S. (2026). ZenCode: A Unified AI-Driven Framework for Holistic Placement Preparation Through Automated Skill Assessment and Interview Simulation. International Journal of Advanced Computer Engineering and Communication Technology, 15(1), 49–55. https://doi.org/10.65521/ijacect.v15i1.1867
Bölen, M. C., Calisir, H., and Özen, Ü. (2021). Flow Theory in the Information Systems Life Cycle: The State of the Art and Future Research Agenda. International Journal of Consumer Studies, 45(5), 546–580. https://doi.org/10.1111/ijcs.12641
Gentet, P., and Lee, S.-H. (2022). True Holographic Ghost Illusion. Optics Express, 30(18), 27531–27538. https://doi.org/10.1364/OE.465247
Hwang, L., Hur, G., Kim, J. H., Gentet, P., Kwon, S., and Lee, S. (2022). Uniformity Improvement of a Reconstructed-Holographic Image in a Near-Eye Display System Using off-Axis HOE. Optics Express, 30(13), 21439–21454. https://doi.org/10.1364/OE.460680
Hwang, L., and Lee, S. (2023). Development of Holographic Printed HOE Recording Technology with VHG-Based FOV Analysis for Waveguide-Type NED System. Frontiers in Physics, 11, 1201420. https://doi.org/10.3389/fphy.2023.1201420
Jiang, Q., Chen, J., Wu, Y., Gu, C., and Sun, J. (2022). A Study of Factors Influencing the Continuance Intention to the Usage of Augmented Reality in Museums. Systems, 10(3), 73. https://doi.org/10.3390/systems10030073
Korkut, E. H., and Surer, E. (2023). Visualization in Virtual Reality: A Systematic Review. Virtual Reality, 27(4), 1447–1480. https://doi.org/10.1007/s10055-023-00753-8
Lee, J. G., Seo, J., Abbas, A., and Choi, M. (2020). End-Users' Augmented Reality Utilization for Architectural Design Review. Applied Sciences, 10(15), 5363. https://doi.org/10.3390/app10155363
Lee, L. G., and Chung, J. H. (2021). A Study on VR Game Production Techniques to Improvement of Visual Immersion. Journal of Digital Convergence, 19(9), 457–462.
Li, J., Wider, W., Ochiai, Y., and Fauzi, M. A. (2023). A Bibliometric Analysis of Immersive Technology in Museum Exhibitions: Exploring User Experience. Frontiers in Virtual Reality, 4, 1240562. https://doi.org/10.3389/frvir.2023.1240562
Noghabaei, M., Heydarian, A., Balali, V., and Han, K. (2020). Trend Analysis on Adoption of Virtual and Augmented Reality in the Architecture, Engineering, and Construction Industry. Data, 5(1), 26. https://doi.org/10.3390/data5010026
Park, E. S., and Park, M. S. (2020). Factors of the Technology Acceptance Model for Construction IT. Applied Sciences, 10(22), 8299. https://doi.org/10.3390/app10228299
Yang, H., and Lee, H. (2023). Users' Continuance Intention Toward Augmented Reality from the Flow Theory Perspective. International Journal of Mobile Communications, 21(4), 385–409. https://doi.org/10.1504/IJMC.2023.129969
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Yogesh

This work is licensed under a Creative Commons Attribution 4.0 International License.
With the licence CC-BY, authors retain the copyright, allowing anyone to download, reuse, re-print, modify, distribute, and/or copy their contribution. The work must be properly attributed to its author.
It is not necessary to ask for further permission from the author or journal board.
This journal provides immediate open access to its content on the principle that making research freely available to the public supports a greater global exchange of knowledge.























