Mobile App Development for Virtual Exhibition

NOVASOLUTIONS.TECHNOLOGY is engaged in the development, support and maintenance of iOS, Android, PWA mobile applications. We have extensive experience and expertise in publishing mobile applications in popular markets like Google Play, App Store, Amazon, AppGallery and others.
Development and support of all types of mobile applications:
Information and entertainment mobile applications
News apps, games, reference guides, online catalogs, weather apps, fitness and health apps, travel apps, educational apps, social networks and messengers, quizzes, blogs and podcasts, forums, aggregators
E-commerce mobile applications
Online stores, B2B apps, marketplaces, online exchanges, cashback services, exchanges, dropshipping platforms, loyalty programs, food and goods delivery, payment systems.
Business process management mobile applications
CRM systems, ERP systems, project management, sales team tools, financial management, production management, logistics and delivery management, HR management, data monitoring systems
Electronic services mobile applications
Classified ads platforms, online schools, online cinemas, electronic service platforms, cashback platforms, video hosting, thematic portals, online booking and scheduling platforms, online trading platforms

These are just some of the types of mobile applications we work with, and each of them may have its own specific features and functionality, tailored to the specific needs and goals of the client.

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Mobile App Development for Virtual Exhibition
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from 2 weeks to 3 months
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Mobile App for Virtual Exhibitions

A physical exhibition in Milan attracted 3,000 visitors over 5 days. A mobile app with a virtual exhibition serves 30,000 people in the same timeframe without hall rental costs. The challenge isn't just displaying 3D models and photos — a virtual exhibition must convey spatial experience: room navigation, artifact context, ability to examine details up close.

AR vs VR vs 3D Viewer: Format Selection

Augmented Reality (AR). Artifacts are placed in the user's real space — a sculpture in the living room, a painting on the wall. Immersive, requires adequate space, works via ARKit/ARCore. Best use: individual objects, furniture, installations.

WebVR/VR. Fully virtual exhibition space via VR headset or Google Cardboard. Limited audience due to equipment requirements.

3D Walk-through (non-AR). Virtual tour through modeled halls — user navigates like in a first-person game. Wide accessibility (any smartphone), no special conditions needed. Implemented via SceneKit/Metal (iOS), OpenGL ES/Vulkan (Android), or WebGL in WKWebView.

Hybrid Approach. Primary feature — 3D walk-through virtual halls. Optional — AR mode for specific artifacts. This is the most common approach.

3D Exhibition Space: Content Pipeline

Virtual halls are modeled in Blender or SketchUp → exported as glTF. For iOS: conversion to Reality file via Reality Composer Pro with baked lighting (otherwise real-time PBR lighting for large halls is too heavy). For Android: glTF 2.0 with KHR_lights_punctual extension via Filament renderer.

Wall, floor, ceiling textures — lightmap baking in Blender is mandatory: mobile GPU can't handle dynamic shadows for complex geometry. Compress textures to KTX2 / ETC2 (Android) and ASTC (iOS) to reduce VRAM.

3D artifacts: photogrammetry (RealityCapture, Meshroom) for physical objects — scan with 50–200 photos, obtain photorealistic mesh. For 2D art: high-res photo on SCNPlane with emissive material (independent of lighting, color accurate).

Navigation and Interactivity

Room Navigation. Virtual stick on screen (left — movement, right — camera rotation) — gamer standard, but unfamiliar to general audience. Alternative for cultural projects: tap-to-move (tap floor — character walks there), waypoint navigation (room list, automatic camera). Often implement both with toggle option.

Artifact Close-up. Tap object → popup card with info → "View" button → isolated view with orbit camera (orbital controller, pinch zoom, rotation). In isolated view add audio guide: AVAudioPlayer plays MP3 per exhibitId.

AR Mode for Artifacts. From isolated view — "View in AR" button. Standard ARKit placement flow. Return to virtual hall.

Social Features and Analytics

Virtual exhibition without data is a missed opportunity. Track: exhibit_viewed, exhibit_time_spent, audio_guide_played, ar_mode_used, exhibit_shared. Firebase Analytics or Amplitude. Heat map of exhibit popularity for curators.

Sharing: screenshot with artifact + exhibition name → UIActivityViewController → Instagram, WhatsApp, etc. Generate OG card on server for URL sharing in messengers.

Timeline and Stages

Client content audit (what exists, what needs creation) → 3D space → artifact content pipeline → app development → population → testing on various devices → release.

Minimal virtual exhibition (one hall, 10–20 artifacts, no AR): 8–12 weeks. Multi-hall exhibition with AR mode, audio guide, analytics, and sharing: 4–7 months. Cost calculated individually.