**Abstract**

In recent years, we have registered for the professional and lay public several published scientific and popularization papers on the use of virtual reality in cultural institutions, especially from abroad. The applicability of the components of virtual reality at present is not only dependent on the technical or economic nature, but also on the degree of mutual teamwork forming the basic framework of the project. The presented study consists of a theoretical nature in the context of the analysis of museum virtualization with an impact on positive and negative use in practice. The purpose of the practical section is direct examples of use in practice with a connection to the educational environment.

**Keywords:** museum, virtual reality, cyber-exposition, online exhibition, source

### **1. Introduction**

The instinct of the collector and exhibitor has been present in man since the earliest phase in the form of cave paintings and sculptural art in the form of Paleolithic and later Mesolithic Venus. This trend of preserving and expanding the "art of past generations" took place in all subsequent periods and centuries. However, it gradually manifested itself as an attribute of preserving and documenting the authenticity of time through objects.

Today's exhibition language is the product of a combination of current knowledge of science and exhibition practices, knowledge and needs of the visitor of the 21st century. Among the priority needs for visitors to a modern museum is not only to learn about collection items, but also to examine them in detail, e.g. try them, touch them, or make a true copy of them. At present, the needs of visitors can be saturated with technology in the form of 3D printers, as well as the direct craft creation of castings of selected collection items.

Alternatives to adapting modern cyber technology are almost limitless; from visual presentations (from educational aids such as PowerPoint, Impress, Kyenote and others) to the technological creation itself (eg. software - graphic reconstruction of monuments and collection objects, 3D shapes and forms of architecture of cities using 3D printing, or 3D Puzzle of world cities and cultural heritage and others).

Today we can no longer talk only about the form of "help and finding solutions to problems" but it is necessary to create modern procedures (online presentation of field results associated with video calling, practical adaptation of acquired theoretical knowledge into practice, for example when researching issues using a virtual archive, verification of architectural knowledge in constructed 3D and XD virtual monuments, and the like) in combining the acquired knowledge with technological advances.
