沉浸式体验 遗产认同
前沿技术驱动的遗产数字孪生与元宇宙平台构建
该组聚焦于利用AI、生成式AI(AIGC)、3D扫描、数字孪生及元宇宙架构(如CPSS)对物质文化遗产进行高精度重构,强调构建跨时空的沉浸式交互平台与数字资源库。
- Virtual reality scene assessment of Lingjiatan culture based on MT-2DCNN-LSTM algorithm in the context of cultural heritage(Xiaoyu Yu, Xukun Wu, 2026, No journal)
- Generative AI for Cultural Heritage Preservation Using AR and Data Science(Sakshi C. Mogre, Jay S. Nikam, Punit Damani, Abira Banik, 2025, 2025 International Conference on Machine Learning and Autonomous Systems (ICMLAS))
- Developing a Cyber-Physical-Social Metaverse System for Interactive Cultural Heritage Experiences(L. Nisiotis, Charalampos Nikolaou, Nikita Markov, Aimilios Hadjiliasi, 2025, 2025 IEEE 49th Annual Computers, Software, and Applications Conference (COMPSAC))
- Integration of Digital Repositories and Spatial Design within the Metaverse: the Evaluation of Features and Narratives to set Learning Environments on Cultural Heritage(Raffaella De Marco, 2024, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Research on the Construction of Virtual Reality Simulation System of Cultural Heritage Based on 3D Dynamic View(Yan Huang, Zirong Ding, 2025, 2025 IEEE International Conference on Electronics, Energy Systems and Power Engineering (EESPE))
- A digital reconstruction of the sunken “Villa con ingresso a protiro” in the underwater archaeological site of Baiae(B. D. Petriaggi, R. Petriaggi, F. Bruno, A. Lagudi, R. Peluso, S. Passaro, 2018, IOP Conference Series: Materials Science and Engineering)
- Archiverse: an Approach for Immersive Cultural Heritage(Wiesław Kopeć, Anna Jaskulska, W. Fuchs, Wiktor Stawski, Stanislaw Knapi'nski, Barbara Karpowicz, Rafal Maslyk, 2025, ArXiv)
- Artificial Intelligence and Extended Reality for Interactive Museum Experiences: Designing Participatory, Multisensory, and Adaptive Spaces for Knowledge Sharing(Fernando Salvetti, Barbara Bertagni, 2026, International Journal of Advanced Corporate Learning (iJAC))
- Metaverse and XR for cultural heritage education: applications, standards, architecture, and technological insights for enhanced immersive experience(M. S. Anwar, Jie Yang, Jaroslav Frnda, Ahyoung Choi, Nilufar Baghaei, Miram Ali, 2025, Virtual Reality)
- Exploring the Social Heritage Metaverse for Virtual Heritage Communication from Multi End-user Centered Experiences(H. Shim, Kyung Taek Oh, Chung-Kon Shi, 2025, ACM Journal on Computing and Cultural Heritage)
- Key Technologies for the Digitization of Cultural Relics and Their Application in Digital Museums(Ping Li, Yanqun Liu, Kun Zhou, 2025, Humanities and Social Science Research)
- Virtual reality and virtual worlds: a favorable setting for the preservation of cultural heritage(Guillermo Alfredo Jiménez Pérez, Alfredo Javier Pérez Gamboa, Carlos Alberto Gómez Cano, 2024, Metaverse Basic and Applied Research)
- From Digital Twin to Memory Twin: A Holistic Framework for Cultural Heritage Documentation, Interpretation, and Adaptive Reuse(Anthony Cassar, Drew Baker, Marinos Ioannides, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Analyzing Knowledge Graph Innovations and Emerging AI technologies for Cultural Heritage Data Management(Milen Kraev, Detelin Luchev, 2025, Digital Presentation and Preservation of Cultural and Scientific Heritage)
非物质文化遗产的多模态活化与时空叙事转译
探讨针对非遗(舞蹈、戏曲、手工艺等)的数字化策略,利用多模态交互、XR技术和智能算法复原文化语义,将静态记录转化为动态的、具备时空连贯性的活态传承体验。
- El-FnaVR: An Immersive Virtual Reality Representation of Jemaa El-Fna in Marrakech for Intangible Cultural Heritage Experiences(H. Khalloufi, Mohamed Zaifri, Mohammed Kadri, Abdessamad Benlahbib, Fatima-Zahra Kaghat, Ahmed Azough, 2024, IEEE Access)
- AI-Driven Immersive Experiences in Pakistani Cultural Narratives(Dure Nayab, A. Bilal, 2025, Human Nature Journal of Social Sciences)
- Interactive Mixed Reality Museum for Ulos Batak Cultural Heritage Preservation and Global Recognition(Jasmine Meilani Halim, Dinda Pebriani Lubis, A. R. Hasibuan, Rizfan Dio Syardhi, Ranti Widya Ningsih, Tania Alda, 2024, International Journal of Architecture and Urbanism)
- GDOM: An Immersive Experience of Intangible Heritage through Spatial Storytelling(T. Kocaturk, D. Mazza, M. McKinnon, Sofija Kaljevic, 2022, ACM Journal on Computing and Cultural Heritage)
- A Study on Multi-modal Interactive Experience Design of Cantonese Dragon Boat Culture from the Perspective of Embodied Cognition(Shangzhong Lei, Liang Tan, 2025, Proceedings of the 2025 International Conference on Artificial Intelligence, Virtual Reality and Interaction Design)
- Whispering tales: using augmented reality to enhance cultural landscapes and Indigenous values(B. Marques, J. McIntosh, Hannah Carson, 2019, AlterNative: An International Journal of Indigenous Peoples)
- Digital Innovation Directions to Pass on Hengshan County Shadow Play(Peihao He, Gomesh Karnchanapayap, 2025, 2025 17th International Conference on Knowledge and Smart Technology (KST))
- The Role and Strategies of Pattern Design in Intangible Cultural Heritage Preservation(Yi Cao, 2024, Occupation and Professional Education)
- Exploring the Application Pathways of AI Virtual Reality Technology in Intangible Cultural Heritage Transmission(Jingsi Wang, 2025, Scientific Journal Of Humanities and Social Sciences)
- Virtual Dance Museum: the Case of Greek/Cypriot Folk Dancing(A. Aristidou, N. Andreou, Loukas Charalambous, Anastasios Yiannakidis, Y. Chrysanthou, 2021, No journal)
- Illustrating the Intangible Cultural Heritage of Santhals and Kuki: Pushing the Boundaries of Knowledge Sharing in the Era of Technology(Shrila Soren, Mercy Kipgen, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- The use of immersive experiences and digital technology in the preservation of intangible cultural heritage - ‘Dongba’(Yatong Shi, 2024, SHS Web of Conferences)
- Research on Temporal Structures and Cultural Memory Mechanisms in Digital Exhibition Design of Intangible Cultural Heritage(Hao Dong, 2025, Journal of Social Science and Humanities)
- Innovative Pathways and Practical Research on the Living Heritage Transmission of Jingdezhen Ceramic Intangible Cultural Heritage (ICH) in the Digital-Intelligent Era(Wenyan Zhao, Xiaowei Zhang, Yang Xiao, 2025, Frontiers in Computing and Intelligent Systems)
- Design and Development of a Digital Protection Platform for Intangible Cultural Heritage Based on Virtual Reality Technology and Unity3D(Xunmiao Ruan, Yajun Liu, Xiaoting Ling, 2025, 2025 Third International Conference on Networks, Multimedia and Information Technology (NMITCON))
- Research on the Immersive Experience of Interactive Content in Intangible Cultural Heritage Exhibitions - A Case Study of the Zhejiang Intangible Cultural Heritage Museum in China -(Jing-Kai Xu, Ilmin Nah, 2025, Journal of Korean Society Of Exhibition Design Studies)
- Centennial Drama Reimagined: An Immersive Experience of Intangible Cultural Heritage through Contextual Storytelling in Virtual Reality(Jian Yu, Zhan Wang, Yifang Cao, Hao Cui, Wei Zeng, 2024, ACM Journal on Computing and Cultural Heritage)
- Presenting Intangible Cultural Heritage of Megalithic Sites using Immersive XR Environments(Masood Masoodian, Inkeri Aula, Alicia Núñez García, Sofia de la Fuente Garcia, Saturnino Luz, 2025, 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct))
叙事重构、集体记忆与深层文化身份认同
从理论维度探讨沉浸式技术如何通过具身认知、叙事建筑和情感设计构建用户与遗产之间的连接。特别涉及红色文化、黑暗遗产及殖民记忆的修复与认同重构。
- AR Exhibitions for Sensitive Narratives: Designing an Immersive Exhibition for the Museum of Memory in Colombia(Ana María Cárdenas Gasca, Jenn M. Jacobs, A. Monroy-Hernández, Michael Nebeling, 2022, Proceedings of the 2022 ACM Designing Interactive Systems Conference)
- Trajectory of Relics: Generating Narrative and Interactive Experience of Natural and Cultural Heritage "Grand Canal" in Virtual Reality(Zirui Yu, Yanze Gao, Hongyu Ji, Kewei Xu, Ningning Xu, 2025, 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct))
- IMMERSIVE VIRTUAL REALITY FOR DARK HERITAGE INTERPRETATION: THE CASE OF ŽANIS LIPKE MEMORIAL(D. Popova, 2023, Culture Crossroads)
- Revealing Aspects of Hawai'i Tourism Using Situated Augmented Reality(Karen Abe, Jules Park, Samir Ghosh, 2024, ArXiv)
- Narrative Architecture and Collective Memory: A Conceptual Framework for the Yaoundé Urban History Museum(Effa Yves Mathieu Loïc, Bwemba Charles, N. Paul, 2026, International Journal of Innovative Science and Research Technology)
- Digital Narrative and Memory Reconstruction: International Dissemination Strategies for the Rural Cultural Heritage of Qilu in the Yellow River Basin(Ziyu Liu, Deping Zou, 2026, OALib)
- A Study on the Pathways of Immersive Technology Empowering the Dissemination of China’s Red-Culture(Fan Yang, Yanling Wang, Jie zhang, Zongye GU, Hami Lei, 2025, Journal of Global Trends in Social Science)
- Enhancing Young Generation’s Heritage Identity Through Emotional Responses to Virtual Cultural Heritage Experience: A Design Case with Azheke Community and Visitors at Hani Rice Terraces in China(Yaning Li, R. Qiu, Ziyao He, Xue Wu, Teng Han, Xin Tong, Yiqing Zhao, Meng Li, 2025, International Journal of Human–Computer Interaction)
- Telling Stories, Reconnecting People: National Identity Building and the Case of the War Childhood Museum Ukraine(Iuliia Skubytska, 2026, Curator: The Museum Journal)
- Reimagining Difficult Heritage Using the Power of Horror Storytelling: Introducing the DREAD Model (1711 Irish Witch Trial Video Game Case Study)(Victoria McCollum, 2025, Global Perspectives)
- Digital Memory Reconstruction of Red Finance Resources and the Contemporary Inscription of Family-Country Sentiment(Yuxin Li, Yingmei Li, Feng Zhong, 2025, International Journal of Education and Social Development)
- Reconstructing the legacies of colonial detention: Digital heritage, memory, and the Mau Mau Emergency, 1952–1960(Bethany Rebisz, 2025, Memory Studies)
- The postdigital postcolonial: A study of the Anglo-Indian community through the Augmented Reality app MemoryBytes(Avishek Parui, Merin Simi Raj, 2025, Memory Studies)
- Preserving and Enhancing Cultural Identity Through Virtual and Augmented Reality: The Case of Karbala(A. K. Ebraheem, S. Farhan, M. Shok, Shatha A. Hasan, Z. I. H. Al-Hussaini, M. A. Ebraheem, A. Alkinani, M. Al-Rawe, 2025, International Journal of Sustainable Development and Planning)
游戏化交互、严肃游戏与青少年遗产教育创新
侧重于将遗产教育与游戏机制(如Minecraft、角色扮演、虚拟关卡)结合,研究如何提升青少年及学生群体的学习兴趣、场所依恋感及知识留存效果。
- Interactive and Gamified Educational Virtual Tour for the Preservation of Tangible and Intangible Rural Heritage(Damiana Luzzi, Erica Isabella Parisi, Maria Ranieri, Grazia Tucci, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Immersive and participatory serious games for heritage education, applied to the cultural heritage of South Tyrol(A. Luigini, Monica Parricchi, A. Basso, Demis Basso, 2019, IxD&A)
- Integrating Digital Technologies and Alternate Reality Games for Sustainable Education: Enhancing Cultural Heritage Awareness and Learning Engagement(Hao-Chiang Koong Lin, Lianju Lu, Ruei-Shan Lu, 2024, Sustainability)
- Project iMARECULTURE: Advanced VR, iMmersive Serious Games and Augmented REality as Tools to Raise Awareness and Access to European Underwater CULTURal heritagE(Dimitrios Skarlatos, P. Agrafiotis, T. Balogh, F. Bruno, F. Castro, B. D. Petriaggi, S. Demesticha, A. Doulamis, P. Drap, A. Georgopoulos, F. Kikillos, P. Kyriakidis, F. Liarokapis, Charalambos (Charis) Poullis, S. Rizvić, 2016, No journal)
- Co-Minecrafting Hermoupolis with Children: a Minecraft-based Digital Twin for Architectural Heritage Education(Rafail Andrianos Pappas, Vassiliki Nikolakopoulou, Aliki Chamalidou, Magioula Papadimitriou, Pavlos Chatzigrigoriou, 2025, Proceedings of the 3rd International Conference of the ACM Greek SIGCHI Chapter)
- The Macau arraial: Portuguese heritage, serious games, and postcolonial identity in a Chinese tourist city(V. Amaro, T. Simpson, 2024, Tourist Studies)
- Cultural Heritage Game Design Based on the Collective Memory Reconstruction Model(Wenqian Liu, Xiaomei Nie, 2023, SHS Web of Conferences)
- Gamifying Cultural Immersion: Virtual Reality and Mixed Reality in City Heritage(Filippo Sanfilippo, Marius Tataru, Minh Tuan Hua, I. Johansson, Diana Andone, 2025, IEEE Transactions on Games)
- Exploring Cultural Heritage through Play: Insights from TwoCase Studies Combining Immersive and Traditional Play(M. Correnti, Francesco Pio Covino, Alessandra Melonio, Maria Angela Pellegrino, 2025, Proceedings of the 16th Biannual Conference of the Italian SIGCHI Chapter)
- INTEGRATING DIGITAL HERITAGE INTO EDUCATIONAL PRACTICE : OPPORTUNITIES AND CHALLENGES(N. Bedrina, 2025, УКРАЇНСЬКА КУЛЬТУРА : МИНУЛЕ, СУЧАСНЕ, ШЛЯХИ РОЗВИТКУ (НАПРЯМ КУЛЬТУРОЛОГІЯ))
- Fostering Heritage Awareness in Schoolchildren through Digital Preservation and Engaging Learning Experiences(O. Tikhonova, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Development of History Learning Using Virtual Museum and Interactive Timeline to Strengthen Understanding of Bhinneka Tunggal Ika: Experimental Study(Nursyamsi Selfi, Qorry Nadhirotun Zahro, Resky Iswandi, Miftahul Janna, Alhuda Ladopura, Alya Salsa Ramadhani, 2024, Information Technology Education Journal)
- Virtual Reality for Historical Education: Designing an Immersive and Interactive Platform for 3D Digital Heritage and Dynamic Storytelling(Zijie Zhou, Ho-Yan Kwan, Yongkang Xing, Guokai Feng, Tiande Xie, Shaoyu Zhang, 2023, 2023 8th International Conference on Image, Vision and Computing (ICIVC))
用户感知评估、交互质量与设计理论框架
通过定量分析(KANO、SEM、AHP)和定性观察评估沉浸式遗产应用的用户体验(UX)、情感共鸣及感知价值,并提出系统性的设计框架(如FRACH)。
- Evaluating user experience in cultural heritage through virtual reality simulations(Shinnu Jangra, Gurjinder Singh, A. Mantri, 2025, Virtual Archaeology Review)
- A Study on the Perception Evaluation of Public Spaces in Urban Historic Waterfront Areas Based on AHP–Cloud Modelling: The Case of the Xiaoqinhuai Riverside Area in Yangzhou(Jizhou Chen, Xinyu Duan, Wanli Zhang, Xiaobin Li, Hao Feng, Ren Zhou, Rong Zhu, 2025, Land)
- An Analytical Study on the Immersive Emotional Experience Characteristics of Chinese Historical Museums Based on the KANO Model(Manqi Wang, Eunwhan Cho, Kyung Ran Choi, 2025, Korea Institute of Design Research Society)
- Exploring the Impact of Virtual Reality on Gen Z Students in Preserving the Cultural Heritage of Karapan Sapi(I. G. A. S. Sidhimantra, Nadi Suprapto, Dodik Arwin Dermawan, Dimas Novian Aditia Syahputra, S. Nudin, S. R. Hakim, 2025, Multidisciplinary Science Journal)
- Evaluation of Virtual Reality Cultural Heritage Experience at Guilin Museum, China: A Conceptual Paper(Xiaoxiao Wang, R. H. Wardi, R. Ghazali, 2025, Malaysian Journal of Social Sciences and Humanities (MJSSH))
- Sight, Sound and Smell in Immersive Experiences of Urban History: Virtual Vauxhall Gardens Case Study(Tim Pearce, David Souto, D. Barrett, Benjamin Lok, M. Bocian, Artur A. Soczawa-Stronczyk, Giasemi N. Vavoula, Paul Long, A. Bhangaonkar, Stephanie Bowry, Michaela Butter, David Coke, Kate Loveman, R. Sweet, Lars Tharp, J. Webster, Hongyu Yang, R. Green, Andrew Hugill, 2025, ArXiv)
- Embodied Experience and Visitor Loyalty in Historic Cultural Heritage Buildings: Integrating Structural Equation Modeling and Deep Learning(Chen Xiang, Zikun Huang, Jilei Qian, Nur Aulia Bt Rosni, Norafida Ab Ghafar, 2025, Sustainability)
- A Framework for Designing, Developing, and Evaluating Immersive and Collaborative Interactive Exhibitions in Cultural Heritage(Yuxuan Qi, Yixuan Wang, 2025, Cognitive Science & Interactive Art Systems)
- Investigating the Influencing Factors of the Perception Experience of Historical Commercial Streets: A Case Study of Guangzhou’s Beijing Road Pedestrian Street(Qian Xie, Linhui Hu, Jiye Wu, Qian Shan, Weicong Li, Kang Shen, 2024, Buildings)
- Design and Evaluation of Historically and Culturally Integrated Metro Spaces: A Case Study of Xi’an Metro Stations(Xu Duan, Hyunsuk Han, 2025, Buildings)
- Interpreting visitor experiences with digital cultural heritage exhibitions in Yimeng China through thematic analysis(Yue Li, Tiantian Li, Yue Bai, N. Ismail, Jinjin Chen, Taoyu Wei, Hashem Salarzadeh Jenatabadi, 2025, Scientific Reports)
- Comparing User Perspectives in a Virtual Reality Cultural Heritage Environment(L. Bulla, S. D. Giorgis, Aldo Gangemi, C. Lucifora, M. Mongiovì, 2023, No journal)
特定场域活化、社区参与与包容性治理
探讨在博物馆、历史城镇及农村场域中,如何通过数字场所营造(Placemaking)、社区参与和去殖民化叙事实现遗产的包容性保护与治理。
- DIGITAL PLACEMAKING FOR BORDERLESS HERITAGE: INTERACTIVE NARRATIVES IN SURABAYA’S HISTORICAL IDENTITY(Noer Sidik Noer, 2025, Proceeding of International Conference on Social Science and Humanity)
- SMART MUSEUM TECHNOLOGIES AND THEIR ROLE IN PROMOTING TECHNICAL UNDERSTANDING OF INDUSTRIAL HISTORY(U. Abdalov, Nilufar Rajabova, Rufat Karimov, Zafar Khasanov, Rukiya Ashurbayeva, Mamlakat Xonnazarova, Dilshod Khamidov, Dilfuza Abdullayeva, 2025, Archives for Technical Sciences)
- Field Reconstruction and Collaborative Governance: Modern Transformation of the Activation and Utilization of Urban Red Cultural Heritage in the Era of Digital Intelligence(Zekai Chen, Feng Zhong, Yingmei Li, 2025, International Journal of Finance and Investment)
- From memory to model: engaging communities in the virtual reconstruction of their heritage(S. Cai, E. Ch’ng, 2025, Journal of Cultural Heritage Management and Sustainable Development)
- Evaluating the management of ethnic minority heritage and the use of digital technologies for learning(Xiaolin Sun, E. Ch’ng, 2024, Journal of Cultural Heritage Management and Sustainable Development)
- Reframing Rural Heritage and Visual Identity in Shaoxing through Augmented Reality as Cultural Interface(Ying Wu, 2025, Academic Journal of Humanities & Social Sciences)
- Museum Practices as a Tool for Shaping National Identity and Social Consolidation(T. Bevz, Tetiana Vasylevska, 2025, Political Studies)
- A framework for leveraging 3D heritage preservation and Indigenous place-based learning in the Arctic(Lily McEwen, Medeia Csoba DeHass, 2025, Polar Geography)
- Utilization of Augmented Reality for Introducing Tongkonan Toraja Traditional House(Sekar Ayu Nadita, Eileen Anindya Putri Maheswari, Kezia Angeline Santoso, Mochammad Alfito Dwi Cahyono, Frihandhika Permana, 2023, 2023 International Conference on Information Management and Technology (ICIMTech))
- The Bethlen Castle of Boiu - a digital renaissance(Raluca Barbulescu, Raluca Zaharia, 2015, 2015 Digital Heritage)
特殊遗产细分领域的技术应对方案
针对高难度或特殊环境下的遗产,如水下遗产保护、脆弱古代机械的虚拟复原以及特定历史微观文物的数字化应用。
- Preserving the past beneath the waves: a systematic review and critical analysis of smart marine technologies(Annamaria Souri, A. Demetriou, Angelika Kokkinaki, 2026, International Journal of Intelligent Unmanned Systems)
- Virtual Museum for the Antikythera Mechanism: Designing an Immersive Cultural Exhibition(Eleftherios Anastasovitis, M. Roumeliotis, 2018, 2018 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct))
- Navigating Maritime Heritage: An Immersive Virtual Tour of the USS Drum Submarine Museum(Junshan Liu, Danielle S. Willkens, J. Kim, 2024, Histories)
- Recovering the history of Bergen Belsen using an interactive 3D reconstruction in a mixed reality space the role of pre-knowledge on memory recollection(Laura Serra Oliva, Anna Mura, Alberto Betella, Daniel Pacheco, Enrique Martínez Bueno, P. Verschure, 2015, 2015 Digital Heritage)
- VR Baixi: Improving Cultural Heritage Learning of Qin Dynasty via Virtual Reality(Jinning Xu, Chao Wen, Dan Liu, Weiyi Zhao, 2024, Proceedings of the 2024 International Conference on Virtual Reality Technology)
- Reconstructing the soundscape of the ancient Hippodrome of Olympia for an immersive sonic experience of heritage sites based on sound source description in texts(Zinah Al-bayyar, K. Kitapci, G. Çelebi, Papatya Nur Dokmeci Yorukoglu, 2024, INTER-NOISE and NOISE-CON Congress and Conference Proceedings)
本研究体系全面覆盖了从底层技术研发到高层理论构建的沉浸式遗产认同全链条。研究趋势已从单一的“物理还原”演进为“情感共鸣”与“社会治理”并重。核心领域包括:1) 利用元宇宙与AI实现文化遗产的动态孪生与跨文化交互;2) 深度挖掘非遗及困难遗产的叙事潜能以强化身份认同;3) 通过游戏化与教育融合实现文化价值的代际传递;4) 建立以用户体验为核心的科学评估体系与社区参与的治理模型。这不仅为文化遗产的保护提供了技术路径,更为数字时代的文化连续性与身份构建提供了理论支撑。
总计167篇相关文献
Cultural heritage serves as a vital foundation for preserving collective memory and shaping social identity, as it embodies the shared history, values, and traditions of a community. Technologies, such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are more often used in heritage preservation and tourism in the digital era, thus changing how people engage with and perceive the past. This paper uses the theory of space production to examine how immersive experiences across three interconnected dimensions – physical space, mental space, and social space – reproduce cultural heritage. Drawing on chosen case studies, the study shows that digital technology can enhance the sensory and emotional involvement of visitors, encourage participatory cultural expression, and assist the revival of local culture and urban memory. By connecting historical stories with modern audiences, immersive technologies produce dynamic exchanges between tradition and innovation. The article also discusses the issues facing digital reproduction as well, such as worries about authenticity, cultural uniformity, and possible marginalization of local voices. This paper offers an integrated framework connecting technology mediation, spatial transformation, and cultural sustainability to balance invention with cultural integrity. The framework provides an understanding of how immersive digital practices could be tools for social empowerment and heritage interpretation. In the end, this article underlines the need of striking a balance between technological progress and the preservation of cultural diversity and authenticity by stressing the role of digital media in transforming cultural settings. It also adds to the ongoing discourse on this topic.
This study is grounded in the global agenda of achieving the Sustainable Development Goals (SDGs), emphasizing the critical role of historic cultural heritage buildings in fostering cultural continuity and long-term engagement. Centered on the living conservation of architectural heritage, the research explores how immersive and embodied interactions shape visitor loyalty. Structural equation modeling (SEM) demonstrates that environmental restoration and flow experience significantly mediate the relationship between embodied experience and loyalty, while cultural identity further strengthens these pathways. To complement the explanatory analysis, deep learning methods were employed, with the multilayer perceptron (MLP) outperforming the gated recurrent unit (GRU) in terms of predictive accuracy. SHAP analysis revealed that technological mediation and physical interaction are the strongest predictors of loyalty, followed by sensory immersion. By integrating explanatory and predictive perspectives, the study refines the embodied experience framework and offers both theoretical insights and practical guidance for the design and conservation of historic cultural heritage buildings. Ultimately, the findings highlight that embodied experience-driven living heritage conservation not only sustains cultural identity but also makes a meaningful contribution to the realization of global sustainable development.
This contribution highlights the potential contribution that modern technologies offer for virtual reconstruction and immersive navigation of monuments that are unavailable due to catastrophic events or other causes. We propose a design and implementation methodology for the enjoyment of the Cultural Heritage sites through three-dimensional and photorealistic modeling, visualization and rendering in a immersive virtual world enriched with extra content. The project of virtual reconstruction of monuments damaged by catastrophic events arises from the need to continue to enjoy the architectural asset during the stages of safety-laying, reconstruction and finishing, large-scale interventions that usually take a long time, especially for buildings belonging to the Cultural Heritage. The experience of the earthquake in L’Aquila of 2009 has reflected on the importance of Heritage and collective identity that changes whenever a cultural asset is not used anymore. Santa Maria Paganica in Virtual Reality Project implements a freely navigable virtual model able to let discover and rediscover one of the monuments of L’Aquila, damaged by the 2009 earthquake, which during the past had a most important role for the social, economic and cultural life of L’Aquila people, and that stays still today, 2018, not reconstructed. Here we present the results and the methodology of the process which allowed us to get a model available in a immersive virtual reality environment. The chosen VR engine is the Unity software, which allows to implements models compatible with the two most common adopted VR headsets: HTC VIVE and OCULUS RIFT. The final VR artifact is an executable software like a videogame, playable on a PC; virtual lighting systems have been projected in order to get a better graphic performance avoiding to alter the mesh model, and the navigation system in VR has been implemented with specific C# scripts.
This study examines how cultural heritage can be used as an educational resource that fosters learners’ social identity and humanistic sensitivity through participation and experience in the digital transformation era. The Jeonju Pungnammun 3D puzzle functions as a “settled” model linked to the elementary curriculum, integrating classroom, museum, and home learning. The Iksan Mireuksaji Stone Pagoda 3D printing project serves as an “experimental” model that turns the restoration process into experiential learning, enhancing spatial cognition and engagement. By applying 3D immersive content to these two heritage sites, the study analyzes their educational effects and potential for expansion, derives improvement directions, and proposes a region-centered, convergent model that complements the limits of digital-based heritage education.
Abstract. How can a closed museum continue to tell stories, share knowledge, and strengthen community identity? This paper presents an interactive, gamified virtual tour designed to enhance both the tangible and intangible heritage of Tuscan rural life, preserved in the Museo della Civiltà Contadina - Casa del Guidi in Sesto Fiorentino. Developed as part of the T-PLACE project, the experience makes use of 360° panoramic images, 3D models, and oral testimonies to offer an immersive, web-accessible journey. The tour is based on the ADDIE instructional design model and incorporates gamification strategies inspired by the ARCS model. It is structured around two modes: a free, exploratory path, and an educational mode entitled The Guardian of Traditions. The latter engages users through adaptive quizzes and branching scenarios, encouraging active learning and critical reflection. The voices of local elders, reinterpreted and associated with museum artefacts, reinforce the connection between memory and knowledge, fostering the intergenerational transmission of traditional know-how. Compatible with multiple devices and enhanced by accessibility features such as automatic text-to-speech, the project offers a replicable model for small cultural institutions. It demonstrates how immersive technologies can support new forms of engagement, participation, and heritage preservation.
As a vital intangible cultural heritage in the Lingnan region of China, Cantonese dragon boat culture carries profound historical memory, regional identity, and local sentiment. However, accelerated modernization has exposed this cultural legacy to risks of memory fragmentation, transmission erosion, and value distortion. This study aims to articulate the narrative of the Cantonese dragon boat tradition, reconstruct cultural memory, promote its digital and intelligent transformation, and facilitate the creative adaptation of its modern value. This study employs embodied cognition theory, cultural memory theory, and immersion theory. Through virtual reality and artificial intelligence technologies, exploring design strategies for immersive digital experiences while establishing a multi-modal interactive experience system. The research findings demonstrate that multi-modal interaction not only enhances sensory engagement and emotional resonance but also strengthens cultural recognition and identity. This study verified the effectiveness of embodied interaction-based cultural experience design and provided innovative strategies for the promotion and preservation of Cantonese dragon boat culture.
Abstract: Culture is a priceless heritage that reflects the identity, values, and history of a community. Ternate City, as one of the historic cities in Eastern Indonesia, boasts an abundant cultural heritage, including customs, traditional arts, and sites dating back to the Ternate Sultanate. One important cultural site is Kalamata Fort, which preserves local historical and cultural values. However, the influence of globalization and the lack of innovative media for promoting culture have led to a low level of public understanding and appreciation of this cultural heritage, especially among the younger generation.This research aims to design a virtual reality (VR)-based learning medium that visually and interactively displays the Kalamata Fort tourist attraction as an educational tool for cultural awareness. VR technology was chosen for its ability to provide an engaging, immersive experience, allowing users to explore the fort's environment and understand its historical values. The research method included collecting cultural data through observation, interviews, literature review, and documentation, which was then processed into a 3D model and integrated into the VR platform. The design results indicate that VR can be an effective medium for increasing public interest, understanding, and pride in local culture. With this approach, it is hoped that Kalamata Fort will not only be known as a historical site, but also as a technology-based educational facility that strengthens the cultural identity of Ternate City.Keywords: Virtual Reality, Local Culture, Kalamata Fort, Ternate City, Educational Media.
The city of Yaoundé embodies a dialogue between memory, modernity, and cultural diversity. Yet rapid urbanization and real estate speculation threaten its architectural heritage and collective memory. This paper explores how narrative architecture can mediate and revive the city’s memory through the design of the Yaoundé Urban History Museum on the Municipal Lake. A mixed-methods approach combining field observations, surveys, and documentary research identifies public expectations for heritage interpretation and proposes a spatial narrative that integrates symbolic, educational, and sustainable dimensions. The resulting design offers an immersive experience in which architecture itself narrates Yaoundé’s evolution—from precolonial origins to contemporary identity. The museum functions as both an educational space and a civic landmark, positioning architectural form as a medium for collective memory and citizenship.
No abstract available
No abstract available
Abstract While virtual reality (VR) enables emotional engagement in cultural heritage (CH) context, its real-time effects on emotional responses throughout the experience and their potential influence on heritage identity remain unexplored. In this study, we present a case of Azheke Village at Hani Rice Terraces in China, co-designing a CH experience in VR with multi-stakeholders, and evaluate how it evokes emotional responses during the whole experience and enhances heritage identity among young local residents and visitors. Our findings reveal that the VR experience effectively evoked emotional responses and enhanced heritage identity across all groups, with changes of emotional arousal showing the strongest relationship with social-value-based heritage identity enhancement among the local residents. This research contributes to human-computer interaction (HCI) and heritage research field by offering empirical findings, which also provides rich design reflections and implications for future research practices to develop interactive experiences to engage young generations in CH inheritance.
The excavation of intangible cultural heritage (ICH) contextual information carried by cultural heritage (CH) presents new possibilities with the continuous advancement of digital technology. However, when visiting CH sites, due to physical limitations or conservation principles, audiences often focus only on the tangible aspects of CH, while neglecting or struggling to interpret the intangible cultural background. Therefore, presenting the rich intangible cultural contextual information associated with tangible CH is growing in significance, and virtual display methods are gaining prominence. In this work, we select the Shiwan pottery sculptures from over 100 years ago, located in the Chen Clan Ancestral Hall in China, as the subject of our CH research. We conduct a narrative analysis of the intended interpretation of its historical storytelling context. Based on this, we design a new system for embedding ICH narrative information into tangible CH, enabling their aligned comprehension, using 3D scene construction technology, motion capture and virtual reality (VR) technology. The system reimagines the storyline and spatial theatrical scene of Chinese local drama (Cantonese Opera) as ICH in the tangible CH. Results of a comparative user experiment show that the VR immersive interactive system enhances audiences’ aligned understanding of ICH contextual storytelling when visiting CH, and it generates a deep interest in ICH.
: With the continuous advancement of digital technology, Virtual Reality (VR) is gradually becoming an essential tool for the presentation and dissemination of cultural heritage. This paper focuses on the application of immersive VR in museum settings, exploring its practical value in digital reconstruction, interactive experience, and intelligent navigation. Through case studies and user experience research, it reveals how immersion, personalized recommendation, and social interaction contribute to enhancing communication effectiveness. It also identifies several challenges, including hardware barriers, limited interactivity, and difficulties in maintaining authenticity. Finally, the paper proposes future-oriented strategies such as lightweight technology development, AI integration, and accessibility optimization, aiming to offer practical pathways and theoretical guidance for the digital transformation of cultural heritage.
This study attempts to reconstruct and auralize the soundscape of the Hippodrome of Olympia in Greece. This UNESCO world-heritage-listed-site is considered the evidence of the Greek hippodromes. Hippodromes used to have several activities from which different combinations of sound sources created the soundscape. To collect sound sources, description in texts of site is sought by implementing methods of the archaeology of soundscape and the suggested criteria of contextual, internal, and comparative certainty for archaeoacoustics studies. The description of these activities facilitates reconstructing and auralizing the soundscape during different phases of events in the hippodrome. The results of the study showed that the information about the activities on the hippodrome, on similar hippodromes of different civilizations, and on similar hippodromes of later eras are rather sufficient to create a comprehensive soundscape of the site. Auralizing the reconstructed soundscape by using current auralization software and techniques promises of immersive experience of ancient sites that enhances understanding the sonic intangible cultural heritage element and the experience of the ancient soundscape. Furthermore, ancient users' perception of the soundscape can be approached by localizing the sound sources on the site and obtaining the corresponding acoustical properties, providing information of users' response to the sonic outcomes
Abstract With the development of digital technology, tourists have higher expectations for their experiences with digital cultural heritage (CH). However, there is limited research and design guidelines on how to effectively convey expert knowledge and transfer the value and connotations of digital CH to users in a virtual environment. Based on existing literature, we proposed a systematic design strategy for immersive virtual reality (IVR) systems, incorporating multimodal interaction, gamification, and storytelling for CH presentation, development, and promotion to the public. Accordingly, taking the virtual restoration of the Dunhuang murals as an example, we developed an IVR system that provided users with learning, interactive, and entertaining experiences, facilitating their transition from mere visitors to active learners while engaging with digital CH. We conducted a between-subjects user study involving 42 participants. The results demonstrated that our IVR system motivated users interests in CH, promoted CH preservation awareness, and could be applied in the domain of digital CH experiences.
This paper presents the design, development, and evaluation of GDOM (Geelong Digital Outdoor Museum) application that integrates intangible heritage stories into places of public significance through a 3D virtual immersive environment. The project makes an important contribution to community-centered intangible heritage, while bridging the gap between theory and practice of location-based, non-linear storytelling. Research by Design methodology has been adopted to integrate highly cross-disciplinary insights into the creation, reproduction, and evaluation of a tangible application. A web-based 360° panoramic image viewer platform has been utilised to design and curate an interactive heritage experience, by spatially linking stories (content) to specific locations. The key innovation is the location-based, non-linear and spatial storytelling inside a 3D immersive virtual space where users have the opportunity to interact with intangible heritage stories. GDOM application opened up new opportunities to connect people with intangible heritage to facilitate new forms of environmental knowing, spatial and cultural understanding, and the creation of a sense of place. An in-depth evaluation of GDOM, with both expert and non-expert user groups, confirmed the GDOM application as an effective tool to experience intangible heritage to facilitate better understanding of places compared to a physical experience of heritage in a museum. Potential context of application with immediate benefits have been reported as education and cultural tourism sectors.
Abstract. The digital transformation of Cultural Heritage is increasingly shifting from documentation-oriented practices toward immersive, learner-centered educational experiences. In this context, Virtual Reality (VR) represents a powerful medium for enhancing accessibility, engagement, and knowledge acquisition. This paper presents the development of an immersive VR educational experience focused on Roman architecture, using the old theatre of Palmyra (Syria) as a case study. The project aims to transform high-quality digital reconstructions of endangered and partially destroyed heritage into an interactive learning environment, preserving collective memory while fostering cultural awareness. The methodological framework builds upon existing photogrammetric reconstructions of Palmyra, generated through spherical photogrammetry, which are optimized for real-time visualization and integrated into a VR ecosystem developed in Unity. A five-level architecture, based on comprising infrastructure, platform, content, interaction, and application, guides the design process, ensuring both technical performance and pedagogical effectiveness. The virtual environment incorporates semantic enrichment, interactive navigation, contextual information panels, and guided thematic paths to promote experiential and active learning. The study highlights how immersive VR applications can bridge digital reconstruction and education, shifting users from passive observers to active participants. The proposed approach demonstrates the potential of VR-based cultural experiences as inclusive and sustainable tools for heritage education, as an added value that complements traditional, non-immersive teaching methods. Future work will focus on evaluating learning outcomes and user experience through an experimental framework involving students, comparing virtual and real-world educational activities.
This study explores the application of embodied cognition theory in the immersive experience design of archaeological site museums in China, aiming to enhance visitors' understanding of history and culture through digital technologies. Embodied cognition emphasizes the interaction between the body, senses, and environment, strengthening immersion and interactivity. The research analyzes the design of multi-sensory immersive spaces and the use of digital technologies, and through the dimensions of embodied cognition, cognitive, body, environment, and integration, reveals how immersive design promotes cultural identity, engagement, and emotional resonance. However, the sample size was limited, and future research should expand the scope, integrate diverse data, and explore the convergence of traditional and digital technologies as well as the application of emerging technologies.
Cultural Heritage embodies the core of a society’s identity, values, and historical narratives, requiring innovative and engaging approaches to support its preservation and dissemination. Serious games, which merge educational content with interactive and immersive gameplay, have emerged as effective tools for enhancing public engagement with cultural heritage. This paper presents an exploratory comparative study of two serious games designed to foster Cultural Heritage awareness through distinct interaction modalities: XR-Paestum Gate and Silkroadopoly. XR-Paestum Gate is a virtual reality serious game centered on the archaeological site of Paestum, employing immersive technologies to foster emotional engagement and stimulate curiosity through experiential exploration. Silkroadopoly, in contrast, is a board game enhanced with interactive digital components, designed to convey the historical narratives of the Silk Road and deepen players’ understanding through collaborative and strategic gameplay. While each game targets different experiential dimensions both demonstrate potential in enriching cultural learning, fostering not only interest but also a deeper sense of connection to historical contexts. The findings of this exploratory study offer valuable insights for the design of future interactive systems for cultural education, highlighting the potential of integrating diverse gaming formats to create accessible, meaningful, and impactful learning experiences.
This paper presents a research framework for investigating Quality of Experience (QoE) aspects when interactively exploring reconstructions of cultural heritage in Virtual Reality (VR) settings. In particular, it revolves around a reconstruction of the Corral de Comèdies de l’Olivera, a 16th-century theater from Valencia demolished in 1748. The presented framework enables an interactive exploration of the reconstructed virtual environment through various navigation methods and User Interface (UI) presentation approaches, specifically designed for VR. Likewise, the reconstruction includes diverse Points of Interest (PoIs) containing historical information, theatrical performances including diverse video formats, and a personalized presentation of accessibility features. Overall, the paper aims to showcase how immersive technologies can preserve and disseminate cultural heritage that no longer exists physically. The modular implementation of the considered interaction features and methods additionally constitute a powerful framework to explore and validate QoE design patterns for optimal virtual heritage experiences.
Abstract. This study presents an innovative virtual reality (VR) framework for the digital preservation and interactive exploration of Rovigo’s architectural heritage in Italy, focusing on its medieval city walls and their transformation over centuries. By integrating multi-source data fusion (aerial photogrammetry, laser scanning, and close-range photogrammetry), the framework achieves high-precision 3D reconstruction, capturing intricate details at millimeter-level accuracy. The immersive VR experience employs embodied interaction technologies—including gesture recognition (Leap Motion), full-body tracking (HTC Vive), and voice commands—to enable users to engage with historical narratives through hands-on activities such as simulating medieval construction techniques, participating in 19th-century demolition debates, and uncovering hidden traces in residential buildings.The framework combines linear and non-linear storytelling to balance educational rigor with user autonomy, fostering deeper connections to cultural heritage. Key contributions include: (1) a scalable methodology for heritage digitization, demonstrated through Rovigo’s case; and (2) the novel integration of embodied interaction with dynamic narrative design, enhancing engagement and critical reflection on preservation challenges. Preliminary results highlight the potential of VR to bridge the gap between historical documentation and public participation.Limitations, such as data occlusion complexities and scalability for larger sites, are discussed, alongside future directions involving mixed reality (MR), augmented reality (AR), and AI-generated content (AIGC) for personalized storytelling. This research advances digital heritage practices by transforming static monuments into interactive, emotionally resonant experiences while setting a precedent for global applications.
Digital technologies and tools have transformed the way we can study cultural heritage and the way we can recreate it digitally. Techniques such as laser scanning, photogrammetry, and a variety of Mixed Reality solutions have enabled researchers to examine cultural objects and artifacts more precisely and from new perspectives. In this part of the panel, we explore how Virtual Reality (VR) and eXtended Reality (XR) can serve as tools to recreate and visualize the remains of historical cultural heritage and experience it in simulations of its original complexity, which means immersive and interactive. Visualization of material culture exemplified by archaeological sites and architecture can be particularly useful when only ruins or archaeological remains survive. However, these advancements also bring significant challenges, especially in the area of transdisciplinary cooperation between specialists from many, often distant, fields, and the dissemination of virtual immersive environments among both professionals and the general public.
Interactive exhibitions and their design are inherently complex due to the multifaceted challenges involved and the interdisciplinary expertise required. Immersive interactive exhibitions pose even greater challenges, as immersion for audiences extends beyond physical engagement to include emotional investment and cognitive interaction. In the context of cultural heritage, such exhibitions aim to transport audiences across time and space through technologies like virtual reality (VR), augmented reality (AR), and 3D reconstruction, allowing them to “experience” historical moments firsthand. However, designing these exhibitions requires overcoming numerous obstacles, such as technical limitations, content accuracy, audience diversity, and cultural sensitivity. Immersive interactive exhibitions in cultural heritage demand additional efforts to integrate immersion and collaboration among participants. This paper introduces the FRACH framework for conceptualizing, designing, and evaluating immersive and collaborative interactive exhibitions in cultural heritage. Specifically, FRACH provides a design framework encompassing all steps from early-stage design to the evaluation of interactive exhibitions. We assess the framework’s effectiveness through a case study of a cultural heritage interactive exhibition titled “Linjing Dou: Jingju Media Art Interactive Space Exhibition,” where participants engaged with Peking Opera culture through immersive experiences and completed interactive tasks related to the exhibition. Evaluation results demonstrated the exhibition’s effectiveness in knowledge acquisition: participants enjoyed the experience, exhibited high engagement with the immersive elements, and provided positive feedback on the use of interactive exhibitions for cultural heritage education.
Immersive technology is steering China's history museums toward interactive, emotion-centred digital exhibitions, yet current designs still suffer from limited interactivity and weak affective impact. Drawing on flow theory and Norman's three-level emotional design, we integrate the KANO model to isolate twelve core affective attributes (C1-C12) and, via SPSS and Better-Worse analysis, build a visitor-satisfaction metric and optimization hierarchy. Tests at the Palace, Hunan, Sanxingdui and Shanghai (East Wing) museums verify the framework. Sensory Appeal, Spatial Presence and Multimodal Integration emerge as must-have factors; Aesthetic Consistency, Operational Fluency, Autonomous Exploration and Narrative Openness are performance factors; the remaining five attributes function as excitement factors. Shanghai Museum delivers the strongest overall immersion, while Hunan and Sanxingdui excel in aesthetics and narrative. The KANO-C12 scheme supplies a succinct, actionable tool for refining affective design in immersive heritage exhibitions.
This research aims to create content that enhances users' interest in target historical buildings, in order to promote the preservation, utilization, and continuation of historical structures. While preserving cultural properties requires a wide range of knowledge and personnel, the aging of the current workforce and a shortage of successors have become serious issues; thus, it is necessary to stimulate greater public interest in cultural assets. Therefore, in this research, a content utilizing VR (Virtual Reality) technology was developed; taking Osaka Castle as an example of a historical building, an animation content was created that allows users to relive its history. The historical events of Osaka Castle were reproduced in several scenes, and the learning effects of the VR experience and the pamphlet experience were measured for visitors. The results revealed that while the VR experience excels in providing visual information, it has limitations in conveying textual information. Moreover, survey results indicated that although feedback suggested the VR experience was perceived as more enjoyable, it also highlighted challenges in deepening learning. In the future, by incorporating walkthrough-style VR experiences and gamification, improvements to the content will be made to aim for deeper learning effects and sustained interest. It is believed that doing so will provide users with opportunities to develop long-term interest in and a deeper understanding of historical buildings and cultural properties
This paper presents the creation of an immersive learning experience of the lost 16th-century Monastery of Madre de Deus, now the National Tile Museum in Lisbon, Portugal. It builds upon previous virtual reconstruction research which resulted in several digital models accompanied by paradata supporting the construction of different hypotheses. Reinforced by a review of relevant literature intersecting virtual heritage dissemination, research transparency and immersive learning, this paper details an immersive experience created with Shapespark 2.9.7, an online platform designed for architectural walkthroughs but repurposed for heritage dissemination. The result is a prototype that takes place in the existing building wherein the visitor can be transported to equivalent spaces of the 16th or 17th century to gain first-hand experiences of speculative pasts. While the constraints of the Shapespark platform necessitated a counterintuitive narrative workaround, this enabled creative associations to be made between the physical and virtual and the past and present. This paper identifies various advantages and disadvantages of the platform in the context of immersive learning and the long-term virtual sustainability of lost architectural heritage.
Virtual Reality (VR) technology has revolutionized the preservation and interpretation of heritage sites. This study focuses on developing an immersive 360-degree virtual tour (VT) for the USS Drum Submarine Museum in Mobile, Alabama, USA, incorporating oral histories to enhance the accessibility and visitor experiences. The project addresses the need for innovative methods to present maritime history effectively. Using Matterport technology, detailed 3D imagery of the USS Drum was captured and processed, integrating multimedia elements and oral histories from a veteran USS Drum crew member to provide a richer historical narrative. A user experience study gathered feedback from virtual visitors, who offered quantitative and qualitative responses. The research findings indicate that the VT significantly enhances visitor engagement and historical understanding, with high satisfaction rates for visual quality and oral histories, though some users experienced technical challenges and difficulties. This study demonstrates the potential of combining immersive VTs with oral histories to create engaging educational experiences, preserving the USS Drum’s legacy and making it accessible to a broader audience, including those unable to visit in person. Furthermore, this project sets a precedent for museums to leverage digital tools in preserving and promoting maritime heritage and oral histories.
Recently, some precious cultures have been forgotten, ‘Dongba’ as one of the Intangible Cultural Heritages (ICH) is experiencing a disappearance in the modern world. ‘Dongba’ culture includes various elements, such as scripts, graphics, and craftsmanship. To restore the ancient circumstances, scriptures, voices, and movements, to assist the audience in entering the immaterial memorial heritage world, and to explore the civilization of such an ancient tribe culture is the primary purpose of this essay. In this paper, the author attempts to build a conceptual structure of combining digital media and immersive experiences with the ‘Dongba’ and some related cultures. The conceptual design structure will be used in various conditions, for example, education, exhibition, tourism, advertisement, and more commercial purposes. Immersive experiences based on digital technology are a growing trend in the contemporary world. There is a design project for an immersive experience using 3D (Three-dimensional) sculpt modeling technology, providing a conceptual approach for future design and research. The outcome of this research will be 3D models rendering which represent three different elements of the ‘Dongba’ culture, demonstrating that immersive experiences can be an advanced method for preserving intangible cultural heritages, not only just ‘Dongba’ culture.
This paper aims to build a virtual reality simulation system of cultural heritage based on 3D dynamic view, using advanced 3D modeling technology, dynamic view rendering algorithm and interactive design to improve the virtual presentation quality and user experience of cultural heritage. First, the cultural heritage is accurately 3D modeled by laser scanning and photogrammetry technology to obtain high-quality point cloud data. After noise processing and data fusion, a 3D model with rich details is generated. Then, the dynamic view rendering algorithm is applied to provide realistic scene rendering effects by simulating physical properties such as lighting, shadows, and reflections, so that users can have an immersive experience in the virtual environment. In terms of interactive design, combined with VR controller and gesture recognition technology, users can freely browse the cultural heritage model, view details and interact with the scene. In addition, this paper also conducted experimental verification, using the Unity platform to build a simulation environment, and conducted virtual display and user testing of multiple cultural heritage scenes. The experimental results show that the system can reconstruct the cultural heritage model with an accuracy of more than 95 %, the rendering frame rate is stable at more than 60 frames per second, the light and shadow effects are realistic, and the user experience is highly evaluated. By comparing different algorithms, the system is superior to traditional methods in terms of accuracy, rendering effect and interactive performance, and has high practical application value.
Although artificial intelligence and intelligent algorithms are increasingly widely used in the field of cultural heritage and protection, the existing virtual reality scene assessment methods suffer from the problems of multi-dimensional task adaptability and insufficient fusion of heterogeneous data from multiple sources. Based on this, the study constructs a virtual reality scene assessment model of Lingjiatan culture based on multiple intelligent algorithms. The experimental results show that the average cultural element recognition accuracy rate of this model is 88.3%, the user path cultural coverage rate is 89.1%, the maximum cultural logic consistency score is 0.95, and the average cultural knowledge acquisition rate is 93.12%. All of the above data are better than the comparison model, indicating that the research model can effectively improve the cultural reproduction degree of the virtual reality scene assessment of Lingjiadan culture, and provide a new method for researching the optimization of cultural inheritance carriers.
Indonesia, with its abundant cultural riches, faces challenges in preserving the traditional Batak cloth, Ulos, which is now threatened by globalization and foreign cultural claims. Ulos, which has been designated as Indonesia's Intangible Cultural Heritage (WBTb) since October 17 2014, has not yet received international recognition from UNESCO as part of the Intangible Cultural Heritage (ICH) list. This recognition is very important to increase global awareness about Ulos and the need for its preservation. Considering these challenges, this research proposes the creation of "Ulos Heritage: Mixed Reality-based Interactive Museum" as an innovative solution to preserve and promote Ulos. This museum was designed with an interactive technology approach, using mixed reality to create a memorable and immersive experience for visitors. This approach involves presenting the collection in an appropriate atmosphere and providing a hands-on experience through augmented and virtual reality technologies. Design methods include literature studies, site surveys, and distributing questionnaires to ensure designs that suit visitor needs. This museum will be located in Medan City, North Sumatra, with facilities including an exhibition area, interactive space and souvenir area. This initiative aims to strengthen public understanding of Ulos and support global recognition as a cultural heritage that must be preserved.
No abstract available
No abstract available
: The cultural heritage of the Wei, Jin, Southern, and Northern Dynasties embodies profound historical and cultural values. However, traditional methods of exhibition often fail to fully present its multidimensional cultural connotations. With the advancement of technology, multimodal digital exhibitions have emerged, utilizing virtual reality, augmented reality, 3D modeling, and other technological means to showcase historical scenes, artistic works, and cultural relics of the Wei, Jin, Southern, and Northern Dynasties in a more vivid and interactive manner. This innovative exhibition method not only enhances the visualization and interactivity of cultural heritage but also deepens the audience's understanding and recognition of its cultural context. Moreover, digital exhibitions play a vital role in education and cultural transmission, garnering broader attention and fostering the protection of Wei, Jin, Southern, and Northern Dynasties culture in modern society. These technologies enable the continuous deepening of the inheritance and protection of cultural heritage, providing contemporary audiences with a platform for in-depth interaction with historical culture.
Knowledge graphs have become a vital tool for structuring and accessing cultural heritage data, offering new ways to connect and interpret historical information. As the volume and complexity of heritage data grow, integrating advanced computational methods becomes essential to enhance their accuracy, usability, and accessibility. This paper explores emerging trends in cultural heritage knowledge graphs, focusing on the role of artificial intelligence and machine learning in improving entity recognition, contextualization, and knowledge enrichment. It examines how natural language processing and deep learning techniques can refine data interpretation and automate updates, leading to dynamic, self-sustaining knowledge graphs. Additionally, the study highlights the integration of knowledge graphs with immersive technologies such as augmented reality and virtual reality, which offer interactive ways to engage with heritage content. Finally, it discusses the impact of linked open data initiatives in fostering crossinstitutional collaboration and global accessibility. These advancements collectively redefine how cultural heritage is studied and experienced, making it more interconnected, interactive, and adaptable to new discoveries.
This paper discusses the implementation of Augmented Reality (AR) as a form to introduce the culture of Tongkonan Toraja House that holds cultural and historical values of the Toraja tribe. However, many people have an absence of understanding about Torajan culture. The purpose of this AR is to obtain knowledge and recognition by giving experiences and interactions through virtual representation of the Tongkonan Toraja House. Development uses the Waterfall approach, starting with using good 3D models, designing the layout, implementing the marker, adding interactivity, testing, and maintenance of the application. The analysis of User Experience Questionnaire (UEQ) as a measurement method obtains positive evaluations by entering data from 27 respondents. The positive evaluations were obtained of the Tongkonan Toraja AR, which its values surpass 0,8. Stimulation aspect indicates a good level of excitement from the users with the mean value of 2.204, the highest mean value among other aspects. On the contrary, Efficiency received the lowest mean value of 1.981, despite the fact that its mean value is above 0.8 which indicates positive evaluation. The UEQ dimensions are categorized into attractiveness, pragmatic quality, and hedonic quality. Pragmatic quality received the lowest score, while hedonic quality obtained the highest score, with attractiveness falling in between. Overall, the findings demonstrate positive user evaluations of the Tongkonan Toraja AR across dimensions, with Stimulation receiving particular praise and Efficiency showing potential for enhancement. These results indicate that the AR experience is generally well-received, providing valuable insights for further improvements and development.
The lack of registration of the oral traditions of quilombola communities and the urgent need to strengthen the quilombos in a context of persecution and invisibility justify this research, which seeks to contribute to the production of knowledge as well asto collect memory and oral tradition of the Quilombo Serra dos Mulatos, in Jardim/CE. In a qualitative approach, we used bibliographical research and documental survey. In a later stage, field research will becarried out with the application of interviews and complementary methodologies. The objective is to capture and understand the memories that permeate the process of self-recognition and the potential impact of preserving the quilombola memory in the reality of the community. This is an important contribution to valuing the country's cultural diversity and to strengthening the remaining quilombo communities, ensuring that future generations have access to those oral traditions and the memory of their ancestors.
Abstract Rapid development of information technologies, related equipment and software makes it possible to achieve significant results in cultural heritage preservation. In recent times not only abroad but also in Russia more and more efforts and funds are allocated for development of cultural preservation innovative projects, which are aimed at establishing of information sources, virtual museums and large-scale educational portals where Internet-users could find information on different museums of many regions of the Russian Federation. Multimedia resources combine several advanced technologies: the technology of augmented reality (AR), GPS-navigation and recognition of QR-codes. These technologies are supported by smart phones on the basis of iOS and Android platforms and can be available in Android Market and the App Store as the most common products. One of such resources developed in recent years is about a unique world-famous church located in Novgorod the Great. The Church of the Savior on Ilyina street is located in Novgorod the Great, built in 1374. It is the only church in the world, where we can see the frescoes of the hand of Theophanes the Greek. The churched was decorated with frescoes in 1378. Painting of the church has not been completely preserved. Its greater part was destroyed due to numerous fires and repairs. But even small remaining pieces make it possible to appreciate general plan of the whole ensemble and unique style of Theophanes the Greek. Nowadays these pieces are the only in the world which can represent monumental work of Theophanes the Greek. Multimedia informational source is based on historical materials. It includes not only information on the Church of the Savior on Ilyina but also historical and cultural background of that period. One of the most important results of this project is so-called «e-passport» of the object. It is a number of architectural drawings developed on the basis of exact architectural and geodesic measurements. Images from archival photos and preserved painting fragments including original textures are superimposed on these drawings. Three-dimensional model of the monument can be now implemented with the use of finalized drawings
Integrating Virtual Reality (VR) technology into cultural heritage presents unprecedented opportunities for enhancing museum experiences, specifically through immersive and interactive digital presentations (Theodoropoulos & Antoniou, 2022). Although virtual reality technology has the potential to enhance the experience of cultural heritage, according to previous research, it is not difficult to find that existing museum VR applications often lack an immersive experience, and many experiencers' immersion is interrupted during the experience, highlighting the urgent need for a VR application evaluation framework. In addition, most of the research is from the technology perspective, ignoring the users' experience needs. Therefore, the purpose of this conceptual paper is to present a conceptual framework that theoretically justifies the creation of a virtual reality evaluation. This conceptual paper begins by reviewing relevant research on VR in the cultural heritage field and methods and scales for measuring immersion. It suggests the possibility of utilizing grounded theory to uncover potential factors. Subsequently, this conceptual paper summarizes previous research and theoretical gaps. A conceptual framework for establishing a robust evaluation of virtual reality applications is proposed as a two-stage mixed research method (Exploratory Sequential Mixed Method Design) (Berman, 2017). This concept paper illustrates the details and rationalization of the conceptual framework so that it can be further investigated theoretically or empirically in the future. This concept paper contributes to developing an evaluation of VR cultural heritage applications. At the same time, it theoretically enhances the understanding of digital presentation and preservation of cultural heritage.
The Fourth Industrial Revolution (IR4.0) has transformed various sectors, including cultural heritage preservation, education, and tourism, through advanced technologies like virtual reality (VR). This study explores the intersection of technology and cultural heritage learning, highlighting the crucial role of user experience (UX) in VR applications. While VR holds significant potential for cultural heritage learning, existing research often emphasizes utility and usability over UX. To address this gap, the study evaluates the UX of VR applications designed for cultural heritage, specifically focusing on the Istana Jahar historical site. The objectives include assessing dimensions such as effectiveness, efficiency, attractiveness, satisfaction, emotion, engagement, attention, and perception. The research employs quantitative methods using the Design Science Research Methodology (DSRM) to guide the development and evaluation of the VR application. A cluster random sampling technique was used to recruit 113 students from Universiti Malaysia Kelantan (UMK), ensuring a representative sample with relevant educational backgrounds. Participants interacted with the VR application and completed a survey based on the developed conceptual framework. Findings indicate high mean scores across UX dimensions: Effectiveness (4.487), Efficiency (4.363), Attractiveness (4.528), Satisfaction (4.363), Emotion (4.401), Engagement (4.385), Attention (4.366), and Perception (4.416). These results demonstrate that the elements within the conceptual framework effectively enhance the UX in cultural heritage learning applications.
No abstract available
Highlights: The proposed analysis develops a virtual reality (VR)simulator for the Museum of India to enhance heritage preservation efforts. The Emotion questionnaire validates the impact of virtual museum tours on emotional states, including positive, negative, and boredom, compared to traditional methods. Immersive VR significantly enhanced user experience, and the VR-simulator system showed a more effective positive impact and reduced adverse effects compared to the non-VR group. Abstract: Cultural heritage currently has a significant social and economic impact on a global scale. This study evaluates user experience in cultural heritage through virtual reality (VR). While previous research has explored the use of digital technologies in museums, there needs to be a greater understanding of VR's effects on user engagement, emotional connection, and knowledge retention within heritage contexts. This study developed a VR-Simulator for the Le-Corbusier Museum, Chandigarh, India, also called VRSLM, and accessed the impact and emotions of participants using the Achievement Emotion Questionnaire (AEQ). VR-Simulator provides participants with an immersive and interactive museum experience using a Mobile-VR headset. The study includes historical analysis, 3D visualization creation, multimedia integration, Unity, VR environment development, and deployment as an IRUSU Play VR app. VRSLM framework was evaluated with 40 participants, divided into two equal groups: VR-Simulator and Non-VR. They were asked to visit the museum using VR and traditional methods. The impact of the VRSLM system was measured by applying a statistical test and comparing it with the non-VR group. The results indicated that the VR-Simulator group had more positive emotions than the non-VR group. The overall mean score of the positive emotion factors was (M=4.2 vs. M=2.6), the negative score was (M=2.0 vs. M=2.5), and the boredom emotion factor scored (M=3.1 vs. M= 2.6), of VR-simulator and non-VR-group-respectively. T-tests and factor analyses were also applied to find out the impact of VR, indicating a significant difference between the groups regarding users' emotions and engagement effects on the participants. The findings suggest that VR simulations significantly improve user engagement and create a more positive impact in immersive environment than traditional methods. These results offer valuable insights for museums, curators, and heritage sites, suggesting that VR can revolutionize heritage experiences by deepening visitor understanding. VRSLM framework was evaluated with 40 participants, divided into two equal groups: VR-Simulator and Non-VR. They were asked to visit the museum using VR and traditional methods. The impact of the VRSLM system was measured by applying a statistical test and comparing it with the non-VR group. The results indicated that the VR-Simulator group had more positive emotions than the non-VR group. The overall mean score of the positive emotion factors was (M=4.25 vs. M=2.60), the negative score was (M=2.02 vs. M=2.57), and the boredom emotion factor scored (M=3.12 vs. M= 2.68), of VR-Simulator and non-VR-group-respectively. T-tests and factor analyses were also applied to find out the impact of VR, indicating a significant difference between the groups regarding users' emotions and engagement effects on the participants. The findings suggest that VR-Simulator significantly improve user engagement and create a more immersive learning environment than traditional methods. These results offer valuable insights for museums, curators, and heritage sites, suggesting that VR can revolutionize heritage experiences by deepening visitor understanding.
The exploration of city culture and heritage has gone through a fundamental transition in today's digital world, boosted by the introduction of extended reality (XR) technologies, such as virtual reality (VR), mixed reality (MR), and augmented reality. These developments have provided new opportunities for individuals to profoundly engage with historical narratives and artistic expressions inherent in urban environments. Despite these technical advancements, a critical research gap remains in properly combining these immersive technologies with gamification principles to improve cultural exploration. This study seeks to fill this gap by studying the integration of gamification into XR settings, with the goal of increasing participant engagement, cooperation, and interaction while digging into the various layers of a city's history and artistic heritage. Two complementary use cases are presented: one centred on VR and the other on MR, both of which provide unique immersive experiences customized to exploring city culture. Gamification ideas are implemented into these use cases, with game elements used to encourage user involvement and participation within historical and artistic settings. Students are actively involved in the development of cultural heritage applications, highlighting the value of educational engagement. To assess the success and validity of this approach, a system usability scale (SUS) questionnaire is distributed to users participating in these immersive experiences. The survey findings evaluate user perceptions, satisfaction levels, and the effectiveness of gamification aspects in improving their understanding and connection to the city's heritage. The VR application received a score of 71.77 (out of 100), while the MR application received a score of 65.94 (out of 100), both being very close to the average SUS score of 68. Moreover, to improve the rigour of our evaluation, the user engagement scale short form (UES-SF) is also incorporated. The UES results indicate that participants felt more immersed in the MR application (4.33) compared to the VR application (3.57). This difference may be attributed to the MR application's ability to integrate interactive elements with the real-world environment, enhancing the sense of presence and relevance for users. Both applications had similar perceived usability scores, while the MR app slightly outperformed the VR app in aesthetics and rewarding factors, suggesting a better overall user experience.
Understanding local history is fundamental to fostering a comprehensive global viewpoint. As technological advances shape our pedagogical tools, Virtual Reality (VR) stands out for its potential educational impact. Though its promise in educational settings is widely acknowledged, especially in science, technology, engineering and mathematics (STEM) fields, there is a noticeable decrease in research exploring VR’s efficacy in arts. The present study examines the effects of VR-mediated interventions on cultural education. In greater detail, secondary school adolescents (N = 52) embarked on a journey into local history through an immersive 360° VR experience. As part of our research approach, we conducted pre- and post-intervention assessments to gauge participants’ grasp of the content and further distributed psychometric instruments to evaluate their reception of VR as an instructional approach. The analysis indicates that VR’s immersive elements enhance knowledge acquisition but the impact is modulated by the complexity of the subject matter. Additionally, the study reveals that a tailored, context-sensitive, instructional design is paramount for optimising learning outcomes and mitigating educational inequities. This work challenges the “one-size-fits-all” approach to educational VR, advocating for a more targeted instructional approach. Consequently, it emphasises the need for educators and VR developers to collaboratively tailor interventions that are both culturally and contextually relevant.
In this paper, we present a Virtual Reality (VR) environment supported by digital representations of collected information found in the Roman Ruins of Troia, Portugal. Started through a multidisciplinary collaboration, the project explores new ways to study and disseminate findings of this cultural heritage site. This research focuses on creating an immersive Virtual Environment (VE) that combines a drawn map of the site with other elements, where the main is a 3D model of a funerary enclosure. Within this space, users can interact with detailed 3D models of luxury glass artifacts recovered from the site. These models were generated through photogrammetry, and a structured repository of geographically referenced data supports user interaction. The goal of the work presented is to support both the dissemination of the archaeological site and public engagement, through an interactive and historically grounded VR experience.
This study examines the use of 3D virtual environment design components in immersive Virtual Reality (VR) applications for cultural heritage preservation. As intangible cultural heritage faces challenges from modernisation and declining public interest, particularly among younger generations, immersive VR offers an opportunity to present cultural narratives in engaging and interactive ways. This research aims to identify the key components of 3D environment design used in cultural heritage VR and analyse their implementation across existing projects. A qualitative content analysis approach was applied, using a structured 5-point rating scale to evaluate seven (7) immersive VR heritage projects. The evaluation framework included components such as terrain, structures, props, lighting, atmosphere, storytelling, interactivity, and sound design. The results show that storytelling and architectural structures scored highest in consistency and cultural impact, while props and object interaction were less effectively utilised. This suggests that while many VR heritage applications succeed in visual and narrative immersion, they often lack depth in interactivity and functional realism. The study concludes that 3D design frameworks, when carefully implemented, can significantly enhance user engagement and cultural authenticity in immersive heritage experiences. These findings provide design insights for VR developers and cultural institutions aiming to create more meaningful, interactive, and preservation-focused virtual environments.
With the accelerated progress of globalization and modernization, intangible cultural heritage (ICH) is confronted with severe challenges, such as the disruption of transmission, limited dissemination, and monotonous forms of presentation. Many precious ICH projects are gradually marginalized due to the lack of effective means of protection and dissemination, placing their cultural value and historical memory at risk of being lost. Exploring integration pathways between new technologies and ICH transmission is of great practical and cultural significance. It can not only inject new vitality into ICH and revitalize it in contemporary society, but also promote the protection and development of cultural diversity and strengthen national cultural identity. This paper focuses on the application of AI virtual reality technology in the field of ICH transmission. By analyzing the connotations of intangible cultural heritage in depth, it elaborates on the immersive, interactive, and imaginative features of AI virtual reality technology, and clarifies its value in innovating recording methods, enhancing presentation effects, and broadening dissemination channels. Furthermore, it explores concrete application pathways to provide new perspectives and approaches for ICH transmission, thereby facilitating its sustainable development in modern society.
The Grand Canal has played an important role in Chinese history, facilitating trade and cultural exchange. Cultural institutions have endeavored to enhance public awareness of the cultural protection of the Grand Canal through digital means, but there are no effective means to stimulate public interest and communicate cultural knowledge yet. In this paper, we introduce Trajectory of Relics, a virtual reality (VR) exploration game for cultural learning and visits with the natural and cultural heritage, "Grand Canal", through interactive narratives in time travel. User test result demonstrates that our design has significantly enhanced the cultural engagement, experience and dissemination through interactions and narratives, shifting into a new paradigm for cultural inheritance.
The 2025 China AI Gala highlighted the transformative potential of artificial intelligence in the arts and its growing role in cultural communication and design education. AI not only accelerates creative processes but also expands artistic imagination, enabling designers to explore new aesthetics and cross-media expressions. However, increasing reliance on technology has weakened students’ grasp of design history and cultural context, while traditional teaching methods remain confined to static materials. This study investigates how virtual reality can revitalize design history education by enabling immersive, experience-based learning. Drawing on the evolution of Chinese and Western design, it examines VR's ability to reconstruct design languages, revive historical styles, and bridge cultural narratives. When combined with AI-driven generative tools, VR fosters interactive and adaptive environments that enhance creativity, aesthetic literacy, and cross-cultural understanding. Together, AI and VR redefine design history pedagogy through reconstruction, experience, and cultural integration.
The preservation of intangible cultural heritage (ICH) faces increasing challenges due to globalization, generational gaps, and loss of traditional knowledge carriers. To address this, research propose the design and application of a digital protection platform for intangible cultural heritage utilizing Virtual Reality (VR) technology, aimed at immersive learning, cultural preservation, and public engagement. The platform leverages 3D scanning, motion capture, and VR interaction frameworks to digitize traditional crafts, folklore, rituals, music, and dance in high fidelity. A modular system was developed using the Unity3D engine, integrating a knowledge database, real-time rendering modules, and interactive VR scenarios for both web and head-mounted displays. A dataset of over 300 cultural elements was collected from regional archives and field recordings, with contributions from heritage practitioners. Usability studies with over 120 participants showed that the platform achieved a cultural immersion satisfaction rate of 98.7%, with a learning retention improvement of 38% compared to conventional video documentation. The VR interface enabled virtual apprenticeship experiences, allowing users to interact with tools, materials, and masters in a simulated environment.
This study explores the use of virtual reality (VR) technology to maintain and revitalize the traditional cultural practice of Karapan Sapi, the bull racing tradition of Madura, Indonesia. Innovative strategies are needed to engage younger generations in cultural heritage, as globalization and technological progress increasingly distance them from their cultural roots. While VR has been applied in education and tourism, its role in preserving ethnosport traditions like Karapan Sapi remains underexplored. VR has distinctive prospects for crafting immersive and interactive experiences that augment user engagement and bolster cultural conservation. Eighty-five Gen Z participants (aged 20–24) were recruited, with exclusions applied for individuals familiar with the tradition and those with vertigo or migraines. Data were collected through pre- and postexperience knowledge tests, an unannounced two-week follow-up test, and 20 question surveys that covers engagement, immersion, learning interest, cultural preservation, and technology’s role. Structural Equation Modeling (SEM–PLS) was employed to validate the relationships among constructs. The results revealed substantial knowledge gains, with average scores rising from 20.35% (pre-test) to 78.70% (post-test) and stabilizing at 69% in follow-up, demonstrating effective knowledge retention. Survey responses showed high internal consistency (e.g., Engagement α = 0.923; Cultural Preservation α = 0.920), confirming reliability. The SEM–PLS analysis indicated strong path coefficients, particularly between immersion and learning interest (β = 0.742) and engagement and cultural preservation (β = 0.969), highlighting VR’s ability to stimulate curiosity and foster heritage appreciation. This study highlights the potential of virtual reality (VR) as a useful instrument for preserving cultural heritage. It also provides a fresh way to interact with the digital generation and encourage the continued applicability of ancient traditions in the contemporary environment.
No abstract available
PurposeThis paper presents a digital heritage project in China that leverages virtual reality technology to reconstruct the past, offering reflections on engaging local communities in digital heritage practices. It shares empirical insights, proposes actionable recommendations and highlights the power dynamics between community members and technological professionals.Design/methodology/approachThe study adopts a participatory methodology, incorporating survey-based consultations during the initial investigation phase, on-site visits for data collection and capture and interview-based user testing during the iterative development of the virtual model.FindingsFrom 96 survey responses, six on-site visits and 21 user interviews, the study identifies key characteristics of community participation in digital heritage practices. It highlights challenges such as text-to-model conversions, suboptimal conditions for capturing viable models in private environments and the potential of virtual reconstructions to enhance community interest, emotional connection and contributions to expanding content.Research limitations/implicationsThe study offers actionable recommendations for digital heritage projects aiming to cultivate deeper and more meaningful community participation. It underscores the importance of addressing technical and social challenges in co-creation processes, emphasising the need to balance technological practices with local knowledge and lived experiences.Originality/valueThis paper focuses on empowering local communities in co-authoring their past memories in a virtual environment, rather than merely using digital tools to enhance conventional forms of community engagement, such as remote access to digitised content or supplementary interpretations of pre-existing heritage materials.
With the rapid penetration of digital technologies into the field of cultural presentation, the modes of representation and pathways of understanding for intangible cultural heritage (ICH) are undergoing profound transformation. Among these changes, temporal structure, as a core element embedded in ICH practices, is being reorganized and reinterpreted within digital exhibition environments. Taking “temporality” as its analytical point of departure, this study examines how digital media reshape the indigenous rhythms of ICH through mechanisms of compression, reconstruction, and participation, and further analyzes how such temporal restructuring influences the formation of cultural memory. The study proposes a three-layer temporal structure model—authentic time, representational time, and experiential time—and summarizes the temporal translation methods found in various media forms, including video, immersive environments, interactive systems, and algorithm-driven platforms. Based on this model, the paper identifies four cultural memory mechanisms in digital ICH exhibition: visualization, contextualization, enactment, and communalization. The findings suggest that digitization does not simply reproduce traditional temporalities; rather, it generates composite temporal structures shaped through design mediation, media logic, and participant behavior, thereby influencing how cultural memory is generated and disseminated. This analysis provides theoretical grounding and methodological insight for temporal design and memory construction in the digital display of intangible cultural heritage.
Against the dual backdrop of the in-depth implementation of the national cultural digitization strategy and the modernization of the governance system, red cultural heritage, as a key carrier of urban collective memory and an important space for political socialization, faces the epochal proposition of transforming from "static protection" to "dynamic inheritance." The rapid development of digital intelligence technology has provided technological empowerment for this transformation, but it has also triggered profound structural changes in the existential state and communication field of heritage. As the source of the modern Chinese democratic revolution and a pioneer of reform and opening up, Guangzhou possesses extremely unique and rich red cultural resources. However, under the traditional administrative-led governance model, it still faces deep-seated contradictions such as "data islands" caused by low digitization levels, "meaning fracture" triggered by obsolete narrative methods, and "subject absence" resulting from insufficient social participation. Based on Pierre Bourdieu's sociological "Field" theory and the "Collaborative Governance" theory of modern public management, this paper constructs an analytical framework of "Technology-Field-Governance." The study deeply analyzes how digital intelligence technology acts as a "meta-medium" to promote the transformation of red culture from a closed physical field to a virtual-real symbiotic composite field through the virtual extension of physical space, the embodied reorganization of social relations, and the semantic reconstruction of historical meaning. The paper further points out that simple technological embedding is insufficient to solve the inheritance crisis; it is necessary to transcend technological determinism and build a multi-subject collaborative governance pattern featuring "government meta-governance, university knowledge supply, enterprise technological innovation, and public presence participation." Finally, the paper proposes specific paths such as establishing a blockchain-based trusted data space, an integrated innovation ecosystem of industry-academia-research-application, and a localized emotional identification network, aiming to provide theoretical support and institutional solutions for Guangzhou to polish the brand of "Source of Revolution" and realize the modern transformation of red cultural heritage activation and utilization.
This study explores the application of digital technology, particularly deep learning and digital twin, in the protection and inheritance of intangible cultural heritage (ICH) in China. By constructing a "technology-culture-society" collaborative framework, the research aims to address the fragmentation of ICH records and the generational gap in inheritance. The study proposes innovative methods such as dynamic modeling of ICH craftsmanship through digital twins, semantic ontology modeling for multi-modal data association, and the development of VR platforms for immersive cultural experiences. The findings reveal significant enhancements in the accuracy and efficiency of ICH preservation, with a 37% reduction in process error rates in the Suzhou silk weaving case study. This study contributes to the theoretical understanding of cultural memory reconstruction in the digital age and offers practical recommendations for policy-makers and practitioners in the field of ICH preservation.
Yimeng cultural heritage landscapes are a crucible of regional identity, historical memory, and dynamic nodes in the context of heritage, tourism, and digital innovation. In the context of sustainable cultural tourism in the digital age, in general, this paper aims to explore the operation mechanism of visitor experience and meaning making of digital exhibitions in the cultural heritage landscape of Yimeng. Building on the Knowledge, Attitude, and Perception (KAP) framework, this work investigates how digital components—such as virtual reconstruction, multimedia storytelling, and interactive exhibits— influence the cognitive understanding (knowledge), evaluative responses (attitudes), and lived experiences (perceptions) of cultural stories by tourists. A qualitative method was employed, and 22 semi-structured interviews were conducted with visitors at the major display sites in Yimeng. Thematic analysis, conducted with the support of the MAXQDA software, generated five primary themes: Authenticity, Preservation, and Cultural Integrity, Emotional Resonance and Psychological Impact, Cultural Recognition and Valuation Enhancement, Community and Environmental Sustainability, and Future Directions and Enhancements. The themes present the everyday encounters and interpretive narratives that tourists create within these digital interactions, and in doing so, suggest how these technologies can facilitate cultural meaning-making, participatory learning, and emotional attachment to heritage. The findings are practically valuable for heritage practitioners, digital content developers, and policymakers who aim to develop inclusive and engaging digital heritage environments for cultural sustainability and meaningful visitor connection, as well as improved KAP outcomes.
Against the backdrop of the Digital-Intelligent Era, the digital wave not only reshapes the inherent cultural connotations of Jingdezhen ceramic Intangible Cultural Heritage (ICH) as a "living cultural memory" but also endows it with the potential for the development of regenerative cultural resources. The transmission of ICH thus faces unprecedented opportunities and challenges. Jingdezhen ceramic ICH is undergoing a paradigm shift from "static preservation" to "living heritage transmission." As the core carrier of Chinese ceramic culture, Jingdezhen has become the focus of attention for the living transmission of its ceramic ICH techniques in today’s interactive and diversified digital communication environment. By analyzing the artistic transformation and cultural reconstruction mechanisms of Jingdezhen ceramic ICH in the digital context, this study proposes an innovative practical paradigm for living heritage transmission, explores its construction logic and contemporary value, and verifies the promotional effects of pathways such as digital exhibitions, virtual immersive experiences, digital collectibles, and new media/live streaming platforms on the living transmission of ICH through empirical research. This research aims to provide methodological references for the digital transmission of ICH and promote the creative transformation and innovative development of the living transmission of Jingdezhen ceramic ICH techniques.
Abstract. The Manila Jai-Alai by Wurdeman and Becket (1940), a masterpiece of Streamlined Art Deco in the Far East, was lost to demolition in 2000, creating a void in Manila’s urbanscape and cultural memory. The JaiAlive project, through digital reconstruction with newly discovered archival materials, is a pilot study that aims to relocate the Manila Jai-Alai in contemporary collective memory. It explores the potential of low-cost immersive virtual reality (iVR) as a tool for participatory heritage, oral history, and heritage education. Through a modified Presence Questionnaire (PQ) supported by spontaneous think-aloud and roundtable dialogues, an assessment of presence, involvement, realism, emotional engagement, memory recall, and knowledge transfer was conducted among participant groups of players, witnesses, and youth. The iVR experience effectively induced a strong sense of presence, nostalgia, and storytelling, especially among participants with lived experience of the Jai-Alai, and validation of explicit knowledge among those unfamiliar with the space. Participants viewed iVR as a strong starting point for renewed interest in the Jai-Alai as heritage, spectacle, and sport. Despite challenges such as environmental distractions, limits in realism, and potential memory distortion which all warrant further study, iVR shows strong potential for enriching collective memory, supporting oral history, and advancing participatory heritage studies within the Philippine context.
This study examines the three pagodas of the Mireuksa Temple Site—the West, East, and Wooden Pagodas—to analyze how material evidence, cultural memory, and representation shape authenticity in architectural heritage. The research aims to clarify how different conservation strategies, including authentic restoration, speculative reconstruction, and digital mediation, influence the construction and communication of cultural memory. Methodologically, the study employs a comparative case analysis grounded in archival research, archaeological records, field observations, and interpretive analysis of digital media practices. The findings indicate three distinct patterns: (1) the West Pagoda demonstrates that evidence-based restoration can maintain both material and historical authenticity; (2) the East Pagoda shows that reconstructions based on limited evidence tend to generate visually convincing yet historically uncertain representations; and (3) the Wooden Pagoda illustrates that digital mediation can effectively communicate lost heritage, but only when its speculative nature is made transparent to the public. The most significant result is that authenticity cannot be defined solely by material survival but must be evaluated through the ethical and transparent communication of historical uncertainty. Based on these insights, the study proposes a conceptual framework of “memory authenticity,” offering heritage practitioners a tool for assessing restoration choices in contexts where architectural evidence is fragmentary or lost. The findings also provide practical implications for heritage management, including evidence-based decision-making, ethically informed digital interpretation, and responsible presentation of reconstructed or hypothetical forms.
Cultural relics embody a nation's memory as well as the codes of civilization. As fragile and non-renewable items, they demand novel methods of protection. Digitalization technology is used on cultural heritage, particularly high precision 3D reconstruction of digitization and multilateral data fusion techniques, has opened up new paths to permanently preserving and revitalizing cultural heritage. This journal intends to systematically review the primary technologies of the digitization processes for cultural relics, evaluate their concrete application models and the key bottlenecks facing the construction of digital museums and then the feasible paths of implementation. The ultimate aim is to produce further cultural dissemination and educational credit for the cultural relic digital resources in contemporary society.
The article is devoted to the problems of preserving military historical heritage. The main activities of scientific and cultural institutions for the preservation of military historical heritage in the digital environment are characterized, as well as formats and models of its presentation in the form of calendars of significant and memorable dates, electronic maps of military historical heritage sites, the results of spatial modeling (including three-dimensional) and reconstruction of historical events and objects, virtual museums and exhibitions. Special attention is paid to digital collections as a form of preserving historical memory, which have both common to all collections and special characteristics inherent in military-historical collections.
The Underwater Cultural Heritage represents a key aspect of our historical memory still little known due to a number of limitations imposed by the underwater environment. The aim of this paper is to explore the use of digital three-dimensional reconstructions to support the research about this immeasurable archaeological and historical resource. The whole virtual reconstruction process is described step by step, focusing on the iterative feedback allowing for reaching the best virtual reconstruction solutions, helping the archaeologists to better focus their reasoning through a detailed visual representation, and the technical experts to avoid misleading details in the final virtual reconstruction.
No abstract available
We explore the integration of multisensory elements in virtual reality reconstructions of historical spaces through a case study of the Virtual Vauxhall Gardens project. While visual and auditory components have become standard in digital heritage experiences, the addition of olfactory stimuli remains underexplored, despite its powerful connection to memory and emotional engagement. This research investigates how multisensory experiences involving olfaction can be effectively integrated into VR reconstructions of historical spaces to enhance presence and engagement with cultural heritage. In the context of a VR reconstruction of London's eighteenth-century Vauxhall Pleasure Gardens, we developed a networked portable olfactory display capable of synchronizing specific scents with visual and auditory elements at pivotal moments in the virtual experience. Our evaluation methodology assesses both technical implementation and user experience, measuring presence, and usability metrics across diverse participant groups. Our results show that integrating synchronized olfactory stimuli into the VR experience can enhance user engagement and be perceived positively, contributing to a unique and immersive encounter with historical settings. While presence questionnaires indicated a strong sense of auditory presence and control, with other sensory factors rated moderately, user experience of attractiveness was exceptionally high; qualitative feedback suggested heightened sensory awareness and engagement influenced by the inclusion and anticipation of smell. Our results suggest that evaluating multisensory VR heritage experiences requires a nuanced approach, as standard usability metrics may be ill-suited and 'realism' might be less critical than creating an evocative, historically informed, and emotionally resonant experience......
This article documents a research-based exhibition centred on the long-lost Oru Palace in Estonia—a luxurious estate built in 1899 by Russian merchant Grigori Jelissejev, which briefly served as Estonia’s presidential summer residence before its destruction in the Second World War. The essay explores the location as a site of memory where national narratives intersect with personal and local histories. It examines the contested symbolism of the palace and considers the implications of its potential reconstruction, currently under discussion by the local government. As both artist and author, my objective was to reassemble the fragmented history of Oru Palace and its grounds through archival photography. Materials were drawn from the digital collections of Estonian heritage institutions, alongside images located and digitised specifically for this project. In so doing, the work not only reconstructed a visual narrative of the palace, but also compiled the archival records associated with the site. Through the use of photographic and audiovisual media, the exhibition and the ensuing article critically engage with contemporary commemorative practices and spatial rituals, analysing them through a nostalgia-critical framework to understand how the former palace is currently represented and reimagined within both local community memory and the broader heritage tourism context.
No abstract available
No abstract available
No abstract available
This article examines the legacies of colonial detention in Kenya and considers the adaptive digital heritage practices used by the Museum of British Colonialism to hold space for the individual experiences of survivors. The histories of British atrocities committed in colonial Kenya during its Emergency period have been contested, both academically and publicly. Considering this, MBC, in partnership with African Digital Heritage, has been motivated by a shared desire and responsibility to restore marginalized narratives where they have been ignored, silenced, and destroyed. Using digital technologies and heritage practices grounded in co-creation and personal exchange, this article offers a framework to reimagine colonial heritage and memories of conflict.
Red Finance resources serve as historical witnesses to the economic governance and monetary struggles conducted by the Chinese people under the leadership of the Communist Party of China (CPC) during the revolutionary war era. They bear unique revolutionary spirit and Family-Country Sentiment. In the context of the era of digital survival, traditional physical archival memory faces the risks of communication rupture and semantic attrition. Based on the perspectives of cultural memory theory and media ecology, this paper proposes that "Digital Memory Reconstruction" is an inevitable path for the activation and value continuation of Red Finance resources. The article systematically elucidates the ontological logic of Red Finance digital memory reconstruction, which transforms discrete "archival memory" into interconnected "knowledge memory" and vivid "experiential memory" through digital technology. It deeply analyzes how this reconstruction process breaks spatio-temporal barriers, constructing a "bridge of memory" connecting history and reality, thereby achieving the contemporary inscription of Family-Country Sentiment—sublimating from the historical "saving the country through finance" to the new era's mission of "building a strong financial nation." The study concludes that by constructing a holographic digital memory field, a narrative-driven memory transmission mechanism, and a ritualized memory awakening strategy, we can effective resolve the "aphasia" dilemma in Red Finance education and establish the value identification and spiritual belonging of the youth in the new era towards the path of socialist financial development with Chinese characteristics.
Within the framework of the contemporary evolution of museums as inclusive, participatory spaces for knowledge co-creation, the digitisation project currently ongoing at the Stibbert Museum in Florence intends to explore the integrated application of advanced digital survey techniques to Cultural Heritage valorisation. Through high-fidelity 3D reality-based acquisition and modelling processes, the research aims to digitally document and reconstruct a selection of objects and exhibition spaces – primarily the scenographic and identity-rich Hall of the Cavalcade. Developed in collaboration with the Museum administration and the Survey Laboratory of the Department of Architecture (DIDA) of the University of Florence, the project was carried out during educational workshops involving students, lecturers and researchers in a shared learning and research experience. The virtual reconstruction does not simply aim to replicate the museum physically but seeks to create a communicative ecosystem that enhances understanding through interactive and personalised storytelling. Particular attention is given to digital accessibility and inclusion, experimenting the use of 3D printing for tactile replicas. This approach outlines a sustainable and innovative vision of the “phygital” museum – where the digital complements, rather than replaces, the traditional visitor experience.
Current methods for constructing collective memory of urban cultural heritage mainly rely on landscaping and museum exhibitions, however, these methods lack engagement and fun, making it difficult for people to form deep memories and a sense of place for the city. This paper proposes an urban cultural heritage game based on the collective memory reconstruction model. Combining location-based service and augmented reality technologies, the game provides a firstperson gaming experience with narratives and levels correlated with historical and cultural attractions in the Nantou Ancient City, Shenzhen. Subsequently, a controlled experiment was conducted to verify the effectiveness of the game design. A total of 25 users participated in the experiment. Results show that the proposed design can enhance players’ touring experience, cultural perception, and place attachment. This paper explores the theory and application of collective memory reconstruction and provides an empirical reference for cultural heritage game design.
Abstract. Cultural heritage worldwide is increasingly at risk due to climate change, armed conflict, urbanisation, illicit trafficking, and the broader forces of globalisation. These natural and human-induced threats contribute to the irreversible loss of both tangible and intangible cultural assets. In response, heritage digitisation has advanced significantly - from basic 2D documentation to sophisticated 3D technologies - underscoring the urgent need for structured, ethically grounded methodologies in data acquisition. This paper introduces the Memory Twin: an innovative framework that redefines digital heritage representation by integrating high-fidelity visuals with Paradata, Metadata, Data and intangible cultural values. Building on and extending the Holistic Historic Building Information Modelling (HHBIM) approach, the Memory Twin enriches digital heritage environments with narrative, emotional, and community-driven content, fostering inclusive access, transparency, and long-term cultural significance. Developed within the framework of the EU-funded HERITALISE project, this paper explores both the theoretical foundations and practical application of the Memory Twin through a detailed case study of Villa Portelli in Malta. By integrating 3D scanning, archival research, oral histories, and participatory engagement, the project constructs a multi-dimensional digital portrayal of the site’s material, historical, and social layers. Aligned with the FAIR (Findable, Accessible, Interoperable, Reusable) and CARE (Collective Benefit, Authority to Control, Responsibility, Ethics) principles, the Memory Twin ensures semantic interoperability, ethical stewardship, and community empowerment. It marks a paradigm shift in heritage digitisation - from static documentation toward participatory, value-driven preservation - offering a scalable, sustainable model for safeguarding cultural heritage amid global challenges.
This mixed method research analyses urban heritage and identity management concerning Karbala, and important spiritual and historical center. Homing in on particular spatial issues germane to Muharram’s rites, this study explores spiritual activities for the remembrance of the martyrdoms of Imam Hussein (A) and his brother Abbas (A)
: This study explores how augmented reality (AR) functions as a “cultural interface” mediating between rural heritage and contemporary visual identity. Using Shaoxing, an ancient water-town in eastern China, as a case study, it examines the symbolic, spatial, and narrative transformations of heritage through AR visualization. Combining visual semiotics, participatory design, and ethnographic observation, the research proposes a model of “Cultural Interactive Visualization.” It argues that AR reshapes cultural authenticity by turning passive viewing into interactive cultural participation, thus reconstructing local identity and deepening public engagement with intangible heritage
ABSTRACT This study pioneers the integration of augmented reality (AR) with reality puzzle games to enrich local cultural understanding and enhance the sense of place. By merging AR’s interactive capabilities with the narrative depth of geography, we offer an innovative approach to experiential learning. Our research demonstrates how AR can transform the learning experience, making local history and culture more engaging and memorable for learners. Through an empirical study involving learners engaged in AR-enhanced reality puzzle-solving activities, we found significant improvements in their comprehension of regional historical contexts and emotional connections to the place. This paper not only showcases the potential of AR in educational settings but also contributes to the literature by providing a novel method for fostering deeper connections between people and their local environments. Our findings suggest that AR can serve as a powerful tool in the geography education domain, offering a dynamic and immersive learning experience that traditional methods struggle to match.
This article examines the Augmented Reality app MemoryBytes, which documents and presents the history and lived experience of the 500-year-old Anglo-Indian community in India, as a site for studying cultural preservation and intergenerational identity-iterations through an intersection of memory studies and digital humanities. Using Johny Miranda’s novella Requiem for the Living (2004) as entry point, this article seeks to trace the diachronic movement of this community and study its slow social changes through historical trajectories, inherited practices, and kinship networks. Such an entry point is necessitated due to the absences and silences in historiography, which arguably may be redressed only through an examination of the community’s experiences of integration and alienation through an entanglement of private and public markers of memory. We argue that the Anglo-Indian situation in postcolonial India facilitates an experiential as well as a strategic projection of changing identities and memories, which entail an enquiry into the politics and processes of producing and preserving hyphenated historical narratives. From its selected historical and textual readings, the article will move on to examine how the memories of this changing Anglo-Indian community may be mapped via postdigital networks through a study of MemoryBytes, an Augmented Reality-based application developed at the Centre for Memory Studies, IIT Madras in 2022, which captures and calibrates the 500-year-old histories and lived experiences of the Anglo-Indians in India, illustrating the iterations of such hyphenated and hybrid identities through a memory-ecology of interactive information and images. We aim to foreground how the fluidity, connectivity, and mobility of the postdigital ecology offer inclusive, interactive, and interaffective frameworks for engaging with complex identities by breaking the binaries of public and private spheres through a digital reconstruction of cultural markers, cuisines, public events, and family documents. Through this entanglement, we hope to highlight how the postdigital productions and preservations of postcolonial identities illustrate slow changes in alienated communities through historical, material, and affective processes.
A large number of ancient city ruins in China carry profound historical and cultural significance. However, traditional methods of exhibition and touring have become insufficient to attract visitors’ interest and fail to ensure effective protection of these heritage sites. Based on the Cognitive-Affective System Theory, this study explores the AR (Augmented Reality) display design of the Youzhou Ancient City ruins. By integrating emotional narrative with cognitive construction, emotional arousal, and interactive participation, the design aims to foster users’ identification with traditional culture. The AR-based representation of ancient city ruins offers an effective way for visitors to understand their ethnic identity and build a sense of cultural identity.
Learning local history at the primary school level plays a crucial role in shaping students' identity, character, and cultural awareness from an early age. Through stories from the surrounding environment, students have the opportunity to recognize local wisdom values and understand social dynamics that are close to their lives. Unfortunately, history learning in schools is still primarily delivered conventionally - text-based and memorized - which often makes students less interested and not actively involved. This research aims to examine the potential of Augmented Reality (AR) technology in reviving local history learning to make it more meaningful and enjoyable for students. The research employed a literature study method and a qualitative descriptive approach, analyzing 25 sources of scientific literature published between 2006 and 2025 through content analysis techniques. The research shows that AR technology can present historical material visually, interactively, and contextually, thereby strengthening students' cognitive understanding while fostering emotional involvement in the learning process. However, the effectiveness of AR is strongly influenced by the readiness of teachers in techno-pedagogical aspects, the growing digital culture in schools, and the availability of adequate supporting infrastructure.
The article highlights a mobile application that combines augmented reality and geolocation to preserve the Chatino culture in Santa Cruz Zenzontepec, Oaxaca. The application offers virtual reconstructions of historical events, audios and writings in Chatino and Spanish, connecting the user with the past and revitalizing culture. Its objective is to show the tourist places of the municipality, guiding visitors with geolocation. Developed with various technological tools and an agile methodology, it seeks to provide an immersive experience that not only preserves the Chatino culture, but also invites you to explore tourist places. In summary, this application represents a valuable tool to counteract the loss of cultural identity, offering an educational and exciting experience that connects the user with the history and beauty of Santa Cruz Zenzontepe..
In this position paper, we present a process artifact that aims to bring awareness to historical context, contemporary issues, and identity harm inflicted by tourism in Hawaii. First, we introduce the historical background and how the work is informed by the positionality of the authors. We discuss how related augmented reality work can inform strategy for building augmented reality experiences that address cultural issues. Then, we present a mockup of the artifact, aimed to bring awareness to 20th century colonialism, recent Kanaka Maoli art exclusion, and cultural prostitution. We describe how we will share the app at the workshop and list topics for discussion.
Increasingly, our built and natural environments are becoming hybrids of real and digital entities where objects, buildings and landscapes are linked online in websites, blogs and texts. In the case of Aotearoa New Zealand, modern lifestyles have put Māori Indigenous oral narratives at risk of being lost in a world dominated by text and digital elements. Intangible values, transmitted orally from generation to generation, provide a sense of identity and community to Indigenous Māori as they relate and experience the land based on cultural, spiritual, emotion, physical and social values. Retaining the storytelling environment through the use of augmented reality, this article extends the biophysical attributes of landscape through embedded imagery and auditory information. By engaging with Ngāti Kahungunu ki Wairarapa, a design approach has been developed to illustrate narratives through different media, in a way that encourages a deeper and broader bicultural engagement with landscape.
The project iMARECULTURE is focusing in raising European identity awareness using maritime and underwater cultural interaction and exchange in Mediterranean Sea. Commercial ship routes joining Europe with other cultures are vivid examples of cultural interaction, while shipwrecks and submerged sites, unreachable to wide public are excellent samples that can benefit from immersive technologies, augmented and virtual reality. The projects aim to bring inherently unreachable underwater cultural heritage within digital reach of the wide public using virtual visits and immersive technologies. Apart from reusing existing 3D data of underwater shipwrecks and sites, with respect to ethics, rights and licensing, to provide a personalized dry visit to a museum visitor or augmented reality to the diver, it also emphasizes on developing pre- and after- encounter of the digital or physical museum visitor. The former one is implemented exploiting geospatial enabled technologies for developing a serious game of sailing over ancient Mediterranean and the latter for an underwater shipwreck excavation game. Both games are realized thought social media, in order to facilitate information exchange among users. The project supports dry visits providing immersive experience through VR Cave and 3D info kiosks on museums or through the web. Additionally, aims to significantly enhance the experience of the diver, visitor or scholar, using underwater augmented reality in a tablet and an underwater housing. The consortium is composed by universities and SMEs with experience in diverse underwater projects, existing digital libraries, and people many of which are divers themselves.
No abstract available
Cultural heritage artifacts are invaluable to understanding our shared history and cultural identity. However, these artifacts are increasingly at risk due to aging, environmental factors, activities and humans. This paper explores the integration of Generative AI, augmented reality (AR), and data science in cultural heritage preservation. Generative AI facilitates the restoration of damaged or missing parts of artifacts, while AR provides immersive, interactive experiences, enhancing accessibility and engagement. Data science contributes by analyzing historical and environmental data to inform conservation strategies. This innovative approach demonstrates the potential to transform cultural heritage preservation, ensuring sustainability and accessibility for future generations.
This study examines the reinvention of Portugal’s traditional arraial festival in the postcolonial city of Macau. It assesses the transposition of the arraial’s cultural significance from a Portuguese summertime event to an innovative tourist attraction that integrates Portuguese colonial symbols with interactive augmented reality experiences in three historic Macau neighborhoods. The research draws on stakeholder interviews, ethnographic observations, and analysis of game content to scrutinize how this tourist festival forges Macau’s hybrid post-colonial identity through visitor virtual engagement with Portuguese heritage. While the arraial is unique among Macau’s tourist festivals for its emphasis on Portuguese culture, it sometimes sanitizes colonial events or perpetuates historical social divides under the premise of harmonious cultural fusion. The research offers insights into the dynamics of tourism in postcolonial regions, the impact of cultural festivals as tourist attractions, and the educational potential of gamification in conveying heritage.
Abstract. By focusing on both Kuki and Santhal's intangible heritage, the paper offers holistic insights into how these communities navigate the transfer of their cultural knowledge, which further ensures that these traditions remain a dynamic force bridging all spheres of life. Through an anthropological perspective, the paper highlights the contextual understanding of the meaning-making process, a framework rooted in decolonization, and captures intangible practices with case studies related to festivals documented during the fieldwork among the Santhals and the Kukis. It attempts to reflect how cultural identity is constructed and reinforced through multisensory, performative expressions and how heritage, when intertwined with the digital revolution, offers immense possibilities to preserve heritage. As the body becomes dynamic, the focus shifts from the body as it intersects with the machine, substituting the role. Further, it discusses how digital tools from smartphones to virtual and augmented reality, GIS, and 3D Scanning facilitate both preservation and transformation of cultural knowledge, foregrounding community-led efforts to reclaim narrative agency and identity. The paper ultimately argues that effective knowledge sharing today necessitates a negotiated continuum between continuity and change where the body and the digital converge, that is ethically grounded and culturally situated. Ethical concerns surrounding digital representation and participation are addressed, alongside a call for immersive technology, culturally responsive approaches to preservation, including VR-based oral histories and blockchain-enabled tribal archives, and many more. It calls for an interdisciplinary and situated approach to digital heritage and anthropological knowledge production.
By bringing together Egyptian history, medical tourism, and contemporary technology, the objective of this paper is to put up a comprehensive framework that encourages the development of cultural practices that are environmentally responsible. The purpose of this research is to highlight prior studies that have been undertaken on the topic of the preservation of digital heritage, therapeutic tourism in Egypt, and the utilization of new technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI). The model that has been established aims to promote accessibility, education, and international interaction with Egypt’s cultural and natural aspects by establishing links across a variety of sectors. This will be accomplished through the construction of linkages. The objective of the project is to highlight how digital resources may be utilized to rejuvenate tourism, sustain national identity, and provide support to economic success.
Cultural heritage is vital for any civilization as it portrays collective identity, deep rooted traditions, and rich norms of societies. Heritage preservation demands thoughtful intervention, particularly adaptive reuse of ideas and flexible approach in preserving historic architectural masterpieces by adopting innovative technologies. This paper presents a manifesto of conserving heritage by capitalizing digital technologies using a structural approach of heritage conservation that not only enhances accessibility but also integrates sustainability. The proposed idea revolves around most imperative strategies, like establishment of a digital cultural heritage sector, the integration of smart technologies such as Augmented Reality (AR) and Virtual Reality (VR), and the implementation of interactive tools & platforms. Fortunately, by utilizing these innovative tools, historical sites can be transformed in cultural experiences with inclusiveness and immersion. Moreover, it underscores the importance of public participation in enhancing the concept of digital interventions, sense of collective ownership and responsibility toward cultural heritage preservation. Surprisingly enough, Case studies, such as the WA Art. Architecture Museum in Beijing and the digitalization of terrace houses in Ephesus, demonstrate successful applications of digital heritage interventions. These instances highlight the potential role of digital tools to complement traditional conservation methods. This study argues that embracing digital cultural heritage not only supports conservation efforts but also enriches the cultural economy by boosting tourism and academic engagement. It helps highlight the importance of heritage professionals in creating a dynamic and interactive roadmap for preserving the past without undermining the evolving needs of the future.
This article explores Empress Catherine II’s 1787 journey to Crimea as a significant historical and political event that played a key role in shaping imperial identity and the symbolic appropriation of newly annexed territories of the Russian Empire. The relevance of the study lies in the growing interest in reinterpreting historical events within contemporary socio-cultural and technological contexts; as well as the need to find effective tools for preserving historical memory in the era of digital transformation. Particular attention is given to the modern reinterpretation of Catherine’s Crimean voyage through the lens of digitalization in the tourism and service industries. The article examines the potential of integrating digital technologies–such as augmented reality; virtual tours; and multimedia platforms–into the development of cultural and educational tourism. The analysis reveals the prospects for using historical narratives as a resource for fostering sustained interest in Russia’s southern regions; strengthening regional identity; and promoting cultural heritage. The study concludes that combining historical context with digital formats enhances the public’s engagement with the past and encourages the growth of innovative forms of tourism and educational outreach.
The integration of emerging technologies such as Digital Twin (DT), augmented reality (AR), virtual reality (VR) and the Metaverse is profoundly transforming educational processes and the management of cultural heritage (CH). This article explores how these digital innovations are redefining the interaction between users and virtual spaces, with a focus on the concept of DT applied to CH. Using advanced technologies, DT enables the creation of virtual replicas that integrate historical data, real-time information and digital contexts, offering new opportunities for the preservation, monitoring and simulation of CH-related scenarios. The proposed framework presents an innovative platform for CH management and enhancement, based on key concepts such as persistence of virtual spaces and interoperability, allowing users to maintain their digital identity while moving between virtual worlds. Furthermore, the integration of enabling technologies such as Heritage BIM and Extended Reality (XR)-a combination of AR, VR and Metaverse-opens new perspectives for a richer and more immersive cognitive and perceptual experience. The article discusses the challenges and benefits associated with these technologies, and considers the evolution towards Web 3.0 as a catalyst for the creation of increasingly sophisticated, personalised and interactive virtual spaces that promise to revolutionise the education and enjoyment of CH.
This paper explores the pivotal role of pattern design in the preservation of intangible cultural heritage and its associated strategies. Initially, it establishes pattern design as a crucial component of intangible heritage, embedding rich historical and cultural information, and serving as a key medium for cultural transmission and innovation. Through literature review and theoretical analysis, the study examines the multifaceted functions of pattern design in heritage preservation, including the construction of cultural identity, the integration of tradition and modernity, and the promotion of cultural dissemination. Special attention is given to digital preservation strategies, employing technologies such as virtual reality, augmented reality, and 3D printing for long-term preservation and widespread dissemination of patterns. Additionally, the paper discusses the potential of pattern design in fostering the cultural creative industry and enhancing transmission and innovation through education and community involvement. The conclusion highlights that effective pattern design preservation strategies should integrate traditional craftsmanship with modern technology, emphasizing public participation and cultural awareness. Implementing these strategies ensures the vitality of intangible cultural heritage, fostering cultural diversity and social harmony.
The development of restorative tourism in post-war countries is crucial to economic recovery, cultural preservation, and social stabilization. While various nations have adopted different reconstruction strategies following conflicts, Ukraine’s situation requires an innovative and large-scale approach due to the extensive damage inflicted on infrastructure, cultural heritage, and tourism assets. This study explores the role of virtual and augmented reality technologies in restoring tourism potential, particularly in preserving destroyed cultural heritage through digitalization. Virtual tourism is increasingly relevant to maintaining cultural identity, attracting investment, and fostering international engagement. This study examines the evolution of digital tourism solutions, consumer behaviour shifts towards online leisure, and the integration of geoinformation systems for post-crisis planning. The findings emphasize that Ukraine’s tourism sector must adapt to digital trends while developing physical infrastructure, ensuring a comprehensive, resilient, and future-oriented restoration strategy. This study provides recommendations for leveraging innovation in post-crisis tourism development. It explains how the change in the paradigm of consumption of recreation and leisure services in the modern world impels the restoration of the destroyed tourism infrastructure. Furthermore, it highlights the importance of strategic migration policies to rebuild the labour market, which is essential for sustainable recovery.
Ethno-touristic sites must be conserved to preserve the cultural heritage and historical identity of the people. Documenting these sites is easier with enhanced digital technology, which provides faster and new ways of documenting, conserving, and managing tourism. Digital technology such as 3D scanning, virtual reality (VR), augmented reality (AR), and photogrammetry can potentially preserve Ethno-touristic sites and promote them. By analyzing the application of these technologies, the paper highlights their potential to enhance cultural narration, improve accessibility, and ensure the sustainability of intangible and tangible heritage. The research also discusses ethical considerations and methodological approaches to digitizing ethnographic resources, with emphasis on the need for sustainable and community-based digital archiving practice. The study suggests that the integration of digital technology with Ethno-tourism can potentially enhance the visitor experience and conservation of heritage amidst a constantly evolving technological landscape.
This paper explores the application of Wuxian Temple as an important historical site of Maritime Silk Road culture in art education and its design innovation path. It reveals the role of art education in protecting the cultural connotation of historical sites and realizing modern design innovation. Wuxian Temple is not only a place for cultural communication and historical inheritance, but also an ideal place for interdisciplinary educational practice. Combining cultural narratives, multimedia displays and augmented reality (AR) technology in art education of historical sites can enhance the cultural depth and visual appeal of public space design works. At the same time, it enhances students' creativity and cultural identity. This process highlights the unique value of art education in site art design, provides new ideas for innovation in public space design of historical sites, and provides valuable experience for the reform of teaching models of art education
Hengshan county shadow play, a vital component of China's intangible cultural heritage, faces significant challenges due to declining audience engagement, particularly among younger generations, amid modern entertainment trends. This study addresses the pressing need for preservation and revitalization by integrating traditional craftsmanship with digital innovations such as Virtual Reality (VR) or Augmented Reality (AR) technology and Do It Yourself (DIY) creation systems. Employing a systematic methodology combining literature review and case analysis, the research explores historical, cultural, and artistic aspects of Hengshan shadow play while investigating its digital transformation potential. Key findings highlight the transformative role of VR/AR in recreating immersive performance spaces and the DIY system in enabling user-driven puppet design, enhancing public participation and cultural identity. However, challenges such as digital infrastructure limitations, cultural-technical balance, and user adaptation remain. By fostering interdisciplinary collaboration and optimizing resource allocation, this study presents innovative pathways for revitalizing Hengshan shadow puppetry, contributing to broader goals of cultural preservation and education in the digital age.
This study explores the adaptation of Batak ornamental motifs from physical artifacts to digital media as a means of preserving cultural identity amid the pressures of modernization. Employing a qualitative method with a systematic literature review approach, the research analyzes 20 selected sources consisting of design journals, anthropological studies, and visual artifact documentation published within the last ten years. The analysis is conducted thematically to map visual structures, shifts in meaning, and adaptation strategies. The key findings indicate that the visual structure of gorga possesses a geometric syntax compatible with modern design principles such as minimalism and grid systems, facilitating its transformation into graphic elements and user interface components. Nevertheless, the study finds that adaptation without philosophical reinterpretation risks the desacralization of symbolic meanings. Therefore, this research recommends digital preservation strategies through augmented reality technologies and collaborative design approaches as solutions to maintain the relevance and sustainability of Batak visual heritage within the global creative industry ecosystem.
Today, the process of museumization and adaptation of monuments of defense and residential architecture for exhibition, cultural-artistic and cultural-educational functions continues. The development of a conceptual design for the historical interiors of these buildings actualizes the need to use weapons in the context of demonstrating compositions (military fittings) as components of an artistic image related to the function and history of these objects. The creation of interiors of these monuments in virtual and augmented reality is just beginning to gain popularity as a means of popularizing cultural heritage. From the point of view of the impact on human consciousness, digital virtual reality successfully competes with the impact of reality itself, and today's formation of the base of digital models of the past is the formation of national identity and cultural heritage in the future. Therefore, the relevance of developing a scientific basis for creating visualizations of interior spaces that will be not only attractive in artistic terms, but also have historical and cultural value is significantly increasing. Compositions of weapons elements can significantly increase the attractiveness and meaningfully fill historical interiors, provided that factors of artistic imagery and historical authenticity are taken into account when creating them. Therefore, the article highlights the main factors influencing the artistic and figurative quality of military compositions in the interior; develops a number of simple layout schemes that can be used as a basis for creating compositions of weapons elements for placement in the interiors of monuments of defensive and residential architecture; proposes a typology of approaches to the formation of military compositions in historical interiors; summarizes the basic principles of creating compositions of weapons. The experience of our research can be used to develop designs and graphic visualizations of museum premises based on castles, palaces, fortresses, etc., where, according to the plan, it is necessary to link the interior design with their residential or military past.
In this paper, we have designed and developed a virtual dance museum to provide the technological tools that allow for widely educating the public, most specifically the youngest generations, about the story, costumes, music, and history of our dances. The holistic documentation of our intangible cultural heritage creations is a critical necessity for the preservation and the continuity of our identity as Europeans. In that direction, we have employed a specially designed relational database schema that holistically structures the information within the database, and is ideal for archiving, presenting, further analyzing, and re-using dance motion data. Data have been retargeted to a virtual character, dressed with traditional uniform and simulated to achieve realism. The users can view and interact with the archived data using advanced 3D character visualization in three ways: via an online 3D virtual environment; in virtual reality using headset; and in augmented reality, where the 3D characters can co-inhabit the real world. Our museum is publicly accessible, and also enables motion data reusability, facilitating dance learning applications through gamification.
No abstract available
This study aims to photograph, design, and digitally document the surviving residential buildings on the island of Halki (Heybeliada), within the Princes’ Islands. This documentation focuses on the architectural, urban, and historical aspects of Halki, highlighting the significant material evidence of the Greek social and economic presence. It also examines the urban cultural heritage as depicted in Turkish literature of that period to understand how Turkish writers perceived and presented Halki, referencing the Princes’ Islands only for background context. The methodology includes the collection of material from residents through bibliographic and field research conducted on Halki. Based on these findings, a mobile augmented reality (AR) application was developed using the TaleBlazer platform, designed specifically for use on Halki. The application provides a virtual tour with multimedia-supported thematic layers of architectural and historical information. Its usability and learnability were evaluated using a questionnaire completed by students. The results showed high usability, user satisfaction, and perceived value of learning, with the majority of results close to a median score of 4 out of 5. The students identified the occurrence of immersive experience, ease of use, and the emotional stimulation created by the integration of spatial storytelling and multimedia. This paper also shows how the convergence of cultural content (history, architecture, and literature) can enhance interpretations and experiences with mobile AR technologies.
Abstract Nigeria's cultural heritage, encompassing rich traditions, historical landmarks, and intangible practices, faces threats from urbanization, globalization, and inadequate preservation efforts. Virtual Reality (VR) offers an innovative solution for documenting, preserving, and promoting this heritage by creating immersive and interactive experiences. This paper explores the application of VR in preserving Nigeria's tangible and intangible cultural heritage, including oral traditions, traditional festivals, and historical landmarks like the Sukur Cultural Landscape and Osun-Osogbo Sacred Grove. While VR has gained traction globally in cultural heritage preservation, its adoption in Nigeria remains limited due to challenges such as high costs, limited accessibility, and lack of localized content. By addressing these gaps, VR can enhance cultural awareness, engage younger generations, and boost cultural tourism. This study highlights existing works in VR applications for cultural preservation globally and identifies opportunities for tailored VR solutions in the Nigerian context. The findings emphasize the importance of collaborative approaches involving technologists, researchers, and cultural custodians to ensure effective VR integration. Ultimately, the study advocates for leveraging VR to safeguard Nigeria’s cultural legacy, offering innovative pathways to promote its heritage on a global scale while ensuring intergenerational continuity. Keywords: virtual reality (VR), technological acceptance model, constructivism learning theory, cultural heritage
In recent years, Augmented Reality (AR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed Reality (MxR) have become popular immersive reality technologies for cultural knowledge dissemination in Virtual Heritage (VH). These technologies have been utilized for enriching museums with a personalized visiting experience and digital content tailored to the historical and cultural context of the museums and heritage sites. Various interaction methods, such as sensor-based, device-based, tangible, collaborative, multimodal, and hybrid interaction methods, have also been employed by these immersive reality technologies to enable interaction with the virtual environments. However, the utilization of these technologies and interaction methods isn't often supported by a guideline that can assist Cultural Heritage Professionals (CHP) to predetermine their relevance to attain the intended objectives of the VH applications. In this regard, our paper attempts to compare the existing immersive reality technologies and interaction methods against their potential to enhance cultural learning in VH applications. To objectify the comparison, three factors have been borrowed from existing scholarly arguments in the Cultural Heritage (CH) domain. These factors are the technology's or the interaction method's potential and/or demonstrated capability to: (1) establish a contextual relationship between users, virtual content, and cultural context, (2) allow collaboration between users, and (3) enable engagement with the cultural context in the virtual environments and the virtual environment itself. Following the comparison, we have also proposed a specific integration of collaborative and multimodal interaction methods into a Mixed Reality (MxR) scenario that can be applied to VH applications that aim at enhancing cultural learning in situ.
This experimental research aimed to conduct a bibliometric analysis of museum development, develop an Immersive Living Museum Augmented Reality application integrating traditional and digital art, and study its effects on historical knowledge and learning attraction among users. A sample of 60 tourists visiting the Ayutthaya Historical Study Centre Museum was selected using purposive sampling, with participants divided into an experimental group (n = 30) using the AR application and a control group (n = 30) experiencing the traditional museum. Data were analyzed through a systematic literature review using PRISMA, bibliometric analysis, descriptive statistics, independent t-tests, and simple correlation. The results indicated that the bibliometric analysis emphasized the role of “digital heritage” in connecting cultural heritage, augmented reality, museums, and 3D models, underscoring the significance of digital technology in museum development and cultural preservation. The AR application’s quality was rated as excellent, and the experimental group demonstrated significantly higher historical knowledge and learning attraction than the control group, with a positive correlation between knowledge and learning attraction.
The recent advancement in immersive technologies opens up opportunities for the way individuals perceive and engage with information in public spaces to be innovated. This article discusses a study that investigates the application of Virtual Reality (VR) as an instrument for communicating engineering heritage in museum environments with the aim to enhance visitor experience. The study adopted Shannon ’ s communication theory as the main principle for contextualising heritage objects within virtual environments. This approach can benefit curators in informing the way the intended meaning, value, and context behind museum artefacts to be delivered through visual narratives and aesthetics. In this study, three VR scenarios have been developed using the Unreal engine to investigate the aspects of learning, interaction, and immersion during the virtual experience. One-way ANOVA approach was used to determine the significant differences between the proposed factors in the study. The study found that the absence of interaction in the immersive scenario reduced the mean score leading to a lack of constructive guidance during navigation. Whereas using Gamified and narrated approaches significantly increased the mean value of the participants compared to the control group. While many researchers argue that the utilisation of VR could improve the users ’ level of presence, the study outcomes suggest that there are certain conditions that should be structured during the development process to facilitate better engagement with virtual content. To achieve these conditions, gamification and storytelling strategies have been found to be effective in delivering an interactive immersive experience for engaging with heritage artefacts and contents.
This paper focuses on designing and developing a Virtual Reality (VR) platform tailored explicitly for historical storytelling. The study aims to provide tourists with an immersive and interactive learning experience by leveraging VR technology. While using internet history as a case study, the platform encompasses various modules, including a Historical Event Module that enables tourists to engage with significant moments in the history of the internet from a first-person perspective. A Visiting Mode is also implemented to facilitate navigation and offer guidance within the virtual environment. Interactive elements such as manipulation and voice guidance are incorporated to enhance tourists' curiosity and engagement. This study serves as a valuable contribution to the field of VR historical education, offering insights and potential directions for future research in creating immersive and educational experiences.
: This paper concerns the valorization of a building that has been inaccessible for a long time: the Castle of Corsano, a small Italian village in the Salento area. Starting from the three-dimensional reconstruction of the rooms of the Castle and, in part, of its furnishings, it presents the development of a VR application with the possibility of interacting with the environments of the Palace and learning the historical information collected not only through bibliographic research but also through an act of remembering, which has involved, in particular, the elderly of the village. The goal is to create an archive of memory and make virtually accessible one of the most emblematic historical places of the urban network, which risks being definitively forgotten. Experimental tests were carried out on a heterogeneous sample of users to evaluate the factors characterising the sense of presence and the relationships between them. The results revealed a high level of involvement and perceived visual fidelity.
ABSTRACT Place-based learning has a rich literature in Arctic Indigenous education, and it continues to be a central principle of decolonizing classrooms and educational praxis. 3D heritage preservation for education has primarily focused on the digitization of European cultural heritage sites and objects to create immersive educational experiences for classroom and public use. Using 3D technologies for the preservation and perpetuation of Arctic and Subarctic Indigenous heritage has also been gaining ground and shifting the focus to questions of ethical use of technologies, Indigenous Data Governance, and collaborating with Indigenous communities. Looking at collaborations with Arctic and Subarctic Indigenous communities on projects that use 3D and associated technologies for heritage preservation and perpetuation helps better understand place-based educational opportunities using emerging technologies. In this paper, we explore how 3D and related technologies can contribute to place-based learning and educational goals of Arctic Indigenous communities through digital knowledge repatriation.
This paper presents an immersive VR system for intuitive, gesture-based embodied cultural learning, using the Thirteen Hongs of Guangzhou as a case. Combining high-resolution 3D scanning, photorealistic reconstruction, and hand-tracked interaction, the system enables exploration and manipulation of digitized artifacts—such as Guangcai porcelains, engraved silver vessels, and hand fans—within a symbolic 720-degree space. Grounded in embodied interaction and intuitive design, culturally meaningful gestures map to virtual actions, supporting kinesthetic engagement and emotional resonance. International exhibitions provided initial qualitative feedback indicating enhanced presence and cultural appreciation. The work contributes a design framework that integrates embodied learning, gesture intuitiveness, and cultural specificity for historically significant virtual heritage environments.
Abstract. Preserving cultural heritage sustains the delicate threads of historical identity, yet public awareness, especially among the young, remains fragile. Traditional education often overlooks the importance of heritage conservation, underscoring the need for innovative, immersive learning pathways. This paper presents an innovative educational outreach model that intertwines digitalization with interactive learning to engage schoolchildren in heritage preservation. Inspired by spontaneous participation during fieldwork at Fort Belgica, a Dutch colonial fort, this approach matured into a structured event at the Science fair "Science is Wonderful!" in the Africa Museum, Tervuren, Belgium (March 2025). Over the course of two days, 600 children immersed themselves in a dynamic process of creating replicas of fortifications using accessible tools, such as iPads and 3D puzzles. Through guided stages—theoretical introduction, hands-on digital reconstruction, and analytical assembly of fortification elements—participants developed both technical skills and historical consciousness. Qualitative assessments, supported by observational data, consistently point to heightened participant engagement and a positive reception of the intervention. This practice not only bridges digital innovation with heritage studies but also nurtures a generation of culturally aware citizens, capable of appreciating the intertwined legacies of European fortification traditions and colonial narratives, in harmony with the EU’s 2030 Digital Decade vision.
Purpose This paper aims to discuss and propose the potential use of immersive virtual environments (IVEs) for archiving and collecting heritage gameplay activities in digital libraries, which is expected to triangulate further discussions on the said knowledge scopes. Design/methodology/approach The key question of this paper is, how we can preserve and revitalize fading heritage game activities in digital libraries? To answer this, the paper is going to understand the applications of IVEs in heritage studies; the use of telepresence experiences in IVEs for activity-based collection; the creation of virtual and telepresence experiences in digital libraries; and a proposed use of IVEs for archiving heritage gameplay activities. Findings The applications of IVEs and/or other virtual technologies have certainly been gaining positive feedback about their ability to provide vivid images of artefacts and art pieces; perform a high level of interactivity between the exhibits and visitors; enhance visitors’ sense of immersion that evoke their memories of heritage issues; facilitate visitors’ learning process in libraries; increase enjoyment in digital libraries. As mentioned in the previous section, the activity-based historical collection, for instance, the heritage gameplay activities, can be preserved and archived vividly using IVEs. Research limitations/implications This paper is explorative, there is no empirical result for generalization. Originality/value This paper aims to provide librarians with valuable insight to apply IVEs for archiving and collecting heritage gameplay activities. Setting up a new type of digital library is affected greatly by the openness of librarians, visitors’ expectations and a whole lot of things that are happening around the technological world and digital culture. This paper addresses the applications of IVEs in heritage studies, the importance of creating virtual and telepresence experiences for library visits as well as proposing the use of IVEs for archiving heritage gameplay activities.
As traditional cultural heritage education gradually reduces students’ exposure to the physical environment, it is more difficult to stimulate students’ awareness of and interest in local culture. The concepts of cultural preservation and sustainable development have not yet been effectively integrated into teaching. Therefore, this study developed an alternative reality game (ARG) combined with a learning scaffold to enable students to gain a deeper understanding of the history and cultural heritage of Taiwan during the Japanese rule period through an immersive learning experience and to explore and solve real-world problems in an interactive environment, which helped students understand the concepts of cultural preservation and sustainable development. The results of the study showed that the experimental group of students using the ARG integrated learning scaffold significantly outperformed the control group in terms of learning effectiveness and engagement. Students in the experimental group not only had a deeper understanding of the curriculum content but also showed higher behavioral and emotional engagement. In addition, students’ awareness of cultural preservation and sustainable development increased, which indicates that the materials developed in this study are effective in promoting their deeper understanding of local educational development and cultural identity. This study confirms that the combination of innovative technology and gamified instruction not only enhances students’ learning effectiveness but also promotes their understanding of cultural heritage. Future research should further optimize the use of technology to reduce the impact of operational difficulties on students’ learning experience and explore how alternative reality game (ARG) technology can be used in more subject areas.
PurposeThis article examines curatorial practices, both traditional and digital, in the Guizhou Provincial Museum’s ethnic exhibition to assess their effectiveness in representing ethnic minority cultures, fostering learning and inspiring curiosity about ethnic textiles and costumes and associated cultures. It also explores audience expectations concerning digital technology use in future exhibitions.Design/methodology/approachA mixed-methods approach was employed, where visitor data were collected through questionnaires, together with interviews with expert, museum professionals and ethnic minority textile practitioners. Their expertise proved instrumental in shaping the design of the study and enhancing the overall visitor experience, and thus fostering a deeper appreciation and understanding of ethnic minority cultures.FindingsVisitors were generally satisfied with the exhibition, valuing their educational experience on ethnic textiles and cultures. There is a notable demand for more immersive digital technologies in museum exhibitions. The study underscores the importance of participatory design with stakeholders, especially ethnic minority groups, for genuine and compelling cultural representation.Originality/valueThis study delves into the potentials of digital technologies in the curation of ethnic minority textiles, particularly for enhancing education and cultural communication. Ethnic textiles and costumes provide rich sensory experience, and they carry deep cultural significance, especially during festive occasions. Our findings bridge this gap; they offer insights for museums aiming to deepen the visitor experiences and understanding of ethnic cultures through the use of digital technologies.
Abstract. The Metaverse is rapidly advancing across cultural, professional, and service sectors, enhancing data compatibility and interaction. Its architectural design supports both visual interaction and information layers, characterising an ideal platform for the promotion of Digital Heritage. The digitisation of Cultural Heritage and the creation of Digital Repositories find complementarity in the Metaverse, which enables social interactions between Digital Heritage contents and virtual communities. This integration is pivotal for developing Learning Environments, where accessible virtual products can be combined with original digital storytelling and narratives.The paper presents methods and results from an Erasmus+ international school, which focused on using digital communication and 3D modelling tools to create immersive narratives on Mediterranean architectural modernity. Students from various Cultural Heritage disciplines designed virtual exhibitions within the Metaverse platform Spatial and open repository materials. The research concentrated on the application of Metaverse platforms for their spatial design and educational utility within the Heritage sector. The activities included developing digital narratives and interactive exhibitions enriched with multimedia data from digital repositories. The study discusses the limitations of customising visual materials, the importance of repository connections, user experience design, and the potential for future developments in Metaverse applications for Cultural Heritage learning environments and storytelling.
The article will focus on the use of immersive virtual reality experiences in the interpretation of the dark heritage for young audiences. Here, through a case study of the Žanis Lipke Memorial, a new virtual reality experience was tested with young people, evaluating the benefits and shortcomings of this tool in conveying the story of the largest Jewish rescue mission at the time of the Holocaust in Latvia. Given that every heritage institution aims to pass on the heritage to future generations, it is also essential for them to keep up with the practices of the new generation of the digital natives in their information-seeking, education and leisure-time habits, given that technology plays a pivotal role in their daily life. While virtual reality is often associated with the entertainment and gaming industries, it is also increasingly used in educational processes, in this case – as an interpretive tool in educating people about the Jewish rescue mission and Holocaust at the Memorial. Young people in the focus groups acknowledged the emotional, embodied and implicit learning aspects of the virtual reality experience, but also pointed out some spatial and technological shortcomings of it. While some had relatively low initial expectations about the innovativeness of the Memorial, in the end, most recognised that the high-quality, realistic and historically accurate immersive virtual reality experience, combined with a physical tour at the Memorial, provided a deeper understanding of the historical event in question.
Purpose: The aim of this study is to investigate the impacts of virtual reality on historical education emphasizing the effectiveness and efficacy of immersive learning experiences. Methodology: The study adopted a desktop research methodology. Desk research refers to secondary data or that which can be collected without fieldwork. Desk research is basically involved in collecting data from existing resources hence it is often considered a low cost technique as compared to field research, as the main cost is involved in executive's time, telephone charges and directories. Thus, the study relied on already published studies, reports and statistics. This secondary data was easily accessed through the online journals and library. Findings: The findings revealed that there exists a contextual and methodological gap relating to the impact of virtual reality on historical education. Preliminary empirical review demonstrate its positive effects on learning outcomes, student engagement, and motivation. The immersive and interactive nature of VR experiences provide students with a unique and engaging way to explore historical contexts, develop critical thinking skills, and deepen their understanding of historical events. VR in historical education has shown to enhance knowledge retention, foster historical inquiry skills, and promote long-term retention of learned information. The findings suggest that integrating VR technologies into historical education can significantly enhance the overall educational experience and improve students' learning outcomes. Unique Contribution to Theory Practice and Policy: The Constructivism theory, Presence theory and the Social Learning theory may be used to anchor future studies relating to the impact of virtual reality on historical education. Based on the reviewed studies, educators are recommended to integrate VR experiences into the curriculum for historical education; to ensure access to high-quality VR content; to provide adequate training and professional development opportunities for educators as well as have more forums for continued research and evaluation.
Aim of the study: The aim of the research is to elaborate the link between AI and immersive technologies that can easily change the depiction and conservation of our precious cultural heritage. It can easily be done by generating different means of communication with different historical places. Pakistan is a nation that is notoriously enriched with traditions, cultural heritage and architectural buildings. All these sources can act as different opportunities for the purpose of reimaging and conserving the culture with the help of different cultural tools. Methodology: This research basically explains the contribution of AI in generation of different experiences that are immersive in nature and can be used to This review critically discusses the AI contribution in creating immersive experiences that recreate, conserve, and interpret Pakistani cultural narratives using virtual reality (VR), augmented reality (AR), and machine learning (ML). In analyzing the latest developments in AI-based digital reconstructions, interactive narrative, and virtual creation of museums, this paper discusses how such technologies promote accessibility, learning, and cultural continuity. Findings: It examines the ethical and epistemological issues of digital heritage, such as authenticity, data bias, and the digital divide. Overall, this research emphasizes how immersive experiences powered by AI can close the gap between past and present, reshaping cultural experience for generations to come. Conclusion: AI-powered immersive technologies hold transformative potential for preserving and reimagining Pakistan’s cultural heritage. While they open new avenues for cultural engagement and historical preservation, they also require careful navigation of issues such as data bias and digital inequality. Ultimately, these technologies offer a promising path toward reshaping cultural experience and ensuring heritage continuity for future generations.
Heritage education is an activity that is increasingly present in the educational curricula of schools and museums. Cognitive mechanisms and Representation devices must be thoroughly analysed and designed in order to promote the creation of didactic paths to foster effective learning experiences. Immersive visualization technologies are well suited for gamification applications and the technological and economic accessibility of VR HMD (head-mounted display) viewers makes these technologies particularly attractive for the development of potentially more widespread methodologies. This article will describe an educational path, and the relative experimentation, on the cultural heritage focused on the production of the typical bread of the Val Pusteria area - and the rural life around it. The project was aimed at primary school children and was based on a serious game in Virtual Immersive Reality.
Background. The ongoing digital transformation of society is reshaping both the preservation of heritage and the practices of education. Digitized cultural heritage includes virtual museums, 3D reconstructions, gamified platforms, and online archives. These tools introduce new ways to engage with the past by enhancing access to heritage resources and enabling dynamic learning environments that support interpretive depth and inclusive participation. Education provides a key platform for integrating and evaluating these developments.Objective. To investigate how digitized heritage materials can be meaningfully incorporated into educational settings, and to assess their pedagogical value, implementation challenges, and ethical implications.Methods. The study adopts an interdisciplinary approach at the intersection of education, digital humanities, and heritage studies. Methods include critical literature review, interpretive analysis, and comparative reflection on current practices. Particular attention is given to immersive learning technologies, hybrid instructional formats, and teacher readiness.Results. Digitized heritage expands access to learning for diverse and remote audiences, fosters critical engagement withhistorical narratives, and supports multimodal, student-centered approaches. These formats support experiential explorationand critical learner engagement with historical content. However, they are only effective when supported by infrastructure,teacher training, and an awareness of representational ethics. The findings underscore the importance of balancing digital andtraditional approaches, especially in heritage education, where historical context and plural interpretation are essential.
Cultural heritage is increasingly at the centre of debates on the future of artificial intelligence and extended reality. Heritage institutions steward vast and heterogeneous collections—ranging from text and audiovisual materials to 3D objects, oral histories, and sensor data. Enriched with provenance and curatorial knowledge, these collections are invaluable for advancing access, improving search and retrieval, and exposing biases that often remain hidden in mainstream corpora. Artificial intelligence and extended reality are reshaping how cultural heritage is preserved, experienced, and reimagined. Machine learning accelerates digitisation, restoration, and cataloguing processes (AI for Culture), while multimodal tools enable richer interpretation of artefacts and narratives. Particularly striking is the rise of immersive and social XR environments, where communities engage with collections in dynamic, participatory ways. Building on recent research and creative pilots, heritage institutions are increasingly positioning themselves as co-creators of new artistic works and narrative visions, using XR to connect collections with lived experience and community memory. These environments not only enable fresh forms of engagement with heritage data but also open new possibilities for collaborative storytelling. Equally important, heritage institutions embody public values such as transparency, inclusion, and accountability. Their expertise in managing complex metadata lifecycles positions them as active agents in shaping responsible AI workflows. Through the lens of 'culture for AI', researchers and practitioners gain access to resources and methods that can inform wider debates on algorithmic fairness, reproducibility, and trust in digital infrastructures, while also helping to improve AI literacy across the broader public. This paper will demonstrate how cultural heritage institutions are already taking steps to ensure that emerging technologies contribute to inclusive access, creative engagement, and cultural diversity. More than beneficiaries of technological change, they are active partners (situated at the heart of the cultural and creative industries) in shaping responsible, interdisciplinary, and sustainable innovation.
For over a century, the horror genre has served as a powerful medium for exploring societal anxieties, including issues of power, repression, identity, memory, and the forces that threaten people in society. Despite its rich potential, the narrative, aesthetic, and technical mechanics of contemporary horror media remain largely untapped by heritage practitioners aiming to reach new audiences through experiential engagements with difficult history. This article examines how the storytelling frameworks and mechanics of contemporary horror media can be thoughtfully applied to the dissemination of difficult heritage, fostering empathy, creative reflection, ethical inquiry, and experiential learning. Amid a growing emphasis on immersive storytelling in the heritage sector, this study addresses a gap in academic literature concerning innovative interpretative strategies for presenting challenging historical narratives. The central case study, 1711 Ireland: A Witch’s Fate (2025), is a serious video game developed through the 1711 Islandmagee Witches Creative and Digital Project, exemplifying a practice-as-research methodology. This approach highlights how knowledge is generated through the act of creative production, underscoring the potential of dark popular media to reimagine difficult heritage interpretation. The findings reveal that “horror content,” “horror presentation,” and “the fantastic” can recontextualize difficult heritage in ways that resonate with contemporary audiences. This is important considering that dark, entertaining cinematic recreations now occupy a central position in transmitting difficult history to younger generations. By proposing a conceptual framework and DREAD model (Difficult Heritage Reimagined: Engagement, Aesthetics, and Dark Storytelling) to guide the creative adaptation of difficult heritage through the prism of horror, this article offers a timely and unique contribution to academia and industry. It provides practical insights for professionals seeking to leverage contemporary horror media’s emotional and imaginative power to engage audiences with difficult historical narratives. This research emphasizes the strategic importance of innovation in difficult heritage dissemination, demonstrating how dark popular media can enhance audience engagement and broaden the scope of heritage interpretation practices.
Over the years, Minecraft has been proven to be one of the most popular educational tools across diverse domains and has been utilised as a participatory, creative, and simulation-based platform for engagement, learning, and co-design. This paper explores Minecraft as a co-creation tool to engage young students in exploring and understanding the cultural heritage of Hermoupolis, Syros, one of Greece’s most historically and architecturally significant neoclassical cities. We investigate how immersive digital environments like Minecraft can function not only as games or creative sandboxes, but also as collaborative heritage labs and learning spaces. In a three-month project, children, aged 8-12 collaboratively built a digital twin of Hermoupolis’ historic centre, reconstructing its iconic buildings and urban layout within Minecraft’s voxel-based limitations. Researchers guided the process by incorporating urban planning data, spatial logic, and playful building sessions, complemented by age-appropriate walking tours for grounding the digital activity in embodied, sensory experience. The project aimed to trigger curiosity, spatial reasoning, and cultivate visual literacy of scale and architectural scales and styles. We employed observational methods and questionnaires to understand how participants engaged with the city’s architecture and history through collaboration and virtual building. Our findings suggest that students developed a stronger sense of place and became more aware of buildings’ preservation, gaining the feeling of ownership over the urban and building features they digitally recreated. This study contributes to the growing field of game-based heritage education, highlighting how playful digital co-creation can foster cultural awareness and participatory citizenship among young learners.
In the context of rapid global digitalization and evolving media ecologies, sustainable cultural communication has become central to both museum transformation and the theoretical renewal of iconology. Images, as vital carriers of cultural memory and identity, are shifting from static, linear presentations to generative, interactive, and participatory modes enabled by digital platforms. This shift calls for a new paradigm in image communication—one that integrates meaning construction with technological and user-centered logics. This study adopts a “technology–culture–user” framework, drawing on constructivism, cultural memory theory, and symbolic interactionism to construct a digital-era iconological system. Through comparative analysis of the Chinese Palace Museum and the National Museum of Korea, the research reveals complementary approaches: the former emphasizes structured, authoritative knowledge dissemination, while the latter prioritizes immersive, user-driven interaction. These differences provide a basis for cross-cultural cooperation. Accordingly, the paper proposes five collaborative strategies: integrating advanced technologies, building shared image resource systems, enhancing user engagement mechanisms, expanding East Asian visual symbol networks, and adapting institutional frameworks to diverse cultural contexts. These strategies aim to support both theoretical innovation in iconology and sustainable regional cultural communication in the digital age.
No abstract available
Digital Heritage and Digital Humanities focus on distinct typologies of heritage: tangible and intangible Cultural Heritage (CH) objects and their preservation, education, and research versus the application of digital technologies to support research in the humanities. Both allow scholars to go beyond textual sources to integrate digital tools into the humanistic study. This project aims at supporting a new way of experiencing CH in the Serralves Museum and Coa Archeologic Park through more involving and culturally-qualified user experience. The main goal is to understand the potential of eXtended Reality within CH while also proposing the idea of developing a digital experience platform: an authoring tool based on an engine with core experiences functions that can be applied for developing multiple experiences for CH. This platform will contribute to new approaches, technologies, and tools for creating, processing, and delivering immersive and interactive content for engaging and meaningful experiences in these specific CH environments.
Mixed reality technology is employed to develop immersive experiences, enhancing visitor engagement within museum environments. There are challenges in interface design and sensory accuracy for such mixed-reality applications. This study explored integration of mixed reality technology in museums, emphasizing the enhancement of cross-cultural understanding and visitor engagement. Using advanced three-dimensional printing, significant artifacts from various cultures, including a notable Korean artifact from the Goryeo period, were replicated and digitized. These artifacts were the core of a mixed reality environment that was created using Unity and the MR Software Development Kit and experienced through a HoloLens 2 Head-Mounted Display. This immersive mixed reality experience, comprising three interactive segments, incorporated eye- and hand-tracking technologies to enable deeper engagement with cultural artifacts. The impact of mixed reality on visitor engagement and cross-cultural comprehension was evaluated, revealing a significant increase in visitor involvement and appreciation of cultural diversity. Notably, this study contributes to the evolving narrative of digital cultural heritage by highlighting the role of mixed reality in fostering a cross-cultural understanding and shaping future museum experiences.
The development of this virtual museum was a collaborative project of lecturers and students as an effort to create learning media about Indonesia’s cultural identity and history. This was practiced-based research that culminated in the creation of a high-fidelity prototype. Design thinking was used to realize ideas by considering existing problems. The empathize and define stages were conducted on 33 high school students to find out students’ insights about museums and their experiences in real or virtual museums. Visualization of objects with 3D photogrammetric techniques was used to achieve a realistic impression and a more immersive feeling. The museum also features audiovisuals, infographics, motion graphics, and animated objects. This prototype was tested directly on 12 students who were divided into three user groups, namely mobile phones, laptops, and VR. Mobile users experienced problems in accessing this museum, while laptop users managed to access the museum and had a very positive reaction. VR users felt a much more emotional experience. The test of a prototype in a school has shown that such a virtual museum will be attractive and engaging for students and schools, especially in remote areas, and should be further developed.
This study explores the potential of Virtual Reality (VR) technology to enhance museum visitor engagement through the “Jelajah Bahari” VR game at Museum Bahari, DKI Jakarta. By integrating VR, the museum offers an immersive and interactive experience that brings Indonesia’s maritime heritage to life. This VR game combines educational content with an engaging narrative, allowing users to embody a Pinisi ship captain on a journey to Kepulauan Seribu. It was tested by museum staff and evaluated qualitatively. It showed positive responses to the game’s design and educational value, highlighting VR game’s potential to increase visitor’s curiosity and engage younger audience. However, challenges like VR unfamiliarity, equipment maintenance, and visitor safety considerations were noted as essential to successful implementation. These findings indicate that, with proper support, VR installations can significantly benefit Indonesian museums by making historical education more engaging and accessible. Overall, the “Jelajah Bahari” VR game serves as a model for other museums seeking to integrate immersive technology, showcasing VR’s potential to elevate traditional exhibits and broaden cultural engagement in an evolving digital landscape.
This study aimed to develop and evaluate an interactive history learning model using a virtual museum and digital timeline to strengthen students’ understanding of Bhinneka Tunggal Ika (Unity in Diversity) in Indonesia. Despite existing history education initiatives, students often struggle with conceptualizing historical events and connecting them to national values. This research addresses the gap by integrating immersive digital tools to enhance engagement, contextual learning, and value comprehension. A quasi-experimental design with pretest-posttest control group was employed. Participants were 120 high school students selected via stratified random sampling. The intervention consisted of a virtual museum tour combined with an interactive digital timeline, covering key historical events related to Indonesia’s cultural diversity. Data collection involved a structured knowledge test, a values comprehension questionnaire, and usability evaluation of the digital tools. The instruments were validated for content and reliability (Cronbach’s α > 0.85). Statistical analysis included paired-sample t-tests and ANOVA to compare learning outcomes between control and experimental groups. Results indicated significant improvement in students’ historical knowledge (mean gain = 22%) and comprehension of Bhinneka Tunggal Ika values (mean gain = 18%) in the experimental group compared to the control group (p < 0.01). Usability assessments showed high satisfaction scores (average 4.5/5), confirming the feasibility of virtual museum integration. The study demonstrates that virtual museum-based learning can effectively enhance historical understanding and national values. Limitations include short intervention duration and limited generalizability to other educational contexts. This research provides evidence for using immersive digital tools in history education to foster value-based learning. Future research may explore longitudinal impacts, scalability, and integration with other curriculum components.
Augmented Reality (AR) in human rights museums and memorialization efforts can empower these initiatives to create stronger connections between audiences and victims; however, there is little research on the risks of depicting sensitive narratives through immersive technologies. We examined the opportunities and challenges of applying AR to memorialization by designing and deploying an AR application with a human rights museum in Colombia. We report lessons from our collaboration about navigating the risk of re-victimizing testimonial authors while creating engaging AR interactions. Furthermore, we report on a user study where participants interacted with our museum exhibition. Based on observations of our co-design process and the user study results, we discuss implications for immersive application design with strategies for selecting immersive content, balancing audience engagement, and identifying technology gaps. Finally, we reflect on the implications for collaborations between HCI researchers, human rights professionals, and organizations to inform designs involving sensitive narratives.
Objective: This study aims to analyze the role of digital placemaking and interactive narratives in strengthening Surabaya's historical identity as a heritage tourism destination in the digital era, while also identifying the challenges and opportunities involved in its development. Method: Employing a qualitative case study approach, the research focuses on the digitalization of Surabaya’s historical identity. Data were collected through in-depth interviews with relevant stakeholders, participant observation, and document analysis of heritage tourism policies. Thematic analysis was used to uncover patterns related to digital placemaking, stakeholder collaboration, and narrative effectiveness. Results: The findings reveal that Surabaya has initiated several technology-driven heritage tourism projects utilizing AR, VR, and interactive storytelling. However, challenges remain in the form of limited narrative authenticity, fragmented stakeholder coordination, and uneven technological adoption. Novelty: This study contributes by highlighting the strategic potential of digital placemaking and immersive narratives in enhancing urban historical identity and tourism engagement, offering a framework for collaborative and sustainable digital transformation in heritage tourism.
Museums, archives, and cultural institutions are experiencing a profound transformation, shifting from repositories of exclusive knowledge to interactive and inclusive environments that foster lifelong learning and cultural participation. Building on the historical evolution of collections—from ancient archives and Renaissance Wunderkammern to modern public museums—this paper explores how extended reality (XR), AI-driven avatars, and digital storytelling are reshaping the visitor experience. We analyze how immersive projections, conversational agents, and hybrid “phygital” installations developed by e-REAL Labs have enhanced accessibility, engagement, and preservation across projects in Italy, Switzerland, France, and beyond. These solutions demonstrate how static exhibitions can be converted into dynamic experiences where visitors actively co-construct meaning. Drawing on recent design research, we highlight the importance of cognitive ergonomics, memory, and attention management in XR environments, ensuring that technology supports rather than overwhelms perception. The integration of calm and slow technologies provides balance, making digital tools discreet companions to narrative and curatorial intent. Similarly, modular and adaptive design principles allow installations to fit within diverse architectural and cultural contexts without fragmenting visitor experience. Particular focus is placed on the educational dimension of interactive museums., where extended reality (XR) and artificial intelligence (AI) extend learning beyond traditional didactics, This approach engages visitors through multisensory experiences that blend physical artifacts with virtual reconstructions. Multilingual avatars and inclusive design guidelines support accessibility for diverse audiences, including individuals with disabilities and marginalized communities. Ultimately, this paper positions interactive museum experiences as a new paradigm of cultural engagement, where digital transformation does not replace authenticity but enhances it. By merging historical preservation with generative AI and immersive storytelling, museums can transcend physical and cognitive barriers, offering equitable access to cultural heritage and fostering dialogue across generations and cultures.
Museums have increasingly been using digital approaches to explore new ways to provide new experiences with Cultural Heritage (CH). The need for these solutions exploded with the COVID-19 pandemic forcing museums and cultural organizations to move towards a digital transformation to engage their audiences. Although, with a lack of guidelines on how to create eXtended Reality (XR) experiences with multiple perspectives for CH environments. This project aims to provide Museums with novel approaches to include interactive and immersive activities targeted at the cultural assets of their exhibitions and educational activities. Firstly, we will map and critically access current participatory practices in museums; then, we will develop a new methodology for creating and implementing experiences using XR technology in a range of workshops. The concept of multiple perspectives on cultural heritage will be explored through the application of co-creation practices, towards engaging different communities with cultural heritage contents from Serralves Museum.
Abstract. The article analyses the formation of national identity and social consolidation through museum practices, which serve as an essential tool for preserving cultural heritage and historical memory, as well as for affirming national values. This study places a particular emphasis on examining the works of foreign researchers who explore the role of museums in creating collective memory, strengthening social cohesion, and shaping identity. Key concepts and practical approaches developed within academic circles are reviewed. It is substantiated that museums play a critically important role in fostering national identity and societal consolidation, promoting the national narrative in the context of informational confrontation, and engaging in cultural diplomacy on the international stage. Amid the war in Ukraine, museums have become not only repositories of historical memory but also active participants in the struggle for Ukrainian sovereignty. The article examines the key functions of museums as cultural institutions that contribute to preserving and transmitting national memory, shaping perceptions of the nation, and integrating various social groups into a unified community. The study analyses the role of museum exhibitions, educational programs, cultural events, and memory policies in the processes of national identification and civic unity, as well as the impact of museums on political processes and the development of cultural and memory policies in the face of contemporary challenges and modern trends in museum practices. Successful examples of Ukrainian museums that actively use modern trends to shape national identity are analysed. It is proven that museums can serve as an effective mechanism for societal consolidation through creating an inclusive interpretation of history that considers the interests of all social and ethnic groups; popularizing national heroes, symbols, and values; utilizing modern interactive methods to engage a broad audience; and organizing discussions, exhibitions, and other events that promote dialogue among different segments of the population. Keywords: national identity, identity, societal consolidation, museum practices, museums, war, cultural policy, memory policy.
This poster showcases an immersive XR museum installation that presents the emotional, experiential and environmental dimensions of intangible cultural heritage associated with the Calanais megalithic cultural heritage sites, located in Scotland. The installation consists of an XR mobile app on a tablet device, a large interactive display app, and a directional speaker sound system that collectively create the immersive environment in which a range audiovisual media content – including animations based on human narratives of related intangible cultural heritage – is presented.
This article analyzes how the immersive technology rejuvenates the dissemination of the revolutionary culture of China, taking the Guizhou Long March Digital Technology Art Museum (Red Ribbon) as an example to follow the dual transformation of the revolutionary culture in terms of narrative approaches and value dimensions in the digital media context. Research shows that the immersive technology transforms static displays into navigable historical sites through virtual scenes and symbolic reconstruction, and transforms the audience from spectators to participants through embodied experiences and interactive narratives. When emotions are triggered by the environment, value cognition crystallizes into self-awareness. This technological intervention does not only innovate dissemination formats, but also creates new trajectories for the reproduction of cultural and social values, providing a reproducible paradigm for sustaining red culture in the new era and crafting its overseas narratives.
In recent years, the integration of Artificial Intelligence (AI) into the digital humanities has opened up new avenues for the enhancement of cultural heritage, radically transforming the way historical content is accessed, analysed and narrated. This article explores the potential of generative technologies in the construction of immersive and interactive experiences, focusing in particular on the case study of the virtual museum dedicated to the Albanian writer Musine Kokalari. Through the use of Large Language Models (LLM), conversational avatars, and photographic animation techniques, the project demonstrates how it is possible to offer a more immersive and emotional enjoyment of historical archives. The approach taken also highlights the epistemological and ethical challenges of simulating historical figures, proposing a model for the conscious and responsible use of AI for cultural dissemination.
The Metaverse is significantly impacting the field of Digital Cultural Heritage, providing new opportunities for preserving, presenting, engaging, and interacting with historical and cultural artefacts through immersive virtual environments. This paper presents the development and implementation of an Intelligent Reality Virtual Museum prototype system for interactive digital cultural heritage experiences, within the context of a Cyber-Physical-Social System (CPSS) architectural framework for Metaverse applications development. The prototype integrates advanced Artificial Intelligence and Large Language Models in fusion with Digital Twins, Robotic and Gaming technologies to deliver immersive cultural heritage experiences that blend the real with the digital worlds. The paper presents the system architecture, system design, and development process, and the results of a user evaluation study assessing the usability and user engagement with the system during an interactive cultural heritage experience. The results revealed a usable system capable of offering an engaging and entertaining interactive experience to its users, highlighting the potential to be used for supporting and enhancing cultural heritage accessibility and engagement in our current digital age. System limitations and plans for future work are presented, focusing on refining and expanding the system capabilities towards the development of a new type of a Cyber-Physical-Social Eco-Society of systems for Metaverse applications to support and enhance the way users interact with and experience cultural heritage.
The article presents an example of how a small, independent cultural institution can contribute to the construction of national identity during wartime. The author focuses on a less‐studied period of the Russo‐Ukrainian War, which lasted from 2014 to 2022. During that time, around 1.5 million people were displaced. While trying to integrate into new communities, they were often met with distrust and even stigmatization. In this situation, it was of utmost importance to facilitate dialogue between people directly and indirectly affected by the war to ensure that Ukrainians gained a better understanding of each other's experiences. The author argues that the Ukrainian office of the War Childhood Museum made a difference in this situation. While Ukrainian museums mostly reflected on the war by focusing on the military, the War Childhood Museum centered its work on civilians. The exhibition was grounded in objects donated by children and young people, as well as interviews recorded with them. This way, the museum team created a space in which civilians directly affected by war felt seen, heard, and respected. Visitors who did not experience the war directly could immerse themselves in a mosaic of stories that genuinely portrayed the war experience from a child's perspective. This helped foster greater coherence and mutual understanding within Ukrainian society.
This study explores the transformative potential of the metaverse in redefining cultural heritage engagement, with a specific focus on the digital metamorphosis of the Museum of L’Avesnois in Fourmies. By leveraging advanced 3D scanning technologies and immersive virtual environments, select artifacts have been meticulously digitized, creating an unprecedented interactive platform that bridges accessibility gaps and invites global audiences to engage with cultural heritage. Variability in user experience, reflecting the diverse interactions, emotions, and cognitive responses of participants, serves as a critical analytical axis in this research. While diversity can yield invaluable insights into user preferences, excessive discrepancies risk fragmenting the coherence of engagement. This study demonstrates how strategic design interventions can mitigate such variability, fostering uniform yet personalized experiences. Through the integration of real-time social dynamics, enabled by customizable avatars and communication tools, the metaverse is established as a pioneering medium for collaborative cultural exploration. Employing a robust mixed-methods approach, this research synthesizes quantitative metrics with qualitative insights from in-depth interviews to critically evaluate the metaverse’s capacity to deliver authentic, emotionally resonant, and pedagogically impactful engagements. While challenges persist in replicating the emotive depth of physical exhibits and sustaining user attention, findings underscore the metaverse’s unparalleled efficacy in democratizing access to cultural artifacts and enabling transboundary social interactions. Furthermore, the seamless incorporation of previously inaccessible artifacts into these virtual domains significantly enhances both user engagement and educational outcomes. This work advances the discourse on digital heritage by presenting actionable insights into the design of virtual environments that uphold cultural authenticity, foster socially immersive interactions, and align with the broader paradigm of digital transformation.
The Antikythera Mechanism is not only an ancient artifact. It is the first known geared computer that spurs interest of archaeologists, astronomers, mechanical engineers, and software developers. The high degree of corrosion, caused by its long burial in the shipwreck of the Antikythera, makes it a hypersensitive artifact. A pioneering technique has been applied, which generates accurate 3D models for the fragments of the artifact. The embodiment of these assets into an interactive and fully immersive virtual environment of a game engine, is the subject of this presentation.
Virtual reality technology not only enables the digital reconstruction and immersive presentation of cultural relics, enhancing the publics cultural experience, but also offers innovative solutions for cultural heritage preservation. Its applications in the preservation and exhibition of cultural relics have become increasingly prominent. This paper aims to explore innovative approaches to the digital display and interactive experience design of ancient books and artifacts at the National Museum of Classic Books,Two famous exhibitions of the National Library Museum were selected - 'Entering the True by Observing the Marvelous: Highlights of Cultural Relics from the Yongle Palace in Shanxi and a Digital Art Exhibition' and 'Memories of Oracle Bone Inscriptions'. Using these as examples of the technology and presentation methods for the digital display at the National Library Museum, suggestions for its future digital exhibition were proposed based on the layout of the museum and its existing collections, combined with today's advanced virtual reality and AI technologies.Through case analysis, user research, technological application analysis, and interdisciplinary theoretical integration, the study proposes new methods for digital display design and optimized strategies for interactive experiences involving ancient book relics.
The paper analyzes the establishment of Tibetan shrines within Western museums and their function in crafting ritualized encounters for attendees, all the while perpetuating Western stereotypes and Orientalist viewpoints regarding Buddhism. Through the analysis of the aesthetic design, immersive environments, and interactive elements of these shrine displays, the study reveals how museums position Tibetan artifacts to evoke a sense of the sacred, detaching visitors from the secular world. It emphasizes how the museum experience reflects ritual participation, transforming visitors into active participants rather than passive observers. Furthermore, the article evaluates how these carefully crafted experiences sustain a romanticized and superficial perception of Tibetan culture, which is deeply embedded in Western ideals of spirituality and serenity. While these museum shrines may offer visitors an entry into an idealized version of Tibetan Buddhism, they also contribute to a broader narrative of Orientalism that distorts and simplifies the complexities of Tibetan identity and religious practices.
This paper takes the museums in the Beijing area as the research object and selects the Palace Museum as a typical case to explore the current application situation and actual effects of digital humanities technology in the protection of cultural heritage exhibition display and optimization of audience interactive experience. Through the combination of literature review and field investigation methods this paper systematically combs through the application achievements and existing deficiencies of digital humanities technology in museums at home and abroad. The research finds that digital humanities technology has significant advantages in aspects such as digital display of cultural relics virtual reality experience and intelligent guided tours. It can effectively break through the physical limitations of traditional museum displays and provide audiences with a more immersive and interactive visiting experience. At the same time there is still room for improvement in data integration information depth and cross-media narratives. Based on the analysis of the digital practices of the Palace Museum and other museums this paper proposes optimization strategies such as constructing a three-dimensional communication system reconstructing the narrative dimension of cultural relics innovating the interactive experience mode and building a resource sharing network providing theoretical support and practical references for promoting the digital transformation of museums in Beijing and even across the country and the protection of cultural heritage.
In this research, the authors investigate the implementation of digital technology in the form of AI by Generation Z (Gen Z) in museums, and discuss it with the theoretical framework of the co-creation through interaction framework (CCF). Addressing the Hang Tuah Museum in Melaka, Malaysia, as the first museum with the incorporation of AI into heritage storytelling in the country, the research investigates the digital technologies involved in value co-creation mechanisms, sustainable touristic development of heritage and guiding museum management. The research follows a qualitative approach, employing semi-structured interviews and observations of Gen Z visitors and the staff of the museum, to collect their observations. The observations emphasise that Gen Z favours interactive and immersive digital reality such as holograms, virtual tours and AI-powered chatbots, due to the tech-savvy and multi- tasking nature. The study identifies certain gaps in what has already been done like the fact that the previous literature has not paid sufficient attention to AI adoption by Gen Z in museums and the contextual gap on the Hang Tuah Museum. The analysis of the co-creation framework allows the study to highlight that the creation of customizable heritage experiences through collaborative relationships among visitors, digital technologies and museum objects is an imperative. The results offer an action plan that museums can follow to enable the efficient incorporation of digitalization, being relevant and sustainable in heritage tourism. The presented study is related to the emerging debate about digital transformation in cultural institutions, and presents a framework which can help in making cultural institutions more engaged with their visitors via technology enabled co-creation.
New smart museums, integrating technologies like augmented reality (AR), virtual reality (VR), interactive kiosks, Internet of Things (IoT) devices, and AI tools, mark a departure from treating industrial history as a passive archival medium. The incorporation of these technologies allows for a shift from passive learning to actively experiencing history. This paper explains how these technological advancements improve visitor immersion, multi-dimensional learning regarding socio-economical shifts and identities, as well as deep processes associated with industrial machinery systems in context. Case studies from leading industrial heritage museums showcase how complex historical narratives are made relatable through the use of immersive simulations, digital reconstructive building, and dynamic data stream visualization technologies. The study also addresses the implications of adopting new technologies, including ease of use, content accuracy, and infrastructure expenditures. Lastly, the paper concludes smart museums serve as connectors between the appreciation of history and the understanding of technical concepts – a fundamental need for younger people born into the digital age [2].
Museums have an important role in preserving human and natural cultural heritage, with the main task of collecting, maintaining, securing and displaying collections for educational and research purposes. The Sang Nila Utama Museum in Pekanbaru is an example of a museum that focuses on pre serving Riau Malay culture, functioning as a storage place for artifacts as well as a center for learning local history. The use of this museum in the learning process has been proven to increase public understanding, especially students, regarding the socio-cultural life of the Malay community and the history of Riau. With a variety of collections including artifacts, dioramas and miniatures, this museum provides an interactive experience that enriches knowledge of local history, while strengthening a sense of pride in regional and national cultural identity
The interpretation of archaeological heritage encounters inherent challenges due to the fragmentation and contextual loss of the physical site. Virtual reality has emerged as an innovative medium for enhancing user engagement and promoting meaningful dissemination of culture. This exploratory study investigates the design and preliminary expert-based evaluation of arkeOyun, a virtual reality game created to better understand archaeological sites’ spatial and cultural significance, by sampling the Kültepe Archaeological Site. The aim of this study is to evaluate the usefulness of virtual game-based approaches in the dissemination of cultural heritage and user interaction, emphasising spatial clarity, narrative integration, and immersive engagement. Our study incorporates qualitative and quantitative methods, utilising concurrent think-aloud and heuristic evaluation with participants who were selected due to their expertise in heritage, design, and human–computer interaction domains. Participants engaged with arkeOyun via a head-mounted display, and their real-time comments and post-experience evaluations were systematically evaluated. Results indicate that although participants responded positively to the game’s immersive design, interface simplicity, and spatial organisation, notable deficiencies were seen in narrative coherence, emotional resonance, and multimodal feedback. Navigation and the presentation of informative content were seen as critical areas requiring improvement. The data triangulation revealed both consistent and varying assessments, highlighting the need for context-specific support, varied task structures, and emotionally compelling narratives for enhanced interpretation of cultural significance. The findings of our study illustrate the potential of virtual reality games as a medium for cultural heritage interpretation via arkeOyun. For experiences to evolve from immersive simulations to major interpretative platforms, it is vital to integrate narrative frameworks, multimodal scaffolding, and user-centred interaction tactics more deeply. The results of this exploratory pilot study present preliminary findings on integrating virtual reality games in archaeological heritage interpretation and contribute to further projects.
No abstract available
Cultural heritage represents the historical and cultural achievements of a nation, playing a vital role in studying human civilization and preserving national languages and scripts. This study utilizes virtual simulation technology to design a virtual pavilion for Chinese language and writing, employing image and text feature extraction algorithms for feature fusion and 3D modeling. The effectiveness of Chinese character extraction is validated through feature point matching, while the virtual exhibition’s impact is assessed via user experience scores. Results indicate that the proposed algorithm achieves accurate extraction with no misrecognition. User interest rankings highlight text images as the most influential factor, followed by visual imagery, pavilion experience, scene art, and language culture. Analysis of user feedback shows an average experience score exceeding 60 points, confirming the pavilion’s effectiveness in preserving and promoting Chinese language and writing culture.
Gameplay is one of the essential components of our culture and heritage. It brings collective memories and the formation of social networking within a particular time frame. This research explores the feasibility of preserving and revitalising heritage gameplay activities through the use of virtual reality (VR). The study aims to consolidate and clarify heritage games as a distinct field of study within the VR context. Experimental and historical research are applied to identify key heritage games and corresponding gameplay experiences, as reported by local elderly participants. A Chinese heritage game titled “Tag Game” was designed and produced for a post-experiment usability study that aimed to evaluate the elderly's overall gameplay experience and provide insights for future development in heritage gaming. The findings revealed a strong positive correlation between game challenge design and user enjoyment. Crucially, the sense of presence and immersive experience emerged as a crucial factor in enhancing overall gaming satisfaction among elderly players. The research team suggests that heritage game design should be informed by comprehensive historical and cultural studies to ensure the successful integration of these experiential elements. Focusing on participants' cultural memories can foster a more diverse heritage discourse and consolidate heritage games as a distinct research field.
No abstract available
No abstract available
Intangible cultural heritage, a vital part of our collective human legacy, faces the threat of being lost in the tide of modernization. Preserving and promoting these cultural treasures require innovative approaches that transcend traditional boundaries. In this paper, we introduce “El-FnaVR”, a groundbreaking virtual reality (VR) application that captures the vibrant essence of Marrakech’s renowned UNESCO-listed Jemaa El-Fna square, Morocco. El-FnaVR immerses users in a detailed virtual replica of the square, replete with lifelike animated characters and spatial 3D audio that reproduces the locale’s unique atmosphere faithfully capturing the location’s distinctive ambiance. This paper delves into the comprehensive five-stage design and development process of the application, highlighting its unique features and demonstrating how it replicates the diverse activities and performances at the square. A user study, conducted with participants, reveals overwhelmingly positive responses, as participants laud the application’s immersive nature, ease of use, and social appeal. The study’s findings indicate that El-FnaVR successfully evokes the sensation of being present at the Jemaa El-Fna square, and offers valuable insights into the events and traditions that define it. As a significant step towards the preservation and promotion of intangible cultural heritage.
In recent years, cultural projects utilizing digital applications and immersive technologies (VR, AR, MR) have grown significantly, enhancing cultural heritage experiences. Research emphasizes the importance of usability, user experience, and accessibility, yet holistic approaches remain underexplored and many projects fail to reach their audience. This article aims to bridge this gap by presenting a complete workflow including systematic requirements analysis, design guidelines, and development solutions based on knowledge extracted from previous relevant projects. The article focuses on virtual museums covering key challenges including compatibility, accessibility, usability, navigation, interaction, computational performance and graphics quality, and provides a design schema for integrating virtual museums into such projects. Following this approach, a number of applications are presented. Their performance with respect to the aforementioned key challenges is evaluated. Users are invited to assess them, providing positive results. To assess the virtual museum’s ability to attract a broader audience beyond the usual target group, a group of underserved minorities are also invited to use and evaluate it, generating encouraging outcomes. Concluding, results show that the presented workflow succeeds in yielding high-quality applications for cultural heritage communication and attraction of wider audiences, and outlines directions for further improvements in digitized heritage applications.
With the growth and popularization of social virtual reality (VR) in the heritage sector, particularly in multiuser environments like the metaverse, this study explores its potential as a platform for virtual heritage communication to support cultural learning. This research examines the advantages of multiuser social VR for heritage interpretation and meaning-making by conducting a user study with 102 participants (34 groups) within the Misreuksaji metaverse on Zepeto, a heritage-focused social VR created by Iksan, Republic of Korea. Sixty hypotheses were tested to assess how eight social dimensions and four system-usability factors influence virtual heritage communication that is consisted of the five end-goals of cultural learning, particularly around perceived authenticity, appreciation, and collective knowledge construction in heritage settings. Results reveal key communicative social factors—such as reciprocity (two-way interactive communication), co-presence (affective connectedness), and mutual support and collaboration—that positively impact cultural learning outcomes in virtual heritage communication. Conversely, factors such as cohesive and mutual attention, sense of community, and communicative difficulty can negatively affect the enrichment of cultural learning. The study provides strategic recommendations for designing social VR to enhance virtual heritage communication, supporting meaning-making, reinterpretation, and retention of knowledge in cultural heritage contexts from a multiuser perspective.
In this study, we developed and evaluated a nonlinear narrative virtual reality approach to enhancing the understanding of cultural heritage. The system was designed to convey the historical and cultural context of Seoul City Wall (Hanyangdoseong) while engaging users in a personalized experience. A novel “storyliving” structure was used, in which users choose the progress of the narrative. To achieve this, the methodology employed three key components: evaluating criteria to assess Hanyangdoseong’s sense-of-place, clustering to create distinct scenario segments, and sticker mapping to identify spatial preferences. Our approach maximizes user immersion through selective pathways and branching stories. Initial validation results suggest that this virtual reality system can greatly deepen users’ understanding of Hanyangdoseong and demonstrate the system’s potential as an innovative tool for cultural heritage education. This study contributes to the digital transformation of cultural heritage and provides important direction for the development of virtual reality content with richer and more personalized educational experiences.
Purpose: To aim of the study was to analyze the virtual reality (VR) for cultural heritage preservation in China. Methodology: This study adopted a desk methodology. A desk study research design is commonly known as secondary data collection. This is basically collecting data from existing resources preferably because of its low cost advantage as compared to a field research. Our current study looked into already published studies and reports as the data was easily accessed through online journals and libraries. Findings: Virtual Reality (VR) has emerged as a potent tool for preserving and presenting China's rich cultural heritage. Through immersive experiences, VR allows users to explore historical sites and artifacts with unprecedented detail and interactivity. This technology facilitates not only preservation but also public engagement and educational outreach, crucial for safeguarding China's cultural legacy amidst rapid modernization. VR applications in China range from digitizing ancient architecture like the Forbidden City to recreating lost artifacts, enhancing accessibility, and fostering global appreciation of Chinese heritage Unique Contribution to Theory, Practice and Policy: Media richness theory, constructivist learning theory & presence theory may be used to anchor future studies on virtual reality (VR) for cultural heritage preservation in China. Practitioners should focus on creating high-fidelity VR simulations that accurately represent cultural heritage sites and artifacts. Policymakers should establish standards and guidelines for the use of VR in cultural heritage preservation.
This article analyzes the literature regarding virtual reality (VR) and virtual worlds in cultural heritage preservation during the period 2018–2022. Through a hermeneutic review of specialized literature, key trends were identified that reveal how these technologies have evolved from visualization tools to active participation platforms. The findings reveal significant advances in the reconstruction of at-risk heritage, the documentation of intangible cultural expressions, and the creation of immersive educational experiences. However, tensions persist between technological innovation and accessibility, as well as ethical challenges surrounding the authentic representation of cultural contexts. The study highlights the need for collaborative frameworks that involve local communities in virtualization processes, ensuring that these initiatives not only preserve but also strengthen the emotional and identity-based connection with heritage. It concludes that while VR offers promising solutions, its implementation requires rigorous protocols that balance technical accuracy, social inclusion, and long-term sustainability.
The Acrobat Figure (Baixi) unearthed in the Qin Mausoleum's K9901 burial pit, vividly reflects the acrobat arts and other court entertainment activities of the Qin Dynasty and shows the image of acrobat artists at that time. The acrobatic figures provide a brand-new perspective for future generations to understand the society of the Qin Dynasty, with important historical, artistic, and scientific value. Currently, the digitalization researches of the Terracotta Army are mainly focused on Warriors’ burial pits and cultural relics, there is little attention on the digitalized display and dissemination of acrobatic figures. Since the wide applications of virtual reality (VR) technology in cultural heritage digitalization, this paper aims to conduct research on cultural experience and knowledge dissemination of the Acrobat Figure via VR. Firstly, a learner-centric progressive design method was adopted to virtually reconstruct acrobatic figures of the Qin Mausoleum with its environment, and a VR Baixi experience system was built; secondly, to evaluate the effectiveness of the cultural knowledge dissemination and learning, a comparative study was conducted between the VR Baixi and the traditional Baixi documentary; finally, the users’ experience data on knowledge dissemination results (KDR), performance expectancy (PE), and behavioral intention (BI) were collected and analyzed. The experimental results show that compared with the traditional approach, VR Baixi significantly improves the users' motivation and willingness to explore, and enhances their knowledge experience of the cultural heritage of the Acrobat Figure, which provides an effective solution for the knowledge dissemination and learning of cultural heritage on general audiences, especially among younger groups.
In recent years, Virtual Reality (VR) has emerged as a powerful tool for disseminating Cultural Heritage (CH), often incorporating Virtual Humans (VHs) to guide users through historical recreations. The advent of Large Language Models (LLMs) now enables natural, unscripted communication with these VHs, even on limited devices. This paper details a natural interaction system for VHs within a VR application of San Cristóbal de La Laguna, a UNESCO World Heritage Site. Our system integrates Speech-to-Text, LLM-based dialogue generation, and Text-to-Speech synthesis. Adhering to user-centered design (UCD) principles, we conducted two studies: a preliminary study revealing user interest in historically adapted language, and a qualitative test that identified key user experience improvements, such as incorporating feedback mechanisms and gender selection for VHs. The project successfully developed a prioritized user experience, focusing on usability evaluation, immersion, and dialogue quality. We propose a generalist methodology and recommendations for integrating unscripted VH dialogue in VR. However, limitations include dialogue generation latency and reduced quality in non-English languages. While a formative usability test evaluated the process, the small sample size restricts broad generalizations about user behavior.
This study aims to explore the potential of the metaverse to determine if it can be an effective medium for realizing an end-user-driven heritage interpretation platform. To this end, we conducted an in-depth user-study using a combination of qualitative experimental methods (cultural probes and a focus group interview) to obtain data on the thought processes, experiences, and responses of end-users within the metaverse called the Peaceful Hill, a heritage metaverse created by the National Museum of Korea and hosted on Zepeto, a metaverse platform. The twelve participants in their 20s were recruited for a five-day experiment. Through an inductive thematic study, four themes related to the end-user experience in the process of virtual heritage interpretation were identified, as follows: structural components as virtual wider settings, interactive components as life-logging experience, mediating components as an actor, and heritage interpretation components. Then, based on the visual network analysis, we further explored the multiple connections and reciprocal influences of the above themes to uncover differences and similarities in user-perceived experiences in the metaverse compared to existing virtual environments. In addition, we offered insights and design considerations for establishing a participatory heritage interpretation experience in the metaverse.
With the acceleration of global urbanisation, the pace of evolution in urban waterfront areas has intensified, consequently hastening the renewal rate of their constituent public spaces. Compared to the macro-level planning and regulation of traditional port and coastal waterfronts, balancing the historical preservation of urban heritage waterfront public spaces with contemporary demands has emerged as a critical issue in urban regeneration. This study examines the historical waterfront area of the Xiaoqinhuai River in Yangzhou, establishing a public space perception evaluation framework encompassing five dimensions: spatial structure, landscape elements, environmental perception, socio-cultural context, and facility systems. This framework comprises 33 secondary indicators. The perception assessment system was developed through a literature review, field research, and expert interviews, refined using the Delphi method, and weighted via the Analytic Hierarchy Process (AHP). Finally, cloud modelling was employed to evaluate perceptions among residents and visitors. Findings indicate that spatial structure and socio-cultural dimensions received high perception ratings, highlighting historical layout and cultural identity as strengths of the Xiaoqinhuai Riverfront public space, while significant shortcomings were noted in terms of landscape elements, environmental perception, and facilities. These deficiencies manifest primarily in limited vegetation diversity, inadequate hard paving and surface materials, insufficient landscape node design, poor thermal comfort, suboptimal air quality and olfactory perception, uncomfortable resting facilities, limited activity diversity, and inadequate slip-resistant surfaces. Further analysis reveals perceptual differences between residents and visitors: the former prioritise daily living needs, while the latter emphasise cultural experiences and recreational facilities. Based on these findings, this paper proposes targeted optimisation strategies emphasising the continuity of historical context and enhancement of spatial inclusivity. It recommends improving public space quality through multi-dimensional measures including environmental perception enhancement, landscape system restructuring, and the tiered provision of facilities. This research offers an actionable theoretical framework and practical pathway for the protective renewal, public space reconstruction, and optimisation of contemporary urban historic waterfront areas, demonstrating broad transferability and applicability.
Subways play an irreplaceable role in alleviating urban traffic congestion and showcasing a city’s historical and cultural heritage. Their speed and environmental benefits make them a vital component of sustainable urban development. Historical and cultural expression has become a focal point of subway spatial design and a core component of station planning. Building on this, the present study develops an evaluation system for metro station space that integrates history and culture and is grounded in the theory of genius loci (spirit of place). The Analytic Hierarchy Process (AHP) and Fuzzy Comprehensive Evaluation (FCE) are used to derive indicator weights and conduct quantitative assessment. AHP results indicate that visual design, auditory elements, and cultural identity are the core priorities within the Xi’an metro station evaluation system. Design strategies integrate visual elements with historical and cultural contexts to create multisensory experiences encompassing form, color, sound, and touch. FCE further analyzes the indicators and shows that the overall design quality of the sampled Xi’an metro stations is generally high: auditory and visual elements are dominant, spiritual (psychological) experience and cultural identity approach excellence, and tactile elements show somewhat weaker performance. These findings suggest that metro space design requires deeper consideration across multiple dimensions. The proposed methodology can be applied to the design and evaluation of metro stations, providing practical guidance for culturally integrated metro spaces.
Given the complex interplay between economic and cultural–historical factors, this paper explores scene perception and its mechanism in individual and collective cognition of historical commercial streets. Based on a perception model constructed from scene theory, the study utilizes user scene experience feedback from Beijing Road, a commercial pedestrian street in Guangzhou. It conducts a systematic assessment using hierarchical analysis (AHP) across three dimensions: authenticity, theatricality, and legitimacy. The findings reveal the following: (1) according to visitors, traditional cuisine, cultural and creative arts, and Lingnan’s intangible cultural heritage received low ratings; (2) historical relics and traditional cuisine are dominant factors, highlighting public attention to cultural heritage, but the role of historical–cultural characteristics and festival activities is relatively marginalized; (3) cultural–historical relics and traditional cuisine are the leading factors that contribute to an authentic experience, while historical context and festival activities constitute secondary factors; (4) cultural landscapes and arts are central to theatrical experiences, with modern visual elements playing a lesser role; (5) diversified commercial formats and public services are the core factors influencing legitimacy experience, reflecting the role of market diversity and policy orientation in building consumer trust. The design of historical and cultural streets should prioritize the preferences of those experiencing them to promote cultural identity and historical continuity. Additionally, the synergy between commercial diversity and policy orientation should be strategically emphasized to form a business ecosystem supporting sustainable development. Future commercial street renewals should focus on the key role of visual narrative in shaping brand culture. This paper offers insights into the dynamic process of constructing scene experience from perspectives of spatial materialization and emotional empowerment to cultural identity, providing references for strategies in historical place renewal.
Focusing on the intersection of technology and underwater cultural heritage (UCH), this article aims to evaluate how advanced tools such as autonomous sensor networks, augmented reality and simulations safeguard submerged archaeological sites. By systematically assessing recent peer-reviewed literature, it identifies current practices, examines barriers and enablers and clarifies stakeholder attitudes toward adopting these innovations. The goal is to inform improved strategies, highlight research gaps and encourage interdisciplinary collaboration, thereby fostering more robust and sustainable methods for preserving our shared underwater past. Overall, the review underlines the evolving significance of smart marine technologies in advancing UCH conservation. Employing the PRISMA framework, this study conducted a systematic literature review of peer-reviewed articles published from 2014 onward. Searches in Scopus, EBSCO and ProQuest databases used specific terms related to underwater archaeology and smart marine technologies. Inclusion criteria centered on empirical and case studies addressing technological adoption, stakeholder perceptions and preservation strategies. A two-phase screening process – initial abstract/title evaluation followed by full-text assessment – ensured methodological rigor, aided by CASP for quality appraisal. The final dataset of 48 studies underwent descriptive and objective-focused analyses, providing comprehensive insights into technological innovations, policy implications and stakeholder engagement for underwater heritage preservation. The review highlights a growing adoption of autonomous vehicles, AI-driven data processing and immersive digital modelling for UCH. Most studies originate in the Mediterranean region, reflecting a convergence of funding and dense submerged sites. Operational challenges include sensor malfunctions in turbid waters and high costs, while regulatory inconsistencies hamper cross-border data sharing. AI-enabled data processing and robust sensor development offer promising solutions. Stakeholder attitudes vary, with archaeologists cautious about virtual reconstructions, and policymakers generally supportive. Overall, these technologies improve documentation, predictive conservation and public engagement, marking a pivotal shift toward more sustainable underwater heritage practices. This review is constrained by its focus on English-language peer-reviewed publications from 2014 onward, potentially omitting earlier or non-English research. Geographic concentration on Mediterranean sites may leave other regions underrepresented. Variable methodological consistency across studies also limits direct comparisons. Nevertheless, the synthesis reveals that refining sensor resilience, standardizing data sharing and addressing regulatory disparities are critical for effective global implementation. Future studies should include broader linguistic coverage, longitudinal evaluations and more diverse geographic contexts. This will clarify how advanced sensor networks, AI algorithms and immersive tools can be adapted to different underwater conditions and stakeholder priorities. Findings guide practitioners in choosing and integrating robust technologies for sustainable underwater heritage preservation. Equipped with advanced sensor networks, autonomous vehicles and AI-based analytics, teams can enhance baseline documentation and real-time monitoring. Policymakers and funding bodies may use these insights to harmonize regulations and support cost-effective, scalable deployments. Collaboration among archaeologists, technologists and local communities ensures that technical solutions align with cultural sensitivities and operational realities. Ultimately, these strategies help institutions optimize resource allocation, safeguard submerged sites and foster public engagement. Implementing best practices derived from this review can strengthen overall efficacy and adoption of smart marine technologies. Integrating immersive technologies with community-driven initiatives can boost public awareness and appreciation for underwater heritage, stimulating local economies via tourism and education. Virtual reconstructions of submerged sites expand inclusive, remote access and spur wider interest in cultural preservation. Nevertheless, equitable distribution of any socioeconomic benefits is a concern, as communities increasingly seek a meaningful role in decision-making and tangible rewards. Addressing these expectations can enhance cultural identity, social cohesion and responsible stewardship of shared heritage. Ultimately, these approaches encourage broader social engagement, ensuring that advanced technologies contribute positively to both local communities and the preservation of submerged heritage. This review provides a distinctive synthesis by systematically mapping the technological landscape in underwater archaeology while incorporating stakeholder concerns. Unlike studies focused on single technologies or narrow regions, it holistically assesses diverse innovations, site types and policy dynamics. The findings highlight overlooked areas such as the underuse of IoUT and challenges posed by harsh underwater conditions. By revealing interdependencies among technical solutions, regulations and community perspectives, the paper offers new insights that can inform more effective, inclusive and forward-looking preservation strategies. This comprehensive approach thus advances both academic understanding and practical implementation in UCH conservation.
本研究体系全面覆盖了从底层技术研发到高层理论构建的沉浸式遗产认同全链条。研究趋势已从单一的“物理还原”演进为“情感共鸣”与“社会治理”并重。核心领域包括:1) 利用元宇宙与AI实现文化遗产的动态孪生与跨文化交互;2) 深度挖掘非遗及困难遗产的叙事潜能以强化身份认同;3) 通过游戏化与教育融合实现文化价值的代际传递;4) 建立以用户体验为核心的科学评估体系与社区参与的治理模型。这不仅为文化遗产的保护提供了技术路径,更为数字时代的文化连续性与身份构建提供了理论支撑。