红色文旅交互影游AR数字叙事
红色革命文化的数字化转型与价值重构
该组文献聚焦于红色文化资源(革命旧址、红色景区、英雄人物)在数字时代下的活化路径。研究探讨了如何利用AR/VR、数字化艺术及新质生产力工具对红色基因进行解码与传播,强调从静态陈列向动态体验的转型,以吸引年轻受众并实现红色精神的跨媒介传承。
- Design and Optimisation of Red Cultural Ceramic Landscape Immersive Experience Space Based on Augmented Reality Technology(Xuan Lu, Yu Fang, 2024, Applied Mathematics and Nonlinear Sciences)
- 新质生产力视域下湘潭红色工业遗产网红孵化基地培育路径 ...(Unknown Authors, 2025, Unknown Journal)
- 新时代以来温州红色文化数智化建设的丰富经验(Unknown Authors, 2025, Unknown Journal)
- 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)
- 红色旅游资源与教育教学融合的路径研究——以重庆为例(Unknown Authors, Unknown Journal)
- 主流媒体建党百年纪念的融媒体作品解析(Unknown Authors, 2022, Unknown Journal)
- 西柏坡镇红色旅游助力乡村振兴的创新策略研究(Unknown Authors, Unknown Journal)
- 地域红色文化资源融入《中外建筑史》设计课程改革实践研究(Unknown Authors, Unknown Journal)
- 红色文旅资源的开发模式与教育价值──基于CiteSpace的可视化 ...(Unknown Authors, Unknown Journal)
- 数字技术赋能红色旅游高质量发展:作用机理,现实挑战与路径 ...(Unknown Authors, 2024, Unknown Journal)
- Leveraging Augmented Reality for Red Culture Dissemination: A Case Study in Jinggangshan Revolutionary Base(Benxi Hu, Huaqun Liu, 2024, Proceedings of the 2024 7th International Conference on Sensors, Signal and Image Processing)
- 基于红色革命文化与博物馆的融合研究——以浙江省 ...(Unknown Authors, Unknown Journal)
- 基于红色景区文旅服务的品牌设计研究(Unknown Authors, Unknown Journal)
- 浙地的文化新生——浙江红色革命文化与非遗融合的调研(Unknown Authors, Unknown Journal)
- 湘赣边革命旧址红色文化数字化叙事的价值、困境与路径(Unknown Authors, Unknown Journal)
- 红色体育旅游发展模式在溧阳市水西村的开发策略研究(Unknown Authors, Unknown Journal)
- 地方红色资源数字化开发与电商营销策略分析(Unknown Authors, Unknown Journal)
- 红色旅游与电商融合发展的创新模式探析(Unknown Authors, Unknown Journal)
- Research on the Application Feasibility of Digital Media Art in Red Cultural Tourism(Haixia Sun, Li Zhang, 2021, 2021 International Conference on Internet, Education and Information Technology (IEIT))
- 新时代语境下呼和浩特市红色文化与旅游产业融合发展路径 ...(Unknown Authors, Unknown Journal)
- Research on the empowerment of red culture inheritance and dissemination through the design of digital and intelligent train carriages(Jingying Li, Ji Li, Xiaohan Zhao, 2025, Proceedings of the 4th International Conference on Artificial Intelligence and Intelligent Information Processing)
- 红色文化场域中的语言景观研究:以红岩革命博物馆为例(Unknown Authors, 2025, Unknown Journal)
- Digitization, Preservation, and Dance Narrative Exploration of Red Music Cultural Heritage in Hebei Province: A Multidisciplinary Approach(Feng Miao, Nan Zhang, 2024, International Journal of Social Sciences and Public Administration)
交互式影游形态与沉浸式空间叙事模型
此组文献侧重于叙事理论与媒介形态的融合创新。涵盖了从传统线性叙事向交互式微电影、游戏化VR、元宇宙影游的转变,提出了ISNM-ET模型、多模态叙事符号转换及AI辅助内容生成等理论,探讨如何通过“空间叙事”构建受众的临场感与主体性。
- 浅析电影制作中现实与想象的关系(Unknown Authors, Unknown Journal)
- Gamified VR Storytelling for Cultural Tourism Using 3D Reconstructions, Virtual Humans, and 360° Videos(Emmanouil Kontogiorgakis, Emmanouil Zidianakis, Eirini Kontaki, Nikolaos Partarakis, Constantina Manoli, S. Ntoa, C. Stephanidis, 2024, Technologies)
- The Non-myth of the Noble Red: Exploring Brechtian Principles of Storytelling and Performance in the Authoring of a Tangible Narrative(Daniel Echeverri, 2022, Creativity and Cognition)
- Memories Between Architecture and Cinema(Iván Rincón-Borrego, Eusebio Alonso-García, Sara Pérez Barreiro, 2024, Revista SOBRE)
- Spatial Narrative Optimization in Digitally Gamified Architectural Scenarios(Deshao Wang, Jieqing Xu, Luwang Chen, 2025, Buildings)
- Saints of Paradox: Integrating Cultural and Storytelling Concepts in an Interactive Digital Narrative(Tatiana Tavares, Marcos Mortensen Steagall, 2025, LINK PRAXIS)
- From Watching to Entering: A VR Approach to Cinematic Storytelling as Digital Heritage(Tobby Kan, Ken Tso, 2025, Proceedings of the 2025 20th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry)
- Traditional Storytelling and Immersive Narratives in the Metaverse(Anushruti Gantayat, Prajna Pani, Swetalina Mishra, 2024, Journal of Informatics Education and Research)
- Who Killed Helene Pumpulivaara?: AI-Assisted Content Creation and XR Implementation for Interactive Built Heritage Storytelling(J. Shawash, Mattia Thibault, J. Hamari, 2025, Proceedings of the 2025 ACM International Conference on Interactive Media Experiences)
- Research and dynamic analysis of interactive methods of film in the context of new media(Jinhao Li, Jie Liu, Jahng Surng Gahb, 2023, SHS Web of Conferences)
- The role of virtual and augmented reality in digital storytelling for cultural heritage(A. Adewojo, 2025, Business Information Review)
- Adventures in TwineSpace: An Augmented Reality Story Format for Twine(P. Berge, Daniel Cox, John T. Murray, Anastasia Salter, 2022, Lecture Notes in Computer Science)
- 基于数字城乡文旅融合背景下定制剧本游的实践研究(Unknown Authors, Unknown Journal)
- Designing the Immersive Spatial Narrative Model for Ethnic Tourism (ISNM-ET): A Case Study on Yao Culture and Museum-based Digital Storytelling(Chao Gao, Natirath Weeranakin, Ratanachote Thienmongkol, 2025, 2025 6th International Conference on Control, Robotics and Intelligent System (CCRIS))
- Digital Ethnography and Augmented Storytelling: A Participatory Model for Indigenous Cultural Preservation(Yakup bin Mohd Rafee, 2025, Global Conference on Business and Social Sciences Proceeding)
- Evolving Narrative Forms in Digital-Age Museum Spaces: From Static Displays to Interactive Experiences(Xiaoqing Yang, Roopesh Sitharan, Elyna Amir Sharji, 2025, International Journal of Creative Multimedia)
- 基于多模态的农文旅数字化平台设计与实现(Unknown Authors, Unknown Journal)
- Artistic Narration and Cultural Industry Innovation of Rural Tourism and Culture in the Metaverse Perspective: A Case Study of the Hani Rice Terraces in Yunnan(Yijin Ren, 2025, Communications in Humanities Research)
- 红色文化纪念馆室内展示空间的情感体验设计(Unknown Authors, Unknown Journal)
- Design of an AR-Based Visual Narrative System for Abandoned Mines Integrating Regional Culture(Wanjun Du, Ziyang Yu, 2025, Sustainability)
- Paradoxical Realities: Embodying cultural and storytelling concepts in an Interactive Digital Narrative(Tatiana Tavares, 2024, LINK 2024 Conference Proceedings)
- Posthuman Aesthetics and Cultural Hybridity in Chinese Ballet Development(Zhe Li, Sirimongkol Natayakulwong, 2025, Journal of Posthumanism)
AR与智能叙事技术的关键工程实践
该组文献偏重技术实现,探讨AR/VR在文旅场景中的软硬件集成。涉及容积捕捉(Volumetric Capture)、基于SLAM与QR码的导览框架、AI驱动的声音景观自动化、3D人物建模以及跨平台的移动端开发方法,为“影游交互”提供底层技术支撑。
- Artspeak: An Interactive AR Application for Lifelike Speaking with Art Portraits(Shubhangi S. R. Garnaik, Aruna Balasubramanian, Niranjan Balasubramanian, Jihoon Ryoo, 2025, 2025 IEEE International Symposium on Mixed and Augmented Reality (ISMAR))
- Case Study of Digital Development of the Yellow Crane Tower Using Augmented Reality Technology(Xiao Rong, Yang Liu, 2025, 2025 International Conference on Algorithm, Artificial Intelligence and Computer Vision (AAICV))
- Augmented Heritage: AR and QR Code Integration for Interactive Cultural Storytelling in the UAE(Mily Lal, Soumyakant Dash, Keerthika J, B. V. Kumar, Guma Ali, V. Shukla, 2025, 2025 International Conference on Intelligent and Secure Engineering Solutions (CISES))
- Data-Driven Technology Augmented Reality Digitisation in Cultural Communication Design(Na Yin, 2025, International Journal of Advanced Computer Science and Applications)
- AR Museum: Exploring the Augmented Reality Experience in Neust Museum(Genesis Benmark C. Laguna, Rolaida L. Sonza, 2026, International Journal of Innovative Science and Research Technology)
- Mobile Application Based on Augmented Reality to Encourage Tourism at the Wari Willka Museum(Jonathan Jacobe, Luis Jacobo, K. Salinas, Pedro S. Castaneda, N. Moggiano, 2021, 2021 International Conference on Information Systems and Advanced Technologies (ICISAT))
- PENERAPAN METODE AGILE PADA AUGMENTED REALITY (AR) BERBASIS CERITA BUDAYA KARANGKAMULYAN DI KABUPATEN CIAMIS(Wafa Fathiyia Rahma, Dadan Mulyana, Maulana Sidiq, 2025, Jurnal Mahasiswa Sistem Informasi Galuh)
- Augmented Reality Technology in Visual Design of Animation Film Composition(Shuai Ge, 2025, 2025 International Conference on Computers, Information Processing and Advanced Education (CIPAE))
- Integration of Augmented Reality and Motion Capture Technology in the Development of Interactive Animation Based on the Digital Story of Malin Kundang(Joko Sutopo, Anggita Taalungan, Charles De Haan, RB Hendri Kuswantoro, Abdul Syukor Mohamad Jaya, 2025, Jurnal Pemberdayaan Masyarakat)
- Interactive Audio Augmented Reality in Participatory Performance(A. N. Nagele, Valentin Bauer, P. Healey, J. Reiss, Henry Cooke, T. Cowlishaw, C. Baume, C. Pike, 2021, Frontiers in Virtual Reality)
- Supporting Spatial Thinking in Augmented Reality Narrative: A Field Study(Abbey Singh, Matt Peachey, Ramanpreet Kaur, Peter Haltner, Shannon Frederick, Mohammed Alnusayri, David Choco Manco, Colton Morris, S. Brownlee, Joseph W. Malloch, Derek F. Reilly, 2022, Lecture Notes in Computer Science)
- Effects of Volumetric Video Capture on Interactive Storytelling in Immersive Augmented Reality: A Short Film Experiment(Jessica L. Bitter, Galina Senk, Ulrike Spierling, 2023, Proceedings of the 2023 7th International Conference on Virtual and Augmented Reality Simulations)
- A New Dimension: Translating Traditional Film and TV Storytelling into Spatial Narratives(Rory Mitchell, 2025, Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference Spatial Storytelling)
- Volumetric Human Realities in Augmented Spaces: Interactive Storytelling and the Pursuit of Presence and Immersion(Noura Kräuter, 2025, Companion Publication of the 2025 ACM Designing Interactive Systems Conference)
- Inclusion of Metaverse in Cinematic Representation: Balancing Storytelling and Technology(Mr. Karan Singh, Dr. Aaqib Anwaar Butt, Dr. Shekhar Suman Sinha, Dr.Manish Srivastava, 2025, Journal of Informatics Education and Research)
- Upgraded Interactive Experience for Movie Audiences Driven by IoT Technology(Cheng Dong, Long Wang, 2025, International Journal of High Speed Electronics and Systems)
- Re:Vive: An Intelligent Interactive Platform for Cultural Discovery Through AI, NLP, and AR(S. S, S. S, Sathyaseelan K, Selva Jenars A, Senthil balaji S, 2026, 2026 5th International Conference on Communication, Computing and Electronics Systems (ICCCES))
- 现阶段元宇宙发展形势与未来展望(Unknown Authors, 2024, Unknown Journal)
- AI Soundscape Empowerment and Music Dissemination in “Only Dream of the Red Chamber · Theatre Illusion City”(Xi Yao, 2025, Scientific Journal Of Humanities and Social Sciences)
- Inclusive Digital Storytelling: Artificial Intelligence and Augmented Reality to Re-centre Stories from the Margins(Valentina Nisi, Stuart James, Paulo Bala, A. D. Bue, N. Nunes, 2023, Lecture Notes in Computer Science)
- AI and Augmented Reality (AR) in Transforming Interactive Media Experiences: Conceptualizing the Future of Immersive Content(Chigozie Emmanuel Benson, Chinelo Harriet Okolo, Olatunji Oke, 2024, International Journal of Scientific Research in Computer Science, Engineering and Information Technology)
交互体验评价、用户行为分析与实证研究
此类文献通过实证方法探讨用户在AR交互体验中的心理反馈。研究涉及SOR理论、情感计算、临场感评估以及不同交互界面(NUI与GUI)对用户卷入感的影响,旨在通过数据反馈优化叙事策略,提升受众的文化认同感。
- Factors influencing visitors’ use of augmented reality technology in museum guided tours(Ying He, Wenyue Wang, 2025, PLOS One)
- Evaluating User Engagement and Preference in Virtual Reality and Augmented Virtuality for Interactive Storytelling(Yunshui Jin, Minhua Ma, Zhejun Liu, 2024, Interacting with Computers)
- Research on Creative Design and Immersive Experience Optimization of Cultural and Tourism Scenes Based on Virtual Reality(Ying He, 2025, Proceedings of the 2025 International Conference on Digital Society and Intelligent Computing)
- AUGMENTED REALITY OF STREET ART ROUTE FOR TOURISM, THAILAND(N. Trakulmaykee, Tasanee Pratan, Khanungnit Hnucheck, Rungrudee Dittavichai, 2025, GeoJournal of Tourism and Geosites)
- Exploring the influence of augmented reality on tourist word-of-mouth through the lens of museum tourism(Chris Zhu, Man-U. Io, C. Hall, Henrique Fátima, Boyol Ngan, Rachel Luna Peralta, 2024, Journal of Heritage Tourism)
- A comparison of natural user interface and graphical user interface for narrative in HMD-based augmented reality(Yunshui Jin, M. Ma, Yongning Zhu, 2021, Multimedia Tools and Applications)
- Augmented reality in graphic design education: the proposition of cultural heritage tourism AR design pattern(Wenjin Guo, Adzira Husain, Siti Salmi Jamali, 2025, Cogent Education)
- Development of Augmented Reality Application from Maluku Folk Tale “Rusa Dan Kelomang” to Preserve Indonesia Culture(Naura Sheika Maryam, Angelica Belinda Sugiharto, Nurfaizah Herpristanti, F. I. Maulana, 2026, 2026 20th International Conference on Ubiquitous Information Management and Communication (IMCOM))
- The Gallery Game: Locative Augmented Reality for Cultural Engagement Using Multisensory Design(Svetlana Rudenko, Mads Haahr, 2024, Lecture Notes in Computer Science)
- Augmented Reality Souvenirs for Immersive Cultural Tourism: A Case Study of Bendosari Tourism Village(Safitri Aprillia Putri, Rudi Yulio Arindiono, Cahyaning Umul Chasanah Nursyifani, Victor Adiluhung Abednego, Windaningsih, 2025, Procedia Computer Science)
- Exploring the Interaction of Cinema and City through Technology(Iván Rincón-Borrego, Eusebio Alonso-García, Sara Perez-Barreiro, 2024, Street Art & Urban Creativity)
- 智媒体赋能文化街区的焕活路径研究——以广州永庆坊为例(Unknown Authors, Unknown Journal)
- As If They Were Here: The Impact of Volumetric Video on Presence in Immersive Augmented Reality Storytelling(Jessica L. Bitter, Noura Kräuter, Ulrike Spierling, 2023, Lecture Notes in Computer Science)
- EXPLORING AUGMENTED REALITY GAMING: A GAMER-CENTRIC PERSPECTIVE(Berlin Sachu, Kadeswaran s, Jayseelan Rathinaswamy, 2025, International Journal For Multidisciplinary Research)
- Intelligent Clothing Design in Cultural Tourism - Fusion of Augmented Reality (AR) and Interactive Experience(Pengfei Li, Qiang Li, Qi Liu, 2025, Textile & Leather Review)
- Drawing Together with Sibylla Merian: Exploring Volumetric Video’s Impact in Augmented Reality Storytelling to Bring Historical Figures to Life(Noura Kräuter, Ulrike Spierling, 2025, Proceedings of the 22nd International Conference on Culture and Computer Science: Remixing Analog and Digital)
文化遗产数字化活化、非遗保护与场馆导览
该组文献将AR数字叙事延伸至更广泛的遗产活化领域,包括非遗技艺数字化、历史遗迹的虚拟复原、博物馆3D协同导览系统开发以及乡村文化景观设计,强调技术在文化可持续保护与跨媒介传播中的社会价值。
- Multi-dimensional Innovative Revitalization of Lin Zexu’s Cultural Heritage Empowered by Digital Technology(Zhi Zheng, F. Long, 2025, Journal of Asia Social Science Practice)
- From Vernacular Architecture of Sim to Digital Narrative: Imaging Isan Cultural Heritage for Tourism and Intergenerational Memory(Nattida Maneeruang, Pongpipat Saithong, 2025, Architecture Image Studies)
- Digital Storytelling for Sustainable Cultural Heritage: Technology-Driven Museum Innovation in Southeast Asia(Meilani Meilani, 2025, IOP Conference Series: Earth and Environmental Science)
- Ningbo Traditional Red Paint Gilding Wood Carving Inheritance and Communication in the Context of Globalization(Yuqi Zhang, Wisut Khunsiri, 2026, Interdisciplinary Academic and Research Journal)
- Digital Art Intervention of the Hainan Island Tourism Highway(Wenyan Zhong, Yingling Yang, Xinyi Zhang, 2026, International Journal of Agricultural and Environmental Information Systems)
- LanternOperAR: Engaging Yue Opera Culture with Chinese Philosophy in Hybrid Gift through Interactive Experience(Ningning Xu, Yifei Chen, Teng Ma, Qinglin Mao, Xinlie Huang, Haibo Zhou, Xu Sun, 2025, Journal on Computing and Cultural Heritage)
- Hikayat Putera Indra: A Digital Pop-Up Augmented Reality (AR) Book Using Hybrid Animation as a Medium for Digital Preservation of Malay Traditional Attire (Samping Songket)(M. I. Jamaludin, Mohd Firdaus Mohd Herrow, Danial Osama Wafi Daud, Muhammad Shahrul Ezzam Shallehin, Fadli Abdul Razak, 2025, International Journal of Art and Design)
- Preservation of West Java Culinary Recipe Using Augmented Reality, Photogrammetry, and Storytelling Illustration(Remandhia Mulcki, Fransiska Rachel, Hermanto Laksana, 2023, Indonesian Journal of Computing, Engineering, and Design (IJoCED))
- AUGMENTED REALITY IN CULTURAL HERITAGE PRESERVATION: BLENDING TECHNOLOGY AND HISTORY(Dr. Sana Ahmed, 2024, Multidisciplinary Research in Computing Information Systems)
- AUGMENTED REALITY IN CULTURAL HERITAGE PRESERVATION: A TECHNOLOGICAL-HUMANITIES FUSION(Dr. Areeba Shahbaz, 2023, Multidisciplinary Research in Computing Information Systems)
- An Interdisciplinary Design of an Interactive Cultural Heritage Visit for In-Situ, Mixed Reality and Affective Experiences(Xabier Olaz, Ricardo García, A. Ortiz, Sebastián Marichal, Jesús E. Villadangos, Oscar Ardaiz-Villanueva, A. Marzo, 2022, Multimodal Technologies and Interaction)
- 交互式人工智能与红色文化场馆有机融合的实践路径探究(Unknown Authors, Unknown Journal)
- Augmented reality in the dynamic world of virtual tourism(Š. Mudička, J. Kello, 2021, IOP Conference Series: Earth and Environmental Science)
- Visual analysis of 3D characters and animations used in the presentation of cultural heritage at museums(Özlem Vargün, 2023, JOURNAL OF ARTS)
- Research on the Application of Augmented Reality Technology in Museum Navigation System(Yanyan Song, Hongping Zhou, Jie Wei, Jun Qin, 2024, Proceedings of the 7th International Conference on Environmental Science and Civil Engineering)
- The use of augmented reality for renovation of cultural heritage sites(A. Sachenko, Ivan R. Kit, 2024, Herald of Advanced Information Technology)
- Application of 3D Augmented Reality Kotta Cinna Site Museum Collection to Enhancing Cultural Tourism Experience(Fitri Evita, Ichwan Phill, Komda Saharja, S. Suhendra, S. Nadeak, 2025, Proceedings of the 3rd Jakarta International Conference on Multidisciplinary Studies towards Creative Industries, JICOMS 2024, 11-12 November 2024, Jakarta, Indonesia)
- Co-Designing Immersive Experiences for Cultural Heritage: A User-Centric VR Approach for Intelligent Cultural Tourism(Jugkrich Jairassamee, Pongpipat Saithong, 2025, Architecture Image Studies)
- Penerapan Interaktif dan Edukatif dalam Perancangan Digital Museum Budaya di Kabupaten Indramayu(Raihan Fahrezy, Desrina Ratriningsih, 2025, Venus: Jurnal Publikasi Rumpun Ilmu Teknik )
- InnovART2 : À l'écoute des chantiers: An industrial heritage sound-and-augmented-reality walking tour(Frédérique Krupa, 2023, Proceedings of the 2023 ACM International Conference on Interactive Media Experiences)
- ARTour: an augmented reality collaborative experience for enhancing tourism(Menna Elshahawy, S. Magdy, Nada Sharaf, 2023, Information Technology & Tourism)
- Enhancing a Historical Museum Exhibition using a Lifelike Augmented Reality Character: Presence and User Experience(Timo Partala, Mikko Kosonen, Henri Riissanen, Niko Laurila, J. Korhonen, Olli-Pekka Leskinen, 2024, Proceedings of the 2024 International Conference on Advanced Visual Interfaces)
最终分组结果系统地构建了“红色文旅交互影游AR数字叙事”的研究版图:从红色文化资源数字化转型的宏观背景出发,深入到影游融合与空间叙事的理论建模,支撑以AR、AI、容积捕捉为核心的技术开发实践。同时,研究体系闭环于用户体验的实证评价,并广泛应用于文化遗产的活化与跨媒介传承。整体呈现出“内容为魂、叙事为法、技术为器、体验为准”的跨学科融合特征。
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比如,人民日报联合B站推出的建党百年主题互动微电影《抉择》、人民网720˚ VR!“云”游融媒体体验室、澎湃新闻推出的“一大会址”日记100个初心瞬间、新华社推出新媒体产品《送 ...
元宇宙游戏的出现给用户的创造和交互提供了场景和资源。2021年11月份,元 ... 元宇宙可能成为保护和传承文化遗产、促进全球文化交流的新阵地。
湘赣边区域红色文化数字叙事是对红色文化资源价值转化范式的重构,是技术创新驱动文化重构与文化价值引领技术应用的双向联动,关键是处理好红色文化叙事真实性、历史叙事 ...
在数字化文化传播的语境下,叙事方式的数字化转向已成为文化记忆与精神传承的重要路径。数字叙事理论强调通过多模态媒介和交互式体验重塑文化内容,使受众在沉浸式参与中实现 ...
3) 合理运用VR、全息投影等数字技术,尽力做到体育赛事与数字技术相结合,跟上时代发展潮流,增强游客沉浸式体验感,解决旅游景点开发者内容老套的问题。
一是打造和推广以红色历史为特色的旅游项目,如红色主题的夏令营和研讨会等形式的互动活动,旨在吸引年轻一代的参与,进而实现红色文化的持续传承;二是利用数字技术对 ...
新时代以来,温州数字化建设稳步推进,其红色文化也迅速向网络化,数字化和信息化转型,一批高质量红色文化数智化成果相继涌现,显著增强了温州文化生命力和影响力.
因此,数字文旅产业想要获得长足发展的关键也在于其对本地传统文化的挖掘,定制具有差异化的“剧本”,同时,将非遗技艺、历史文化、红色文化等作为创作源泉,为景区和乡村定制 ...
多数革命旧址互动形式陈旧,游客参与感不强,且对青少年的吸引力趋弱;最后,过度 ... 基于BIM技术的红色革命遗址保护与修复研究——以八七会议会址为例[C]//全国 ...
利用现代科技手段,如数字化技术、AR/VR技术等,创新红色革命文化与非遗文化的展示形式。在红色纪念馆中设置非遗技艺的数字化展示区,通过互动体验、虚拟场景重现等方式,让 ...
具体措施包括:在馆内增加触摸屏和多媒体互动墙,让观众能够通过点击了解人物故事,历史细节或互动问答;利用AR和VR技术,将抽象的标语与历史情境结合,形成“沉浸式体验”,让观众 ...
依据情感的“三层次”理论,可以将红色文化纪念馆展示设计的情感体验分为感官体验、互动体验和情感暗示三个层面[6] 。首先,感官体验是表层的、短暂的、体验,在其刺激下,参观者 ...
在传播深度上,文旅项目与研修教育相结合,可以激发人们对红色文化情感共鸣的历史场景身临其境体验,专题展馆设计等,加深了社会对革命精神的认知,但在对外沟通方面仍有明显的 ...
通过实地考察和情景体验,学生能够在沉浸式互动中深入理解红色文化,感受革命先烈的英勇事迹和崇高精神。在考察过程中,可以安排专业讲解员进行导览和讲解;同时,也 ...
Abstract This study proposes a design pattern for a Cultural Heritage Tourism Augmented Reality Application (ChtAR APP) to enhance student engagement in graphic design education. By integrating AR technology with design thinking methodologies, the ChtAR APP allows students to actively participate in the design process, improving their creative and technical abilities. The study utilises exploratory factor analysis (EFA) and regression analysis to assess the app’s impact on student engagement, revealing that the app significantly boosts engagement across four dimensions: Focused Attention, Perceived Usability, Aesthetic Appeal, and Reward. The findings suggest that AR can effectively engage students in cultural heritage content, fostering deeper interaction and interest. The results also demonstrate the app’s potential to address the gap in design education by incorporating emerging technologies like AR. This research provides a practical teaching framework for integrating AR into design curricula, promoting innovation, and enhancing student learning experiences. The study contributes to the growing knowledge on AR in education, offering valuable insights for further exploration and application in other design fields.
This study aims to explore the integration strategy of smart clothing design and augmented reality (AR) technology in cultural tourism to enhance tourists' interactive participation and cultural understanding. The study constructs a comprehensive assessment model based on subjective and objective empowerment and the TOPSIS method, designs three smart clothing-AR integration scenarios, and develops corresponding cultural tourism scenarios for empirical testing. This study conducted an empirical analysis through questionnaire surveys and behavioral data collection among 450 tourists from different age groups (18-60 years old) and diverse cultural backgrounds (spanning Asia, Europe, the Americas, and other regions)., combined with CRITIC empowerment and the TOPSIS ranking method, the experiential effect and technical performance of each fusion scenario are comprehensively evaluated. The experimental results show that Combination 1 scores centrally between 4-5 in visitor satisfaction, has the highest median cultural understanding, and a relative closeness of 0.832, which is better than Combination 2 (0.756) and Combination 3 (0.681); moreover, Combination 1 also performs better in objective indicators such as sensor stability and AR frame rate. The study concludes that the fusion of smart clothing and AR can effectively enhance the cultural tourism experience, which has application and promotion value but still needs to be further optimised in the aspects of sensor environment adaptability and in-depth integration of cultural content. The study provides theoretical support and practical reference for the digital upgrade of cultural tourism.
Augmented Reality (AR) has been identified as a powerful tool for enhacing the tourism experience. It enables the visualization of historical attractions, cultural narratives, and educational content, and fostering deeper engagement with destinations. For tourism engagement, the ancient city as Sonkhla in Thailand should be adoped AR for information services. This study aimed to investigate the proposed model and evaluate the tourist satisfaction in AR based on navigation technology, namely the AR StreetArt@Songkhla. The convenience sampling was the technique to collect data from 115 tourists using survey questionnaire. For analysis, the SmartPLS was used to investigate the proposed model and evaluate the tourist satisfaction on AR based on navigation technology. The findings illustrated the insight relationships in proposed model. It indicated that several factors on tourist satisfaction were not direct influences in every technology, especially AR based on navigation in street art. The results showed high level of tourist satisfaction in terms of perceived usefulness, perceived ease of use, perceived enjoyment, immersive experience, and tourist engagement. The AR StreetArt@Songkhla was successful development for tourists. The findings indicated that this technology can communicate culture and historical storytelling based on tourist’s enjoyment during visiting street art. In addition, the proposed model revealed the direct and indirect influences on tourist satisfaction. Three perceptions did not have the direct influence on tourist satisfaction at the significant level of 0.05. However, perceived enjoyment have the indirect influence on tourist satisfaction through tourist engagment, while perception of usefulness and ease-of-use have the indirect influences on tourist satisfaction through immersieve experience. The paper provided in both theoretical and practical contributions. For theoritical contribution, the future researchers in tourism can develop their frameworks based on our proposed model, when they study in AR technology. In practical contributions, this study can help the AR developers to understand the processes of AR design and development. Additionally, the findings help the developers focusing on highlight factors in their AR design and development processes, in order to achieve tourist satisfaction, immersive experience, and tourist engagement.
This research article aims to analyze the phenomenon of film tourism in Spain, assess its impact on the country's tourism industry, and propose how new technologies could contribute to its development. Spain, famous for its rich cinematic history and the diversity of attractive locations that have been the setting for numerous productions, attracts both film enthusiasts and tourists. Through a multidisciplinary approach, we will explore the main film destinations in Spain. We analyze how an application that allows tourists to visualize exactly the filmed sequences in a specific location can enhance their experience and increase their satisfaction. We evaluate the benefits and possibilities that new technologies offer, as well as the challenges and future opportunities they present. Additionally, we will examine how the use of mobile applications that link film locations with the experiences generated by film tourism would improve the user experience.
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ABSTRACT This study investigates how tourist presence influences word-of-mouth (WOM) and measures whether authenticity significantly mediates presence and WOM in the Augmented Reality (AR) museum tourism experience. The survey data was collected from the AR-presented Palace Museum in China. The study found that presence positively influences tourists’ WOM, and authenticity positively mediated tourist presence and WOM. The research tested authenticity as a mediator between presence and WOM, expanding the theoretical development of presence theory and authenticity research. Furthermore, the study expands knowledge of AR in museum destination marketing and management.
Red culture and the revolutionary spirit are integral components of Chinese cultural self-confidence. The cultivation of positive cultural communication plays a pivotal role in enhancing people's cultural self-confidence, underscoring the significance of methods and means employed in cultural communication. This paper conducts a case study on red culture communication in the Jinggangshan Revolutionary Base, exploring the potential applications of virtual reality (VR) and augmented reality (AR) technologies in the creative dissemination of red culture. The paper details the design and implementation of a communication and interaction system for red culture utilizing augmented reality technology. It effectively introduces and disseminates the intangible aspects of red culture and the revolutionary spirit in the Jinggangshan Revolutionary Base. This is achieved through the utilization of the ARCore SDK and multimedia elements, including video, audio, text, and images integrated into Unity. The diverse interaction methods employed in the study intriguingly showcase the cultural essence of the Jinggangshan Revolutionary Base Area. The research contributes insights into the innovative use of augmented reality technology for cultural communication, highlighting its role in making intangible cultural heritage tangible and engaging. The methodologies and outcomes presented in this study offer a foundation for further exploration and application of immersive technologies in cultural contexts."
Abstract Artistic design using emerging technologies provides new carriers and inspiration for the Red Culture ceramic exhibition and innovates the aesthetic and technical aspects of artistic creation. This paper primarily utilizes augmented reality technology to enhance the spatial design of Red Culture ceramic exhibitions, thereby optimizing the immersive experience. Multimodal interaction is proposed, and finger recognition based on skin color segmentation is mainly analyzed. Creating a multi-sensory interactive space, combined with the principle of holographic imaging and designing a depth-of-field viewing area AR display method based on holographic optical elements, emphasizes the multi-viewpoint depth of field. Closely follow the red culture and use the ceramic landscape to convey the essence of red culture. Set the SLM and HOE parameters and simulate the experiment to analyze the normalized light intensity distribution and focus coordinates of the multi-viewpoint. Conduct user evaluation research to analyze the advantages and shortcomings of the digital exhibition of the ceramic landscape of red culture. The order of the dimensional ratings for the ceramic landscape digital exhibition is: cultural experience (91.52) > emotional experience (84) > functional experience (80.39) > interactive experience (79.95) > aesthetic experience (77.22). The ceramic exhibition using augmented reality technology can meet the cultural and emotional needs of visitors, and the AR function, as well as the interactive experience, meet the design requirements.
Serious games have been recently used for different purposes; a few of them have been developed to support cultural heritage purposes. Pandemics, for instance, change a lot in people’s lives and cause some changes, such as social distancing and lower mobility. Additionally, individuals with physical challenges do not always have the opportunity to experience heritage sites as if they were there. Hence, arises the need for applications that encourage the precautionary measures required without totally isolating the users in similar conditions. The existing serious games in the literature have proven effective for teaching cultural heritage and enhancing tourists’ experiences while at the heritage site. However, less serious games focused on giving the tourists a similar experience, but in the comfort of their homes. Therefore, this study discusses the design, development, and evaluation of ARTour. ARTour is a collaborative serious game that increases players’ engagement and enhances the overall experience, without exposing them to danger during pandemics or similar situations. The player can choose between existing heritage sites, and a timeline, in order to get the full experience.
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With the permanent development of technology, constant modernization and adaptation to new paradigms is imperative so that tourist experiences can maintain their competitiveness. Cultural tourism, one of the most competitive sectors of the tourist industry, has been adapting to global changes through the use of interactive technologies as a differentiating mechanism. Augmented Reality and Virtual Reality are two tools that enhance modernization and competitiveness, which are able to respond to the increasingly demanding needs of consumers. These technological innovations applied to a cultural experience manage to create a more immersive and interactive experience that attracts and satisfies the needs of tourists. This article aims to show the impact of Augmented Reality and Virtual Reality on the cultural offer through the analysis of the 'Ara as it Was' experience, which is considered a good example of the application of technology in the recreation of past real events while enhancing interactive learning.
The issue of virtual tourism penetrates the consciousness of many current explorers and visitors to interesting sites and local attractions. Is it really necessary to physically travel to the chosen location, sacrifice time, money and increase your carbon footprint? The article deals with the issue of creating an application using augmented reality for the presentation of 3D models of cultural monuments. The application is designed for mobile devices, on which museum visitors can view digital copies of selected objects of interest. They can also take a virtual tour of the museum through their mobile devices from the comfort of their home. The introductory part of the article describes surveying of shape and visual properties in situ using photogrammetry and laser scanning. The sequent chapters are an analysis of the creation of 3D models in real scale with photorealistic textures and their presentation in a mixed reality environment. In our case, we will specifically focus on the augmented reality application and its development in the Unity multiplatform game engine. The article aims to describe the development of a mobile marker-based AR application briefly, to demonstrate the possibilities of augmented reality and to indicate the potential benefits resulting from the integration of X-reality into our lives. Specifically, we will focus on the application of AR to cartographic works and the enrichment of the content of classical 2D map works and plans with virtually designed 3D models on their surface.
In this research, we have implemented a mobile application that allows to know through an inter-dimensional portal the history of the Wari culture in Junín (Peru) without the need to visit the museum in person. The methodology uses AR Foundation and Arcore tools for Unity, as well as plugins to work with augmented reality through a structure of files used to create scenes with interactive interfaces and 3D modeling directly. The validation was carried out through surveys with a qualitative approach and experimental design, verified by Cronbach’s alpha (α=0.876) whose result of the measurement range is between good and high. As a conclusion, a positive influence was obtained in the tourist experience of the museum since the implementation of the application, with a percentage of acceptance of 65% among the users.
The emergence of Augmented Reality (AR) technology has provided innovative ideas for museum tourism services, creating a unique tour experience for visitors. However, there is little research known for the user’s behavior of using AR technology in the context of interactive museum guided tour services. This study aimed to explore the factors that drive tourists to use AR guided tours in museums. Based on the Stimuli-Organism-Response framework and the Information System Success Model, this study attempted to construct a model of visitor acceptance of AR guided museum tour for explaining and predicting visitors’ behaviors of AR guided museum tours. Structural equation modeling was used in this study to analyze the data from 324 survey questionnaires. The results showed that individuation and interactivity positively affected satisfaction and perceived enjoyment, authenticity and aesthetics positively affected perceived enjoyment, and perceived enjoyment positively affected satisfaction. In addition, perceived enjoyment and satisfaction positively affected the intention to use AR guided tours. The study has revealed the factors affecting the intention to use AR guided tours, extended the application of the Stimuli-Organism-Response framework and the Information System Success Model, and enriched the theories of museum user behavior. This study can provide valuable references for museum managers, tourism marketers and AR technology developers to enhance the AR tour experience of museum visitors and promote the healthy development of museum tourism.
Cultural tourism plays an important role in preserving local historical and cultural tourism. However, young people's interest in cultural tourism is declining due to a lack of interesting information media. This study aims to design Augmented Reality (AR)-based information media at the Karangkamulyan Site, Ciamis Regency, to make cultural presentations more interesting and useful. The method used in this design is the Agile method. This study focuses on three main stages, namely planning, design, and development. Planning is carried out through interviews and literature studies, design includes product backlog and sprint planning, while the development stage produces wireframes and UML diagrams. The research results are the wireframe design of an AR application that has features such as AR Virtual Tour, About the Site, Site Map, Events, Facilities, and Feedback. This design is expected to increase the interest of the younger generation in cultural tourism.
—The digitalisation of intangible cultural heritage and big data technology provide great potential for the development of intangible cultural heritage in low-carbon reform tourism, which not only increases the accuracy of AR digital design, but also contributes to the management and protection of intangible cultural heritage based on tourism. Aiming at the lack of testing and evaluation process of the current tourism intangible cultural heritage AR digital design process, this paper proposes an intangible cultural heritage AR digital design testing algorithm based on data-driven technology using Qinhuai lanterns and colours as a case study. Firstly, an AR digitization scheme based on Qinhuai lanterns intangible cultural heritage is designed; then, around the scheme, key technical contents of AR digitization design of intangible cultural heritage are analysed; secondly, combining the dragonfly algorithm with the restricted Boltzmann machine model, a test method for the AR digitization design of tourism intangible cultural heritage of low-carbon reform based on the optimization of the structural parameters of restricted Boltzmann machine by the dragonfly algorithm is put forward; lastly, relying on the collected data, the design of the AR digital design model of Qinhuai lanterns and colours tourism, and also analysed the effectiveness of the intelligent testing algorithm proposed in this paper. The results show that the proposed digital design method is effective, while the optimised test method has improved convergence speed and increased accuracy, and the test score prediction accuracy reaches 93.5%.
This paper examines the transformative role of Artificial Intelligence (AI) in cultural tourism, highlighting its integration with advanced digital platforms such as the Metaverse, Virtual Reality (VR), and Augmented Reality (AR). Traditionally, cultural tourism centers on immersive engagement with the tangible and intangible heritage of destinations. However, the adoption of AI and related digital technologies is revolutionizing how visitors interact with cultural artifacts and practices, creating personalized and deeply engaging experiences that were previously unattainable.AI enhances the tourist experience by offering adaptive and intelligent platforms that personalize interactions based on real-time data analysis of visitor preferences and behaviors. This capability significantly enriches educational outcomes and visitor satisfaction by providing culturally relevant, context-aware content in multiple languages, thereby increasing accessibility and inclusivity. In virtual settings, such as the Metaverse, AI-driven interfaces allow for the creation of deeply immersive environments where users can interact with cultural heritage in ways that respect and preserve the authenticity of the original sites, thus supporting sustainable tourism practices.Moreover, the use of VR and AR technologies, powered by AI, introduces unprecedented levels of interaction and immersion, making cultural tourism more vibrant and engaging. These technologies allow tourists to explore historical reconstructions or deeply engage with cultural narratives without the physical intrusion that can lead to site degradation.However, this digital transformation presents significant challenges, notably in the commodification of culture and the potential loss of authenticity in cultural representations. This paper advocates for a balanced approach to integrating AI, VR, and AR technologies, such as the Metaverse, in cultural tourism. It emphasizes that technological advancements should enhance the visitor experience while preserving the intrinsic cultural value of heritage sites. By outlining a roadmap for responsible and sustainable implementation, this study seeks to contribute to the ongoing discourse on leveraging technology to enrich cultural tourism while upholding ethical standards and preserving cultural integrity.
Augmented reality is an innovative technology that merges the virtual and real worlds to create a unique interactive experience for users. Although the technology only became widely known in the mid-2000s, its potential and applications continue to evolve rapidly, especially with the advent of smartphones and other mobile devices that allow a wide range of users to interact with augmented reality in their everyday lives. In the field of cultural heritage and tourism, augmented reality opens up new opportunities for the restoration and presentation of historical buildings and places that no longer exist or have been altered by time, giving visitors the opportunity to see and experience the historical environment in its original form. However, to effectively use augmented reality in this area, it is necessary to ensure an exact correspondence between virtual objects and the real environment, as well as to implement navigation functions that will help users easily navigate the virtually restored space. Developing and implementing augmented reality solutions requires not only technological expertise but also a deep understanding of the historical, cultural and social context of the objects being recreated. Based on our research, we have developed a concept of an augmented reality application for the reconstruction and promotion of cultural heritage. This includes methods for accurately recreating historical locations and objects in a virtual environment, as well as developing intuitive navigation tools for users. The main achievement of the work is the creation of a foundation for the further development of augmented reality technologies in this area, with a focus on improving the interaction between virtual and real components, which will help increase audience engagement and raise awareness of historical and cultural heritage. This opens up broad prospects for the use of augmented reality for cultural heritage, and the proposed approaches can serve as a basis for future innovative projects in this area.
Augmented reality (AR) provides many possibilities for the tourism industry, for example, it is possible to use lifelike characters to recreate historical people in authentic settings. The current aim was to study visitors’ experienced sense of presence and user experience related to an AR presentation of a historical figure in the context of Headquarters Museum in Mikkeli, Finland. 30 visitors used a tablet-based animated augmented reality implementation, in which a lifelike figure of commander-in-chief of Finland C. G. Mannerheim was recreated in his workroom dating back to World War II. The results from a post-test questionnaire indicated that the lifelike AR character alone was able to evoke relatively high sense of presence, and the participants also rated their hedonic user experience as positive on different dimensions. The results support the use of the current approach to create desirable AR representations of real people in the tourism industry or other industries.
: With the development of computer technology, people are no longer satisfied with traditional tourism guide modes. Mobile-based guide systems integrate advanced technologies such as positioning, virtual reality, and artificial intelligence, providing tourists with a more personalized and interactive guide experience. The application of AR technology in the museum navigation system is proposed in this paper. The key technologies of Augmented Reality (AR) are elaborated upon, including sensor technology, tracking and registration technology, and human-computer interaction technology. Taking the Yangshao Cultural Museum as an example, the design and development process of the brochure and tour guide system are introduced in detail. Models and materials are developed using tools such as Unity3D, 3ds Max, Adobe Premiere Pro, and Adobe Photoshop. C# programming language is used, supplemented by Vuforia tool, to achieve the mobile museum guide and interaction with cultural relic models. Enabling users to interact with artifact models through mobile phones or tablet devices, facilitating in-depth exploration of the charm of historical culture. This integrated application offers a novel experience for museum tours, expanding the possibilities for cultural heritage preservation and exhibition. The traditional visiting patterns have been disrupted by the AR-based guide system. The AR-based guide system enriches visitors' visiting experience and provides museums with new publicity channels.
The rapid development of digital technologies provides essential opportunities worldwide, effectively supporting cultural heritage conservation and management. The digital landscape concept has been considered by the academic community in the cultural heritage field in recent years. However, the digital landscape display system for cultural heritage still lacks pragmatic guidance. This paper aims to explore the various technologies involved in analyzing the digital landscape, estimating the impact of Virtual and Augmented Reality (VRI AR) based on user experiences at destinations. VR and AR are used in the landscape to enhance user experiences of digital heritage and its protection. The system provides comprehensive information, raising awareness of digital heritage and virtual tourism, which are achievable with conventional tools. The workflow for building a cultural landscape geo-database serves as a reference for heritage projects and general information. It also provides an analysis of the impact on user experience and awareness of the virtual experience, benefiting the research community by highlighting recent advancements in virtual tourism and digital heritage.
Virtual conservation emphasizes access to information, user involvement, object preservation, and restoring the original ambiance of conserved or rebuilt things using technology during COVID-19. This study utilizes AR to create the City of Sawahlunto AR Conservation Map and then designs and tests the app's content and functionality using Media Richness Theory. The study involves R&D employing the Multimedia Development Life Circle model and an exploratory sequential mixed-methods. The City of Sawahlunto AR Conservation Map AR has augmentation, interaction, and registration. This study contributes to Media Richness Theory and Virtual Tourism and has practical implications for destination sustainability, carrying capacity, and over-tourism.
À l’écoute des chantiers is an immersive self-guided walking tour, a sound and visual exploration of the industrial heritage of Nantes’ Parc des Chantiers - with ten sound capsules (storytelling, interviews with former shipyard workers, and sound design) and two site-specific large-scale augmented reality projections of the transborder ferry bridge (dismantled in 1958) and the construction of the Brissac car ferry (1955). Accessible along Nantes’ popular green-line tourist path through signage on the ground, this itinerary describes, explains, and puts into perspective a landscape familiar to the people of Nantes, newcomers, as well as tourists, by giving keys to understanding a former industrial site undegoing rapid transformation and in the process of disappearing. The itinerary is available on the Nantes Patrimonia website, downloadable as a smartphone application or activated via QR codes present in the park. Part of Campus France's InnovART2 research project, À l’écoute des chantiers was part of the Voyage à Nantes 2022 and an ongoing part of the Parcours des Écoles, and questions the limits of smart tourism applications in an era of increasing digital privacy concerns that reduce geo-location capabilities.
Cultural tourism plays a crucial role in preserving the history and local wisdom of a region. One such heritage site is the Babad Pasir Luhur in Tamansari Tourism Village, Banyumas. However, the delivery of historical information to tourists remains limited and conventional. This study aims to develop and test Augmented Reality (AR) technology as an interactive medium for introducing the history of Babad Pasir Luhur. The method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The research stages include analyzing tourist needs, designing an AR system based on Unity 3D and Vuforia, creating 3D models of historical figures, and testing the application with tourists. The results of the limited trial indicate an increase in interactivity, historical understanding, and cultural tourism appeal through the immersive experience provided by the AR application. Tourists expressed feeling more involved and helped in understanding the historical narrative of Babad Pasir Luhur. In conclusion, AR technology has the potential to be an effective supporting medium for enhancing the cultural tourism experience while supporting the digital preservation of local history.
This study examines the interplay between cinema, architecture, and emerging technology, focusing on the web application Cinemapp.net and its impact on the city of Valladolid. The application enables users to explore the cinematic ecosystem and architectural heritage of Valladolid, facilitating an interactive approach to experiencing the city’s rich cinematic history and architectural legacy. We analyze how digital technologies, such as augmented reality and graph-databases, reconfigure urban experiences and the perception of cinematic spaces. The social and urban impact of Cinemapp is assessed in terms of its contribution to the public perception of Valladolid and its influence on tourism and urban planning. Additionally, this work explores how Cinemapp serves as a digital historical archive, preserving and documenting the cinematic and architectural heritage of Valladolid, underscoring the importance of digital platforms in cultural heritage conservation. Our analysis suggests that the integration of digital technologies into the cinematic representation of cities not only alters the aesthetic and cultural experience of urban space but also provides new tools for urban regeneration and cultural tourism, creating a living archive that evolves alongside the city.
Cinemapp is a web application (webapp) that enables the individual or group discovery of the Cinematic Ecosystem of the city of Valladolid. This city is distinguished for its architectural heritage and cinematic history, with numerous cinemas that have vanished and films that have been shot there, thus comprising a unique combination of architectural and cinematic heritage. The application fosters an interactive experience that facilitates the exploration and enjoyment of the city's cinematic history, as well as contemplation of film, media, and new technologies. The project compiles a wide range of historical information and citizen memories in various digital formats, which nourish the graphical database named FilmcityDB. By combining both resources and employing the Valladolid context as an extrapolatable prototype, users can explore different routes and immerse themselves in the accumulated cinematic history of the city since the past century.
Cultural heritage preservation is a critical field in safeguarding the historical, cultural, and artistic significance of artifacts and landmarks. In recent years, augmented reality (AR) has emerged as a revolutionary technology in the field of cultural heritage preservation. AR provides an innovative and interactive approach to preserving and presenting cultural heritage, making it accessible to a global audience while maintaining historical accuracy. This article explores the integration of AR technology in cultural heritage conservation, focusing on its applications in museums, archaeological sites, and historical monuments. It discusses the benefits, challenges, and future prospects of AR in enhancing cultural heritage preservation, highlighting its role in creating immersive, interactive, and engaging experiences for audiences, and ensuring the long-term sustainability of cultural heritage. The paper also examines case studies of AR applications in Pakistan and globally, showcasing its transformative impact on the preservation of cultural heritage.
An interactive experience for audiences provides an innovative approach to traditional cinema viewing, allowing them to participate in the story in real time. This dynamic format extends above passive watching by including aspects that allow viewers to affect plot events, character relationships, and the overall movie experience. The Internet of Things (IoT) enables movie theaters to provide individualized experiences by integrating a range of gadgets, including wearable technology, smartphones, and in-theater sensors, to improve audience engagement. The purpose of the research is to explore the upgraded interactive experience for movie audiences driven by IoT technology in the context of artificial intelligence. The existing systems have difficulty with real-time, correct interpretation of user feedback because of technological constraints, which results in inadequate viewing environment modifications. To enhance the interactive experience for movie audiences, the Osprey Optimized Efficient Recurrent Neural Network (OO-ERNN) model predicts audience engagement and improves their experience by integrating IoT-based solutions. OO-ERNN is the basis for a revolutionary movie recommendation model that takes user interests and related relational and semantic information between films into consideration. To provide a more engaging and dynamic movie experience, this model incorporates the data that was preprocessed using data cleaning and normalization. Then applied to standardize the dataset, improving model performance, feature extraction using Fast Fourier Transform (FFT) to analyze real-time data from IoT devices, the finding reveals that the proposed model achieves superior performance using Python 3.11, with accuracy (97.71%), precision (95.13%), [Formula: see text]1 score (94.32%), MSE (0.0312), MAE (0.0513), MAPE (0.0312), and [Formula: see text] (0.9953), with lower loss function values and improved audience engagements. Deep learning and IoT integration highlight the potential to completely transform the movie-watching experience by offering more varied and deeper interactions and providing possibilities for future advancements in audience-centric entertainment systems.
With new technologies, heritage no longer exists only in the physical world but also takes meaningful form in the digital realm. For instance, Notre Dame de Paris in Assassin’s Creed Unity and the depiction of Lai Yuen in Out of the Dark (1995) let audiences experience places that have changed or disappeared. These cases show films that contain and record cultural heritage in their settings and stories, while this paper further argues that cinema itself as a narrative and aesthetic practice can be understood as a form of intangible cultural heritage in its own right. Cinema can represent a vital form of intangible cultural heritage, shaping collective memory and storytelling practices across generations. Scholars have argued that heritage extends beyond monuments or artifacts to include narratives, performance, and cultural expressions that encapsulate identity and meaning [Wang et al. 2025; Ye et al. 2025]. From this perspective, films can be considered cultural memory objects that preserve aesthetic, social, and narrative heritage contributing to communal cultural identity. Yet engagement with films as heritage remains largely passive, confined to spectatorship and textual analysis [Holly 2023]. This paper introduces CineSim VR, a virtual reality platform that reframes iconic movie scenes as immersive environments and treats these scenes as compact units through which cinematic memory, aesthetics, and cultural identities are transmitted and re-experienced. CineSim VR enables users to enter, navigate, and reinterpret cinematic storytelling from multiple perspectives. By situating films within the discourse of digital heritage, CineSim VR demonstrates how cinema itself, whether grounded in historical locations or entirely fictional, can be experienced as cultural memory in interactive form. The system, originally conceived and developed by the authors in Unreal Engine, provides a VR environment where users can embody different vantage points within selected film scenes, fostering narrative understanding and heritage appreciation. A pilot study with 25 undergraduate and postgraduate students used questionnaires and focus groups to evaluate user experience. Findings indicate strong engagement, heightened presence, and recognition of cinema’s heritage value through immersive exploration, showing how VR can transform cinematic traditions into participatory cultural experiences.
Since the 20th century, art has undergone a radical change in both concept and form under the influence of technology. With the mutual integration of modern technological means and artistic thinking, new media art came into being. Its birth and development is a remarkable novelty, and its rapid development in turn pushes the innovation and transformation of traditional media art, opening a new window for the development of film art. Interactive cinema has grown rapidly based on new media technology, and its all-round interactivity has had an almost revolutionary impact on traditional cinema, thus attracting widespread attention from many researchers in the field of film art. As a new form of image, interactive film has an irresistible charm for audiences. Interactivity, as one of the essential features of interactive film, is also increasingly prominent in terms of expressiveness, and interactivity has become a higher level of interactive film development. The interactive intervention shifts the image narrative from linear to non-linear, and the creative approach from closed to open and diversified, in addition to which the audience deeply experiences the drenching sound of viewing. The interactivity of interactive movies transforms a person sitting passively in a theater quietly enjoying a movie into a person or a group of people actively participating in the creation of the movie, making the movie a real entertainment object for people to manipulate and play with.
Digital characters are imaginary or realistic-looking entities created with computer programs. It can be used in cartoons and animations, as well as in many different areas such as games, advertisements, and the cinema sector. Avatars that represent real identities on digital platforms such as the metaverse today also consist of digital characters. Modeling digital characters that can replace real identities in the digital world is relatively easy. However, there are many paradigms in modeling a historical character in which the cultural heritage is reflected and therefore requires a difficult and laborious process. Information about the period in which a historical character lived is very limited, it is not possible to know exactly the culture, lifestyle, eating habits, speech, tone of voice, behaviour, and body movements of the period. Moreover, this character’s breaking away from history and interacting with today’s human is equivalent to interacting with an alien. Therefore, when it comes to cultural heritage, the characters either do not speak and have very limited movements, or if they interact, there are examples modelled from recent history. Today we live in a digital age, our tendency to communicate with visuals and watch events with moving images is dominant. In this case, the date and the information about the date are interesting if they are visualized. For this reason, it is necessary to speak the language of the digital age in order to reflect the cultural heritage and present history to the youth. Interaction and reflection of experience-oriented history with augmented reality, virtual reality or augmented reality has become the determinant of the post-digital age, not digital any more. They have become a necessity for history, culture, and archaeology. Virtual reality applications, storytelling with digital characters, have become a tool that encourages participation and motivation for today’s user. In this research, the scale in the table of Spyros Vosinakis “Dimensions, definitions and possible values related to the cultural heritage application use of digital characters” was developed and used. A historical character modelled in 3D according to this scale is “design: which era, clothing accessories and body covering preferences”, “reality: virtual, augmented mixed reality”, “credibility: movement, facial expressions, gaze, personality, emotion transfer” “environment: Criteria such as the credibility of the environment in which the character is presented, “interaction: interaction with the user, the use of artificial intelligence, decision-making, responding”, “function: showing, telling a story”, “reflecting history: what information is given” are examined. The characters of Mona Lisa, John Calvin, Uruk City, Hagia Sophia, Lady Ada Byron and Salvador Dali, which were taken into the scope of the research with the purposeful sampling method, are analysed by content analysis method. According to the findings, it was concluded that the details, clothing, accessory colours, and coatings in the models play an important role in increasing the believability, the ability of the characters to move, the voice acting, and the interaction increase the reality. When augmented reality and virtual reality experiences are compared, it can be said that the reality perception of the user who is teleported to the historical place increases more with the complete isolation of virtual reality from the external environment. Finally, it is thought that the inclusion of human characteristics such as movement, verbal skills, mimics, and personality in the design, as well as realistic character design, plays an important role in increasing the number and interaction of participants, due to their reality.
Virtual reality (VR) technology, as a revolutionary medium for the digital dissemination and experience of cultural heritage (CH), has shown great potential in enhancing cultural accessibility, public participation, and promoting sustainable tourism. However, the current mainstream VR tourism applications are generally limited by pre-set static content, fixed linear narratives, and limited interactivity, resulting in stagnant content updates and shallow interactive experiences, making it difficult to stimulate deep emotional resonance and lasting “presence” among users. To overcome the experience bottleneck of “one size fits all”, this paper proposes an Adaptive Cultural Tourism Scene Framework based on Affective Computing and Generative Networks (ACF-GAN), which is based on emotion computing and generative adversarial networks. This framework constructs a “perception generation” closed-loop system, with the core mechanism being: firstly, by integrating multimodal physiological sensors, real-time collection and decoding of users' emotional and cognitive states are quantified into a dynamic “immersion index”; Secondly, this index serves as a condition to drive a deep generative adversarial network to reconstruct cultural and tourism scenes in real-time, dynamically, and creatively. This kind of refactoring is not a complete replacement, but rather acts on the basic scene model in the form of “scene increments”. To verify the effectiveness of the framework, this paper conducted quantitative and qualitative experiments on the “OpenHeritage BioSignal” dataset. The results indicate that ACF-GAN demonstrates significant superiority over static VR and non adaptive generative models in terms of subjective immersion and user engagement metrics, while ensuring acceptable computational overhead. This study confirms the effectiveness of the closed-loop framework in achieving personalized and deeply immersive cultural and tourism experiences, providing new theoretical and technological paths for the intelligent and creative design of VR cultural and tourism in the future.
In recent decades, new media has fundamentally transformed how art is created, communicated, and perceived. Digital technologies—including virtual and augmented reality, artificial intelligence, blockchain, and social media—have equipped artists with innovative tools, reshaping traditional artistic practices. Art is no longer limited to physical spaces; it has become dynamic, interactive, and digitally accessible. This article examines how new media redefines the nature, boundaries, and social perception of art by transforming methods of production, dissemination, and audience engagement. Special attention is given to forms such as net art, cyborg art, video art, and multimedia installations, and their influence on conventional disciplines like painting, theater, and cinema. The paper also explores developments in Armenia, focusing on digital museum projects, cultural heritage digitization, and public art communication initiatives. Emphasizing the communicative and publicizing power of new media, the article highlights how technology not only augments artistic expression but also opens new pathways for cultural dialogue and preservation in the digital age.
Liaoning has a profound red cultural heritage, but the spatial design of traditional tourist trains has problems such as fragmented cultural images and a single experience dimension, making it difficult to effectively convey the regional spirit.This article integrates emotional semantic analysis with the Analytic Hierarchy Process(AHP),build a four-dimensional framework of ``person - digital intelligence - space - platform", and propose a design plan for a digital and intelligent red culture-themed carriage: integrating AR red memory walls, immersive historical interactive projections, and multi-modal narrative systems, and enhancing the efficiency of cultural dissemination in the environment through digital twins.It provides an immersive technical model for the innovative performance of Liaoning's red culture and has practical implications for the integrated development of red culture and tourism.
This project aimed to develop an appropriate conceptual framework and an effective digital narrative medium (a 360° virtual tour website) to safeguard and promote the vernacular Sim architecture and cultural legacy of Wat Sema Tha Kho. The study initially identified the fundamental cultural and architectural elements that would be utilized in the creation of digital content. These encompassed the 150-year-old "Sim Thueb" edifice, the distinctive "Naked Man" motif carving, and the Long-Tail Boat Racing tradition. Experts evaluated the conceptual framework, encompassing design thinking and identity design, as "most suitable" (x̄ = 4.56). This system facilitated media production while rigorously adhering to regulations for content authenticity, Isan-specific color palettes, and enhanced accessibility. The most recent 360° Virtual Tour received a "Highest Level" rating in the Expert Quality Assessment (x̄=4.71) and indicated that 382 general users expressed high satisfaction (x̄=4.58). This result demonstrates that the media successfully communicated cultural significance and offered an engaging experience. The effort provides a systematic approach to transform Isan's cultural past into enduring, interactive digital assets. This enhances conservation initiatives and promotes local cultural tourism.
This study addresses the common issues of monotonous narrative structures and superficial cultural interpretation in ethnic museums and cultural tourism exhibitions by proposing the Immersive Spatial Narrative Model for Ethnic Tourism (ISNM-ET). The model aims to provide an immersive design framework that integrates cultural depth with participatory experience. Using the Dujie initiation ritual of the Yao ethnic group in Jinxiu, Guangxi, as the case study, the research combines ethnographic analysis, comparative evaluation of global immersive projects, and multimodal media technologies to develop a reusable three-layer model applicable to both museum exhibitions and tourism experiences. The research progresses through four stages: digital semiotic asset mapping, global case evaluation, triangulation-based model construction, and heuristic evaluation by domain experts. The results demonstrate that ISNM-ET is effective in embedding ritual logic into spatial storytelling and in designing gesture-based cultural interactions, while also showing strong potential for cross-cultural adaptation. Nevertheless, limitations were identified in terms of public user testing and multi-platform performance optimization. Future work will address these limitations through usability studies and hardware improvements, providing a replicable pathway for the digital preservation of ethnic culture and fostering audience engagement in both museum and tourism contexts.
This research paper presents a comprehensive exploration of the digitization, preservation, and dance narrative exploration of Hebei's red music cultural heritage. The study investigates the multifaceted relationship between red music, digital technologies, and dance narratives, aiming to contribute significantly to the theoretical underpinnings and practical strategies for preserving and reinterpreting this unique musical tradition. Through a multidisciplinary lens, the research delves into the theoretical foundations, historical significance, and innovative methods employed to safeguard and transmit the rich narratives embedded within Hebei's red music.Drawing on existing literature, the paper highlights the pivotal role of digital technologies in preserving red music artifacts, including high-resolution audio recording, 3D scanning, and digital archiving systems. It also explores the application of dance narratives as a means to vividly recreate historical contexts and emotional depth inherent in red music compositions. Moreover, the study identifies gaps in current research, emphasizing the need for comprehensive studies addressing the intersection of digital preservation, musical heritage restoration, and dance narrative strategies within the context of China's red music culture.The research findings underscore the effectiveness of innovative choreographic approaches in recontextualizing red music narratives, as well as the potential of multimedia, virtual reality, and augmented reality technologies in designing immersive experiences that enrich audience engagement with this cultural heritage. The implications for practice and policy emphasize the importance of multidisciplinary collaboration, advanced digitization projects, and educational initiatives to ensure the continued vitality and relevance of Hebei's red music cultural heritage.
As Bengbu is rich in red culture, red cultural tourism in Bengbu has become the precious resource and a way of red education. In the digital era, it is urgently necessary for us to cultivate the talents that can integrate media art and technology, apply immersive experience technology in the red cultural tourism, highlight the charm of red culture, attract the masses and especially realize the effective dissemination of the educational value of red culture among young people. In order to enhance the dissemination effect more effectively, it is necessary to make use of such digital media technologies as virtual reality technology and 3D panoramic technology to make important red culture bases and relevant exhibits displayed to the public, and take advantage of the interactivity of digital media to strengthen the immersive experience of the public.
World-building is among the most relevant and challenging aspects of authoring an interactive digital narrative. These challenges can even be more significant when designing tangible interactive narratives. The author must define how and when to express the material aspects of the narrative in the real world and how artefacts can support this storytelling process. This poster introduces the creative process of world-building a tangible interactive narrative: The Non-myth of the Noble Red. In this tangible narrative, world-building is based on a Brechtian approach to explore ways in which closing the gap between performance and space can involve the user into a more active role while becoming conscious of the social implications presented in the narrative. Reaching out to principles and concepts brought from theatre and other forms of performative arts places the performative component and discourse of the narrative in the foreground of the experience. This approach can be used to identify considerations that are usually ignored in mainstream interactive experiences by prioritizing the narrative's critical discourse and exploring more artistic and experimental approaches to storytelling.
As the first “highway + park” demonstration belt in China, Hainan Island Tourist Highway (988 kilometers) faces challenges such as scattered resources and single guide form. Therefore, a three-layer fusion architecture of “digital art-AR-vehicle-road cloud” is constructed, and a dual-loop mechanism of “acquisition-recognition-intervention-evaluation” is designed, combining color psychology and machine learning to realize multi-modal immersive narrative on the vehicle side. Based on the A/B test results, the system immersion is improved by 36.7%, the dwell time is extended by 16 minutes, the satisfaction is improved by 0.86, and the operation is smooth (60 frames/second, delay < 40ms). The research puts forward the new concept of “highway as the stage”, verifies the significant gain of AR double-loop algorithm at the empirical level, provides reusable technical interfaces and security specifications, establishes a dual guarantee system of data sharing and digital copyright, and provides theoretical support and practical examples for the construction of smart coastal landscapes.
Currently, exploring digital immersive experiences is a new trend in the innovation and development of cultural tourism. This study addresses the growing demand for digital immersion in cultural tourism by examining the integration of spatial narrative and digitally gamified architectural scenarios. This study synthesizes an optimized framework for narrative design in digitally gamified architectural scenarios, integrating spatial narrative theory and feedback-informed design. The proposed model comprises four key components: (1) developing spatial narrative design methods for such scenarios; (2) constructing a spatial language system for spatial narratives using linguistic principles to organize narrative expression; (3) building a preliminary digitally gamified scenario based on the “Wuhu Jiaoji Temple Renovation Project” after architectural and environmental enhancements; and (4) optimization through thermal feedback experiments—collecting visitor trajectory heatmaps, eye-tracking heatmaps, and oculometric data. The results show that the optimized design, validated in the original game Dreams of Jiaoji, effectively enhanced spatial narrative execution by refining both on-site and in-game architectural scenarios. Post-optimization visitor feedback confirmed the validity of the proposed optimization strategies and principles, providing theoretical and practical references for innovative digital cultural tourism models and architectural design advancements. In the context of site-specific architectural conservation, this approach achieves two key objectives: the generalized interpretation of architectural cultural resources and their visual representation through gamified interactions. This paradigm not only enhances public engagement through enabling a multidimensional understanding of historical building cultures but also accelerates the protective reuse of heritage sites, allowing heritage value to be maximized through contemporary reinterpretation. The interdisciplinary methodology promotes sustainable development in the digital transformation of cultural tourism, fostering user-centered experiences and contributing to rural revitalization. Ultimately, this study highlights the potential use of digitally gamified architectural scenarios as transformative tools for heritage preservation, cultural dissemination, and rural community revitalization.
The development of metaverse technologies offers a new paradigm for the value reconstruction of rural cultural tourism industries. Focusing on the Hani Rice Terraces in Yunnan as a case study, this paper, grounded in digital narrative theory and industrial value chain theory, constructs a three-layered artistic narrative frameworksymbolic translation interactive immersion philosophical resonance. This framework systematically explains how rural cultural resources can be artistically reinterpreted within metaverse spaces to facilitate the transformation from cultural value to economic value. Through policy text analysis, cross-case comparison, and theoretical deduction, the study reveals the internal mechanisms by which artistic narratives drive innovation in cultural tourism products, promote industrial synergy, and restructure benefit distribution systems. Furthermore, it proposes a lightweight technology + localized narrative management strategy tailored to rural contexts, offering both a theoretical framework and practical guidance for the digital transformation of rural cultural tourism.
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.
Soundscape serves as a paradigmatic practice for reproducing cross-media narratives and disseminating music. In “Only Dream of the Red Chamber · Theatre Illusion City,”the core aim is to distill a codified soundscape system that aligns with audience perceptual expectations and to apply dissemination technologies effectively, while avoiding deconstructive risks that may arise from the incorporation of contemporary expressive elements. The study highlights how AI-enabled soundscape design translates literary imagery into perceptible auditory IP, and how such systems, integrated with immersive tourism contexts, can amplify both cultural value and economic value.
This project introduces a computational, user-centered co-design methodology for creating immersive Virtual Reality (VR) media aimed at augmenting cultural tourism and education at a Khmer heritage site in Surin, Thailand. The study specifically focused on two objectives: (1) to connect digital media with authentic cultural interpretation by incorporating local requirements, and (2) to provide an accessible VR intelligent platform for community empowerment and cultural dissemination. The design thinking paradigm highlighted stakeholder preferences for mobile accessibility, modern aesthetics, and culturally concise narratives in development. The VR prototype for the Si Khor Phum Temple includes 360° tours and interactive 3D models, affirming its function as an accessible Human-Computer Interaction (HCI) instrument. Validation affirmed the system's quality and effectiveness. Expert assessments resulted in an exceptional overall quality rating, achieving flawless marks in linguistic clarity and system reliability. User testing validated elevated satisfaction levels, particularly with engagement. The research presents a proven participatory system design model that illustrates VR's potential as an adaptive tool for immersive education, historical preservation, and a significant driver of community empowerment via locally grounded digital innovation.
Background and Aim: In the context of globalization, traditional crafts such as Ningbo Red Paint Gilding Wood Carving—a national intangible cultural heritage—face dual challenges of cultural erosion and industrial decline, while also encountering new opportunities through digitalization and global cultural exchange. This study aims to investigate the status of inheritance, the threats and challenges faced, and innovative strategies to ensure sustainable transmission and international dissemination of this ancient craft. Materials and Methods: This research adopts a comprehensive mixed-methods approach, integrating literature review, fieldwork, case studies, comparative research, interviews, and policy analysis. Data collection involved site visits, semi-structured interviews with inheritors and policymakers, documentation of production processes, consumer segmentation studies, and review of Chinese and international cultural policy frameworks. Analytical tools such as SWOT analysis and digital ethnography were applied to derive insights. Results: Findings reveal critical threats, including declining artisan populations, low youth engagement, and limited digital adaptation. However, opportunities emerge through AR/VR-enabled digital preservation, cross-industry product innovation, and global branding strategies. Consumer segmentation showed strong interest among cultural tourists and luxury buyers. Successful international models (e.g., Japan, Italy, South Korea) offer replicable policy insights. A tiered product-market strategy and the proposed “3P Model” (Protection–Promotion–Profit) are recommended for revitalization. Conclusion: To achieve sustainable development, Ningbo Red Paint Gilding Wood Carving must integrate traditional techniques with modern innovation, supported by adaptive policy frameworks and global engagement. Digital transformation, interdisciplinary collaboration, and cultural tourism integration are key pathways. This case offers a model for preserving endangered crafts globally by balancing cultural authenticity with contemporary relevance.
This work addresses the lack of methodologies for the seamless integration of 360° videos, 3D digitized artifacts, and virtual human agents within a virtual reality environment. The proposed methodology is showcased in the context of a tour guide application and centers around the innovative use of a central hub, metaphorically linking users to various historical locations. Leveraging a treasure hunt metaphor and a storytelling approach, this combination of digital structures is capable of building an exploratory learning experience. Virtual human agents contribute to the scenario by offering personalized narratives and educational content, contributing to an enriched cultural heritage journey. Key contributions of this research include the exploration of the symbolic use of the central hub, the application of a gamified approach through the treasure hunt metaphor, and the seamless integration of various technologies to enhance user engagement. This work contributes to the understanding of context-specific cultural heritage applications and their potential impact on cultural tourism. The output of this research work is the reusable methodology and its demonstration in the implemented showcase application that was assessed by a heuristic evaluation.
Abandoned mines, as emblematic heritage spaces in the process of deindustrialization, preserve collective production memory and serve as vital symbols of local identity. However, current redevelopment practices primarily emphasize physical restoration while overlooking the visual expression and interactive communication of regional culture. This study introduces an augmented reality (AR)–based visual narrative framework that integrates regional culture to bridge the gap between spatial renewal and cultural regeneration. Drawing on semiotics and spatial narrative theory, a multidimensional “space–symbol–memory” translation mechanism is constructed, and a coupling model linking tangible material elements with intangible cultural connotations is established. Supported by technologies such as simultaneous localization and mapping (SLAM), semantic segmentation, and level of detail (LOD) rendering, a multilayer “position–perception–presentation” module system is designed to achieve stable anchoring of virtual and physical spaces and enable multilevel narrative interaction. Through task-oriented mechanisms and user co-creation, the system effectively enhances immersion, cultural identity, and learning outcomes. Experimental validation in a representative mine site confirms the feasibility of the proposed framework. While the study focuses on a single case, the modular and mechanism-based design indicates that the framework can be adapted to cultural tourism, educational communication, and community engagement applications. The key innovation lies in introducing an iterative “evidence–experience–co-creation” model, providing a new methodological reference for the digital reuse of abandoned mines and the sustainable preservation of industrial heritage.
The digital design of cultural museums with an interactive and educational approach in Indramayu Regency aims to present a modern, innovative, and interesting cultural preservation space. This concept was born from the urgent need for a means that are able to preserve, document, and promote local cultural wealth in the midst of the rapid flow of globalization. The lack of cultural literacy among the public, especially the younger generation, as well as the loss of historical objects due to inadequate storage facilities, are the main reasons for the importance of developing digital-based museums. Through an interactive approach, visitors can actively engage with cultural collections using advanced technologies such as augmented reality (AR), virtual reality (VR), and interactive multimedia. This technology provides an immersive, engaging, and personalized learning experience, so that visitors not only see, but also virtually experience the richness of the culture on display. Meanwhile, the educational approach is designed to create an informative, collaborative, and fun learning environment, which is highly relevant for learners and the younger generation as the successors of cultural preservation. Indramayu Regency, known for its long history, maritime traditions, and distinctive coastal culture, has great potential to become a center for cultural education. This digital museum will utilize digital technology to document cultural narratives in depth, so that it can be accessed not only by local people, but also national and international tourists. With its strategic location in the city center, the presence of this museum is expected to encourage the participation of the public and tourists in understanding, appreciating, and preserving the local culture of Indramayu. Apart from being an educational facility, this museum is expected to be able to become a driver of local tourism that makes a positive contribution to the economy of the surrounding community. Digital cultural museums are not only a place for preservation, but also a symbol of a strong regional identity, reflecting the synergy between technological innovation and commitment to cultural sustainability in the modern era.
This paper focuses on the critical issue of revitalizing Lin Zexu’s cultural heritage through the empowerment of digital technologies. We combine the national cultural digitization strategy with the regional cultural protection needs of Fuzhou, analyzing the current state of Lin Zexu’s cultural heritage, identifying the challenges in its revitalization process, and proposing recommendations for its revitalization. First, we review the current state of Lin Zexu’s cultural heritage in Fuzhou, including its composition and spatial characteristics, the status of preservation and restoration, and the state of academic research and digital construction. Next, we analyze the challenges encountered during the revitalization of Lin Zexu’s cultural heritage from six dimensions: spiritual connotation, digital technology, data resources, social participation, long-term mechanism, and talent assurance. Finally, based on the challenges identified, we draw on the 4T (Technology, Targeted, Talent, Transcendent) model and revitalization methods (industrial revitalization, tourism revitalization, social work revitalization) to propose multi-dimensional innovative revitalization suggestions, such as building a spiritual decoding system, developing emotional digital narrative products, deepening the integration of digital technologies, establishing technical adaptation strategies, creating an all-domain digital resource platform, co-building data alliances and standards, innovating public participation mechanisms, promoting integration with short video platforms, innovating investment and financing mechanisms, establishing long-term mechanisms, and accelerating the cultivation of compound talents.
The Yellow Crane Tower, a symbol of Wuhan's rich historical and cultural heritage, has been digitally reconstructed using augmented reality (AR) technology. This paper presents a comprehensive case study of the project, detailing the processes of data collection, digital modeling, and AR-based implementation. Authentic architectural data and cultural narratives were meticulously gathered to ensure accuracy and context, while interactive 3D models and animations were developed to enhance engagement. Both online and offline access points, including cultural labels and mobile applications, were designed to enable visitors to explore the heritage in dynamic and immersive ways. The study demonstrates the effectiveness of AR technology in preserving and promoting cultural heritage, while also contributing to the economic and cultural development of Wuchang District. The findings highlight the potential for applying AR to other heritage sites, providing insights and practical strategies for integrating technology into heritage preservation and tourism.
This study investigates posthuman aesthetics and cultural hybridity in the development of Chinese ballet. This genre has evolved from Soviet-influenced classical foundations into a unique, intercultural, and technologically infused performance form. Drawing on performance analysis, field observations, document review, and interviews with five key informants—including choreographers and directors—this qualitative research explores how Chinese hybrid ballet transcends anthropocentric and nationalistic boundaries. Case studies of productions such as Century, Dream of the Red Chamber, and The Red Detachment of Women reveal how the dancer’s body becomes a posthuman interface, intertwined with digital scenography, mythological narrative, and cultural symbolism. These ballets do not merely merge East and West but operate within a “third space,” reconfiguring narrative, movement, and visual design to challenge aesthetic conventions. Fieldwork at the Central Ballet Company and visual ethnography illustrate the active roles of multimedia, folk gestures, and symbolic costuming in shaping embodied hybridity. Audience feedback underscores the performances' emotional and cultural resonance, particularly among younger viewers who see hybrid ballet as heritage and innovation. The research contributes to broader posthumanist` discourse by highlighting how non-Western dance forms engage with technology, pedagogy, and identity. Future research should explore cross-cultural comparisons, dancer training models, and digital audience interaction further to contextualize the implications of this evolving aesthetic paradigm.
No abstract available
Volumetric video capture is an emerging technology that opens up several fields of research and, in combination with immersive augmented reality, new opportunities for interactive storytelling. This paper describes an experiment in the conception and production process of an interactive story with volumetrically filmed characters experienced through an MS HoloLens, resulting in an interactive participatory theater application. We report on an initial experiment with a low-budget approach, describe the technical setup, story, and interaction concept, report on a user evaluation, and discuss our findings. The experiment illustrates that the benefit of the high production effort compared to a 2D film is important, as volumetric features need to be integrated into the narrative ideas. These include – in addition to working around technical issues – the sense of the actors’ presence in the same space with the audience, spatial affordances for interaction, and expanded opportunities for emotionally believable feedback from the characters.
Digital storytelling has revolutionized the preservation and dissemination of cultural heritage by integrating Virtual Reality (VR) and Augmented Reality (AR). These technologies provide immersive experiences that engage diverse audiences, particularly the younger generation accustomed to digital media. VR offers fully immersive environments, transporting users to different times and places, while AR overlays digital information onto the real world, enhancing interaction with physical surroundings. This dual approach enriches storytelling, fostering emotional connections and active participation, thereby transforming users from passive observers into co-creators of cultural narratives. The application of VR and AR supports cultural institutions facing resource limitations, offering innovative solutions without extensive physical infrastructure. Theoretical frameworks like the Narrative Immersion Model and transmedia storytelling emphasize the shift from passive consumption to interactive engagement, highlighting the role of digital storytelling in enhancing cultural identity and memory. By fostering inclusivity and diversity, these technologies ensure multiple voices are represented, promoting social justice and community engagement. This paper explores the roles of VR and AR in digital storytelling for cultural heritage, analyzing their impact on audience engagement and effectiveness in preserving cultural narratives across various contexts.
No abstract available
This study explores the potential of volumetric video in immersive augmented reality (AR) to bring historical figures to life in a physical surrounding to foster immersive storytelling in a museum. Through a research-through-design process, a semi-interactive prototype has been built and evaluated with 60 museum visitors. Quantitative analysis highlighted levels of feelings of presence and perceived interactivity, while qualitative feedback emphasized a need for improved social presence and interactivity. Observations of user behavior further demonstrated the potential of hybrid designs to encourage co-creative participation. The general limitations of the medium, such as static environments and non-responsive characters are discussed as challenges for the design of interactive scenarios. This research contributes to the growing field of AR cultural heritage applications, offering insights into the role of volumetric video in enhancing historical narratives.
The folk tale of Malin Kundang carries significant moral and cultural values, yet younger generations' interest in conventional storytelling has declined with the advancement of digital technologies. This research addresses that gap by developing an interactive digital animation using Augmented Reality (AR) and Motion Capture (MoCap) technologies to create a more immersive and engaging user experience. Through a mixed-methods approach, including prototype development with Unity 3D, motion tracking using OptiTrack/Xsens, and user testing, the system achieved 95% accuracy in character motion and high user satisfaction. While technical challenges such as latency and hardware constraints remain, the results demonstrate that the integration of AR and MoCap revitalizes traditional stories and offers global benefits—providing scalable solutions applicable to education, cultural heritage preservation, training simulations, and entertainment industries worldwide. This study contributes to the growing field of immersive digital storytelling and offers insights for future research into motion algorithm optimization and developing more accessible MoCap technologies for global use.
AR has transformed the visual and experiential aspect of the photography story telling by uniting the definitions of both in one place, blending the static visuals with the interactive spatial based stories. AR turns the viewer into an active participant instead of the passive one, because of its capacity to extend photography into a multisensory, three-dimensional space, and is creating new avenues of meaning, feeling, and interaction. Embodied interaction, spatial computing, and visual composition merge to create AR-based photography as an art form of hybridity where action, perception, and interest come together to create the narrative. This amalgamation does not only add deeper aesthetic qualities but also the communicative power of photography by reaching out to the physical and virtual. Photography has long been a medium of remembrance and representation; AR is currently bringing it back to the reality as a medium of participation and presence. The paper follows this development in museum installations, interventions in the urban storytelling, and personal memory project demonstrates how spatial narratives will make art more democratic and create empathy and cultural continuity. The presented structure and analysis findings emphasize the role of AR in engagement, emotional appeal, and interpretive cognition that is backed by both quantitative analytic data and qualitative audience feedback. Although the technical calibration, data ethics, and cultural authenticity have been problematic, the emergent technologies based on AI adaptivity, WebAR platforms, and blockchain provenance have the potential to further streamline the field. Finally, AR photographic storytelling is a meeting of artistic vision and digital intelligence which makes photography living and responsive as a form of narration that builds a bridge between image, space, and human experience.
This study has outlined a mobile-augmented reality (AR) storytelling framework utilizing Quick Response (QR) code technology to provide cultural engagement at heritage sites in the United Arab Emirates. The project set out to merge traditional heritage with augmented immersive technology and focused on a four-phase methodology: (1) Content curation and narrative design through historians and cultural experts; (2) Planning QR codes in spaces cooperatively designed through spatial design and semiotics of culture; (3) Content development of AR experiences in Unity and Vuforia using finite state machine for stability and usability; and (4) User testing in three major heritage locations. The quantitative and qualitative evaluations measured user engagement, narrative retention, usability of the system, and cultural sensemaking. Relative to baseline digital experiences, the AR-QR platform saw significant gains: 25-30% improvement in engagement; 20-25% improvement in narrative retention; and over 15% improvement in usability and cultural relevance. The study evidence demonstrates the promise of AR-QR storytelling and approach to deliver contextually rich and interactive heritage experiences. Although there are limitations in device affordances/conceivability and longer-term evaluations, this study suggests---immersive storytelling can make heritage more engaging, accessible, and meaningful to a diverse population.
This paper explores the transformative role of Artificial Intelligence (AI) and Augmented Reality (AR) in reshaping interactive media experiences. It examines how these technologies enhance personalization, enable immersive storytelling, and facilitate seamless cross-platform integration, revolutionizing the creation and consumption of content. Recent technological advancements, such as machine learning and spatial computing, are identified as key enablers of this transformation. The paper also discusses challenges, including ethical concerns, accessibility barriers, and technological limitations, emphasizing the importance of stakeholder collaboration to address these issues. By conceptualizing future trends, such as virtual humans and adaptive environments, and providing a framework for understanding user engagement, this study highlights the potential of AI and AR to redefine interactive media across industries, including entertainment, education, and marketing. Recommendations for researchers, content creators, and policymakers focus on fostering innovation while ensuring ethical practices and accessibility.
Many traditional culinary recipes from West Java are lost because they are not well-documented; this is a concern for many parties. Losing the recipe means losing the "artifacts" of traditional culinary and precious history and philosophy, which are part of local wisdom. Therefore, modern documentation is needed, which is informative, interactive, engaging, and loved by the young generation. This research is about designing West Java traditional culinary recipes using augmented reality, photogrammetry, and storytelling illustration. This study employs action research. For the data collection method, structured interviews with West Java culinary lecturers and Assemblr Augmented Reality (AR) apps creators were used. Then, this data will be used as content for proposing a design solution. Based on the research conducted, the attempt to preserve West Java culinary recipes using augmented reality, photogrammetry, and storytelling illustration is determined by the extent of the fresh, fun, and fascinating concept in all these media to create an excellent first impression as an exciting medium. Once the audience is interested, the transfer of knowledge afterward will be smoother. Fun and funny illustrations can generate the desire to find and taste these traditional foods.
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Interactive Audio Augmented Reality (AAR) facilitates collaborative storytelling and human interaction in participatory performance. Spatial audio enhances the auditory environment and supports real-time control of media content and the experience. Nevertheless, AAR applied to interactive performance practices remains under-explored. This study examines how audio human-computer interaction can prompt and support actions, and how AAR can contribute to developing new kinds of interactions in participatory performance.This study investigates an AAR participatory performance based on the theater and performance practice by theater maker Augusto Boal. It draws from aspects of multi-player audio-only games and interactive storytelling. A user experience study of the performance shows that people are engaged with interactive content and interact and navigate within the spatial audio content using their whole body. Asymmetric audio cues, playing distinctive content for each participant, prompt verbal and non-verbal communication. The performative aspect was well-received and participants took on roles and responsibilities within their group during the experience.
Art and social sciences come together in a powerful way to help preserve cultural heritage, especially for indigenous communities navigating the challenges of modernization. This study explores how digital ethnography can bridge artistic expression and social research to document and revitalize endangered cultural traditions. Focusing on the Ukit community of Sarawak, Malaysia, the research harnesses Augmented Reality (AR), digital storytelling, and participatory art-based methods to create engaging and immersive cultural experiences. Using a mixed-methods approach, which combines ethnographic fieldwork, digital archiving, and data analysis on user engagement, the study examines how interactive digital tools impact cultural knowledge retention and intergenerational learning. The findings reveal that AR-enhanced storytelling and 3D cultural visualization significantly improve cultural retention (p < 0.001) and engagement, particularly among younger generations. To frame these insights, the study introduces the Digital Ethnography and Augmented Storytelling (DEAS) Framework, which brings together digital documentation, immersive storytelling, and community participation as a structured approach to sustainable cultural heritage preservation. However, challenges such as technological barriers, limited digital access, and ethical considerations continue to pose hurdles in making these tools widely accessible. By proposing a scalable and community-centred model, this study contributes to the broader conversation on art-driven digital heritage conservation, ensuring that indigenous voices remain central in digital preservation efforts. Moving forward, research should focus on low-bandwidth digital solutions, AI-powered cultural archiving, and ethical guidelines for indigenous digital sovereignty to build a future where cultural preservation is sustainable, inclusive, and truly community-led. JEL Codes: Z10, O33, Z13 Keywords: Digital Ethnography, Art and Social Sciences, Indigenous Heritage, Augmented Reality, Cultural Preservation.
Traditional animation films often face challenges in integrating virtual and real elements effectively and in limiting dynamic storytelling. This study explores the application of Augmented Reality (AR) technology in animation film composition through a combined approach of technical framework construction and simulation experiments. The study focuses on three main areas: (1) constructing a virtual-real coordinate mapping model based on Simultaneous Localization and Mapping (SLAM), achieving precise three-dimensional (3D) binding through rotation matrices and translation vectors. (2) designing a dynamic visual element adaptation mechanism based on Generative Adversarial Network (GAN), using a feature transfer loss function to regulate style consistency. (3) establishing an interactive narrative weight calculation system, determining response thresholds for key elements through the Analytic Hierarchy Process (AHP). The experiments select fantasy and complex narrative scenes as samples and compared the effectiveness of traditional composition and AR composition. The results show that AR composition improves spatial fractal dimensions by an average of 48.6%, with interaction accuracy maintained at over 97.5%, 21.3 percentage points higher than traditional methods. Information transfer accuracy in multi-node scenarios reaches 86.7%, surpassing the traditional method's 59.4%. Visual style matching achieves an average of 89.7%, with light and shadow error reduced by 71.9%. These data indicate that AR technology effectively enhances spatial depth, interaction stability, and visual consistency, particularly in complex narrative scenes. The contributions of this study include: (1) proposing a dynamic composition framework for virtual-real fusion, breaking the limitations of traditional two-dimensional (2D) planes. (2) establishing a quantifiable technical parameter system, providing a standardized design basis for AR animation composition. (3) validating the feasibility of a collaboration between technology and art, offering a practical path for visual innovation in animation films.
This study explores innovative strategies for preserving the rich cultural heritage of Malay traditional attire, with a particular emphasis on the Samping Songket, a garment deeply rooted in Malay identity and tradition. With younger generations exhibiting declining awareness and appreciation for this intricate cultural artifact, the research addresses the urgent need to bridge this gap through the integration of technology-driven educational tools. Central to this initiative is the development of Hikayat Putera Indra, a digital pop-up augmented reality (AR) book designed to revive interest by blending storytelling with hybrid animation techniques. This interactive book not only narrates the history and significance of Samping Songket but also provides step-by-step demonstrations of traditional tying methods, transforming passive learning into an immersive experience. By incorporating 2D and 3D animation alongside AR technology, the project creates a dynamic platform that appeals to children and teenagers aged 10 to 17, fostering curiosity and engagement with Malay heritage. The study adopts a mixed-methods approach, combining semi-structured interviews with cultural experts from PERNILAM to extract valuable insights into the symbolism and historical narratives of Samping Songket. Additionally, structured questionnaires targeting 25 youth respondents measure awareness levels and interest in learning traditional tying techniques. This comprehensive research design ensures a robust analysis, yielding triangulated data that highlights a significant gap in knowledge regarding traditional attire. Findings reveal that the use of AR significantly enhances understanding and engagement, offering an effective means to safeguard intangible cultural heritage. Both expert evaluations and youth feedback affirm the project's success in reigniting interest and appreciation for Malay traditional attire. Ultimately, Hikayat Putera Indra exemplifies how modern technology can serve as a vital tool for cultural preservation, fostering intergenerational connections and ensuring that the artistry of Samping Songket endures as a cherished legacy for future generations.
AR gaming has emerged to be an interactive entertainment sector. combining digital information with the real world by effectively having real-time and location-aware technologies. The proposed paper will include case study-based discussion of some AR games concentrating on their genre categorization, establishment of features of games, and technological frameworks. Drawing based on prior art literature (Azuma, 1997; Carmigniani et al., 2011), this paper examines a variety half a dozen games, such as Pokemon GO, knightfall AR, and zombies, run to get a clear idea of how AR implementations differ in the narrative design, in interaction with the player and in the properties of the device. By division of games by genre and the identification of basic mechanics like geolocation and object tracking, immersive storytelling, this study provides organization of an overview of the AR gaming landscape. The research is a platform to the upcoming research about AR game development and assists both developers and researchers in getting acquainted with the existing tendencies in developing AR games. deployment.
This demo presents "Who Killed Helene Pumpulivaara?", an innovative interactive heritage experience that combines crime mystery narrative with XR technology to address key challenges in digital heritage interpretation. Our work makes six significant contributions: (1) the discovery of a "Historical Uncanny Valley" effect where varying fidelity levels between AI-generated and authentic content serve as implicit markers distinguishing fact from interpretation; (2) an accessible production pipeline combining mobile photography with AI tools that democratizes XR heritage creation for resource-limited institutions; (3) a spatial storytelling approach that effectively counters decontextualization in digital heritage; (4) a multi-platform implementation strategy across web and VR environments; (5) a practical model for AI-assisted heritage content creation balancing authenticity with engagement; and (6) a pathway toward spatial augmented reality for future heritage interpretation. Using the historic Finlayson Factory in Tampere, Finland as a case study, our implementation demonstrates how emerging technologies can enrich the authenticity of heritage experiences, fostering deeper emotional connections between visitors and the histories embedded in place.
This presentation will discuss a practice-led, artistic research project that explores the potential of an interactive digital narrative to examine the boundaries between reality and imagination within the framework of Realismo Maravilhoso. The practical project, Saints of Paradox, is designed as a printed picture book that can be expanded using AR (Augmented Reality) technology. The structure of the book enables readers to explore different versions of a narrative as presented by three distinct syncretic narrators, or saints. These saints reinterpret the story through alterations in the illustrative content and monologue. The artistic artefact is conceived as a series of pictorial sets in potentia. When the pages are scanned with a mobile device, animated characters appear within a illustrated world, accompanied by a cinematic soundscape. Methodologically, this research is grounded in an artistic research paradigm that supports a heuristic approach for idea discovery and refinement. The research draws on both tacit and explicit knowledge in the development of the fictional narrative, its structure, and stylistic elements. The process involves three interrelated methods: designer’s journals, iterative assembly, overviewing and testing, and the strategic application of feedback. This project contributes to the practice of polyvocal and dialogic storytelling, fostering the creation of a culturally distinctive, transcultural narrative text. It also expands the possibilities of interactivity and immersion within a sequential, print-based narrative.
This presentation outlines a practice-led, artistic research project that asks: What is the potential of an interactive digital narrative in exploring the interplay between story elements to examine the boundaries between reality and imagination within the framework of Realismo Maravilhoso? The design outcome, Saints of Paradox, is designed as a printed picture book that can be expanded through the use of AR (Augmented Reality) technology. The book’s structure allows for the reading of different versions of a narrative as presented by three distinctive syncretic narrators, or saints. These saints are syncretic and they interpret a story through changes in illustrative content and monologue. The artistic artefact is formatted as a series of pictorial sets in potentia. Upon scanning the pages with a mobile device, animated characters emerge within a illustrated world, accompanied by cinematic soundscapes. Methodologically, this research emanates from an artistic research paradigm that supports a heuristic approach to the discovery and refinement of ideas. Thus, the research draws upon both tacit and explicit knowledge in the development of a fictional narrative, its structure, and stylistic treatments. Three interrelated methods are used: designer’s journals, iterative assembly, overviewing and testing, and the strategic use of feedback. The project contributes to polyvocality and dialogical storytelling and aids in the creation of a distinctive transcultural narrative text through practice. It expands the possibilities of interactivity and immersion within a sequential, print-based narrative.
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This study explores the development and evaluation of an Augmented Reality (AR) Museum experience at the NEUST Museum, employing an agile development approach and adhering to ISO/IEC 25010 software quality standards. The research aims to assess how AR can enhance visitor engagement, learning, and overall satisfaction by integrating features such as virtual reconstructions, interactive storytelling, and multisensory elements. Through qualitative and quantitative evaluations involving IT experts and end-users, the findings demonstrate that the AR system effectively improves visitor interaction and educational outcomes, although challenges such as device compatibility and performance optimization remain. The study contributes to the broader field of digital heritage preservation and museum education by providing insights into user-centered AR design, iterative development processes, and the potential for advanced features like multi-user experiences and AI-driven personalization. These findings underscore AR’s transformative role in creating immersive, accessible, and engaging cultural experiences, offering a scalable model for future digital heritage initiatives and educational applications.
The traditional folklore of Indonesia is of less interest to the younger generation of today, which has resulted in a rapid decrease in the number of people who are interested in it. This has led to the creation of novel solutions that are aimed at the preservation of Indonesia's cultural legacy. The goal of this research is to develop an application that uses augmented reality (AR) to make Indonesian cultural storytelling interactive and engaging. The application is based on one of Maluku's folklore, Rusa dan Kelomang, and is intended to introduce users to the rich cultural heritage of the region. Prototyping, design that is centered on the user, and thorough testing are all included in the development process when the Agile methodology is used. To improve the experience of learning and amusement, the application incorporates interactive 3D images, quizzes, and augmented reality (AR)-based storytelling. The evaluation results demonstrate high usability scores and strong user approval, confirming the application's effectiveness. The conclusions drawn from this study suggest that augmented reality (AR) technology is an effective means of bridging the gap between the preservation of Indonesian culture and the satisfaction of the preferences of current users. This technology provides a platform for teaching and pleasure for the younger generation of today.
The preservation of cultural heritage is vital for maintaining a nation's identity, collective memory, and educational resources. In recent years, Augmented Reality (AR) has emerged as a transformative tool in bridging technology and humanities by offering immersive, interactive experiences that transcend traditional preservation methods. This study explores how AR applications have revolutionized the conservation, education, and dissemination of tangible and intangible cultural assets. With a focus on Pakistan’s rich heritage landscape, this paper examines the integration of AR into museums, archaeological sites, and cultural storytelling, supported by case studies, graphical data, and comparative analysis. The findings suggest that AR not only enhances public engagement but also provides sustainable preservation solutions in the face of environmental, economic, and political challenges.
Over the years, the various mediums available for storytelling have progressively expanded, from spoken to written word, then to film, and now to Virtual Reality (VR) and Augmented Reality (AR). In 2016, the cutting-edge Head-Mounted Display (HMD) AR Microsoft HoloLens was released. However, though it has been several years, the quality of the user experience with narration using HMD-based AR technology has been rarely discussed. The present study explored interactive narrative in HMD-based AR regarding different user interfaces and their influence on users’ presence, narrative engagement and reflection. Inspired by an existing exhibition at the National Holocaust Centre and Museum in the U.K., a HoloLens narrative application, entitled The AR Journey, was developed by the authors using two different interaction methods, Natural User Interface (NUI) and Graphical User Interface (GUI), which were used to perform an empirical study. As revealed from the results of the between-subject design experiment, NUI exhibited statistically significant advantages in creating presence for users without 3D Role Playing Game (RPG) experience, and GUI was superior in creating presence and increasing narrative engagement for users with 3D RPG experience. As indicated by the results of the interviews, the overall narrative experience in HMD-based AR was acceptable, and the branching narrative design was engaging. However, HoloLens hardware issues, as well as virtuality and reality mismatch, adversely affected user experience. Design guidelines were proposed according to the qualitative results.
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Interactive technologies, such as mixed-reality and natural interactions with avatars, can enhance cultural heritage and the experience of visiting a museum. In this paper, we present the design rationale of an interactive experience for a cultural heritage place in the church of Roncesvalles at the beginning of Camino de Santiago. We followed a participatory design with a multidisciplinary team which resulted in the design of a spatial augmented reality system that employs 3D projection mapping and a conversational agent acting as the storyteller. Multiple features were identified as desirable for an interactive experience: interdisciplinary design team; in-situ; mixed reality; interactive digital storytelling; avatar; tangible objects; gestures; emotions and groups. The findings from a workshop are presented for guiding other interactive cultural heritage experiences.
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The development of the 22-minute Augmented Reality narrative “The Tent” involved significant technical and creative challenges to establish new conventions for Spatial Entertainment. This production case study examines the evolution from a 360* video concept through traditional film adaptation to the final AR tabletop experience, detailing the wrong turns, technical breakthroughs, and creative innovations that shaped this award-winning work. Through analysis of volumetric capture workflows, photogrammetry integration, and the development of spatial cinematic language, this paper provides actionable insights for creators working in spatial narrative while addressing fundamental questions about interactivity, platform choice, and audience engagement in immersive storytelling.
The Museums today struggle to keep visitors engaged while managing environmental concerns. This study examines how digital storytelling technologies can transform museum exhibits into interactive and sustainable experiences. We examined five Southeast Asian museums: Museum MACAN Jakarta, the National Museum of Singapore, the Vietnam National Museum of History, Ayala Museum Manila, and the National Museum of Thailand. Case studies were selected for their practical and successful use of multimedia to transform traditional museum exhibits into engaging, educational, and inclusive experiences for visitors. Our research shows that digital storytelling increases visitor interaction time and improves information retention. It also helps reduce environmental impact through better energy use and digital preservation. Previous studies show that virtual and augmented reality are widely used in science, art, and history museums to help visitors learn better. These findings support sustainable digital technologies as essential for preserving cultural heritage and improving visitor experiences. The research contributes to the United Nations Sustainable Development Goals numbers 4, 9, and 11 by showing how technological innovation can create resilient cultural institutions that balance engagement, education, and environmental responsibility.
The inclusion of the metaverse in cinematic representation involves the incorporation of virtual and augmented reality technologies, as well as concepts from the metaverse, into storytelling within movies and other visual media. The metaverse refers to a collective virtual shared space, merging physical and virtual reality, where users can interact with each other and digital environments in real-time. This concept gained popularity through science fiction cinema. The integration of the metaverse is revolutionising cinematic representation by immersing audiences in interactive and visually stunning worlds. As technology and storytelling merge, films now offer personalised experiences, collaborative elements, and novel ways to explore themes of identity, ethics, and societal impact. The metaverse influence extends beyond entertainment, reflecting shifts in how we consume media, perceive reality, and engage with digital culture, fundamentally reshaping the cinematic landscape.
Yue Opera is a traditional Chinese through-sung storytelling style that conveys Chinese cultural ideologies and historical depth. In this context, Augmented Reality (AR) has been adopted in cultural venues to break the passive watching experience, turning the audience into active participants. In this article, we present an exploratory case study of LanternOperAR, a hybrid cultural gift to promote Yue Opera with the Chinese philosophy of Yangmingism. We incorporate the tangible interface and virtual content to create an interactive cultural experience. Specifically, we conducted a fieldwork study to investigate the promises and challenges of promoting Yue Opera. Based on expert interviews and an online survey with the public, we derived a set of design goals to guide the design and development process. Our approach incorporates the application of AI image processing, generative AI, information visualization, and gamification with AR technology to generate and visualize cultural knowledge in AR-based narratives and interactions. We evaluated LanternOperAR with 20 participants and acquired some positive feedback on system usability and overall experience, as well as some suggestions for further improvements. Our findings provide insights into the design of cultural products and cultural applications as guidance for cultural researchers and practitioners.
Museum visits often lack personalized and interactive experiences, limiting visitor engagement with art and historical artifacts. To address this, we present ArtSpeak, a standalone augmented reality (AR) application that transforms traditional art viewing into an interactive storytelling experience. When users point their mobile cameras at an artwork, the system responds to their questions with lifelike, talking-head video narratives generated from historical portraits. However, generating such talking-head videos at runtime is computationally expensive, often requiring over a minute per response. To address this challenge, ArtSpeak introduces two major contributions. First, it employs a collection of frequently asked questions (FAQ) to generate a set of lifelike video responses for various art portraits. Second, it introduces a novel retrieval-based approach that uses GPT-based embeddings and cosine similarity to select the most relevant response. As a result, the system dynamically presents the video reply that best aligns with the user's inquiry, reducing computational overhead and ensuring a real-time, low-latency experience. More precisely, ArtSpeak achieves over 30 x lower latency and reduces energy consumption by approximately 81 % compared to the real-time video generation method. User studies further validate the system's effectiveness, with 85 % of participants rating the retrieved responses as relevant to their queries and 90 % reporting smooth video playback. These results highlight the efficiency and user satisfaction enabled by our retrieval-based approach.
With the continuous advancement of digital technology, museum exhibition spaces are undergoing a fundamental transformation, from traditional static displays to interactive, visitor-centred environments. This evolution introduces cross-media storytelling, where emotional engagement, sensory immersion, and user interaction are central to the visitor experience. Modern museums aim to deliver more than visual presentation by facilitating multisensory, participatory encounters with cultural and historical content. This paper presents a conceptual exploration of spatial narrative strategies in the digital age, outlining three narrative typologies: natural, scene-based, and interactive. It highlights how emerging technologies such as virtual reality (VR), augmented reality (AR), and artificial intelligence (AI) are influencing exhibition design, enhancing user participation, and enabling personalised engagement. By examining selected practices from leading institutions and synthesising insights from narratology and architectural theory, the study contributes to a deeper understanding of spatial storytelling in contemporary museum design. The findings aim to support innovative, user-focused approaches in future cultural exhibition spaces.
This paper explores the evolution of storytelling by comparing traditional narrative forms with immersive storytelling in the Metaverse. Traditional storytelling, rooted in oral traditions, literature and theatre, relies on a linear, author-driven structure that presents a fixed story to the audience, fostering social cohesion and conveying cultural values. Metaverse, a digital universe with virtual reality (VR), augmented reality (AR) and interactive technologies enables users to actively engage and shape the narrative. This shift allows users to move beyond passive observation, introducing new levels of interaction and engagement that reshape storytelling. The study examines four key dimensions where traditional storytelling diverges from metaverse-based narratives: agency, interactivity, immersion and community. In traditional formats, the audience’s role is passive, while the storyteller retains control of the plot. However, the Metaverse allows users to influence story progression, creating a more personalized experience. While traditional stories rely on imagination, the Metaverse employs VR and AR to immerse users fully, fostering a sense of presence and heightening emotional impact. This engagement is achieved through visual, auditory and sometimes tactile elements that make users feel like they inhabit the story world, enhancing empathy and emotional depth. Community experiences diverge traditional storytelling often unite audiences through shared cultural narratives, while the Metaverse allows for communal, multiplayer storytelling experiences that redefine cultural bonds within digital spaces. This study suggests a hybrid storytelling approach that combines the immersive power of the Metaverse with traditional narrative integrity, offering a framework for future narratives that balance interactivity and structured storytelling.
The rich cultural traditions and customs of India, the folklore, stories, and history of this country are, unfortunately, being simply at risk of becoming a dead end and are bound to vanish or lose their relevance in our technologically oriented digital world. The conventional digital heritage web sites tend to be lacking in the respective areas of interactivity, personalization, as well as the immersive experience, which can make the current audience interested, as important, the youth audience. This study presents Re: Vive: a smart experiment that combines Artificial Intelligence (AI), Natural Language Processing (NLP), and Augmented Reality into one (AR) to provide interactive and personalized experiences in cultural exploration. Re:Vive model focuses on the real-time user interactions and rewriting of the narrative, contrary to the episodic and network systems of other heritage systems. A backend of the system is scalable and, therefore, can be used in AIrecommendation, NLP-conversational storytelling, and ARvisualization.
最终分组结果系统地构建了“红色文旅交互影游AR数字叙事”的研究版图:从红色文化资源数字化转型的宏观背景出发,深入到影游融合与空间叙事的理论建模,支撑以AR、AI、容积捕捉为核心的技术开发实践。同时,研究体系闭环于用户体验的实证评价,并广泛应用于文化遗产的活化与跨媒介传承。整体呈现出“内容为魂、叙事为法、技术为器、体验为准”的跨学科融合特征。