文化遗产 沉浸式体验
数字化测绘、三维建模与高保真数字孪生技术
该组文献聚焦于文化遗产数字化保护的底层技术,包括利用摄影测量、激光扫描(LiDAR)、HBIM(历史建筑信息模型)、3D Gaussian Splatting及无人机技术实现物理实体的精确采集与高精度还原,为沉浸式体验提供底层的视觉资产和几何模型。
- Digitisation and virtual restitution applied to the heritage of displaced mural painting: the case of the medieval mural painting of the church of Saints Julián and Basilisa of Bagüés (Spain)(Javier Domingo-Ballestin, L. Agustín-Hernández, Aurelio Vallespín-Muniesa, 2025, Built Heritage)
- Virtual Reality in Cultural Heritage: A Setup for Balzi Rossi Museum(Saverio Iacono, Matteo Scaramuzzino, Luca Martini, Chiara Panelli, Daniele Zolezzi, M. Perotti, A. Traverso, G. Vercelli, 2024, Applied Sciences)
- The Digital Design Study of Hakka Culture of Gannan Weiwu on VR and AR Virtual Reality Technologies(超超 吴, 2024, Chinese Traditional Culture)
- Research on the Construction of Virtual Reality Simulation System of Cultural Heritage Based on 3D Dynamic View(Yan Huang, Zirong Ding, 2025, 2025 IEEE International Conference on Electronics, Energy Systems and Power Engineering (EESPE))
- Survey Data Integration for Enhanced Cultural Heritage Dissemination and Analysis through Virtual Reality(E. Elefante, S. Gonizzi Barsanti, Anna Manzone, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Using TLS, UAV, and MR Methodologies for 3D Modelling and Historical Recreation of Religious Heritage Monuments(Aristeidis Zachos, C. Anagnostopoulos, 2024, ACM Journal on Computing and Cultural Heritage)
- A study on 3D modeling from handwritten maps for VR environment construction of historical town(Ryunosuke Kumagai, Morimichi Furudate, K. Konno, 2020, No journal)
- A proposed combination of photogrammetry, Augmented Reality and Virtual Reality Headset for heritage visualisation(Edson Yahuda Putra, A. Wahyudi, Charlie Dumingan, 2016, 2016 International Conference on Informatics and Computing (ICIC))
- Generative AI Tool Pipeline for Creating Artificial Historical Characters for Cultural Heritage XR(Jan Gemeinhardt, Michael Zöllner, C. Jahn, 2024, No journal)
- Application of Analogue and Digital Methods in Cultural Heritage for Virtual and Physical Documentation and Dissemination(A. Kępczyńska-Walczak, Andrzej Zarzycki, Bartosz M. Walczak, 2025, Muzeológia a kultúrne dedičstvo)
- REPRESENTING INTANGIBLE CULTURAL HERITAGE OF HUMANITY: FROM THE DEEP ABYSS OF THE PAST TO DIGITAL TWIN AND XR OF THE NEANDERTHAL MAN AND LAMALUNGA CAVE (ALTAMURA, APULIA)(F. Banfi, E. Dellú, C. Stanga, A. Mandelli, F. Roncoroni, S. Sivilli, G. Pepe, G. Cacudi, 2023, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Proposal of virtual reality solution using Photogrammetry techniques to enhance the heritage promotion in a tourist center of Trujillo(Renato Andree León Tejada, Jorge Alexander Jimenez Azabache, Rolando Javier Berrú Beltrán, 2022, 2022 IEEE Engineering International Research Conference (EIRCON))
- A Workflow for Urban Heritage Digitization: From UAV Photogrammetry to Immersive VR Interaction with Multi-Layer Evaluation(Chengyu Zhang, Guiye Lin, Yuyang Peng, Yingwen Yu, 2025, Drones)
- Advancing Cultural Heritage Preservation through monument 3D reconstruction and multi-platform interaction-based applications(Foteini Rizou, Rigas Kougkolos, Dimitrios Kapetas, C. Georgiadis, Georgios Patseas, Athanasios Tsakiris, E. Pechlivani, D. Ioannidis, D. Tzovaras, 2024, 2024 28th International Conference on Information Technology (IT))
- Practical Techniques for Aerial Photogrammetry, Polygon Reduction and Aerial 360 Photography for Cultural Heritage Preservation in AR and VR Applications(Vasileios Triantafyllou, Konstantinos I. Kotsopoulos, D. Tsolis, Dimitrios Tsoukalos, 2022, 2022 13th International Conference on Information, Intelligence, Systems & Applications (IISA))
- Virtual Reality for the Preservation and Promotion of Historical Real Tennis(R. Gaugne, Sony Saint-Auret, Pierre Duc-Martin, V. Gouranton, 2023, No journal)
- Stopmotion Photowalk Animation for Spatial Immersion in a Remote Cultural Heritage Site(Scott L. Smith, 2015)
- Combining Photogrammetry and Virtual Reality for Exploration of Otanaha Fortress Heritage of Indonesia(A. Wahyudi, Edson Yahuda Putra, J. Y. Mambu, S. I. Adam, 2018, 2018 6th International Conference on Cyber and IT Service Management (CITSM))
- Digitization of Architectural Heritage Objects Using Photogrammetry: Sumy Region Case Study(Ihor Tytarenko, José Machado, I. Pavlenko, 2025, Journal of Engineering Sciences)
- Photogrammetry in the conservation of vernacular heritage focusing on the digital preservation of the memory of Algerian ancient ksour: case study of the Kenadsa Ksar(Abdelaziz Barkani, Mohammed Tamali, 2025, Conservar Património)
- From BIM to VR: defining a level of detail to guide virtual reality narratives(Katie Graham, L. Chow, S. Fai, 2019, J. Inf. Technol. Constr.)
- FROM ARCHIVES SOURCES TO VIRTUAL 3D RECONSTRUCTION OF MILITARY HERITAGE – THE CASE STUDY OF PORT BATTERY, GDAŃSK(S. Kowalski, S. La Placa, A. Pettineo, 2023, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- A Data-driven Information Modelling Approach for Cultural Heritage(Y. Lei, N. Bruno, R. Roncella, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Beyond Digital Twins: 3D Gaussian Splatting, Game Engines and Crossmedia Cultural Heritage Representations(Lukasz Mirocha, 2025, Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference Talks)
- 3D SURVEY POINT CLOUD DATA AS DIRECT RENDERING ASSETS FOR VISUALISING COMPLEX HERITAGE IN VIRTUAL APPLICATIONS(Y. Lei, F. Fiorillo, F. Fassi, 2024, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Virtual Reconstruction of Al-Baroud Khana Building: VR Model for the Cultural Heritage of Mosul(Abdullah Al-Sarraf, Ali Alsaffar, Ammar Ahmed, Omar Khalel, M. Mahmood, Wesal Hummadi, Nagham Sultan, Omar Ibraheem, O. Alchalabi, Basim Mahmood, 2024, No journal)
- Preserving Heritage Using Photogrammetry and Virtual Reality: A Virtual Museum for Jebel Al-Barkal(Lina Alhaj, 2025, No journal)
- Digital Cultural Heritage Twins, the Context, the Theory and Some Experiments(G. P. Zarri, 2025, No journal)
- Archiverse: an Approach for Immersive Cultural Heritage(Wiesław Kopeć, Anna Jaskulska, W. Fuchs, Wiktor Stawski, Stanislaw Knapi'nski, Barbara Karpowicz, Rafal Maslyk, 2025, ArXiv)
- Monastic Fortifications in the Judean Desert (al-Barriyya): 3D geo-mapping and Virtual Heritage for the assessment of dynamic heritage values(Raffaella De Marco, 2026, PROCEEDINGS of the International Conference on Fortifications of the Mediterranean Coast FORTMED 2026. Vol. 24)
- Virtual Reality in Cultural Heritage: A Case Study of Roman Glass Artifacts from Troia, Portugal(Ana Antunes, Armanda Rodrigues, I. Coutinho, Nuno Correia, I. Pinto, 2025, Proceedings of the 7th International Workshop on analySis, Understanding and proMotion of heritAge Contents)
- Integrating Extended Reality, 3D Modelling, and Natural Interaction in Cultural Heritage Fruition Systems(Giulia Chellini, Matteo Basile, S. Malatesta, Marco Raoul Marini, 2025, 2025 IEEE International Conference on Cyber Humanities (IEEE-CH))
- Virtual Tours in Ouro Preto, Brazil: A Tool for Cultural Heritage Preservation(Rafael Antônio Magalhães Rigoni, Bárbara Helena Almeida Carmo, Flávia Marieta Magalhães Rigoni, R. B. C. Sales, Fábio Machado Ardito, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Virtual Immersion in Underground Quarries: An Innovative Exploration of Historical and Cultural Heritage(Nicolas Bremard, M. Dubois, A. Gauthier, Florent Berthaut, 2025, 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW))
- Outside Inn: Exploring the Heritage of a Historic Hotel through 360-Panoramas(Hafizur Rahaman, Erik Malcolm Champion, D. McMeekin, 2023, Heritage)
- Toward VR Eventscapes for Spatio-Temporal Access to Digital Maritime Heritage(M. Kraak, Andreas Weber, J. V. Lottum, Y. Engelhardt, 2018, 2018 IEEE 14th International Conference on e-Science (e-Science))
- The Importance of Virtual Reality in the Conservation of Cultural Heritage: An Examination of the Penataran Temple Case Study in Blitar Regency, East Java(Subchan Nur, 2024, Knowledge Garden)
- The potential use of immersive virtual environments for collecting and archiving heritage gameplay activities in digital libraries(Kung Wong Lau, 2024, Digit. Libr. Perspect.)
- Digitally Rebuilding the Past: Using XR, Photogrammetry, and 3D Printing to Interpret Roman Heritage(Lorenzo Barberis, Lorenzo Arena, Talin Talin, Arianna Moretti, Viktor Malakuczi, Vlasios Kasapakis, Ioannis Chatzigiannakis, 2025, Proceedings of the 30th International Conference on 3D Web Technology)
- Virtual and Augmented Reality to Historical Site Reconstruction: A Pilot Study of East Taiwan Old Railway Station(Chun-Chun Wei, F. Chen, Chien-Hsu Chen, Yang-Cheng Lin, 2018, No journal)
- Digital Twins in Heritage Conservation and Visitor Engagement: Comparative Case Studies from Four Historic Sites(G. Akyol, AB Avci, 2025, Periodica Polytechnica Architecture)
- INTEGRATION OF HBIM, XR AND BEACONS FOR CULTURAL MEDIATION OF HISTORICAL HERITAGE: THE CASE OF “AL-QUARAOUIYINE MOSQUE” IN FES(H. Harmouche, R. Hajji, N. El Barhoumi, N. Sardi, A. Bouramdane, 2024, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Digital twins-enabled heritage buildings management through social dynamics(S. Karatzas, Vasiliki Lazari, K. Fouseki, Valeria Natalia Pracchi, Evagelos Balaskas, 2024, Journal of Cultural Heritage Management and Sustainable Development)
- Research on the construction of virtual scenes of Silk Road culture based on digital twin technology(Ying Zhao, 2025, Proceedings of the 2025 International Conference on Big Data and Informatization Education)
- Digital Revival: Virtual Access to Hidden Cultural Heritage - Al Ain Aflaj Discoveries, UAE(M. Al Ajou, Peter Sheehan, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- iBLUECULTURE: A NOVEL SYSTEM OF REAL-TIME UNDERWATER IMAGE TRANSMISSION IN A VIRTUAL REALITY ENVIRONMENT, AS A NEW MANAGERIAL APPROACH FOR UNDERWATER CULTURAL HERITAGE(A. Vlachos, S. Krinidis, K. Papadimitriou, A. Manglis, A. Fourkiotou, D. Tzovaras, 2023, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
沉浸式叙事、游戏化体验与历史场景复现
此类文献关注如何利用沉浸式技术重新演绎历史。通过跨媒介叙事、严肃游戏(Serious Games)、角色化身以及虚实结合的交互剧本,增强用户在虚拟遗址中的情感共鸣、临场感和参与度,使静态遗产“活化”为动态体验。
- A Journey into Ancient Pergamon: A Virtual Experience with AI Integration(A. Denker, Mert Mengilli, Kaan Gökdere, 2025, 2025 11th International Conference on Virtual Reality (ICVR))
- Engaging Youth in History Through Immersive Storytelling: A Case Study of the 'Once Upon a Time in Palestine' XR Documentary(Sohail Dahdal, Sana Sayed, 2024, Arab Media & Society)
- 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)
- 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)
- Crafting immersive narratives of indigenous communities via hyper-realistic technologies: the role of libraries in digital storytelling(Olufemi Olubunmi Ilori, Y. Ajani, Lebogang Morodi, Ahmed Gombe Baba, Isu Michael Egbe, Fatimoh Danmaigoro, Anifat Titilayo Sakibu, Shehu Olanrewaju Ishola, 2025, Reference Services Review)
- So Long: Interactive Storytelling, Embodying Collective Historical Memory, and Participatory Archiving in a VR Voyage(Tianxing Zhou, Chengkai Xu, Xinyue Yao, 2025, Proceedings of the 33rd ACM International Conference on Multimedia)
- Palace Immersive Goong(Rene Hyewon Lee, 2025, Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference Immersive Pavilion)
- Civil War Battlefield Experience: Historical Event Simulation using Augmented Reality Technology(V. Nguyen, Kwanghee Jung, Seung-Chul Yoo, Seungman Kim, Sohyun Park, M. Currie, 2019, 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR))
- Experiencing historical events through a VR environment to enhance learning achievement, interest, motivation, and emotional reflections(Cheng-Huan Chen, Chien-Yuan Su, Fang-ying Lo, 2025, Interactive Learning Environments)
- Digital Kunstkamera: 18th Century: A Virtual Documentary and Artistic Reconstruction Experience(D. Kukanov, Nadezhda A. Stanulevich, 2026, Arts)
- Virtual and Augmented Reality in the Valuation of the Tunisian Cultural Heritage: Application to Thysdrus (ElJem) Amphitheater(Khadhar Meriem, M. Mestiri, I. Farah, 2018, 2018 International Conference on Intelligent Systems (IS))
- Immersive Virtual Reality for the Preservation of Cultural Heritage(Jorge Luis Veloz Zambrano, Andrea Katherine Alcívar Cedeño, Jean Carlos Palma Escobar, Ader Frederich Suárez Mera, 2024, 2024 Tenth International Conference on eDemocracy & eGovernment (ICEDEG))
- Immersive Storytelling Empowering Cultural Heritage Transmission: A Case of Xiaonan Village(Jialin Xu, Zhen Liu, 2025, No journal)
- Restoring Dunhuang Murals: Crafting Cultural Heritage Preservation Knowledge into Immersive Virtual Reality Experience Design(Tongxin Sun, Tongtong Jin, Yuru Huang, Meng Li, Yun Wang, Zhe Jia, Xinyi Fu, 2023, International Journal of Human–Computer Interaction)
- 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)
- Designing an Immersive Game Environment for the Raja Raja Chola -I Conquest(Alfred Daniel J, S. Santhosh, 2024, 2024 International Conference on Emerging Research in Computational Science (ICERCS))
- The role of virtual and augmented reality in digital storytelling for cultural heritage(A. Adewojo, 2025, Business Information Review)
- An Interactive Virtual Reality Approach to Understanding Cultural Heritage Through Storyliving: A Case Study of Seoul City Wall (Hanyangdoseong) in South Korea(J. Choi, Jong Jin Park, Han-Jong Jun, 2024, Applied Sciences)
- Transmedia Digital Storytelling for Cultural Heritage Visiting Enhanced Experience(A. Corallo, Marco Esposito, Manuela Marra, Claudio Pascarelli, 2019, No journal)
- Developing Character for Virtual Reality Historical Event(Noorazzahrawani Abdul Rani, Mohd Ekram Al Hafis Bin Hashim, Muhammad Zaffwan Idris, 2025, Environment-Behaviour Proceedings Journal)
- Playing Through the Past: AR and Gamification in the Cultural Heritage Tour Meppen 1638(Ivana Druzetic-Vogel, K. Tischer, Christoph Vogel, P. Kruse, Michael Bertram, C. Geiger, 2025, No journal)
- Creating Authentic Historical Costumes to Augment Virtual Humans for Cultural Heritage(Junyu Zhang, A. Miller, Perin Joy Westerhof Nyman, 2024, No journal)
- Developing a VR Game Featuring Optical Illusion Challenges to Support Cultural Heritage - A Progress Report(L. Nisiotis, K. Elia, 2023, No journal)
- Architectural influence on narrative content in cultural heritage projection mapping(Hengyi Li, Baoguo Li, Hiromu Ito, Tianjie Zhang, 2025, npj Heritage Science)
- The Belitung Shipwreck in Virtual Reality: Exploring the Narrative Framework of Digital Cultural Heritage(Baosheng Wang, Qing Liang, 2023, Leonardo)
- Integrating restoration and interactive exploration to enhance cultural heritage through VR storytelling(Yongkang Xing, Yi Xiao, Yongjie Luo, 2024, Scientific Reports)
- Gamifying Cultural Immersion: Virtual Reality and Mixed Reality in City Heritage(Filippo Sanfilippo, Marius Tataru, Minh Tuan Hua, I. Johansson, Diana Andone, 2025, IEEE Transactions on Games)
- Interactive and Gamified Educational Virtual Tour for the Preservation of Tangible and Intangible Rural Heritage(Damiana Luzzi, Erica Isabella Parisi, Maria Ranieri, Grazia Tucci, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- 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)
- 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)
- Path of Light: Interactive Narrative Design Based on Mix Reality for Silk Road Cultural Perception(Wenwen Yang, Wanyi Miao, Guoyu Sun, Yeheng Wang, Changran Zhao, Yilin Zhang, Wenxuan Kou, Yaning Zhang, Xuran Nie, Jingyu Liu, 2025, Adjunct Proceedings of the 38th Annual ACM Symposium on User Interface Software and Technology)
- Digital Storytelling and Cultural Learning through Projection Mapping Technique(Yunying Tan, Yiyuan Wang, Abdul Shakir Abu Samah, Shahfeeq Jibin, 2025, International Journal of Creative Multimedia)
- Pilgrimage to Pureland: Art, Perception and the Wutai Mural VR Reconstruction(Rongxuan Mu, Yuhe Nie, K. Cao, Ruoxin You, Yinzong Wei, Xin Tong, 2023, International Journal of Human–Computer Interaction)
- 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))
- Enter the Hindenburg: Experiencing Cultural Heritage by Social Interaction in Hybrid Space(Daniel Hepperle, C. Purps, Simon Janzer, Marius Butz, Wladimir Hettmann, Matthias Wölfel, 2025, No journal)
- Strategies for the Cataloguing, Enhancement, and Storytelling of Historical and Archival Heritage. The Historical Archive of the Teatro della Pergola in Florence(Federico Cioli, Stefano Bertocci, Maria Chiara Forfori, 2025, Proceedings of the 22nd International Conference on Culture and Computer Science: Remixing Analog and Digital)
- Transforming Interpretation of Heritage Sites with AR and VR – A Case of Wooden Temples of Chamba, Himachal Pradesh (India)(Renuka Paradkar, Smriti Saraswat, Bibhuti Ranjan Bhattacharjya, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Blended Museum: The Interactive Exhibition "Rebuild Palmyra?"(Moritz Skowronski, Jonathan Wieland, Marcel Borowski, Daniel Fink, Carla Gröschel, Daniel Klinkhammer, Harald Reiterer, 2018, Proceedings of the 17th International Conference on Mobile and Ubiquitous Multimedia)
- Adoption of Virtual Reality in Cultural Heritage and Museum Exhibition(Shinnu Jangra, Gurjinder Singh, A. Mantri, Bhanu Sharma, 2022, 2022 7th International Conference on Communication and Electronics Systems (ICCES))
- Merging Archaeological Site Recreation and Museum Exhibition(Vincenzo Lombardo, Vittorio Lauro, Vittorio Murtas, Srushti Goud, 2023, No journal)
- Digitizing Tourism for Heritage Revitalization: The Role of Social Media and Dynamic Websites(E. Ervina, Riza Taufiq, Guntur Prabawa Kusuma, Aufa Fiqri Suwari, Yendri Saputra, 2025, KnE Social Sciences)
- Immersive VR Museums: The Experience Pathways and Future Prospects in the Digital Dissemination of Cultural Heritage(Xinyan Han, 2025, Proceedings of the 2nd International Conference on Public Relations and Media Communication)
多模态交互、具身化范式与人工智能驱动
研究集中在先进的交互技术,如触觉反馈、手势识别、语音交互和具身交互设计。同时探讨了大语言模型(LLM)驱动的虚拟导览员及生成式AI在自动诊断、智能修复和多感官增强中的前沿应用。
- Passive Haptics and Conversational Avatars for Interacting with Ancient Egypt Remains in High-Fidelity Virtual Reality Experiences(Alberto Cannavò, Simona Pacchiotti, Nicola Retta, Martina Terzoli, R. Spallone, F. Lamberti, 2024, ACM Journal on Computing and Cultural Heritage)
- Echoes of Antiquity: An Interactive Installation for Guqin Culture Heritage Using Mid-Air interaction and Generative AI(Yuyao Heng, Yingman Chen, Zihan Gao, 2024, SIGGRAPH Asia 2024 Posters)
- Design and Development Approach for an Interactive Virtual Museum with Haptic Glove Technology(Emma Fallows, David White, Neil Brownsword, 2022, Proceedings of the 25th International Academic Mindtrek Conference)
- Immersive Virtual Reality Design for the Architectural Heritage of Rovigo, Italy: Digital Preservation and Interactive Exploration Based on Embodied Interaction(Pingchuan Ke, Guiye Lin, Yew-Foong Hui, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Tracking, visualisation and interaction for virtual reconstruction of cultural heritage in mixed reality(Sophie Schauer, J. Sieck, 2023, Proceedings of the 20th International Conference on Culture and Computer Science: Code and Materiality)
- Heritage move a natural & lightweight navigation schema for low-cost, non-stationary immersive virtual environments(Manuel Olbrich, J. Keil, Thomas Makiela, 2015, 2015 Digital Heritage)
- Considerations for cross-device Augmented Reality interaction patterns in the field of cultural heritage mediation(Yu Liu, Ulrike Spierling, 2024, No journal)
- Natural Interaction in Virtual Heritage: Enhancing User Experience with Large Language Models(Isabel Sánchez-Berriel, Fernando Pérez-Nava, Lucas Pérez-Rosario, 2025, Electronics)
- Designing Intuitive Gesture-Based Interaction for Embodied Cultural Learning in Virtual Heritage Spaces: A Case Study of the Thirteen Hongs of Guangzhou(Yishuai Zhang, Pan Hui, 2025, Proceedings of the 18th International Symposium on Visual Information Communication and Interaction)
- Exploring Bare-Hand Interaction Design and Evaluation Method for Interactive Experience of Cultural Heritage: A Case Study on the Digital Reconstruction of Yungang Grottoes(Zhi Qiao, Fanghao Song, Wenyu Hu, Weihao Wang, Jing Xu, Yan Liu, 2025, International Journal of Human–Computer Interaction)
- Mixed reality based interaction system for digital heritage(Nishant Bugalia, Subodh Kumar, P. Kalra, Shantanu Choudhary, 2016, Proceedings of the 15th ACM SIGGRAPH Conference on Virtual-Reality Continuum and Its Applications in Industry - Volume 1)
- Application of Virtual Reality Technology in Digital Protection of Cultural Heritage(Zhaoqing Yu, 2025, Highlights in Art and Design)
- New Narrative Visions for Cultural Heritage: Cultural Heritage Cultural Heritage Institutions as Custodians, Curators, and Co-creators(Johan Oomen, 2025, Proceedings of the 7th International Workshop on analySis, Understanding and proMotion of heritAge Contents)
- Integrating Extended Reality in Cultural Heritage: From Visitor Experience to Sustainable Engagement(Lorenzo Arena, Lorenzo Barberis, Viktor Malakuczi, Vlasios Kasapakis, I. Chatzigiannakis, 2025, No journal)
- Research on the Application of Human-Computer Interaction in the Digital Preservation of Cultural Heritage(Haiyan Deng, 2025, Journal of Computer Science and Artificial Intelligence)
- Generative Artificial Intelligence for Historical-Archival Storytelling: Virtual and Immersive applications in the context of the Digital Humanities(Beniamino Di Martino, Luigi Colucci Cante, Mariangela Graziano, Simonetta Ceglie, Michela Sabani, 2025, 2025 IEEE International Conference on Cyber Humanities (IEEE-CH))
- An Intelligent Reality Application in the Field of Cultural Heritage: Mamurt Kaleh(A. Denker, D. Dinçel, Emir Can Sağırkaaya, 2025, 2025 Innovations in Intelligent Systems and Applications Conference (ASYU))
- CHRONOLOGY OF HERITAGE INTELLECTUAL SYSTEMS: RHETORIC OF INTERACTION FROM REALITY TO AUGMENTED REALITY - FROM SENSES TO SMART SENSES(Allia Safia, Zidane Fatmazahra, Allia Asia, 2025, Lex localis - Journal of Local Self-Government)
- Research on Digital Intelligent Protection and New Format of Cultural Heritage Based on XR Digital Technology(Jiamei Zhang, Xiang Jiang, Lei Wang, 2025, Journal of Education, Humanities and Social Sciences)
- Delivering cultural heritage and historical events to people through virtual reality(P. A. Setiawan, 2021, IOP Conference Series: Earth and Environmental Science)
- Past Meets Future: Human-AI Interaction for Digital History and Cultural Heritage(Kurt Luther, V. Mohanty, Benjamin Charles Germain Lee, Ioanna Lykourentzou, 2024, Companion Proceedings of the 29th International Conference on Intelligent User Interfaces)
非物质文化遗产的数字活化与交互传承
该组文献专门针对非物质文化遗产(ICH)如传统手工艺、舞蹈、民俗和戏剧。通过动作捕捉、MR具身交互和社交化叙事,旨在捕捉和复现人类活动的“活态”特征,促进非遗知识的跨文化传播与保护。
- NVSHU: Virtual Reality Design and Narrative Popularization for Intangible Cultural Heritage Characters(Xuanmiao Zhang, Linqi Sun, Shuo Yan, 2023, SIGGRAPH Asia 2023 XR)
- XiloVR: Preserving Cultural Heritage through a Virtual Reality-Based Woodcutting Simulation(S. Costa, B. M. A. Miranda, Stefane de Assis Orichuela, E. A. Ramos, Olavo F M Bessa, A. Souza, 2024, Proceedings of the 26th Symposium on Virtual and Augmented Reality)
- Research on the Protection of Intangible Cultural Heritage Based on Virtual 3D Animation Technology(Lei Cui, 2025, Int. J. Cogn. Informatics Nat. Intell.)
- Reconstructing the Experience of Nüshu Culture: An Exploration via Multimodal Mixed Reality Systems(Zheyu Feng, Bo Liu, Zhonghe Ruan, Xinyi Zhang, Zihan Gao, 2025, Proceedings of the 33rd ACM International Conference on Multimedia)
- PRESERVING AND EXHIBITING INTANGIBLE CULTURAL HERITAGE VIA VIRTUAL MUSEUM: A CASE STUDY OF THE HUNGRY GHOSTS FESTIVAL IN HONG KONG(S. C. Chan, S. Cai, 2023, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Preserving Intangible Cultural Heritage of Megalithic Sites using Immersive Mobile XR(Masood Masoodian, Inkeri Aula, Renata Vieira, Áurea Rodrigues, Ivo Santos, António Lacerda Diniz, Camila Campos, Rafael Prezado, L. Rocha, 2025, Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference Posters)
- Storytelling and Gaming Tools for Easy Immersive Fruition of Intangible Heritage(Maria Teresa Artese, I. Gagliardi, Mattia Fortunati, Tiziana Pasciuto, 2023, Digital Presentation and Preservation of Cultural and Scientific Heritage)
- Preserving the Unseen: Innovative Approaches to Safeguarding Intangible Cultural Expressions Through Immersive Technologies(Shiva Mehta, Vinay Kukreja, 2024, 2024 2nd International Conference on Sustaining Heritage: Embracing Technological Advancements (ICSH))
- Falconry Heritage in Mixed Reality: An Interactive Experience for Digital-Native Tourists(yahia boray, Rain Alkai, Noora Fetais, 2025, Proceedings of the 2025 ACM International Conference on Interactive Media Experiences)
- The Lanna XR dance heritage: Exploring XR for the digitization and transmission of intangible culture(K. Intawong, Phimphakan Thongthip, Songpon Khanchai, Kitti Puritat, 2025, Digit. Appl. Archaeol. Cult. Heritage)
- Enhancing Digital Interaction with Intangible Cultural Heritage: A Study on User Experience and Acceptance of the Zhuhai Intangible Cultural Heritage Database(Yudan Shen, Zhihong Wu, X. Fang, Wei Yue, 2024, No journal)
- GDOM: An Immersive Experience of Intangible Heritage through Spatial Storytelling(T. Kocaturk, D. Mazza, M. McKinnon, Sofija Kaljevic, 2022, ACM Journal on Computing and Cultural Heritage)
- Presenting Intangible Cultural Heritage of Megalithic Sites using Immersive XR Environments(Masood Masoodian, Inkeri Aula, Alicia Núñez García, Sofia de la Fuente Garcia, Saturnino Luz, 2025, 2025 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct))
- Centennial Drama Reimagined: An Immersive Experience of Intangible Cultural Heritage through Contextual Storytelling in Virtual Reality(Jian Yu, Zhan Wang, Yifang Cao, Hao Cui, Wei Zeng, 2024, ACM Journal on Computing and Cultural Heritage)
教育应用、学习成效评估与知识传播
此类研究探讨了沉浸式技术在学校和博物馆教育语境下的应用价值。通过对比实验评估其对历史认知、学习动机、知识留存及同理心培养的影响,重点在于验证沉浸式体验作为教学工具的有效性。
- Enhancing Accessibility and Learning: the History of Nursing Through Virtual Reality(Alessia Bisio, Pilar Aparicio-Martínez, I. Ramadan, J. M. Alcalde-Llergo, Andrea Zingoni, Enrique Yeguas-Bolívar, 2025, 2025 IEEE International Conference on Metrology for eXtended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE))
- Exploring Cultural Heritage through Play: Insights from TwoCase Studies Combining Immersive and Traditional Play(M. Correnti, Francesco Pio Covino, Alessandra Melonio, Maria Angela Pellegrino, 2025, Proceedings of the 16th Biannual Conference of the Italian SIGCHI Chapter)
- A Virtual Reality Educational Game for the Ethics of Cultural Heritage Repatriation(James Hutson, B. Fulcher, 2022, Games and Culture)
- Engaging Youth in Moorish Architectural Heritage through Virtual 3D Experience of the Bardo Palace of Algiers(Ahlem Kebir, Sabrina Kacher, M. Larabi, Daniel Méneveaux, 2025, ACM Journal on Computing and Cultural Heritage)
- Communicating engineering heritage through immersive technology: A VR framework for enhancing users' interpretation process in virtual immersive environments(Saif Alatrash, Sylvester Arnab, K. Antlej, 2023, Comput. Educ. X Real.)
- Virtual Reality for Historical Education: Designing an Immersive and Interactive Platform for 3D Digital Heritage and Dynamic Storytelling(Zijie Zhou, Ho-Yan Kwan, Yongkang Xing, Guokai Feng, Tiande Xie, Shaoyu Zhang, 2023, 2023 8th International Conference on Image, Vision and Computing (ICIVC))
- A comparative pilot study of historical artifacts in a CAVE automatic virtual reality environment versus paper-based artifacts(Sujan Shrestha, J. Chakraborty, Mona A. Mohamed, 2016, Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct)
- Balancing Gameplay Elements and Interactive Digital Storytelling in Virtual Reality applications of War Heritage(S. Rizvić, D. Boskovic, B. Mijatovic, 2023, No journal)
- Design and Development of a Digital Protection Platform for Intangible Cultural Heritage Based on Virtual Reality Technology and Unity3D(Xunmiao Ruan, Yajun Liu, Xiaoting Ling, 2025, 2025 Third International Conference on Networks, Multimedia and Information Technology (NMITCON))
- Enhancing Students’ Social and Emotional Learning in Educational Virtual Heritage through Projective Augmented Reality(Marie-Monique Schaper, N. Parés, 2022, CHI Conference on Human Factors in Computing Systems Extended Abstracts)
- Building Historical Narratives: The Development of Virtual Reality Learning Media for Exploring Historical Sources Bung Hatta's Birthplace(Ofianto Ofianto, Tri Zahra Ningsih, F. Mulyani, Suci Kurnia Putri, 2024, JOIV : International Journal on Informatics Visualization)
- VR Baixi: Improving Cultural Heritage Learning of Qin Dynasty via Virtual Reality(Jinning Xu, Chao Wen, Dan Liu, Weiyi Zhao, 2024, Proceedings of the 2024 International Conference on Virtual Reality Technology)
- Learning with the heart or with the mind: using virtual reality to bring historical experiences to life and arouse empathy(D. Richards, S. Lupack, A. Bilgin, B. Neil, Meredith Porte, 2021, Behaviour & Information Technology)
- Using Virtual Reality to Enhance Learning Performance and Address Educational Resource Disparities in Architectural History Courses(Tingjun Li, Hailong Hu, Haojie Ma, Jie Ma, Qingxiang Li, 2025, Sustainability)
- Exploring the Impact of Virtual Reality on Gen Z Students in Preserving the Cultural Heritage of Karapan Sapi(I. G. A. S. Sidhimantra, Nadi Suprapto, Dodik Arwin Dermawan, Dimas Novian Aditia Syahputra, S. Nudin, S. R. Hakim, 2025, Multidisciplinary Science Journal)
- An educational virtual reality game for learning historical events(Huadong Zhang, Lizhou Cao, Gel Howell, David Schwartz, Chao Peng, 2023, Virtual Reality)
- Investigating Students’ Immersion in Relation to Cultural Heritage Learning in a Virtual Reality Environment(Y. Georgiou, M. Souropetsis, E. Kyza, L. Nisiotis, 2023, Proceedings of the 17th International Conference of the Learning Sciences - ICLS 2023)
- From Digital Reconstruction to Immersive Education: Virtual Reality Cultural Heritage Experience(Matteo Caponi, Cecilia Ruggieri, F. Di Stefano, R. Quattrini, R. Pierdicca, 2026, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Virtual Reality Design For Introduction To Ternate City Culture(Muhammad Ridha Albaar, Hairil Kurniadi Siradjudin, Seh Turuy, Yasir Muin, 2025, Jurnal Ilmiah ILKOMINFO - Ilmu Komputer & Informatika)
- Developing Digital Skills for Architectural Heritage: A Didactic Approach to 3D Mapping and Phygital Storytelling(Eslam Nofal, Raffaella De Marco, A. Voinea, A. Rejeb, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
元宇宙生态、包容性访问与社会参与模型
这一组研究探讨了在元宇宙、区块链和社交VR框架下,文化遗产如何实现远程协作和去中心化传播。特别强调了提升残障人士、偏远地区群体的可访问性,以及通过品牌重塑提升社会参与度。
- Exploring the Social Heritage Metaverse for Virtual Heritage Communication from Multi End-user Centered Experiences(H. Shim, Kyung Taek Oh, Chung-Kon Shi, 2025, ACM Journal on Computing and Cultural Heritage)
- Developing a Cyber-Physical-Social Metaverse System for Interactive Cultural Heritage Experiences(L. Nisiotis, Charalampos Nikolaou, Nikita Markov, Aimilios Hadjiliasi, 2025, 2025 IEEE 49th Annual Computers, Software, and Applications Conference (COMPSAC))
- Empowering Rural Human Resources Through Virtual Reality for Waruga Cultural Heritage Within A Smart Village Framework(Nancy Jeane Tuturoong, Jimmy Reagen Robot, Sartje Silimang, 2026, ABDIMAS: Jurnal Pengabdian Masyarakat)
- Enhancing Tourism Experiences and Preserving Cultural Heritage with AR and VR(Pancham Singh, Neeti Pahuja, Mrignainy Kansal, Siddhant Gurung, Utkarsh Shukla, Sandeep Gupta, 2024, 2024 2nd International Conference on Disruptive Technologies (ICDT))
- A Study on the Prospects of XR Technology Through the Latest Digital Heritage Examples(Hyoung-ki Ahn, Sang-hee Wi, 2025, Academic Association of Global Cultural Contents)
- Metaverse and XR for cultural heritage education: applications, standards, architecture, and technological insights for enhanced immersive experience(M. S. Anwar, Jie Yang, Jaroslav Frnda, Ahyoung Choi, Nilufar Baghaei, Miram Ali, 2025, Virtual Reality)
- IoT-Driven Digital Twin Based on VR for Smart Monitoring of Cultural Heritage Sites: La Grotta degli Animali in Florence Case Study(Mohamed S. Emara, Marta Castellini, C. Riminesi, M. A. Jaziri, Andrea Pandurino, A. Conti, Lidia Fiorini, A. Meucci, Riccardo Colella, F. Taurino, Davide Zecca, F. Giuri, Matteo Greco, Alessandra Chirivì, G. Tucci, Alberto Bucciero, 2025, No journal)
- Research on mobile application terminal system of intangible heritage resources integrating computer big data(Ying Yu, Zicun Zhao, 2024, No journal)
- From cryptoart to the metaverse: interactive museum ecosystems and the case of Museu XYZ(Ana Claudia da Cunha, Elisa Granha Lira, R. Bartholo, H. Caulliraux, 2026, Frontiers in Virtual Reality)
- A Metaverse Platform for Preserving and Promoting Intangible Cultural Heritage(Chiara Innocente, F. Nonis, Antonio Lo Faro, Rossella Ruggieri, Luca Ulrich, Enrico Vezzetti, 2024, Applied Sciences)
- Design concept of the exhibition space of the Henan State Museum (China)(I. Abbasov, Ifei Du, 2023, Культура и искусство)
- Enhancing cultural heritage exhibits in Museum Education: 3D Printing Technology : Video mapping and 3D printed models merged into immersive audiovisual scenography (FSJ-V3D Printing+MM Installation)(Francesca Fatta, F. Fischnaller, 2018, 2018 3rd Digital Heritage International Congress (DigitalHERITAGE) held jointly with 2018 24th International Conference on Virtual Systems & Multimedia (VSMM 2018))
- Interaction with Immersive Cultural Heritage Environments: Using XR Technologies to Represent Multiple Perspectives on Serralves Museum(Manuel Silva, 2022, Proceedings of the 30th ACM International Conference on Multimedia)
- Virtual Reconstruction of a New Model of Cultural Heritage Dissemination(Xin Liang, Azhari Bin Md Hashim, Wan Omar, Wenfeng Li, 2024, Communications in Humanities Research)
- Augmenting Indigenous Sámi Exhibition - Interactive Digital Heritage in Museum Context(Siiri Paananen, Joo Chan Kim, Emma Kirjavainen, Matilda Kalving, Karan Mitra, Jonna Häkkilä, 2023, No journal)
- Individually Integrated Virtual/Augmented Reality Environment for Interactive Perception of Cultural Heritage(Jia Hu, 2023, ACM Journal on Computing and Cultural Heritage)
- 1st IEEE VR workshop on Archaeology and Cultural Heritage through XR ARCHERIX(Selma Rizvic, Valérie Gouranton, Holger Graf, T. Nicolas, R. Gaugne, 2025, 2025 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW))
- Special issue on virtual and mixed reality in culture and heritage(D. Gavalas, Stella Sylaiou, Vlasios Kasapakis, Elena Dzardanova, 2020, Personal and Ubiquitous Computing)
- Improving Accessibility to Cultural Heritage: Integration of Extended Reality, Tactile Prints and User Experience Analysis for the Church of Madonna dell’Itri(C. Gatto, Maria Cristina Barba, Sofia Chiarello, L. Corchia, Federica Faggiano, Benito Luigi Nuzzo, Ileana Riera Panaro, Giada Sumerano, Valerio De Luca, M. De Giorgi, L. D. De Paolis, 2025, ACM Journal on Computing and Cultural Heritage)
- Digital Accessibility and Immersive Storytelling for Cultural Heritage(Kalina Sotirova-Valkova, 2023, Cultural and Historical Heritage: Preservation, Presentation, Digitalization)
- Digital Tech as a Tool for Revitalisation of Industrial and Socio-Cultural Heritage Sites(E. Menshikova, T. Smirnova, 2025, Managing of Culture)
- CULTURAL HERITAGE AND VIRTUAL REALITY: APPLICATION FOR VISUALIZATION OF HISTORICAL 3D REPRODUCTION(F. Bianconi, Marco Filippucci, F. Cornacchini, M. Meschini, C. Mommi, 2023, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- From digital imagination to real-world exploration: a study on the influence factors of VR-based reconstruction of historical districts on tourists’ travel intention in the field(Yu Yan, Qiufu Du, 2025, Virtual Reality)
用户体验(UX)评估、真实性认知与心理机制研究
这些文献侧重于评价沉浸式体验的质量,包括临场感、易用性、情感共鸣及文化真实性(Authenticity)。研究采用TAM、ECM等理论模型分析用户采纳意愿,并探讨如何通过声景、触觉等处理困难遗产或神圣遗产的伦理与感知问题。
- Enhancing User and Visitor Experience through Virtual Reality: A Research on the Agora of Smyrna(Simge Uğurluer, Kardelen Aysel, 2025, Türkiye İletişim Araştırmaları Dergisi)
- A Framework for Designing, Developing, and Evaluating Immersive and Collaborative Interactive Exhibitions in Cultural Heritage(Yuxuan Qi, Yixuan Wang, 2025, Cognitive Science & Interactive Art Systems)
- User Experience of Virtual Heritage Tours with 360° Photos: A Study of the Chapel of Dolores in Icod de los Vinos(Cecile Meier, J. L. Saorín, Silvia Díaz Parrilla, Alejandro Bonnet de León, Dámari Melián Díaz, 2024, Heritage)
- Virtual space experience design of grand canal cultural heritage landscape: Panoramic interaction and guided tour algorithm(Qing Li, 2024, Journal of Autonomous Intelligence)
- Application of computer simulation technology in traditional building protection(Yanjun Wang, Ajmera Mohan Singh, 2025, Data and Metadata)
- Integrating Smart Technologies in Heritage Interpretation of Historic Gardens for Enhancing Visitor Experiences(Mona Sood, H. Bhandari, 2023, 2023 3rd International Conference on Technological Advancements in Computational Sciences (ICTACS))
- The Virtual Site Museum: A Multi-Purpose, Authoritative, and Functional Virtual Heritage Resource(Youngseok Kim, T. Kesavadas, S. Paley, 2006, PRESENCE: Teleoperators and Virtual Environments)
- Meet the Virtual Jeju Dol Harubang - The Mixed VR/AR Application for Cultural Immersion in Korea's Main Heritage(Kwanghee Jung, V. Nguyen, Diana Piscarac, Seung-Chul Yoo, 2020, ISPRS Int. J. Geo Inf.)
- A Multimodal XR Framework for Heritage Engagement and Analysis: The Case of Torre del Mar in Borriana (Castellón, Spain)(E. Pupi, Roberta Spallone, Martina Rinascimento, T. Gil-Piqueras, P. Rodríguez-Navarro, 2026, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Evaluation of Virtual Reality Cultural Heritage Experience at Guilin Museum, China: A Conceptual Paper(Xiaoxiao Wang, R. H. Wardi, R. Ghazali, 2025, Malaysian Journal of Social Sciences and Humanities (MJSSH))
- AI+XR Technology-Driven Research on the Digital Communication Effects of Cultural Heritage(Jiaying Wang, Changchang Liu, 2025, Communications in Humanities Research)
- Social Media Analytics of User Evaluation for Innovative Digital Cultural and Creative Products: Experiences regarding Dunhuang Cultural Heritage(Ziyan Ai, Dickson K. W. Chiu, Kevin K. W. Ho, 2024, ACM Journal on Computing and Cultural Heritage)
- Cross-Cultural Factors in Tourists’ Continuance Intention Toward XR for Built Heritage Conservation: A Case Study of Badaling Great Wall(Yage Lu, Gaofeng Mi, 2026, Buildings)
- Virtual museum 'Traditional Dress of Liangshan Yi Nationality': analysis of user experience in cultural heritage interaction(Yan Zhang, Xueyuan Zhang, 2024, Digit. Scholarsh. Humanit.)
- Who Did What When? Discovering Complex Historical Interrelations in Immersive Virtual Reality(Melanie Derksen, Julia Becker, Mohammad Fazleh Elahi, Angelika Maier, Marius Maile, I. Pätzold, Jonas Penningroth, Bettina Reglin, Markus Rothgänger, Philipp Cimiano, Erich Schubert, Silke Schwandt, T. Kuhlen, Mario Botsch, Tim Weissker, 2023, 2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR))
- Experience Quality and Visitor Requirements for Immersive Extended Reality(XR) in Cultural Heritage Museums: An Empirical Study(Yixuan Zhou, Bingxue Zhang, Zheng Xiao, 2025, The Korean Society of Science & Art)
- Modeling Virtual Reality Adoption in Cultural Heritage: Identifying Key Constructs from Literature(Tommasina Pianese, Piera Buonincontri, Domenico De Fano, 2025, No journal)
- The Components of 3D Virtual Environment Design in Immersive Virtual Reality for Cultural Heritage Preservation(Harith Emir Khan Firoz Khan, Nabila Aimi Mohamed Ghazali, Sharkawi Che Din, 2025, Idealogy Journal)
- Beneficial Impact of COVID-19 Pandemic: The Potential of Virtual Heritage Tours for Tourism in Malaysia(Nurul Farah Atikah Mohamad Zahar, Siti Norlizaiha Harun, Edzrie Shah Shaharudin, Irin Caisarina, A.R. Abdul Ghani, 2025, Built Environment Journal)
- Immersive Reconstruction of Cultural Heritage: a Framework for investigating QoE aspects of interaction in Virtual Reality(Eugenio Giuseppe Nerelli, Álvaro Egea Benavente, Jaume Segura-Garcia, Mario Montagud, 2025, 2025 17th International Conference on Quality of Multimedia Experience (QoMEX))
- User-Centered Design (UCD) for Virtual Reality in Digital Cultural Heritage: A Case Study of "Djerba View VR"(Héla Ben Maallem, 2025, No journal)
- Designing for Immersion: A Cross-Platform Evaluation Framework for XR Heritage Storytelling(J. Shawash, Mattia Thibault, J. Hamari, 2025, Proceedings of the 30th International Conference on 3D Web Technology)
- Enhancing Authenticity in XR Heritage: Practitioner Insights and Preliminary Recommendations(Anna Vichnevetskaia, Yi-Wen Wang, N. Webb, Yue Li, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Virtual Reality with 360-Video Storytelling in Cultural Heritage: Study of Presence, Engagement, and Immersion(Filip Škola, S. Rizvić, M. Cozza, L. Barbieri, F. Bruno, Dimitrios Skarlatos, F. Liarokapis, 2020, Sensors (Basel, Switzerland))
- Introducing Digitized Cultural Heritage to Wider Audiences by Employing Virtual and Augmented Reality Experiences: The Case of the v-Corfu Project(Vasileios Komianos, Athanasios Tsipis, Katerina Kontopanagou, 2024, Technologies)
- Adaptive cultural mediation through HBIM and VR: enhancing personalized experiences via thematic data structuring(N. El Barhoumi, Hassan Radoine, R. Hajji, H. Harmouche, 2024, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Immersive sacred heritage: enchantment through authenticity at Glastonbury Abbey(Roberta Gilchrist, J. Bell, Alex Book, Claire Fear, Olivia Hinkin, S. Hobbs, Jennifer Matravers, Jon Meggitt, Nic Phillips, Vanessa Ruhlig, 2025, International Journal of Heritage Studies)
- Place-based Virtual Reconstruction of Heritage Soundscape: A Case Study of Magoksa Temple, UNESCO World Heritage Sites of Korea(Kyung Taek Oh, Rai Sato, Sungjoon Kim, Pooseung Koh, Sungyoung Kim, H. Shim, 2025, The International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences)
- Reimagining Difficult Heritage Using the Power of Horror Storytelling: Introducing the DREAD Model (1711 Irish Witch Trial Video Game Case Study)(Victoria McCollum, 2025, Global Perspectives)
- AI-Enhanced Co-Creation in Industrial Heritage Architecture Tourism: Exploring Authenticity and Well-Being at the Yangpu Cold Storage Facility(Jing Liang, Shufan Huang, Ran He, Jiaqi Zhang, 2025, Sustainability)
- Authenticity in VR and XR Experiences: a Conceptual Framework for Digital Heritage(S. Pescarin, G. Città, M. Gentile, Samuele Spotti, 2023, No journal)
- The Past Has Ears (PHE): XR Explorations of Acoustic Spaces as Cultural Heritage(B. Katz, D. Murphy, A. Farina, 2020, No journal)
本报告将文化遗产沉浸式体验领域的研究划分为七大维度:技术底座、叙事体验、交互范式、非遗保护、教育传播、社会化生态及评价体系。研究趋势显示,行业正从单纯追求三维建模的“视觉高保真”转向追求叙事与交互的“心理高临场感”。通过引入生成式AI、HBIM、动作捕捉及元宇宙架构,文化遗产的数字化已不再局限于静态展示,而是进化为一种可感知、可参与且具有社会温度的交互性叙事,同时也更加关注文化真实性、教育成效以及数字包容性等深层次的人文关怀。
总计201篇相关文献
The exploration of city culture and heritage has gone through a fundamental transition in today's digital world, boosted by the introduction of extended reality (XR) technologies, such as virtual reality (VR), mixed reality (MR), and augmented reality. These developments have provided new opportunities for individuals to profoundly engage with historical narratives and artistic expressions inherent in urban environments. Despite these technical advancements, a critical research gap remains in properly combining these immersive technologies with gamification principles to improve cultural exploration. This study seeks to fill this gap by studying the integration of gamification into XR settings, with the goal of increasing participant engagement, cooperation, and interaction while digging into the various layers of a city's history and artistic heritage. Two complementary use cases are presented: one centred on VR and the other on MR, both of which provide unique immersive experiences customized to exploring city culture. Gamification ideas are implemented into these use cases, with game elements used to encourage user involvement and participation within historical and artistic settings. Students are actively involved in the development of cultural heritage applications, highlighting the value of educational engagement. To assess the success and validity of this approach, a system usability scale (SUS) questionnaire is distributed to users participating in these immersive experiences. The survey findings evaluate user perceptions, satisfaction levels, and the effectiveness of gamification aspects in improving their understanding and connection to the city's heritage. The VR application received a score of 71.77 (out of 100), while the MR application received a score of 65.94 (out of 100), both being very close to the average SUS score of 68. Moreover, to improve the rigour of our evaluation, the user engagement scale short form (UES-SF) is also incorporated. The UES results indicate that participants felt more immersed in the MR application (4.33) compared to the VR application (3.57). This difference may be attributed to the MR application's ability to integrate interactive elements with the real-world environment, enhancing the sense of presence and relevance for users. Both applications had similar perceived usability scores, while the MR app slightly outperformed the VR app in aesthetics and rewarding factors, suggesting a better overall user experience.
Underground quarries, as essential elements of cultural heritage, present unique challenges in terms of mediation, both from a safety and accessibility perspective. The use of virtual reality (VR) in this field allows for immersion in complex underground environments, thus providing an innovative solution to showcase them to the general public. This document presents a virtual reality installation dedicated to underground quarries, explaining its purpose, objectives, and possibilities.
In recent years, Virtual Reality (VR) has emerged as a powerful tool for disseminating Cultural Heritage (CH), often incorporating Virtual Humans (VHs) to guide users through historical recreations. The advent of Large Language Models (LLMs) now enables natural, unscripted communication with these VHs, even on limited devices. This paper details a natural interaction system for VHs within a VR application of San Cristóbal de La Laguna, a UNESCO World Heritage Site. Our system integrates Speech-to-Text, LLM-based dialogue generation, and Text-to-Speech synthesis. Adhering to user-centered design (UCD) principles, we conducted two studies: a preliminary study revealing user interest in historically adapted language, and a qualitative test that identified key user experience improvements, such as incorporating feedback mechanisms and gender selection for VHs. The project successfully developed a prioritized user experience, focusing on usability evaluation, immersion, and dialogue quality. We propose a generalist methodology and recommendations for integrating unscripted VH dialogue in VR. However, limitations include dialogue generation latency and reduced quality in non-English languages. While a formative usability test evaluated the process, the small sample size restricts broad generalizations about user behavior.
Virtual tours with 360 photos present a quick, easy and accessible way to create immersive experiences. The visualization on diverse devices provides a user experience that can be different. A virtual tour with 360 photos of the Chapel of Dolores (Tenerife) has been created. Access is limited to specific days, so the creation of a virtual tour allows you to visit it at any time; in addition, a pilot test has been carried out with students of the degree of restoration and conservation of cultural heritage in order to measure the user experience of the virtual tour, depending on the device used. The participants took a virtual tour of the Dolores Chapel, first with a cell phone and then with the virtual reality headset, and then completed a user experience questionnaire. The results obtained comparing both visualization technologies are detailed, highlighting the fact that when using the virtual reality headset no better results are obtained on the immersion subscale; in addition, the visualization on a smartphone is more comfortable and obtains better results for consequences such as dizziness and vertigo. Therefore, it may be an interesting strategy to have simple versions that work quickly on cell phones.
As immersive media increasingly mediate cultural heritage experiences, a key challenge is how to evaluate content deployed across diverse Extended Reality (XR) platforms. This paper proposes a three-axis evaluation framework - Interpretive, Cognitive/Perceptual, and Affective/Sensory - that synthesizes constructs from museum studies, Human Computer Interaction (HCI), and presence theory into a comparative structure. The framework is applied to "Who Killed Helene Pumpulivaara?", a narrative experience produced in both WebXR and Virtual Reality (VR) formats, with a Spatial Augmented Reality (SAR) version underway. Using user feedback from pilot workshops and AI-assisted design workflows, the study identifies how platform affordances reshape meaning, usability, and emotional impact. The resulting matrix supports transparent, design-grounded evaluation and offers transferable insights for XR storytelling across modalities.
No abstract available
This paper presents a combined subjective and objective evaluation of an application mixing interactive virtual reality (VR) experience with 360° storytelling. The hypothesis that the modern immersive archaeological VR application presenting cultural heritage from a submerged site would sustain high levels of presence, immersion, and general engagement was leveraged in the investigation of the user experience with both the subjective (questionnaires) and the objective (neurophysiological recording of the brain signals using electroencephalography (EEG)) evaluation methods. Participants rated the VR experience positively in the questionnaire scales for presence, immersion, and subjective judgement. High positive rating concerned also the psychological states linked to the experience (engagement, emotions, and the state of flow), and the experience was mostly free from difficulties linked to the accustomization to the VR technology (technology adoption to the head-mounted display and controllers, VR sickness). EEG results are in line with past studies examining brain responses to virtual experiences, while new results in the beta band suggest that EEG is a viable tool for future studies of presence and immersion in VR.
Jeju Island comes second to only Seoul as Korea’s most visited destination, yet most visitors do not have the chance to go beyond brief visits and immerse themselves in the island’s history and cultural heritage. This project introduces the cultural heritage of Jeju Island to visitors through virtual reality/augmented reality (VR/AR) model visualization technology, namely JejuView, which provides an intuitive way to experience cultural heritage sites on the island. The proposed VR/AR application is designed to introduce a series of heritage spots on Jeju Island through (i) a printed Jeju map with embedded QR code markers that enable viewers to experience the locations without being present at the site, (ii) a mobile device with WebGL supported browser which allows 3D content to be rendered, and (iii) an AR library (A-Frame.io) that enables enthusiasts to recreate similar work. To test the effectiveness of the proposed VR/AR application, the authors conducted an experiment with 251 participants to test the research model based on the technology acceptance model (TAM) and employed generalized structured component analysis (GSCA) for the analysis. Results show that when using sensory new media such as VR/AR, consumers are more focused on the hedonic value than on the utilitarian value of the information. In conclusion, the proposed VR/AR application is complementary to existing studies and provides significant support to researchers, engineers, and designers developing VR/AR technologies for use in cultural education and tourism marketing.
Integrating Virtual Reality (VR) technology into cultural heritage presents unprecedented opportunities for enhancing museum experiences, specifically through immersive and interactive digital presentations (Theodoropoulos & Antoniou, 2022). Although virtual reality technology has the potential to enhance the experience of cultural heritage, according to previous research, it is not difficult to find that existing museum VR applications often lack an immersive experience, and many experiencers' immersion is interrupted during the experience, highlighting the urgent need for a VR application evaluation framework. In addition, most of the research is from the technology perspective, ignoring the users' experience needs. Therefore, the purpose of this conceptual paper is to present a conceptual framework that theoretically justifies the creation of a virtual reality evaluation. This conceptual paper begins by reviewing relevant research on VR in the cultural heritage field and methods and scales for measuring immersion. It suggests the possibility of utilizing grounded theory to uncover potential factors. Subsequently, this conceptual paper summarizes previous research and theoretical gaps. A conceptual framework for establishing a robust evaluation of virtual reality applications is proposed as a two-stage mixed research method (Exploratory Sequential Mixed Method Design) (Berman, 2017). This concept paper illustrates the details and rationalization of the conceptual framework so that it can be further investigated theoretically or empirically in the future. This concept paper contributes to developing an evaluation of VR cultural heritage applications. At the same time, it theoretically enhances the understanding of digital presentation and preservation of cultural heritage.
Digital representations of cultural heritage have many advantages in a wide range of subjects, ranging from archaeological research studies with the possibility to visualize historical assumptions to virtual restitution dedicated to public release. This article studies the intersection between education, virtual environments modeling, and cultural heritage preservation, with a focus on the Moorish architectural site of the Bardo in Algiers. Our primary objective is to design an accessible, low-cost educational tool that employs a Montessori-informed approach to create an engaging learning experience from a virtual 3D restitution. Initially targeting the general public, we aim at attracting and at interesting a younger audience. In this study, we first investigate tools and platforms that can be employed for achieving this objective. We evaluated several platforms with different degrees of immersion, the chosen technology will serve as the foundation for implementing our educational program. The selected platform has been subjected to an evaluation process, consisting of two phases: knowledge assessment and usability testing of digital learning. This article details the process, from acquisition using a standard DSLR camera to the visualization software, including the integration of annotations and questionnaires using Montessori pedagogy as a guideline. Technical aspects are discussed providing usability results. The work has been devised as a virtual learning environment showcasing the 3D reconstruction of the Bardo Palace of Algiers, a renowned historical landmark located in northern Algeria, known for its Moorish architectural style.
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.
This study explores the use of virtual reality (VR) technology to maintain and revitalize the traditional cultural practice of Karapan Sapi, the bull racing tradition of Madura, Indonesia. Innovative strategies are needed to engage younger generations in cultural heritage, as globalization and technological progress increasingly distance them from their cultural roots. While VR has been applied in education and tourism, its role in preserving ethnosport traditions like Karapan Sapi remains underexplored. VR has distinctive prospects for crafting immersive and interactive experiences that augment user engagement and bolster cultural conservation. Eighty-five Gen Z participants (aged 20–24) were recruited, with exclusions applied for individuals familiar with the tradition and those with vertigo or migraines. Data were collected through pre- and postexperience knowledge tests, an unannounced two-week follow-up test, and 20 question surveys that covers engagement, immersion, learning interest, cultural preservation, and technology’s role. Structural Equation Modeling (SEM–PLS) was employed to validate the relationships among constructs. The results revealed substantial knowledge gains, with average scores rising from 20.35% (pre-test) to 78.70% (post-test) and stabilizing at 69% in follow-up, demonstrating effective knowledge retention. Survey responses showed high internal consistency (e.g., Engagement α = 0.923; Cultural Preservation α = 0.920), confirming reliability. The SEM–PLS analysis indicated strong path coefficients, particularly between immersion and learning interest (β = 0.742) and engagement and cultural preservation (β = 0.969), highlighting VR’s ability to stimulate curiosity and foster heritage appreciation. This study highlights the potential of virtual reality (VR) as a useful instrument for preserving cultural heritage. It also provides a fresh way to interact with the digital generation and encourage the continued applicability of ancient traditions in the contemporary environment.
The preservation of intangible cultural heritage (ICH) faces increasing challenges due to globalization, generational gaps, and loss of traditional knowledge carriers. To address this, research propose the design and application of a digital protection platform for intangible cultural heritage utilizing Virtual Reality (VR) technology, aimed at immersive learning, cultural preservation, and public engagement. The platform leverages 3D scanning, motion capture, and VR interaction frameworks to digitize traditional crafts, folklore, rituals, music, and dance in high fidelity. A modular system was developed using the Unity3D engine, integrating a knowledge database, real-time rendering modules, and interactive VR scenarios for both web and head-mounted displays. A dataset of over 300 cultural elements was collected from regional archives and field recordings, with contributions from heritage practitioners. Usability studies with over 120 participants showed that the platform achieved a cultural immersion satisfaction rate of 98.7%, with a learning retention improvement of 38% compared to conventional video documentation. The VR interface enabled virtual apprenticeship experiences, allowing users to interact with tools, materials, and masters in a simulated environment.
In this study, we developed and evaluated a nonlinear narrative virtual reality approach to enhancing the understanding of cultural heritage. The system was designed to convey the historical and cultural context of Seoul City Wall (Hanyangdoseong) while engaging users in a personalized experience. A novel “storyliving” structure was used, in which users choose the progress of the narrative. To achieve this, the methodology employed three key components: evaluating criteria to assess Hanyangdoseong’s sense-of-place, clustering to create distinct scenario segments, and sticker mapping to identify spatial preferences. Our approach maximizes user immersion through selective pathways and branching stories. Initial validation results suggest that this virtual reality system can greatly deepen users’ understanding of Hanyangdoseong and demonstrate the system’s potential as an innovative tool for cultural heritage education. This study contributes to the digital transformation of cultural heritage and provides important direction for the development of virtual reality content with richer and more personalized educational experiences.
According to China's cultural heritage dissemination strategy, China has always had a small scope of cultural heritage dissemination and low awareness of cultural heritage, and it is believed that cultural heritage dissemination is facing a huge dilemma. Based on the Chinese chair, the researchers study the impact of the evolution of Chinese history and technology on the chair, and propose a new way of cultural heritage dissemination of the chair with virtual reality VR technology as the core, realising virtual reconstruction based on the chair, virtual scene reconstruction, increasing the immersive cultural experience, and improving the efficiency of dissemination. The study finds a new model of virtual watch collection, handheld virtual museum dissemination. Using qualitative research, combined with user experience analysis, the user experience of the developed new mode of communication is evaluated through actual sample surveys, and the results of the evaluation obtained positive feedback on the immersion and presence of this new mode, which confirms that this research chair-based virtual reconstruction, virtual watch collection handheld gaming museums can be a new approach to improve the cultural heritage communication service alternatives.
Purpose This paper aims to discuss and propose the potential use of immersive virtual environments (IVEs) for archiving and collecting heritage gameplay activities in digital libraries, which is expected to triangulate further discussions on the said knowledge scopes. Design/methodology/approach The key question of this paper is, how we can preserve and revitalize fading heritage game activities in digital libraries? To answer this, the paper is going to understand the applications of IVEs in heritage studies; the use of telepresence experiences in IVEs for activity-based collection; the creation of virtual and telepresence experiences in digital libraries; and a proposed use of IVEs for archiving heritage gameplay activities. Findings The applications of IVEs and/or other virtual technologies have certainly been gaining positive feedback about their ability to provide vivid images of artefacts and art pieces; perform a high level of interactivity between the exhibits and visitors; enhance visitors’ sense of immersion that evoke their memories of heritage issues; facilitate visitors’ learning process in libraries; increase enjoyment in digital libraries. As mentioned in the previous section, the activity-based historical collection, for instance, the heritage gameplay activities, can be preserved and archived vividly using IVEs. Research limitations/implications This paper is explorative, there is no empirical result for generalization. Originality/value This paper aims to provide librarians with valuable insight to apply IVEs for archiving and collecting heritage gameplay activities. Setting up a new type of digital library is affected greatly by the openness of librarians, visitors’ expectations and a whole lot of things that are happening around the technological world and digital culture. This paper addresses the applications of IVEs in heritage studies, the importance of creating virtual and telepresence experiences for library visits as well as proposing the use of IVEs for archiving heritage gameplay activities.
This document focuses on designing, developing and implementing an immersive scenario based on the Hojas Jaboncillo Museum in the parish of Portoviejo - Ecuador. The main objective is to create a virtual gallery using technologies to improve the user experience in immersive environments. During the research, various technologies associated with the metaverse were explored, which led to the identification of 3D modelling tools to shape virtual environments and tools to create animations and interactions between objects. The importance of hardware was highlighted to take advantage of the features of virtual reality. The study addresses the resolution of practical problems in cultural preservation and the improvement of the visitor experience, this is carried out through quantitative, applied and experimental research, using descriptive analysis of the data. Additionally, strategies were considered to incorporate non-visual elements, such as sounds, to increase realism and user immersion. These elements were applied to create a virtual gallery with realistic objects and models to improve the visitor experience. In summary, by implementing virtual reality technologies, 3D modelling and artificial intelligence, it was possible to develop a virtual environment that offers an immersive and accessible experience, regardless of the user’s location.
The recent advancement in immersive technologies opens up opportunities for the way individuals perceive and engage with information in public spaces to be innovated. This article discusses a study that investigates the application of Virtual Reality (VR) as an instrument for communicating engineering heritage in museum environments with the aim to enhance visitor experience. The study adopted Shannon ’ s communication theory as the main principle for contextualising heritage objects within virtual environments. This approach can benefit curators in informing the way the intended meaning, value, and context behind museum artefacts to be delivered through visual narratives and aesthetics. In this study, three VR scenarios have been developed using the Unreal engine to investigate the aspects of learning, interaction, and immersion during the virtual experience. One-way ANOVA approach was used to determine the significant differences between the proposed factors in the study. The study found that the absence of interaction in the immersive scenario reduced the mean score leading to a lack of constructive guidance during navigation. Whereas using Gamified and narrated approaches significantly increased the mean value of the participants compared to the control group. While many researchers argue that the utilisation of VR could improve the users ’ level of presence, the study outcomes suggest that there are certain conditions that should be structured during the development process to facilitate better engagement with virtual content. To achieve these conditions, gamification and storytelling strategies have been found to be effective in delivering an interactive immersive experience for engaging with heritage artefacts and contents.
This project reconstructs and reproduces the ecological context of “NVSHU” culture in an immersive (Virtual Reality) VR experience. We explore interactive approaches of communication for this unique intangible heritage context. "NVSHU" amplifies the effectiveness of intangible cultural heritage (ICH) preservation through narrative interaction and virtual character popularization techniques, aiming to enhance audiences’ experiential learning, and augment their sense of presence and immersion.
Abstract Building on the work of Belitung VR, this article seeks to explore a narrative framework for digital cultural heritage storytelling. Belitung VR is a serious game intended to disseminate cultural knowledge about its subject via VR, wherein users can freely explore the virtual reconstruction of a shipwrecked Arab dhow to learn about historical shipping between China and West Asia while collecting clues to the cause(s) of the wreck. The framework consists of narrative goals (physical and nonphysical), narrative elements (character, world, and plot), and narrative grammar (immersion, interaction, rhetoric, and factuality). This work can serve as a practice guide and evaluative framework for designers/artists with an aspiration to digitally disseminate cultural heritage.
Presentations of virtual cultural heritage artifacts are often communicated via the medium of interactive digital storytelling. The synergy of a storied narrative embedded within a 3D virtual reconstruction context has high consumer appeal and edutainment value. We investigate if 360° videos presented through virtual reality further contribute to user immersion for the application of preserving intangible cultural heritage. A case study then analyzes whether conventional desktop media is significantly different from virtual reality as a medium for immersion in intangible heritage contexts. The case study describes bridge diving at Stari Most, the old bridge in Mostar Bosnia. This application aims to present and preserve the bridge diving tradition at this site. The project describes the site and history along with cultural connections, and a series of quiz questions are presented after viewing all of the materials. Successful completion of the quiz allows a user to participate in a virtual bridge dive. The subjective evaluation provided evidence to suggest that our method is successful in preserving intangible heritage and communicating ideas in key areas of concern for this heritage that can be used to develop a preservation framework in the future. It was also possible to conclude that experience within the virtual reality framework did not affect effort expectancy for the web application, but the same experience significantly influenced the performance expectancy construct.
The technology of virtual reality and the gamification of education has had proven educational benefits and has the ability to immerse students in a participatory learning experience. To capitalize on the strengths of the new digital medium, including immersion, engagement, and presence, a new educational game aims to teach the ethics of cultural heritage repatriation through the lens of art history. The use of games to address current issues and conceptualize a framework for understanding the complexities of geopolitics is not new but aligning these considerations with the pressing need to protect cultural heritage as seen in modern-day Ukraine is. This study investigates the process of game design and development from preproduction to postproduction. The final version of The Museum of the Lost provides a model for other institutions with game design and art history departments to collaborate and create educational experiences that optimize the user experience and learning outcomes.
Abstract Digital experience and bare-hand interaction (BHI) technique support users to engage with cultural heritage (CH) proactively. Humans perceive by following an interactive process, a fact that is particularly true in relation to the understanding, analysis and cognition of CH. We develop a BHI-based digital reconstruction and interactive narrative system for the central pagoda in Yungang Grottoes to enhance public accessibility. Furthermore, we devise an evaluation method for virtual heritage experiences, measuring cognitive load and usability using five metrics: brain region HbO2 data, NASA-TLX scores, performance, user satisfaction, and immersion. Results demonstrate that employing specific narrative strategies and BHI models for CH digital experiences effectively reduce cognitive load, consequently improving system usability and immersion. The subjective-objective combination of user experience evaluation method is universal and can effectively optimize the design strategies, which brings good insights and references for CH digital experience design and human-computer interaction research.
This study, grounded in the theoretical frameworks of the experience economy and new museology, investigates the relationship between user experience (UX) in immersive virtual environments and visitor experience in cultural heritage settings. It focuses on the Smyrna Agora Virtual Reality Application, created for an ancient Hellenistic-Roman site and developed under the “Heritage Alive” project (2022) by the İzmir Association for the Protection and Development of Urban Values, with support from the T.C. Ministry of Culture and Tourism and the European Union. The research evaluates nine UX dimensions: presence, immersion, engagement, flow, skill, emotion, judgment, experience consequence, and technology adoption. The primary aim is to examine how these dimensions affect the visitor experience and whether outcomes differ based on participants’ prior use of VR or visits to the heritage site. A quantitative design was adopted, with surveys administered to 140 undergraduate students aged 18–25 after their VR engagement. The instruments used were adapted from two validated UX and visitor experience scales. Results show a strong, positive correlation between UX and visitor experience. However, previous VR familiarity or prior visits to the site did not significantly influence participants’ responses.
This paper presents a comprehensive exploration of the ancient city of Pergamon through the integration of Virtual Reality (VR) and Artificial Intelligence (AI). By developing lifelike avatars modeled after historical depictions of ancient Pergamenese, the project enhances user interaction and immersion within a digitally reconstructed cityscape. Utilizing advanced 3D modeling, VR, and AI technologies, the ancient city of Pergamon is revived, allowing users to experience its cultural and architectural grandeur during the Hellenistic period. AIpowered avatars traverse the virtual city, offering historical narratives and contextual information about significant landmarks, thereby bridging the gap between historical scholarship and interactive edutainment. This dynamic interaction serves as a novel educational approach to preserving and disseminating cultural heritage. By synthesizing historical research with state-of-the-art digital tools, the proposed framework underscores the potential of VR and AI in creating immersive historical experiences that engage contemporary audiences while preserving the cultural legacy of ancient civilizations.
Research on the construction of virtual scenes of Silk Road culture based on digital twin technology
The study uses digital twin technology to investigate the construction process of a virtual scene for the Silk Road culture. It also focuses on the use of this technology to preserve cultural heritage and provide digital representation to create an immersive and very interactive virtual environment. The research defines important requirements for virtual scene creation and introduces a modeling approach driven by digital twin technology by doing a thorough analysis of the typological features of Silk Road cultural heritage. In order to create a multi-dimensional and hierarchical scene framework, this method uses dynamic data embedding approaches in conjunction with geographic information systems. Building on this basis, the research designs a heterogeneous set of interactive characteristics, including historical event reconstruction, semantic visualization of cultural symbols, virtual archaeological simulations, and dynamic path navigation, all aimed at improving user immersion and interactivity. Through systematic scene development and integration testing, the research analyses the technical performance and stability of these functions, guaranteeing the smooth operation and comprehensive functionality of the virtual environment. Ultimately, this paper proposes an original virtual display platform for Silk Road cultural heritage, proposing new technical solutions and practical methods for the digital preservation and dynamic presentation of cultural heritage.
Interactive exhibitions and their design are inherently complex due to the multifaceted challenges involved and the interdisciplinary expertise required. Immersive interactive exhibitions pose even greater challenges, as immersion for audiences extends beyond physical engagement to include emotional investment and cognitive interaction. In the context of cultural heritage, such exhibitions aim to transport audiences across time and space through technologies like virtual reality (VR), augmented reality (AR), and 3D reconstruction, allowing them to “experience” historical moments firsthand. However, designing these exhibitions requires overcoming numerous obstacles, such as technical limitations, content accuracy, audience diversity, and cultural sensitivity. Immersive interactive exhibitions in cultural heritage demand additional efforts to integrate immersion and collaboration among participants. This paper introduces the FRACH framework for conceptualizing, designing, and evaluating immersive and collaborative interactive exhibitions in cultural heritage. Specifically, FRACH provides a design framework encompassing all steps from early-stage design to the evaluation of interactive exhibitions. We assess the framework’s effectiveness through a case study of a cultural heritage interactive exhibition titled “Linjing Dou: Jingju Media Art Interactive Space Exhibition,” where participants engaged with Peking Opera culture through immersive experiences and completed interactive tasks related to the exhibition. Evaluation results demonstrated the exhibition’s effectiveness in knowledge acquisition: participants enjoyed the experience, exhibited high engagement with the immersive elements, and provided positive feedback on the use of interactive exhibitions for cultural heritage education.
: With the continuous advancement of digital technology, Virtual Reality (VR) is gradually becoming an essential tool for the presentation and dissemination of cultural heritage. This paper focuses on the application of immersive VR in museum settings, exploring its practical value in digital reconstruction, interactive experience, and intelligent navigation. Through case studies and user experience research, it reveals how immersion, personalized recommendation, and social interaction contribute to enhancing communication effectiveness. It also identifies several challenges, including hardware barriers, limited interactivity, and difficulties in maintaining authenticity. Finally, the paper proposes future-oriented strategies such as lightweight technology development, AI integration, and accessibility optimization, aiming to offer practical pathways and theoretical guidance for the digital transformation of cultural heritage.
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As extended reality continues to grow, new possibilities arise to provide users with novel ways to experience cultural heritage (CH). In particular, applications based on virtual reality (VR), such as virtual museums, have gained increasing popularity, since they can offer new ways for preserving and presenting CH content that are not feasible in physical museums. Despite the numerous benefits, the level of immersion and presence provided by VR experiences still present challenges that could hinder the effectiveness of this technology in the CH context. In this perspective, it is crucial to provide the users with high-fidelity experiences, in which also the interaction with the objects and the characters populating virtual environments are realistic and natural. This article focuses on this challenge and specifically investigates how the combined use of tangible and speech interfaces can help improve the overall experience. To this aim, a immersive VR experience is proposed, which allows the users to manipulate virtual objects belonging to a museum collection (in the specific case, Ancient Egypt remains) by physically operating on 3D printed replicas and to talk with a curator’s avatar to get explanations by using their voice. A user study was conducted to evaluate the impact of the considered interfaces on immersion, presence, user experience, usability, and intention to visit, comparing the richest configuration against simpler setups obtained by either removing the tangible interface, the speech interface, or both (and using only handheld controllers). The results show that the combined use of the two interfaces can effectively contribute at making the CH experience in VR more engaging.
This paper develops and develops a computer system for assets in China. The "B/S" architecture based on PHP and MYSQL database is proposed. The system includes user management, information management, human geography, project resource library, policies and regulations, public welfare activities, intangible heritage villages, non-genetic inheritors, system management and many other aspects. The virtual simulation system design of intangible cultural heritage is divided into four levels: "functional structure layer", "scene interaction layer", "information design layer" and "culture". The research content includes such functional modules as "Establishment of explicit knowledge base and implicit knowledge visualization teaching", "spatial simulation", "entity simulation and structure simulation", "representation-oriented information and situational feedback information", "intangible visual elements" and "auditory media immersion". The feature extraction technology based on image is studied in this paper. This paper uses advanced digital technology such as computer and network to realize effective management.
We expose in this paper the use of real-time 3D imaging in the valuation of the Tunisian cultural heritage. We propose two applications based on virtual and augmented reality to expose heritage information interaction. These contributions are divided into two applications: a total immersion application and a mobile application using augmented reality. Total immersion is divided in two steps: modeling according to research from the architecture of Thysdrus and programming of interaction with the full immersion glasses (Vizux). The application of augmented reality is divided into two: one part uses markers pictures on a magazine to superimpose a 3D model and interactive augmented reality on thusdrus space for guided tour.
This research project investigates the potential of 360-panorama tours to improve the situated and contextual interpretation, virtual visitation, and spatial understanding of recorded or simulated built heritage sites. Our chosen case study was the Subiaco Hotel, a significant heritage building designed by Summerhayes Architecture, which we documented using 360-degree photographs and linked with other media to create an interactive 360-panorama tour. Today, 360-degree panorama tours such as Google Street View enable the virtual exploration of heritage sites and historic buildings. They demonstrate limited interaction and immersion across a range of platforms and devices, without the requirement of expensive virtual reality headsets, but typically do not integrate other media to leverage spatially richer ways to communicate the historical developments of architectural interiors and exteriors. The primary goals of this study were to establish a comprehensive step-by-step workflow for creating an interactive tour of a significant heritage site, demonstrate how other media such as text, videos, and 3D models can be linked, gather feedback from cultural heritage professionals, and offer future research directions and development guidelines. Apart from detailing an optimized workflow for developing interactive 360-degree virtual tours for heritage buildings, we also offer guidelines for optimal panoramic tour creation and implementation.
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Historic gardens are a nation's precious natural and cultural assets but due to a lack of appropriate interpretation techniques, their heritage values are not effectively communicated, resulting in low visitor engagement and satisfaction levels. This research emphasizes the need and significance of integrating smart technologies in the heritage interpretation of historic gardens to enrich visitor experiences and achieve positive outcomes. The study examines the impact of various smart technologies, such as mobile applications, augmented reality, virtual reality and interactive displays, on different dimensions of visitor experiences, including knowledge acquisition, entertainment, accessibility, interactive communication, level of immersion, emotional connection, personalization and exploration. Ram Bagh, a historically and culturally significant garden in Amritsar, India is chosen as a case study to demonstrate how limited and outdated interpretation aids often impede visitors' understanding and appreciation of the historic garden. The research also proposes some smart technology-based interpretation techniques that can enhance visitor experiences. The study represents a novel contribution to the growing literature on smart technologies in heritage interpretation and offers valuable insights for historic garden practitioners.
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With a rise in the use Virtual Reality (VR) applications in museums and exhibition displays, digital heritage has still shown limitations in what a visitor can experience from the intersection of technology and history. Traditionally, interpretative narrative within the museum has been communicated through text panels offering limited context from a largely connoisseurly perspective. In addition to these interactive digital resources are often data base orientated via touch screen technologies with no multisensory immersion. This paper addresses the digital changes in these educational landscapes and the way it is being handled to co-create digital tools for exhibitions to educate and entertain museum visitors. This paper explores the use of haptic technology in conjunction with virtual reality to facilitate multi-faceted modes of interpretation, that offer novel access to an artefact's history from a range of perspectives. It also provides evidence of increased visitor engagement with a ceramic display through these immersive methods to communicate a narrative. This research bridges the gap between history and technology to offer an immersive experience of visiting a museum virtually and providing an intimate one-one experience to interact with artefacts and learn about history. As its focus, this research digitally reconstructs a collection of East-Asian ceramics bequeathed by Ernest Thornhill in 1944 to North Staffordshire Technical College (Now known as Staffordshire University). The digital prototype was developed to replicate the museum environment without the restrictions to access artefacts and handle them. This experience offers visual insights to contextualise the history of a ceramic to be utlised as an education tool to enhance learning within a museum setting. Evidence showed a significantly positive response to this prototype in museum and gallery settings, responses revealed these methods of interaction did assist in learning about ceramics, with a distinct majority of participants confirming these installations would encourage future visits, shaping the possibilities of how history can be combined with technology to create new and innovative solutions to learn about an artefact.
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This poster introduces the INT-ACT project which aims to investigate the use of immersive XR environments for presenting the emotional, experiential and environmental dimensions of Intangible Cultural Heritage (ICH) associated with tangible cultural heritage sites. It also presents a mobile XR demonstrator, developed as part of INT-ACT, that focuses on the ICH related to a megalithic site.
This poster showcases an immersive XR museum installation that presents the emotional, experiential and environmental dimensions of intangible cultural heritage associated with the Calanais megalithic cultural heritage sites, located in Scotland. The installation consists of an XR mobile app on a tablet device, a large interactive display app, and a directional speaker sound system that collectively create the immersive environment in which a range audiovisual media content – including animations based on human narratives of related intangible cultural heritage – is presented.
In order to cope with the strategic needs of systematic protection of national cultural heritage, this study focuses on the "data silo dilemma" faced by ancient building restoration and the double pain points of "technology stacking trap" and "hollowing out of cultural connotations" of traditional laser show. This study focuses on the "data silo dilemma" and the "technology stacking trap" and "hollowing out of cultural connotations" faced by the traditional laser show restoration of ancient buildings, and proposes a path to digitalization. Zhengding Longxing Temple as a model case, the first dual-platform synergistic system, ancient building restoration digital intelligence generation platform, through intelligent data collection, AI diagnosis, restoration program generation, process simulation and digital archive system, to build a systematic restoration of the closed loop; XR digital laser show new form generation platform, based on the scanning of data, analysis of cultural elements and intelligent generation of the technology chain, to achieve the cultural connotation of the immersive effect driven by the innovation. Innovation. The two platforms take "technology-driven cultural living inheritance" as the core logic, and the results of the restoration platform directly empower the creation of laser show content, forming the whole chain of "protection-restoration-activation and display" upgrading. The research results not only overcome the problem of cultural heritage data integration and technology application, but also the national cultural digitization strategy to provide a replicable technology integration model, to promote the depth of synergy between science and technology and culture.
The goal of this interdisciplinary workshop is to bring together in one place researchers specialized in XR and Cultural Heritage users such as archaeologists, restorers and curators, who until now have often expressed themselves collectively but separately through a number of scientific works. As each participant will contribute his or her own expertise, experience and point of view, the workshop should serve to strengthen cooperation and partnerships between disciplines.
This paper takes the Eternal Splendor of the Tang Dynasty immersive exhibition at the Anhui Museum as a practical case to explore the digital communication effects of AI+XR technology in museum displays. By integrating the Technology Acceptance Model (TAM) and User Experience Theory, the study constructs a research model around three dimensions: technological implementation, content innovation, and user experience. The study reveals a chain mechanism of digital cultural communication, encompassing digital experience - emotional experience - acceptance - revisit intention. Empirical analysis based on 436 valid questionnaires shows that aesthetic experience, interactive experience, immersive experience, cultural content experience, and cultural value experience all have a significant positive impact on emotional experience. Emotional experience significantly positively influences acceptance, which in turn significantly positively affects revisit intention. The user clustering analysis based on the K-means algorithm identifies three types of groups: basic, conservative, and deep experience types. This research provides a theoretical basis and practical reference for the digital transformation of museums in the era of artificial intelligence.
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Abstract. The Altamura Man and the paleontological remains are situated within a complex context encompassing logistical, geological, paleoenvironmental, and cultural perspectives. This context is exceptionally well-preserved but also fragile, requiring its preservation due to its unique nature. Unresolved inquiries exist in various disciplines, such as archaeology, biocultural studies, ecology, and geology, pertaining to karst formation, taphonomic dynamics, and the cultural and ecological context of the Neanderthal individual found in the cave. Interdisciplinary research was necessary to address these complex questions and understand the broader context of the Lamalunga Cave. Climate change also necessitated attention to preserving the cave’s microclimate and monitoring potential biodegradation. Digital technologies, including photogrammetry and laser scanning, were crucial for monitoring and safeguarding the cave’s cultural heritage. Digital representation, 3D modelling and Digital Twin were essential for managing the cave’s intricacies, analysing its values, and enhancing visual communication. The management of the Lamalunga cave aimed to promote scientific interpretation, safeguard the cave, and provide tools for understanding, storytelling, and further investigation. It was essential to utilise available methodologies and technologies while avoiding destructive interventions. Contemporary technologies have revolutionised the archaeological and paleoanthropological domains, enabling remote study and preservation. Protecting and comprehending the cultural heritage of the cave is linked to its usability, which can be enhanced through digital documentation methodologies to inform visitors about the karst context and promote social and economic development.
Abstract. The mediation of cultural heritage is a significant concern in the field of history and culture valorization. Technologies such as HBIM (Historic Building Information Modeling), XR (Extended Reality), and Beacons offer highly promising solutions that have demonstrated their value in various heritage-related applications, namely 3D reconstruction, documentation, restoration, preservation, and mediation. The primary objective of this paper is to propose an approach that combines HBIM () and XR (), integrating Beacon sensors to create a rich cultural mediation experience. Our approach is based on an HBIM model of the site, enriched with multi-source semantic information stored in a NoSQL database. It also leverages Beacon sensors to deliver historical content related to the study site (Mosque Al-Quaraouiyine) based on the user's position, thereby providing a cultural mediation experience within an XR environment. This study resulted in the creation of an HBIM model of the study site, the integration of a MongoDB database for storing semantic data, the utilization of the Unity SDK to retrieve this data, and the deployment of Beacons for user position detection within the XR environment. These advancements led to the display of contextual historical and multimedia information through interactive panels, offering a rich and interactive experience. The added value of this project lies in its innovative combination of several modern technologies to provide an educational and immersive experience to users, while also paving the way for future developments towards the dissemination of cultural information based on new technologies.
Museums have increasingly been using digital approaches to explore new ways to provide new experiences with Cultural Heritage (CH). The need for these solutions exploded with the COVID-19 pandemic forcing museums and cultural organizations to move towards a digital transformation to engage their audiences. Although, with a lack of guidelines on how to create eXtended Reality (XR) experiences with multiple perspectives for CH environments. This project aims to provide Museums with novel approaches to include interactive and immersive activities targeted at the cultural assets of their exhibitions and educational activities. Firstly, we will map and critically access current participatory practices in museums; then, we will develop a new methodology for creating and implementing experiences using XR technology in a range of workshops. The concept of multiple perspectives on cultural heritage will be explored through the application of co-creation practices, towards engaging different communities with cultural heritage contents from Serralves Museum.
The metaverse, powered by XR technologies, enables human augmentation by enhancing physical, cognitive, and sensory capabilities. Cultural heritage sees the metaverse as a vehicle for expression and exploration, providing new methods for heritage fruition and preservation. This article proposes a metaverse application, inspired by the events of the Italian Resistance, promoting interactions between multiple users in an immersive VR experience while safeguarding intangible cultural assets according to an edutainment approach. The virtual environment, based on Ivrea’s town hall square, provides in-depth information about the partisan’s life and the historical value of its actions for the city. Furthermore, the application allows users to meet in the same virtual place and engage with one another in real time through the Spatial SDK. Before the public presentation, a heterogeneous group of thirty users underwent usability and engagement tests to assess the experience on both VR headsets and smartphones. Tests revealed statistically significant evidence that there is a genuine difference in users’ perceptions of usability and engagement with different devices and types of interaction. This study highlights the effectiveness of adopting XR as a supporting technology to complement the real experience of cultural heritage valorization.
The theme of accessibility is one of the most delicate aspects within the cultural heritage domain and can be approached in various dimensions, encompassing not only physical accessibility but also sensory and cognitive accessibility. This article presents the outcomes of the implementation of the ‘Intra l’Itri’ project, aimed to enhance the accessibility of the church of Madonna dell’Itri in Nociglia, Italy, using eXtended Reality (XR) technologies. The church harbours an ancient pictorial palimpsest with layers of historical significance, compounded by structural alterations over time. Funded by the Salento Interprovincial University Consortium (Consorzio Universitario Interprovinciale Salentino - CUIS 2020), the project engaged interdisciplinary collaboration involving the University of Salento’s Department of Engineering for Innovation and Department of Cultural Heritage, the Municipality of Nociglia, local companies, associations and professionals. Its objectives encompassed studying and conserving frescoes and the church’s structure, facilitating intelligent cultural immersion, enhancing visitor accessibility and fostering local identity. This contribution focuses on the developments of Augmented Reality (AR) and Virtual Reality (VR) applications, digital restoration visualisation, as well as 3D and tactile prints. It presents results and findings from the test campaign, validating the digital strategy aimed to enrich the accessibility of this historically significant artistic site.
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Abstract. Extended Reality (XR) applications are increasingly popular in heritage interpretation, leading to significant changes in the emergent digital heritage field. One major challenge is ensuring the objective, constructive, and subjective authenticity of XR experiences deployed in a variety of heritage settings. Through in-depth interviews with practitioners working directly on XR projects for cultural heritage, this paper discusses the theoretical and practical implications of authenticity in such projects. It proposes six preliminary recommendations to help practitioners design more authentic, meaningful XR experiences. Firstly, to enhance objective authenticity, the study suggests rigorous research and appropriate renderings based on historically accurate materials. Secondly, for constructive authenticity, the research emphasizes narrative design that incorporates diverse perspectives, including those of local communities and underrepresented voices, to reflect the social and historical significance of heritage sites more accurately. Thirdly, for subjective authenticity, the recommendations highlight the importance of interactive and immersive design that allows for personalized meaning-making. Finally, the recommendations reinforce the importance of ethics, inclusion, and sustainability across all authenticity concepts.
Cultural Heritage embodies the core of a society’s identity, values, and historical narratives, requiring innovative and engaging approaches to support its preservation and dissemination. Serious games, which merge educational content with interactive and immersive gameplay, have emerged as effective tools for enhancing public engagement with cultural heritage. This paper presents an exploratory comparative study of two serious games designed to foster Cultural Heritage awareness through distinct interaction modalities: XR-Paestum Gate and Silkroadopoly. XR-Paestum Gate is a virtual reality serious game centered on the archaeological site of Paestum, employing immersive technologies to foster emotional engagement and stimulate curiosity through experiential exploration. Silkroadopoly, in contrast, is a board game enhanced with interactive digital components, designed to convey the historical narratives of the Silk Road and deepen players’ understanding through collaborative and strategic gameplay. While each game targets different experiential dimensions both demonstrate potential in enriching cultural learning, fostering not only interest but also a deeper sense of connection to historical contexts. The findings of this exploratory study offer valuable insights for the design of future interactive systems for cultural education, highlighting the potential of integrating diverse gaming formats to create accessible, meaningful, and impactful learning experiences.
This study examines the current state of XR technologies in cultural heritage and explores their future applications, emphasizing their potential to overcome physical barriers and enhance public accessibility. By analyzing successful case studies of XR implementation in digital heritage, this research highlights key innovations, such as personalized experiences and contactless interfaces, which contribute to sustainable and inclusive engagement. To fully realize the potential of XR in the future of digital heritage, this paper advocates for strategies that integrate advanced technological developments with user-centered design principles. Furthermore, interdisciplinary collaboration among cultural heritage professionals, technologists, and policymakers is essential for creating immersive, meaningful, and equitable experiences through storytelling, bridging the gap between cultural preservation and public engagement.
Digital technologies and tools have transformed the way we can study cultural heritage and the way we can recreate it digitally. Techniques such as laser scanning, photogrammetry, and a variety of Mixed Reality solutions have enabled researchers to examine cultural objects and artifacts more precisely and from new perspectives. In this part of the panel, we explore how Virtual Reality (VR) and eXtended Reality (XR) can serve as tools to recreate and visualize the remains of historical cultural heritage and experience it in simulations of its original complexity, which means immersive and interactive. Visualization of material culture exemplified by archaeological sites and architecture can be particularly useful when only ruins or archaeological remains survive. However, these advancements also bring significant challenges, especially in the area of transdisciplinary cooperation between specialists from many, often distant, fields, and the dissemination of virtual immersive environments among both professionals and the general public.
Cultural heritage is increasingly at the centre of debates on the future of artificial intelligence and extended reality. Heritage institutions steward vast and heterogeneous collections—ranging from text and audiovisual materials to 3D objects, oral histories, and sensor data. Enriched with provenance and curatorial knowledge, these collections are invaluable for advancing access, improving search and retrieval, and exposing biases that often remain hidden in mainstream corpora. Artificial intelligence and extended reality are reshaping how cultural heritage is preserved, experienced, and reimagined. Machine learning accelerates digitisation, restoration, and cataloguing processes (AI for Culture), while multimodal tools enable richer interpretation of artefacts and narratives. Particularly striking is the rise of immersive and social XR environments, where communities engage with collections in dynamic, participatory ways. Building on recent research and creative pilots, heritage institutions are increasingly positioning themselves as co-creators of new artistic works and narrative visions, using XR to connect collections with lived experience and community memory. These environments not only enable fresh forms of engagement with heritage data but also open new possibilities for collaborative storytelling. Equally important, heritage institutions embody public values such as transparency, inclusion, and accountability. Their expertise in managing complex metadata lifecycles positions them as active agents in shaping responsible AI workflows. Through the lens of 'culture for AI', researchers and practitioners gain access to resources and methods that can inform wider debates on algorithmic fairness, reproducibility, and trust in digital infrastructures, while also helping to improve AI literacy across the broader public. This paper will demonstrate how cultural heritage institutions are already taking steps to ensure that emerging technologies contribute to inclusive access, creative engagement, and cultural diversity. More than beneficiaries of technological change, they are active partners (situated at the heart of the cultural and creative industries) in shaping responsible, interdisciplinary, and sustainable innovation.
Digitally Rebuilding the Past: Using XR, Photogrammetry, and 3D Printing to Interpret Roman Heritage
Integrating Extended Reality (XR) technologies into Cultural Heritage (CH) sites enhances visitor engagement, increases site visibility, supports sustainable management, and facilitates the preservation and accessibility of cultural content. While these benefits are widely recognized, their application is particularly critical in complex urban environments such as Rome, where major, internationally known monuments often overshadow a vast network of smaller, yet historically significant, sites. In these contexts, XR technologies are not only vital for animating spaces with few surviving artifacts or those difficult to reconstruct, but also for boosting the visibility and appreciation of lesser-known heritage locations. Furthermore, given the operational constraints typical of CH sites, such as conservation requirements, restricted access, and limited budgets, XR solutions offer the added advantage of reducing interpretive and exhibition costs while enabling more flexible and sustainable forms of public engagement. This work presents such a case study: the Bottega space of the Roman Houses on the Celio Hill, where XR technologies, combined with photogrammetry, 3D graphics, and 3D printing, have been deployed to overcome the challenges of limited physical remains, enhance visitor experience, communicate the cultural significance of space, and optimize resource use.
The article is devoted to the problem of revitalization of industrial and socio-cultural heritage sites and the inclusion of spaces of former industrial and social complexes in the socio-cultural environment of the region. The importance of working with cultural heritage through its visualization using modern technologies is emphasized. The role of digital technologies as a tool for revitalization of industrial heritage is explored. The author examines a number of key areas of digital art – video mapping, XR technologies, generative art and audiovisual installations – that allow transforming industrial spaces into modern cultural clusters, to actualize their significance for the modern sociocultural situation. The material of the study was such projects as Vinzavod, L52, Summer at the Factory, the Ural Industrial Biennale, Khlebozavod No. 6. Their successful cases demonstrate the process of integrating technology and space, creating a new format for interacting with historical sites that combines the preservation of industrial identity with contemporary digital content. The article highlights the key factors that contribute to the successful transformation of industrial and social facilities into cultural clusters, such as the spatial potential of former factories, the architectural characteristics of industrial structures, the socio-cultural significance of industrial and social sites, and their functional adaptability. The article concludes that the use of digital technologies is effective in the process of revitalizing industrial and socio-cultural heritage sites. In particular, the use of technology allows us to attract a younger audience that is more receptive to information through digital intermediaries, to convey cultural and historical heritage through accessible visual images, and to draw attention to industrial heritage sites and the challenges of their preservation and development.
Abstract. The documentation of architectural heritage requires interdisciplinary collaboration and advanced information management. Historic Building Information Modelling (HBIM) and Geographic Information Systems (GIS) have enhanced cultural heritage documentation, while eXtended Reality (XR) technologies have improved accessibility and interactive engagement. However, challenges persist in data acquisition, modelling, and classification, limiting the practical implementation of comprehensive heritage information systems. This study introduces a data-driven information modelling framework optimized for cultural heritage, enabling the integration of 3D survey data and heterogeneous datasets. The framework supports cost-effective reuse of existing datasets by ensuring interoperability through a Broker Database and a Web Programming Interface (Web API). The system facilitates data structure abstraction, data description, geometric management, and spatial analysis, treating diverse datasets as informative layers. Allowing coregistration/ coordinate conversion of 3D models, point clouds, and spherical images in/to a unified spatial reference system, it enhances data accessibility while reducing modelling efforts. The paper illustrates the structure and features of the proposed system, focusing on its brokering role and modular framework. Two case studies demonstrate the framework’s capability and scalability: the Parma (Italy) Cathedral and the Church of Santa Maria della Steccata in Parma (Italy). The system outputs are presented through a Virtual Reality application in Unity, providing dynamic geometry visualization, data querying, and immersive exploration.
This paper explores technical innovations in Extended Reality (XR) applied to cultural heritage through three distinct yet converging projects: "Trevignano Experience", "ArcheoVerso", and the locomotion interface. By integrating high-precision 3D scanning, photorealistic modeling, and real-time interaction systems, these initiatives establish a methodology for immersive storytelling and digital access to heritage. Particular attention is given to user-centered design, hybrid locomotion techniques, and their impact in shaping persistent digital environments. The work is grounded in empirical testing, comparative usability assessments, and structured pipelines for data acquisition and experience deployment.
In recent decades, the intersection of Intelligent Reality (IR) and Cultural Heritage (CH) has grown into a vital field of innovation. This study examines the application of IR to CH through the case of Mamurt Kaleh, a rare Doric sanctuary in Asia Minor, highlighting how digital technologies are reshaping our engagement with the ancient past. Mamurt Kaleh, is an ancient Hellenistic temple-fortress dedicated to the Mother Goddess Kybele, located in İzmir's Kınık district. By utilizing Intelligent Reality (IR)-a hybrid approach incorporating Artificial Intelligence (AI), Extended Reality (XR), and 3D modeling-the project presents a comprehensive reconstruction of the site. Drawing upon historical data and archaeological insights, the project team has developed an immersive virtual environment where users can interact with AI-powered avatars modeled after the researchers. These avatars guide visitors through the reconstructed sacred space, offering an educational and emotionally engaging journey. This project not only enhances public access to cultural heritage sites but also demonstrates the potential of interdisciplinary digital tools in fostering preservation, education, and experiential storytelling.
As sustainable tourism gains global momentum, extended reality (XR) technologies have emerged as important tools for enhancing visitor experiences at overburdened World Heritage Sites while mitigating physical deterioration through non-consumptive engagement. However, existing research on immersive technologies in heritage tourism has largely relied on single-cultural samples and has paid limited attention to theoretically grounded boundary conditions in post-adoption behaviour. To address these gaps, this study extends the Expectation–Confirmation Model (ECM) by incorporating cultural distance (CD) and prior visitation experience (PVE) as moderating variables, and empirically tests the proposed framework using a mixed domestic–international sample exposed to an on-site XR application at the Badaling Great Wall World Heritage Site. Data were collected immediately after the XR experience and analysed using structural equation modelling. The results validate the core relationships of ECM while identifying significant moderating effects. Cultural distance attenuates the positive effects of confirmation on perceived usefulness as well as the effect of perceived usefulness on continuance intention, while prior visitation experience weakens the influences of enjoyment and visual appeal on satisfaction. These findings establish important boundary conditions for ECM in immersive heritage contexts. From a practical perspective, the study demonstrates that high-quality, culturally responsive XR can complement physical visitation and support sustainable conservation strategies at large-scale linear heritage sites.
Integrating Extended Reality in Cultural Heritage: From Visitor Experience to Sustainable Engagement
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In recent years, some virtual reality (VR) techniques are introduced for learning local histories because VR can reproduce old buildings and terrain at a low price, and many people can experience local history through such VR. One of the problems in creating VR for historical cityscapes is the difficulty of the preparation of 3D landscape models. Therefore, this paper proposes a method to create 3D terrain models from handwritten maps that do not contain any numerical terrain information such as height and gradient for reproducing VR contents of historical cityscape. First, a handwritten map is converted into an image. Second, the features of topography such as the height of the mountains and gradient of mountains are estimated as the numerical terrain data. Finally, according to the above steps, a 3D model for VR contents can be created by using the contours and the features of the estimated topography. In this paper, the 3D model created by the proposed method is shown as a result.
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.
Redtory was transformed from an old industrial site into a creative park in Guangzhou. Unfortunately, it was demolished in May 2019. It holds a dual significance, representing both Guangzhou’s old industrial era and its first creative park (Art and Design). The objective of this study was to utilize Virtual Reality (VR) technologies to design an immersive environment with a narrative experience and restore the historical memory of Redtory. The project designs the interactive storytelling tour based on Bartle’s taxonomy theory. The VR project includes four primary scenes to tell the Redtory’s story: Starting Scene, Factory Buildings, Historical Square, and Creative Corridor. The study designs various interactive elements to engage tourists during exploration. The study conducted user tests to evaluate the system. A comparative experiment (N = 40) is conducted to evaluate the overall performance of the VR platform. The results indicate that the platform provides a smooth storytelling experience during the virtual tour with minimal bugs or disruptions. The project provides valuable user data and a design flow as a case study reference to contribute to the field of VR historical education.
Telling historical events virtually involves developing three-dimensional historical figures as the main asset to the narrative. The character design aspects should consider presence, immersion, interactivity, storytelling, and semantics. Thus, this paper explores the methodology for developing historical characters with historically engaging personalities reflecting their role in the historical events, which offers educational, aesthetic, and immersive value in a virtual reality (VR) experience. The finding reveals the cultural and historical design elements. It becomes the basis for character transformation from a two-dimensional image into a three-dimensional virtual character, ensuring historical accuracy and narrative coherence in the development of history-based VR applications.
The Acrobat Figure (Baixi) unearthed in the Qin Mausoleum's K9901 burial pit, vividly reflects the acrobat arts and other court entertainment activities of the Qin Dynasty and shows the image of acrobat artists at that time. The acrobatic figures provide a brand-new perspective for future generations to understand the society of the Qin Dynasty, with important historical, artistic, and scientific value. Currently, the digitalization researches of the Terracotta Army are mainly focused on Warriors’ burial pits and cultural relics, there is little attention on the digitalized display and dissemination of acrobatic figures. Since the wide applications of virtual reality (VR) technology in cultural heritage digitalization, this paper aims to conduct research on cultural experience and knowledge dissemination of the Acrobat Figure via VR. Firstly, a learner-centric progressive design method was adopted to virtually reconstruct acrobatic figures of the Qin Mausoleum with its environment, and a VR Baixi experience system was built; secondly, to evaluate the effectiveness of the cultural knowledge dissemination and learning, a comparative study was conducted between the VR Baixi and the traditional Baixi documentary; finally, the users’ experience data on knowledge dissemination results (KDR), performance expectancy (PE), and behavioral intention (BI) were collected and analyzed. The experimental results show that compared with the traditional approach, VR Baixi significantly improves the users' motivation and willingness to explore, and enhances their knowledge experience of the cultural heritage of the Acrobat Figure, which provides an effective solution for the knowledge dissemination and learning of cultural heritage on general audiences, especially among younger groups.
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Abstract. The mediation of architectural heritage has gained prominence in cultural and historical research, particularly through advancements in technologies like Historic Building Information Modeling (HBIM) and Extended Reality (XR). While these technologies have been extensively explored individually, their combined application for cultural mediation remains under examined. This paper presents a new concept of Adaptive Cultural Mediation (ACM), integrating HBIM and XR to create an interactive, user-specific mediation environment. ACM enables users to filter information based on interests, such as architectural elements or historical context, providing an immersive, personalized experience. Our approach is exemplified through a virtual model of the Mosque Al-Quaraouiyine in Fez, Morocco, where 3D scanning and HBIM modelling capture architectural details and historical annotations. MongoDB, a NoSQL database, supports the integration of multimedia content and user preferences, structured around thematic filters for real-time adaptability. This setup, powered by Unity in a VR environment, facilitates dynamic content retrieval, enhancing user engagement by aligning information display with selected themes. The results demonstrate the effectiveness of combining HBIM with NoSQL databases in XR environments, displaying how adaptive cultural mediation can transform heritage site exploration into an engaging, context-rich experience.
Based on three-dimensional digital modelling and virtual reality technology, this study constructs a complete set of digital archiving and virtual restoration solutions for Hakka Culture of Gannan Weiwu, aiming to cope with the crisis of the destruction of the architectural spatial environment of the houses and the gradual disappearance of their cultural heritage in the process of modernisation. Through high-precision 3D scanning technology, the architectural details, structural features and historical evolution of the walled houses are accurately recorded, ensuring the integrity and trace-ability of the physical data. On the basis of this, this study built a virtual display platform to dynamically restore the architectural form and spatial layout of the walled houses in different periods, so that the historical buildings can be permanently preserved in digital form and presented to the public through virtual reality technology. At the same time, the study incorporates a systematic design process covering all aspects from data collection, model construction, virtual presentation to interactive experience, which provides data support and theoretical basis for the scientific conservation and restoration of the walled houses. In addition, this study promotes the digital dissemination of cultural heritage, enhances the public’s knowledge and participation in the culture of the walled houses by using the virtual presentation platform, and explores a brand new path of combining cultural heritage protection with modern technology. This study provides important practical and theoretical references for the protection, repair and digital development of traditional architectural cultural heritage, and also lays a technical foundation for the further development of related disciplines.
Abstract Virtual reality (VR) supports audiences to engage with cultural heritage proactively. We designed an easy-to-access and guided VR reconstruction of the murals in Mogao Grottoes, Pilgrimage To Pureland, to offer the general public an accessible and engaging way to experience the Dunhuang murals. We explored an immersive VR reconstruction approach that can efficiently convert complex 2D mural art into 3D digital VR content while maintaining its originality. Specifically, we reconstructed the Mt. Wutai pilgrimage mural in Cave 61 into a plot-based interactive VR environment that offers users a more accessible and immersive narrative to visit and appreciate Dunhuang murals’ complex religious, historical, and artistic value. We conducted a user study with twenty participants to further investigate how this reconstruction approach and the interactive narratives would affect users’ immersive experiences and knowledge acquisition, compared with other forms of virtual access as the control group. Findings from our user study revealed that participants from the VR experimental group reported a significantly higher level of immersion and understanding of the knowledge. To conclude, our 2D-to-VR reconstruction methods provided a VR reconstruction approach and insights for creating engaging user experiences and improving users understanding of cultural and historical concepts while preserving the originality of the cultural heritage.
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The shortcomings in the history of education, constrained by conventional teaching approaches, inadequate utilization of historical sites, and logistical hurdles, diminish student engagement and comprehension. This study aims to develop a virtual reality (VR) learning medium around Bung Hatta's birth house, aiming to enhance students' historical understanding through captivating and immersive experiences. We adapted the Borg and Gall development model into four phases: preliminary study, strategic planning, development, and validation. We utilized 360-degree pictures in conjunction with extensive historical data regarding Bung Hatta's birthplace, integrating these elements into an immersive virtual reality environment. We used expert validation to guarantee material accuracy, subsequently doing practical testing with history educators and students to evaluate usability and overall effectiveness. The findings revealed a practicality score of 87%, highlighting the substantial influence of VR media on enhancing student motivation and understanding of historical material. This technology facilitates the virtual investigation of significant historical locations, effectively surmounting geographical and financial barriers and enhancing accessibility, engagement, and the relevance of history for learners. This method enhances critical thinking and deepens appreciation of national heritage while offering a strong framework for incorporating VR into educational curricula. Further research must examine the long-term impacts of VR on various learning outcomes and its relevance across the educational curriculum. Moreover, integrating VR technology in diverse historical disciplines may augment its effectiveness and applicability in education. Virtual reality techniques improve students' understanding of history while strengthening 21st-century skills such as critical thinking and creativity
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This paper focuses on designing and developing a Virtual Reality (VR) platform tailored explicitly for historical storytelling. The study aims to provide tourists with an immersive and interactive learning experience by leveraging VR technology. While using internet history as a case study, the platform encompasses various modules, including a Historical Event Module that enables tourists to engage with significant moments in the history of the internet from a first-person perspective. A Visiting Mode is also implemented to facilitate navigation and offer guidance within the virtual environment. Interactive elements such as manipulation and voice guidance are incorporated to enhance tourists' curiosity and engagement. This study serves as a valuable contribution to the field of VR historical education, offering insights and potential directions for future research in creating immersive and educational experiences.
The Chola Dynasty, renowned for its monumental contributions to culture, architecture, and governance, remains an underrepresented subject in modern media, particularly interactive gaming. This paper addresses this gap by presenting the design and development of an immersive game environment focused on the conquests and achievements of the Chola Empire, particularly under the reigns of Raja Raja Chola I and Rajendra Chola I. Utilizing advanced tools such as Blender and Unity, the project aims to recreate significant historical events with meticulous attention to detail, combining authentic 3D models, realistic terrains, and interactive storytelling. The game offers players an educational yet engaging experience, exploring the socio-political structures, military strategies, and cultural richness of the Cholas. By incorporating virtual reality (VR) and adhering to principles of historical accuracy, the game transcends traditional learning, fostering a deeper appreciation for one of India's most influential dynasties. This paper highlights the conceptualization, technical implementation, and challenges of creating a historically immersive digital experience, showcasing the potential of interactive media in uplifting history for a modern audience
The need to preserve and care for cultural heritage makes information technology a tool for finding, documenting, describing, and visualizing important historical and archaeological sites. This article offers an example of a demo platform providing users with a unique immersive experience in a virtual clothing museum environment. The proposed concept combines such types of media resources as audio, video, text, and 3D models of the virtual environment. The augmented reality elements perform the function of additional informing the users about certain facts about the exhibits. The methodology of platform development and the application's architecture are described. The creation of the platform is intended to achieve the objectives set by VR/AR technologies, namely, to provide a wide range of opportunities for interaction of the user with the objects of cultural heritage. The peculiarity of the application is the possibility to choose between exploring the objects of cultural heritage on one's own or following a programmed path with the help of an audio guide. The proposed solution can be used for stationary expositions of art objects, historical or archaeological relics, and objects of national economy and creativity. Testing of the demo version showed a rather high degree of user satisfaction (89% of respondents reported a positive experience). Users noted the atmospheric and immersive experience of virtual reality. The developed platform can perform educational and popularization functions.
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Traditional digital tools for exploring historical data mostly rely on conventional 2D visualizations, which often cannot reveal all relevant interrelationships between historical fragments (e.g., persons or events). In this paper, we present a novel interactive exploration tool for historical data in VR, which represents fragments as spheres in a 3D environment and arranges them around the user based on their temporal, geo, categorical and semantic similarity. Quantitative and qualitative results from a user study with 29 participants revealed that most participants considered the virtual space and the abstract fragment representation well-suited to explore historical data and to discover complex interrelationships. These results were particularly underlined by high usability scores in terms of attractiveness, stimulation, and novelty, while researching historical facts with our system did not impose unexpectedly high task loads. Additionally, the insights from our post-study interviews provided valuable suggestions for future developments to further expand the possibilities of our system.
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In 2012, the Carleton Immersive Media Studio (CIMS) started a research relationship with Public Services and Procurement Canada to develop a building information model (BIM) of the Parliament Hill National Historic Site of Canada. The model was created to facilitate a multi-year rehabilitation of the site and was developed using both historical records and highly detailed geo-referenced point cloud data. In the process of planning the model, CIMS developed a unique Level of Detail (LOD) specification for heritage buildings that, in addition to standard specifications, considered cultural heritage value as part of the LOD. As the rehabilitation project unfolded, the possibility of using the BIM for public engagement through the creation of virtual reality (VR) experiences was proposed. In this paper, we discuss the transferal of CIMS’ LOD from a BIM to a VR environment, arguing that the BIM LOD’s focus on cultural heritage value is consistent with virtual reality LOD in that it can be used to guide participants through a virtual reality narrative by inferring that areas of higher fidelity have greater value.
ABSTRACT Virtual reality (VR) technology can increase prosocial behaviour toward a target person or group by enhancing their empathic response for the subject, but such technology has not always improved learning outcomes. This interdisciplinary study compared the potential advantages of delivering the same learning material about daily life in an ancient Greek household via two modes of delivery: VR technology and classroom lecture. The VR group explored a Greek villa containing historical artefacts and virtual characters with whom they were able to interact through set dialogues. The dialogues illustrated social hierarchies, gender relations, the situation of slaves, cult practice, and religious beliefs. The classroom group received the same information in a classroom environment. Both randomly-assigned groups answered a multiple-choice quiz to evaluate the knowledge gained. They also responded to open-text questions designed to test the degree of empathy that was aroused. We found that classroom lecture delivery was significantly superior in terms of the acquisition of factual knowledge, consistent with cognitive learning theory. We identified this as learning with the mind. The immersive VR environment, however, imparted a level of empathic response to the lived experiences of people in ancient Greece; in that sense it allowed learning with the heart.
The concept of Society 5.0 promotes a human-centered society and uses advance technology as its core. In other words, human uses technology to improve and support their daily life. One of the best inventions in technology is digitalizing data. This means human found a new way in storing information, including information about culture and history. The technology in converting physical data into digital data is beneficial for historical and cultural archiving. People can see and watch historical events as if they had lived in that era of the event with extreme immersiveness. One technology that can provide the possibilities is called Virtual Reality animation. This research aims to promote the idea of using VR animation to recreate historical or traditional events for educational material and entertainment material. Methods in this research is mainly observation on today’s state of Virtual Reality animation and people interest on history and tradition. The results shows that advanced technology Virtual Reality and Artificial Intelligence allows people to learn histories from the past and explore new things in the present to live in the better future.
In recent years, with the development of modern technology, Virtual Reality (VR) has been proven as an effective means for entertaining and encouraging learning processes. Users immerse themselves in a 3D environment to experience situations that are very difficult or impossible to encounter in real life, such as volcanoes, ancient buildings, or events on a battlefield. Augmented Reality (AR), on the other hand, takes a different approach by allowing users to remain in their physical world while virtual objects are overlaid on physical ones. In education and tourism, VR and AR are becoming platforms for student learning and tourist attractions. Although several studies have been conducted to promote cultural preservation, they are mostly focused on VR for historical building visualization. The use of AR for simulating an event is relatively uncommon, especially for a battlefield simulation. This paper presents a work-in-progress, specifically a web-based AR application that enables both students and tourists to witness a series of battlefield events occurring at the Battle of Palmito Ranch, located near Brownsville, Texas. With markers embedded directly into the printed map, users can experience the last battle of the Civil War in the US.
This abstract sketches the basic design of a prototype that enables the proper display, exploration, and analysis of historical shipping data in an adaptable WebVR environment. In the environment users will be able to create visually networked ‘eventscapes’ which allow to identify spatio-temporal patterns in digitized maritime heritage and similar datasets.
Field surveys are an important component of architectural history courses, but they are challenging for students with limited resources or geographical constraints. This paper aims to explore the potential of virtual reality (VR) technology as a solution to this problem by testing its impact on student learning performance in an architectural history course. Dule Temple, a heritage building, is used as a case study to construct a VR environment with options for ground-based or free movement modes. A total of 102 third-year architecture students participated in the study, experiencing the VR environment and completing a survey. From the results, the VR scene’s level of detail achieved high levels of satisfaction. For learning performance, the results present the remarkable interestingness and effectiveness of VR in architectural history education. VR provides a comprehensive learning experience, enhancing the understanding of historical context, architectural styles, and spatial relationships. These findings show VR’s transformative potential as an educational medium, complementing and, in some respects, surpassing traditional approaches such as field surveys, 2D materials, and physical scale models. However, the study emphasizes that VR should not entirely replace traditional teaching methods. Instead, combining the strengths of VR and conventional techniques offers a balanced and effective strategy for architectural education. VR offers a transformative approach to address the imbalance of educational resources and realize sustainable education.
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Virtual heritage tours aim to recreate historical environments, offering immersive experiences that allow tourists to explore cultural and architectural landmarks remotely. These tours enhance the quality of the tourism experience by presenting visually engaging content and providing educational insights into the heritage and unique features of historical sites. Such virtual experiences create a sense of on-site presence, closely mimicking the authenticity of physical visits. This research investigates virtual heritage tour programs in Malaysia during the Coronavirus Disease 2019 (COVID-19) pandemic. The study has two (2) key objectives: first, to assess the efforts of travel agencies in developing virtual tour programs, and second, to evaluate the experiences and satisfaction of virtual tourists participating in these programs. The research classifies virtual heritage tours into three (3) main types: Virtual Reality (VR) tours, live experience tours, and pre-recorded tours. Data was collected by analysing travel agency websites offering virtual heritage services and surveys distributed to participants who experienced the tours. Two (2) travel agencies were selected as case studies. In addition, a survey was administered, targeting 100 respondents, with 72% (72 respondents) completing the questionnaire. The findings provide insights into the types of virtual technologies travel agencies use and highlight the levels of appreciation and engagement among virtual tourists during the pandemic lockdown. This study contributes to understanding the role and impact of virtual heritage tours in maintaining cultural engagement during restricted travel.
The virtualization of museums is in a phase of active development, with institutions seeking relevant and original forms. At the same time, the number of projects dedicated to the reconstruction of past museum expositions is not as substantial as one might hope. How can we accurately reconstruct a museum’s appearance and exhibitions with limited source materials? How can the reconstruction process be consistent with the historical image of the museum and its digital strategy? The scientific study of the appearance of the museum, the preparation of digital content, and the artistic solution of the image in the virtual environment were carried out by the employees of the Kunstkamera’s Laboratory of museum technologies. The issues of museum bureaucracy, the preservation of objects, information, and the integrity of the approach to the formation of digital funds of the museum are solved through the implementation of the project within the museum and the involvement of specialists from outside for the final assembly of VR. The concept of a universe within a single room, which gave rise to a universal museum like the Kunstkamera, has evolved into the creation of the Laboratory of Museum Technologies, enabling the development of complex technological projects within the museum itself.
Abstract. The preservation and dissemination of Cultural Heritage (CH) in the digital era demand innovative approaches that transcend traditional documentation. This article presents a complete workflow for creating semantically enriched and immersive digital experiences of CH artifacts. We detail a methodology that integrates multi-modal survey data—specifically, high-resolution photogrammetry, laser scanning, and diagnostic thermography—to generate a comprehensive 3D digital twin of historical objects. The process addresses key challenges in data acquisition, such as environmental constraints and object fragility, through a robust data fusion pipeline. A critical component of this pipeline is a score-based point cloud denoising algorithm that significantly improves the geometric accuracy of the final model. The integrated and processed 3D model is then deployed within a Virtual Reality (VR) environment developed in Unreal Engine. This VR application allows users to engage with the artifact in an interactive, immersive, and informative manner, offering access to its geometry, texture, and underlying diagnostic data. Using wooden furniture from the Royal Palace of Caserta as a case study, we demonstrate that this integrated approach not only enhances public engagement and educational value but also provides a powerful analytical tool for conservators and researchers.
This paper presents a research framework for investigating Quality of Experience (QoE) aspects when interactively exploring reconstructions of cultural heritage in Virtual Reality (VR) settings. In particular, it revolves around a reconstruction of the Corral de Comèdies de l’Olivera, a 16th-century theater from Valencia demolished in 1748. The presented framework enables an interactive exploration of the reconstructed virtual environment through various navigation methods and User Interface (UI) presentation approaches, specifically designed for VR. Likewise, the reconstruction includes diverse Points of Interest (PoIs) containing historical information, theatrical performances including diverse video formats, and a personalized presentation of accessibility features. Overall, the paper aims to showcase how immersive technologies can preserve and disseminate cultural heritage that no longer exists physically. The modular implementation of the considered interaction features and methods additionally constitute a powerful framework to explore and validate QoE design patterns for optimal virtual heritage experiences.
Background: Computer simulation technology, especially virtual reality (VR) technology, offers an innovative solution for participating in architectural design by providing an immersive and interactive experiences. Aim: This research aims to provide the VR application for the protection of traditional buildings, focusing on how this technology can enhance stakeholder participation in the protection and preservation of historical structures. The aim is to evaluate the effectiveness of VR in facilitating a bottom-up approach to decision-making, thereby preserving cultural heritage. Method: To gather data, a random sample of 136 participants, including both local residents and architectural professionals, were engaged in VR simulations of renovation for traditional buildings. The VR environment presented two design schemes: one reflecting a traditional architectural style and the other featuring a modern approach. Participants interacted with both schemes using VR, and their feedback was collected through structured surveys. Statistical methods were employed to evaluate the quality of VR experiences and their impact on participant preferences and decision-making. Result: It indicate that VR technology significantly improves stakeholder engagement, with a majority of participants expressing a strong preference for traditional designs in terms of cultural protection. The immersive nature of VR was found to effectively replace traditional review methods, offering clearer insights into design intentions and facilitating informed decisions. Conclusion: VR technology proves to be a valuable tool in the protection of traditional buildings by enhancing participant engagement and supporting informed decision-making processes
Abstract: Culture is a priceless heritage that reflects the identity, values, and history of a community. Ternate City, as one of the historic cities in Eastern Indonesia, boasts an abundant cultural heritage, including customs, traditional arts, and sites dating back to the Ternate Sultanate. One important cultural site is Kalamata Fort, which preserves local historical and cultural values. However, the influence of globalization and the lack of innovative media for promoting culture have led to a low level of public understanding and appreciation of this cultural heritage, especially among the younger generation.This research aims to design a virtual reality (VR)-based learning medium that visually and interactively displays the Kalamata Fort tourist attraction as an educational tool for cultural awareness. VR technology was chosen for its ability to provide an engaging, immersive experience, allowing users to explore the fort's environment and understand its historical values. The research method included collecting cultural data through observation, interviews, literature review, and documentation, which was then processed into a 3D model and integrated into the VR platform. The design results indicate that VR can be an effective medium for increasing public interest, understanding, and pride in local culture. With this approach, it is hoped that Kalamata Fort will not only be known as a historical site, but also as a technology-based educational facility that strengthens the cultural identity of Ternate City.Keywords: Virtual Reality, Local Culture, Kalamata Fort, Ternate City, Educational Media.
Virtual Reality has emerged as a powerful educational technology capable of delivering immersive, interactive learning experiences while simultaneously addressing accessibil-ity challenges in public spaces. This study evaluates the efficacy of a VR-based museum lab recreating a historical hospital designed to teach nursing history through experiential learning in an inclusive digital environment. Thirty participants engaged with interactive scenarios replicating early 20th century med-ical environments, completing historically contextualized tasks while their experiences were quantitatively assessed through pre- and post-test questionnaires. Results demonstrate significant improvements in historical knowledge acquisition, with high user satisfaction ratings and strong engagement metrics. The virtual lab successfully accommodated most users, suggesting its potential as an accessible alternative to physical cultural heritage sites. These findings contribute to growing evidence supporting virtual reality's dual role as an innovative pedagogical tool and accessibility solution in cultural education contexts.
Woodcut (in portuguese, Xilogravura) holds significant historical and cultural importance in the contexto of Northeast, playing a crucial role in preserving the region’s artistic heritage. Meanwhile, Virtual Reality (VR) emerges as a powerful technology capable of creating immersive environments that simulate real-world activities, offering new possibilities for education, training, and information dissemination. This paper presents the development of an interactive Virtual Reality (VR) environment that explores the educational potential of this technology to promote woodcut as a cultural heritage of Pernambuco. The proposal aims to provide a practical and engaging experience in art creation, innovating teaching methodologies and ensuring the preservation and transmission of knowledge about woodcut to future generations. The project’s implementation is based on the work of master artisan Edilson Oliveira, a young craftsman from Pernambuco, and simulates all stages of artistic creation, integrating contributions from experts to create a highly realistic experience. This approach seeks to preserve and disseminate knowledge about the technique for future generations.
This paper explores the Once Upon a Time in Palestine XR Documentary as a case study to investigate the potential of virtual and augmented reality technologies in reshaping historical narratives through immersive stories that engage youth with history. The documentary recounts the oral history of pre-1948 Palestine by providing an interactive virtual experience presented on a virtual reality (VR) headset and augmented reality (AR) app. Developed on the Unity3D Gaming Engine, the project employs cutting-edge AI technologies to transform archival photographs into a three-dimensional environment. The storytellers are seamlessly integrated into the XR documentary as 3D volumetric videos to deliver mini-scripted reenactments of oral accounts that were collected from interviews with Palestinian elders. The paper examines various facets of the production process and its outcome while exploring the implications for youth engagement in both the creation process and interaction with the finished project. At the core of this process lies an endeavor to present content with minimal technological mediation that fosters a sense of plausibility through the creation of ‘presence’ for the audience. The case study presents observations and articulates the process undertaken to produce the documentary, which underscores the significance of employing virtual and augmented reality in historical documentaries. Furthermore, it assesses how an interdisciplinary multimodal pedagogical design can facilitate collaborative and interactive projects for undergraduate students, especially when the creators and consumers of the content are the target audience.
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.
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Nowadays, the acquisition of virtual reality display is crucial historical dues. Excavated component of museums provide a vital link to long-gone civilizations, allowing us to better comprehend their traditions, habits, and everyday routines. This research work presented a review of virtual cultural heritage exhibitions. Virtual Museum is created using traditional artifacts and virtual museum spaces. This paper presents the work done by various researchers in virtual museum technologies, visualization approaches, and different types of digital devices used for user interaction. Users interacted with artwork using head-mounted display devices, projectors, glasses, HD monitors, etc. This paper also includes measurable parameters, user experience, and work description, key fining and suggested some future work in the summarized table. But whenever designing a virtual museum many problems were faced by the developer, users, museum professionals, and museum creators according to the existing study. The results of archaeological excavations can be analyzed with the support of academics and practitioners from other fields, and a collection of knowledge about the related civilization can be created and disseminated to the greater community. Further to that, this article looks review on the artefacts position on museums and virtual museums. This paper also discusses the visualization technologies used for virtual cultural heritage and interactivity with users.
The Henan Museum is one of the first museums in China which requires modernization of its design. This work is devoted to the development of a new design concept for the Henan Museum space, the hall of musical instruments of the Great Silk Road, in order to develop recommendations for further brand promotion in the field of tourist attractiveness and the development of the local economy. The object of the study is the museum of Henan Province, China, the subject is the influence of the museum brand on the popularization of ancient Chinese culture. The analysis of some Asian museums is given, the stages of the museum's formation are described, the elements of rebranding are developed: logo, booklet, poster, website, advertising products of the museum. The concept of the design of the exhibition hall "Musical Instruments of the Great Silk Road" was proposed, visualizations were made and a video flight of the hall was created, with a visual representation of the exhibits for remote access and viewing. A situational approach to the organization of the environment was used when developing the design of the museum space. The scientific novelty and theoretical significance of the research lies in the rebranding of the Museum of Culture, in the development of a new concept for the design of the exhibition hall of the museum space of the Henan Museum. Some modern trends in the development of museum space design on the example of domestic and foreign museums are discussed.
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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.
"Rebuild Palmyra?" is a multimedia exhibition about the ancient city of Palmyra, its destruction by Daesh, and the question of whether it should be rebuilt. As such, it tackles today's pressing question of how humanity should deal with the destruction of cultural heritage. In the design of the exhibition, we pursued the Blended Museum approach, in which we strive to seamlessly integrate interactive media into exhibition design to increase the overall visitor experience. In this work, we present the exhibition, which consists of four rooms. We focus on three interactive installations in which the topic of reconstructing Palmyra is mediated using new technologies such as 3D Printing, Augmented Reality, and Virtual Reality. The installations helped visitors in developing their own point of view on the question of rebuilding Palmyra. Lastly, we provide insights into the technical implementation of the installations and discuss the results of quantitative and qualitative evaluations.
This paper explores the use of mixed reality (MR) technology in the virtual reconstruction of cultural heritage sites. Specifically, it focuses on the areas of tracking, visualisation, and interaction, which are key components in creating an immersive and engaging MR experience. Through a review of the latest developments in the field, the paper presents a state-of-the-art analysis on a few chosen examples of MR technology in cultural heritage applications. The development of an MR application virtualising a digitalised scenography piece of the "Othello" play is explained, consisting of concept design, implementation, demonstration and testing. It discusses the benefits of using MR for cultural heritage in comparison to virtual reality (VR). Additionally, the paper highlights future trends and directions for the field. Overall, a comprehensive overview of the current state and potential of MR technology in the virtual reconstruction of cultural heritage sites is provided.
This demonstration presents an interactive mixed reality (MR) experience utilizing HoloLens 2 to authentically simulate traditional falconry hunting, addressing the need for immersive representations of intangible cultural heritage. The project investigates how MR technologies can serve as an effective medium for preserving and conveying such practices by enabling participants to engage interactively in falconry hunting scenarios. The experience uniquely bridges historical practices with contemporary digital engagement. Designed specifically for exhibitions and cultural events, this MR experience fosters historical awareness, ecological stewardship, and inter-generational dialogue. User tests at public exhibitions demonstrated high engagement and educational value, prompting ongoing development to extend the experience to iOS platforms for broader accessibility and interaction fidelity.
In recent years, cultural projects utilizing digital applications and immersive technologies (VR, AR, MR) have grown significantly, enhancing cultural heritage experiences. Research emphasizes the importance of usability, user experience, and accessibility, yet holistic approaches remain underexplored and many projects fail to reach their audience. This article aims to bridge this gap by presenting a complete workflow including systematic requirements analysis, design guidelines, and development solutions based on knowledge extracted from previous relevant projects. The article focuses on virtual museums covering key challenges including compatibility, accessibility, usability, navigation, interaction, computational performance and graphics quality, and provides a design schema for integrating virtual museums into such projects. Following this approach, a number of applications are presented. Their performance with respect to the aforementioned key challenges is evaluated. Users are invited to assess them, providing positive results. To assess the virtual museum’s ability to attract a broader audience beyond the usual target group, a group of underserved minorities are also invited to use and evaluate it, generating encouraging outcomes. Concluding, results show that the presented workflow succeeds in yielding high-quality applications for cultural heritage communication and attraction of wider audiences, and outlines directions for further improvements in digitized heritage applications.
Abstract. The transition from Cultural Heritage (CH) digital documentation to dynamic, experiential heritage requires versatile workflows that engage diverse audiences. This paper proposes a scalable, multimodal eXtended Reality (XR) framework for the Torre del Mar (Castellón, Spain) and demonstrates how a single high-fidelity dataset can generate a comprehensive ecosystem of interactive experiences. Starting from a multi-source data fusion of UAV photogrammetry and Terrestrial Laser Scanning (TLS), a master model was developed to drive three distinct interaction pipelines. First, a phygital interface combines a modular, disassemblable 3D-printed replica with model-based Augmented Reality (AR), enabling tangible exploration of constructive details. Second, a collaborative Mixed Reality (MR) environment allows remote experts to co-inhabit the digital space for real-time analysis. Third, a multi-tiered Virtual Reality (VR) strategy optimizes the asset for PC-tethered, standalone, and WebVR platforms, balancing graphical fidelity with accessibility. The results validate a reproducible methodology that transforms technical survey data into an active knowledge system, effectively bridging the gap between scientific preservation and public dissemination while ensuring the long-term valorization of digital heritage assets.
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The objective of this research is to understand how virtual reality (VR), augmented reality (AR), and mixed reality (MR) are transforming the travel and tourism sectors as well as preserving cultural heritage. We are living in a digital interaction world where new immersive experiences have been induced by the interplay between technological breakthroughs, societal needs, and commercial imperatives. Given that tourism is about cultural heritage sites worldwide, this study examines the current challenges associated with their conservation within the globalization of culture. The objective is to understand how AR and VR technology can change the way people think about tourism and protect the world's cultural heritage. With this aim in mind, the paper explores different applications of AR and VR technologies while focusing on how these can offer contemporary tourists immersive and educational experiences. The authors suggest that the advantages of accessibility should be thoroughly examined; virtual visits could be used to bypass logistical, financial, or physical barriers; and the implications of such technologies for digital preservation will also be considered under this approach. It was found out that AR and VR serve as effective means of access, enabling a larger number of people from around the world to reach cultural heritage sites. Besides, it is through these technologies that significant changes in the field of preservation can be achieved, ensuring the survival of cultural assets for future generations. Lastly, this research paper will be helpful to researchers within academic circles as well as industry practitioners and policymakers who want to know how AR/VR technology is changing the travel industry or contributing to cultural heritage protection efforts. Essential for unlocking the potential of emerging digital channels fully is the need to appreciate such intricate linkages in our rapidly changing digital world.
The global agenda in education foresees the integration of social and emotional learning to equip students to succeed in our evolving digital society. In this paper, we focus on deepening into the research on AR/MR technologies to foster students’ comprehension of socio-cultural values in historical contexts. We address this challenge by exploring the potential of the interaction paradigm called World-as-Support (WaS). We present a case study of an educational Virtual Heritage experience with primary students for a bomb shelter built during the Spanish Civil War. Our findings showed that the experience enhanced students’ capabilities to reflect upon high-level issues related to value human dignity, to grasp some of the essential qualities of the value solidarity and to connect historical events with present political situations in Spain. Finally, we discuss four design recommendations for learning activities based on the WaS concerning (1) the enhancement of students’ competences in collaboration, and communication; (2) critical thinking; (3) contextualization of historical contents; and (4) moral and ethical considerations for digital augmentation.
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Nüshu (Jiangyong Nüshu), a script developed and practiced exclusively by women in China, holds recognition as National Intangible Cultural Heritage. This paper presents the design and implementation of an immersive multimodal interaction system centered on The Song of Nüshu, a foundational cultural artifact. By integrating Natural Interaction (NI) and Mixed Reality (MR) technologies, the system constructs a visual environment inspired by classical Chinese landscape painting aesthetics. Within this experiential space, users engage with representations of pivotal female historical figures and events interwoven with Nüshu textual elements. This framework enables participant-driven narrative construction that foregrounds Nüshu's aesthetic dimensions and socio-cultural significance. Our work advances a heritage preservation methodology that innovatively reinterprets tradition while explicitly foregrounding women's historical agency and expressive practices.
The Silk Road, spanning thousands of years, houses magnificent remnants of civilization. Among these, Silk Road mythology serves as a crucial component of intangible cultural heritage (ICH), crystallizing the primordial spirit and beliefs of diverse civilizations and offering a unique perspective for understanding a nation and its culture. However, these myths currently face challenges in preservation and dissemination. To address this, we have developed an immersive interactive system, Path of Light, that integrates artificial intelligence (AI), mixed reality (MR), and natural interaction technologies, reinterpreting the mythical bird legends from three major ancient civilizations along the Silk Road. Within this system, participants embody “Light Seekers”, traversing mythological landscapes of different civilizations alongside the bird, personally experiencing these mythological narratives while exploring their underlying cultural significance. Feedback from the pilot study demonstrates that this interactive system stimulates audience interest in Silk Road mythology and provides an innovative cross-cultural communication model and perspective for disseminating ICH.
Virtual museums (VMs) of cultural heritage provide new opportunities for the preservation, promotion, and accessibility of traditional cultural practices. The aim of this study is to identify and compare the user experience of different user groups of the ‘Traditional Dress of Liangshan Yi Nationality’ VM and to identify aspects that require improvement. The study sample comprised three groups: clothing design specialists (n = 92), cultural heritage experts (n = 93), and general users interested in cultural heritage (n = 92). Quantitative data collection was conducted through questionnaire surveys using a user experience scale, followed by intergroup pairwise comparison using independent t-tests. The research revealed significant differences in user experience among different groups. The research findings lay the groundwork for refining the content, interface, and functionality of the VM considering the interests and preferences of users. VM developers can gain clearer insights into the various demands of different user groups. Researchers and educational institutions can utilize the results within academic studies on VM interaction and the influence of cultural content on different demographics. The research outcomes also hold value for organizations involved in promoting and preserving cultural heritage, in terms of aligning with audience expectations and increasing interest in traditional clothing.
Urban heritage documentation often separates 3D data acquisition from immersive interaction, limiting both accuracy and user impact. This study develops and validates an end-to-end workflow that integrates UAV photogrammetry with terrestrial LiDAR and deploys the fused model in a VR environment. Applied to Piazza Vittorio Emanuele II in Rovigo, Italy, the approach achieves centimetre-level registration, completes roofs and upper façades that ground scanning alone cannot capture, and produces stable, high-fidelity assets suitable for real-time interaction. Effectiveness is assessed through a three-layer evaluation framework encompassing vision, behavior, and cognition. Eye-tracking heatmaps and scanpaths show that attention shifts from dispersed viewing to concentrated focus on landmarks and panels. Locomotion traces reveal a transition from diffuse roaming to edge-anchored strategies, with stronger reliance on low-visibility zones for spatial judgment. Post-VR interviews confirm improved spatial comprehension, stronger recognition of cultural values, and enhanced conservation intentions. The results demonstrate that UAV-enabled completeness directly influences how users perceive, navigate, and interpret heritage spaces in VR. The workflow is cost-effective, replicable, and transferable, offering a practical model for under-resourced heritage sites. More broadly, it provides a methodological template for linking drone-based data acquisition to measurable cognitive and cultural outcomes in immersive heritage applications.
Preserving and safeguarding the Cultural Heritage (CH) of our world from unforeseen hazards should be viewed as a collective responsibility for humanity. Consequently, there is a growing imperative for targeted measures aimed at conserving, restoring, and safeguarding historical assets that carry cultural significance. In recent times, Terrestrial Laser Scanning (TLS), Unmanned Aerial Vehicle (UAV) Photogrammetry, and applications in Mixed Reality (MR) have assumed a pivotal role in the mapping, recording, preservation, and promotion of CH. This article endeavors to present a comprehensive approach spanning from 3D surveying to the 3D representation and promotion of Religious CH, offering an overview of the applied methodologies. Through the integration of TLS and UAV Photogrammetry techniques, a comprehensive digital record of Panagia Ekatontapiliani, the adjoining Church of Agios Nikolaos, and the Baptistery, along with their wall paintings (hagiographies) and natural surroundings, has been obtained. This record serves as the foundation for historical documentation and recreation using the HBIM concept, paving the way for the development of diverse MR applications. These applications aim to enhance the visibility, accessibility, and visitability of the Monument.
The digital protection of cultural heritage is a key task in cultural construction as specified in the 14th Five Year Plan for Cultural Development, and human-computer interaction technology is the key support for breaking down barriers between digital resources and user needs, improving the efficiency and breadth of the utilization and dissemination of protection achievements. Based on the research of the real projects that have been launched by domestic authoritative institutions such as the Mogao Grottoes of Dunhuang "Digital Dunhuang", the Forbidden City "Digital Forbidden City", and the digital restoration of the Terra Cotta Warriors in the the Mausoleum of the First Qin Emperor, this paper analyzes the practical application forms of human-computer interaction in the digital protection of cultural heritage from the two dimensions of professional protection and mass communication, extracts three types of typical models that can be launched: immersive experience, collaborative restoration, and lightweight participation, and discusses the balance path between technology adaptability and cultural authenticity. Actual cases and data analysis show that human-computer interaction design that meets the needs of the scene can significantly improve the utilization rate of digital resources and effectively stimulate the public's enthusiasm for cultural heritage participation, providing practical technical references for the active inheritance of cultural heritage. Relevant practical experience can directly provide reference for similar digital protection projects.
This paper presents an immersive VR system for intuitive, gesture-based embodied cultural learning, using the Thirteen Hongs of Guangzhou as a case. Combining high-resolution 3D scanning, photorealistic reconstruction, and hand-tracked interaction, the system enables exploration and manipulation of digitized artifacts—such as Guangcai porcelains, engraved silver vessels, and hand fans—within a symbolic 720-degree space. Grounded in embodied interaction and intuitive design, culturally meaningful gestures map to virtual actions, supporting kinesthetic engagement and emotional resonance. International exhibitions provided initial qualitative feedback indicating enhanced presence and cultural appreciation. The work contributes a design framework that integrates embodied learning, gesture intuitiveness, and cultural specificity for historically significant virtual heritage environments.
Abstract. This study presents an innovative virtual reality (VR) framework for the digital preservation and interactive exploration of Rovigo’s architectural heritage in Italy, focusing on its medieval city walls and their transformation over centuries. By integrating multi-source data fusion (aerial photogrammetry, laser scanning, and close-range photogrammetry), the framework achieves high-precision 3D reconstruction, capturing intricate details at millimeter-level accuracy. The immersive VR experience employs embodied interaction technologies—including gesture recognition (Leap Motion), full-body tracking (HTC Vive), and voice commands—to enable users to engage with historical narratives through hands-on activities such as simulating medieval construction techniques, participating in 19th-century demolition debates, and uncovering hidden traces in residential buildings.The framework combines linear and non-linear storytelling to balance educational rigor with user autonomy, fostering deeper connections to cultural heritage. Key contributions include: (1) a scalable methodology for heritage digitization, demonstrated through Rovigo’s case; and (2) the novel integration of embodied interaction with dynamic narrative design, enhancing engagement and critical reflection on preservation challenges. Preliminary results highlight the potential of VR to bridge the gap between historical documentation and public participation.Limitations, such as data occlusion complexities and scalability for larger sites, are discussed, alongside future directions involving mixed reality (MR), augmented reality (AR), and AI-generated content (AIGC) for personalized storytelling. This research advances digital heritage practices by transforming static monuments into interactive, emotionally resonant experiences while setting a precedent for global applications.
This approach presents a chronological monitoring of our sensory interactions with the typical constructs of traditional intellectual systems. It captures a stable epistemic foundation regarding the nature of interaction with intellectual heritage, tracing its traditional modes towards cybernetic engagement. The trajectory has shifted from sensory to intelligent sensing, fueling a range of technical experiments in augmented reality through transformative processes from the intellectual to the embodied and tangible, creating a fusion between natural biology and smart sensors using immersive technologies. The methodological framework relies on both historical and phenomenological structuring, employing a comparative analytical method that combines historical analysis and temporal progression to examine various patterns of sensory perceptions of heritage, together with a phenomenological analysis of lived sensory experiences. The study is accompanied by a review of multisensory (Multisensory) applications of augmented reality in intellectual and cultural heritage, which have marked qualitative leaps in our ways of sensory awareness—moving from natural to enhanced forms, integrating natural sensory data with digital inputs that transcend the biological limitations of our senses through intelligent sensing The research findings indicate that this sensory transformation reconstructs the rhetorical structures of persuasion and interaction: persuasion thus becomes multisensory and immersive in a novel and unprecedented form. The study proposes an innovative theoretical framework called "Layered Sensory Cognition," which explains how natural and intelligent senses harmonize and integrate in creating enhanced heritage experiences.
With the development of mid-air interaction, the digital preservation and interactive learning of intangible cultural heritage (ICH) have become increasingly significant. However, the intrinsic significance of the cultural symbols embedded within numerous ICH remains largely obscure to the general public. This paper introduces "Echoes of Antiquity", an interactive installation that utilizes Leap Motion for gesture recognition and generative AI for image processing to vividly illustrate the symbolic elements of Guqin culture, thus bridge the existing chasm in public understanding and appreciation of Guqin’s rich cultural heritage. Specially, our system utilizes Leap Motion to capture gestures and deliver AI-generated images as feedback, thereby enhancing the understanding and retention of the Guqin’s cultural heritage through the seamless integration of motion and visual cues.
Digital History and Cultural Heritage encapsulate invaluable societal narratives, yet scholars and practitioners face challenges in data quality, accessibility, and engagement. Human-AI Interaction (HAI) holds promise to address these challenges, fostering enhanced analysis, discoverability, and storytelling at scale. However, its potential remains largely untapped by the HAI community. This workshop aimed to bridge this gap, inviting inviting scholars and practitioners from fields such as human-computer interaction (HCI), artificial intelligence (AI), history, cultural heritage, and GLAMs (galleries, libraries, archives, and museums) to explore innovative HAI methodologies and frameworks tailored to these domains. Through interdisciplinary dialogue, we aimed to propose tractable solutions, enriching both the Digital History and Cultural Heritage sectors, as well as the HAI field, while nurturing a fertile ground for historical storytelling and meaningful engagement with our shared past.
This work presents the application of interactive virtual reality (IVR) technology in the preservation and presentation of cultural heritage (CH) for China’s Grand Canal. The Grand Canal is a historical engineering marvel and an icon in Chinese cultural and economic development. This work addresses the need for the enhancement of traditional methods for CH education and preservation through immersive and interactive experiences. In this study, an IVR system is developed that is tailored to represent China’s Grand Canal with the objective of providing users with historical accuracy and better engagement. The IVR experience is designed based on core user experience (UX) principles to maintain usability, accessibility, and engagement. Key features of the model include panoramic interactions, higher participation, and realistic representations through better graphic rendering and 3-D modelling. A guided tour algorithm was employed for personalized and adaptive UX to increase user satisfaction. The findings found after the IVR implementation through the sourced feedback reveal that the IVR system has improved user engagement, comprehension, satisfaction, and immersion compared to traditional touring methods. The statistical analysis, including comparative analysis, cross-tabulation, and correlation tests, supported these conclusions.
The preservation and sharing of cultural heritage is a practice that not only connects us to our past but also enriches our present and future, fostering a deeper understanding and appreciation of the diverse narratives and histories that shape our world. Recent technological advancements have opened up new possibilities for this endeavor, allowing for preservation on a scale previously unimaginable. This study focuses on demonstrating the feasibility and effectiveness of these technologies by virtually recreating the Holy Monastery of Pantokrator, a significant heritage site in the monastic state of Mount Athos, Greece. The study involves the detailed 3D reconstruction with modern 3D image acquisition techniques such as photogrammetry and advanced 3D modeling. The interactive experience is facilitated through three modes: Desktop Mode (Screen, Keyboard, Mouse), Virtual Reality Headset Mode and 360° Video mode, catering to different user preferences and access to hardware. Our results indicate a high level of accuracy and detail in the virtual model, closely mirroring the actual site. This study contributes to the growing body of research exploring the application of VR in cultural heritage preservation and dissemination. The findings highlight the potential of VR to democratize access to cultural heritage assets, particularly those that may be difficult or impossible to visit in person.
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The excavation of intangible cultural heritage (ICH) contextual information carried by cultural heritage (CH) presents new possibilities with the continuous advancement of digital technology. However, when visiting CH sites, due to physical limitations or conservation principles, audiences often focus only on the tangible aspects of CH, while neglecting or struggling to interpret the intangible cultural background. Therefore, presenting the rich intangible cultural contextual information associated with tangible CH is growing in significance, and virtual display methods are gaining prominence. In this work, we select the Shiwan pottery sculptures from over 100 years ago, located in the Chen Clan Ancestral Hall in China, as the subject of our CH research. We conduct a narrative analysis of the intended interpretation of its historical storytelling context. Based on this, we design a new system for embedding ICH narrative information into tangible CH, enabling their aligned comprehension, using 3D scene construction technology, motion capture and virtual reality (VR) technology. The system reimagines the storyline and spatial theatrical scene of Chinese local drama (Cantonese Opera) as ICH in the tangible CH. Results of a comparative user experiment show that the VR immersive interactive system enhances audiences’ aligned understanding of ICH contextual storytelling when visiting CH, and it generates a deep interest in ICH.
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In history science as well as in the GLAM sector the fact is not experience, and the content is more than its` (digital) packaging. In this respect immersive storytelling as principle, methodology, apps and tools becomes important instrument for institutionalized heritage, if used appropriately. The paper focuses on defining what means and what requires appropriate and digitally accessible use of digitally presented heritage objects. Good practices for immersive user experiences are being shown, digital accessibility principles and standards are presented. Resuming, main rules for construction of technology-balanced and accessible digital storytelling are being formulated.
Transmission and preservation are key aspects of intangible heritage, so new communication strategies are crucial to reach a wider audience. The aim of this work is to apply digital storytelling tools and games to disseminate heritage and help people to discover it, by developing challenges and adventures based on the resources retrieved from Querylab's ICH Discovery section.
This paper presents the design, development, and evaluation of GDOM (Geelong Digital Outdoor Museum) application that integrates intangible heritage stories into places of public significance through a 3D virtual immersive environment. The project makes an important contribution to community-centered intangible heritage, while bridging the gap between theory and practice of location-based, non-linear storytelling. Research by Design methodology has been adopted to integrate highly cross-disciplinary insights into the creation, reproduction, and evaluation of a tangible application. A web-based 360° panoramic image viewer platform has been utilised to design and curate an interactive heritage experience, by spatially linking stories (content) to specific locations. The key innovation is the location-based, non-linear and spatial storytelling inside a 3D immersive virtual space where users have the opportunity to interact with intangible heritage stories. GDOM application opened up new opportunities to connect people with intangible heritage to facilitate new forms of environmental knowing, spatial and cultural understanding, and the creation of a sense of place. An in-depth evaluation of GDOM, with both expert and non-expert user groups, confirmed the GDOM application as an effective tool to experience intangible heritage to facilitate better understanding of places compared to a physical experience of heritage in a museum. Potential context of application with immediate benefits have been reported as education and cultural tourism sectors.
The study investigates the role of hyper-realistic technologies in preserving Indigenous cultural heritage through digital storytelling initiatives facilitated by libraries. It focuses on how these technologies can help craft immersive narratives that authentically represent Indigenous communities. Employing a systematic literature review (SLR), this research analysed peer-reviewed publications from 2020 to 2024. A comprehensive search across databases such as Scopus, Web of Science, ResearchGate and Google Scholar identified 102 relevant publications, from which 41 were selected based on strict inclusion criteria. The analysis utilised thematic analysis to explore key concepts related to the integration of virtual reality (VR), augmented reality (AR) and other digital tools in library settings. The findings reveal that hyper-realistic technologies significantly enhance user engagement and cultural representation in storytelling. Libraries emerge as essential hubs that provide Indigenous communities with access to digital tools and training, empowering them to document and share their narratives. However, challenges such as the digital divide and ethical concerns regarding consent and representation remain critical issues. The study emphasises the understanding of how libraries can harness emerging technologies to further Indigenous cultural preservation. It highlights the importance of establishing ethical guidelines and fostering collaborative partnerships to ensure that digital storytelling initiatives are respectful and culturally sensitive, thereby laying a foundation for future research and practice in this vital area.
ABSTRACT This paper reflects on how immersive approaches can be designed to respect the spiritual ethos of sacred heritage. Glastonbury Abbey (Somerset, UK) provides a case study of ‘mixed reality’ immersive interpretation, including gamification, at an open-air sacred heritage site which attracts a diverse range of spiritual seekers (Christian, ‘New Age’ and Neo-Pagan). A cross-disciplinary team collaborated to design for authenticity, mediating ethical challenges by integrating spiritual heritage in embodied, playful approaches. Immersive methods offer unique opportunities for sacred heritage sites to engage imaginatively and inclusively with their spiritual heritage, connecting visitors with intangible heritage and drawing on embodied spiritual practices such as pilgrimage. Authenticity and biography emerge in this research as powerful conceptual tools to reconcile potential tensions between immersive storytelling and the spiritual values of place. Authentic objects, materials, spaces and stories are valued by visitors and host communities because they confirm the chain of proximity to the sacred, a direct connection to the life history of the saint, deity or mythical persona that is commemorated by the sacred place.
In recent years, the integration of Artificial Intelligence (AI) into the digital humanities has opened up new avenues for the enhancement of cultural heritage, radically transforming the way historical content is accessed, analysed and narrated. This article explores the potential of generative technologies in the construction of immersive and interactive experiences, focusing in particular on the case study of the virtual museum dedicated to the Albanian writer Musine Kokalari. Through the use of Large Language Models (LLM), conversational avatars, and photographic animation techniques, the project demonstrates how it is possible to offer a more immersive and emotional enjoyment of historical archives. The approach taken also highlights the epistemological and ethical challenges of simulating historical figures, proposing a model for the conscious and responsible use of AI for cultural dissemination.
This study examines the use of 3D virtual environment design components in immersive Virtual Reality (VR) applications for cultural heritage preservation. As intangible cultural heritage faces challenges from modernisation and declining public interest, particularly among younger generations, immersive VR offers an opportunity to present cultural narratives in engaging and interactive ways. This research aims to identify the key components of 3D environment design used in cultural heritage VR and analyse their implementation across existing projects. A qualitative content analysis approach was applied, using a structured 5-point rating scale to evaluate seven (7) immersive VR heritage projects. The evaluation framework included components such as terrain, structures, props, lighting, atmosphere, storytelling, interactivity, and sound design. The results show that storytelling and architectural structures scored highest in consistency and cultural impact, while props and object interaction were less effectively utilised. This suggests that while many VR heritage applications succeed in visual and narrative immersion, they often lack depth in interactivity and functional realism. The study concludes that 3D design frameworks, when carefully implemented, can significantly enhance user engagement and cultural authenticity in immersive heritage experiences. These findings provide design insights for VR developers and cultural institutions aiming to create more meaningful, interactive, and preservation-focused virtual environments.
For over a century, the horror genre has served as a powerful medium for exploring societal anxieties, including issues of power, repression, identity, memory, and the forces that threaten people in society. Despite its rich potential, the narrative, aesthetic, and technical mechanics of contemporary horror media remain largely untapped by heritage practitioners aiming to reach new audiences through experiential engagements with difficult history. This article examines how the storytelling frameworks and mechanics of contemporary horror media can be thoughtfully applied to the dissemination of difficult heritage, fostering empathy, creative reflection, ethical inquiry, and experiential learning. Amid a growing emphasis on immersive storytelling in the heritage sector, this study addresses a gap in academic literature concerning innovative interpretative strategies for presenting challenging historical narratives. The central case study, 1711 Ireland: A Witch’s Fate (2025), is a serious video game developed through the 1711 Islandmagee Witches Creative and Digital Project, exemplifying a practice-as-research methodology. This approach highlights how knowledge is generated through the act of creative production, underscoring the potential of dark popular media to reimagine difficult heritage interpretation. The findings reveal that “horror content,” “horror presentation,” and “the fantastic” can recontextualize difficult heritage in ways that resonate with contemporary audiences. This is important considering that dark, entertaining cinematic recreations now occupy a central position in transmitting difficult history to younger generations. By proposing a conceptual framework and DREAD model (Difficult Heritage Reimagined: Engagement, Aesthetics, and Dark Storytelling) to guide the creative adaptation of difficult heritage through the prism of horror, this article offers a timely and unique contribution to academia and industry. It provides practical insights for professionals seeking to leverage contemporary horror media’s emotional and imaginative power to engage audiences with difficult historical narratives. This research emphasizes the strategic importance of innovation in difficult heritage dissemination, demonstrating how dark popular media can enhance audience engagement and broaden the scope of heritage interpretation practices.
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.
Abstract. This paper explores the role of digital and phygital technologies in enhancing architectural heritage education through two didactic workshops conducted in Sharjah (UAE) and Cluj-Napoca (Romania). Aimed at bridging the gap between theoretical heritage studies and applied digital practice, the workshops engaged architecture students in 3D photogrammetry, modeling, VR/AR applications, and 3D printing. The study investigates how immersive and tactile tools -particularly phygital approaches that combine physical and digital experiences- support skill acquisition, spatial interpretation, and collaborative learning. Through a mixed-methods evaluation, including surveys and observational data, the research examines the influence of regional, educational, and cultural factors on learner engagement and tool preferences. Results reveal differing emphases: immersive visualization dominated in Sharjah, while hands-on documentation and model precision prevailed in Cluj-Napoca. The findings contribute to the development of context-sensitive pedagogical strategies for digital heritage, offering a comparative framework for integrating technological training with heritage awareness in architectural education.
This study is set within the broader framework of the digital transformation of the cultural sector, presenting a project aimed at enhancing the theatrical heritage of the Teatro della Pergola in Florence. By exploring the potential offered by digitisation and immersive and interactive technologies for conservation, the initiative aims to improve both the accessibility and communication of the historical and archival heritage of historic theatres. Founded in 1652, the Teatro della Pergola is considered one of the most significant examples of Italian Baroque theatre architecture. Beginning in 2023, a digital survey campaign initiated the scientific documentation of the building using laser scanning, photogrammetry, and spherical panoramic photography. The objective is the creation of a 3D database and an open-access 360° virtual tour, enriched with interactive informational hotspots. The research also extends to the Historical Archive of the Accademia degli Immobili – the institution that founded and managed the theatre until the past century – which preserves wooden models and stage machinery. These have been catalogued as noteworthy objects in accordance with national cataloguing standards, and some have been digitised through the creation of photogrammetric models. This work also led to the proposal of a permanent museum installation within the sotto-platea (space beneath the stalls), highlighting the 19th-century auditorium floor-lifting system designed by Cesare Canovetti through an animated 3D model. A curated selection of scenic machinery objects is also presented, accompanied by interactive panels featuring multimedia content.
Abstract With the development of digital technology, tourists have higher expectations for their experiences with digital cultural heritage (CH). However, there is limited research and design guidelines on how to effectively convey expert knowledge and transfer the value and connotations of digital CH to users in a virtual environment. Based on existing literature, we proposed a systematic design strategy for immersive virtual reality (IVR) systems, incorporating multimodal interaction, gamification, and storytelling for CH presentation, development, and promotion to the public. Accordingly, taking the virtual restoration of the Dunhuang murals as an example, we developed an IVR system that provided users with learning, interactive, and entertaining experiences, facilitating their transition from mere visitors to active learners while engaging with digital CH. We conducted a between-subjects user study involving 42 participants. The results demonstrated that our IVR system motivated users interests in CH, promoted CH preservation awareness, and could be applied in the domain of digital CH experiences.
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This paper discusses the FSJ-3D printing+mixed media installation, combining 3D printed models, video mapping, immersive audiovisual scenography and digital heritage storytelling. The installation is an integral part of the permanent media exhibit entitled Virtual Journey through the History of Fort Saint Jean (VJ-FSJ Project), opened in the summer of 2018 at the Musée des civilisations de L'Europe et de la Méditerranée (MuCEM) in Marseilles, as part of the planned activities of the Center of Interpretation of the history of the FSJ in France.
Goong is a groundbreaking Location-Based Virtual Reality (LBE) experience that transports participants to the final, unrealized royal banquet of the Joseon Dynasty in 1902—a moment charged with cultural diplomacy and historical significance. Set within a meticulously reconstructed palace, the experience blends high-fidelity VR, spatial storytelling, and real-time performance to evoke the emotional atmosphere of a Korea both radiant and symbolic, hosting the world for one last banquet. Participants are invited to step into the roles of foreign envoys (), welcomed as guests of honor to the court. Rather than passively observing, they actively engage in immersive storytelling, cultural exchange, and traditional rituals. Goong is not just a historical reenactment; it is a time-slip into living history—a dreamlike, embodied exploration of shared heritage. Inspired by a range of historical sources—including the 1902 royal court painting "Iminjinyeon," traditional landscape works such as Donggwoldo, period photographs, and written archives from the late Joseon period—the project reimagines Korea’s diplomatic history not through static representation but through embodied experience. This experience does not merely recreate assets of the past; it brings audiences to the site of cultural transformation. Grounded in the belief that tradition must evolve to stay alive, Goong uses immersive media not to replicate history but to reignite it—giving new life to heritage through emotional, participatory design.
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.
So Long is a VR narrative reimagining Voyager 1's final contact. Users decode the Golden Record, embody the probe, and record messages into an evolving interstellar archive. Through AI-generated environments and embodied interaction, the experience reframes space exploration as participatory memory-making. This paper presents its design, technical approach, and user insights within immersive storytelling and digital heritage.
This study presents the development process of an audio-visual exhibition titled "Portable Western," that utilizes video mapping techniques to showcase the rich culture and folk stories of Xinjiang, China. The production of the exhibition involved a collaborative effort among researchers, creative content and technical experts specializing in illustration, animation, instructional design and projection mapping. The primary objective of the exhibition was to introduce and celebrate Xinjiang's cultural heritage through a dynamic and immersive digital storytelling format. Additionally, the project sought to explore and expand the potential applications of projection mapping in the domain of digital storytelling by highlighting its potential in creating engaging and educational visual narratives. The findings offer valuable insights into the key components and interdisciplinary collaboration required for such projects. It would also demonstrate how audio-visual technologies may be leveraged for digital storytelling in cultural preservation and education.
Through this study, the effectiveness of omnipresent VR technology from the standpoint of both increasing user engagement and preserving the timeless heritage of traditional bridge-diving at Stari Most in Mostar, Bosnia, is scrutinized with one of its forms of expression as a case scenario. The study looks at the impact of 360 VR videos on user immersion depth of absorption compared to traditional desktop media. This project aims to study the effectiveness of virtual reality (VR) in exhibiting cultural heritage and simultaneously bridging the knowledge gap and entertainment demand via the same media. This will be done by intermingling engaging digital storytelling and utilizing 3D replica places. The participants explored the Stari Most and Desert cosmos' cultural environment and history on the VR and desktop platforms. This was followed by a multiple-choice quiz with some open questions to find their degree of understanding and involvement. Subjective reports and statistical data show that using virtual reality (VR) in the digital media environment increases user engagement by 40%. The VR environment was remarkably more regulated and stretched in expectation, as revealed through the improved performance ability by 35 % compared to other traditional approaches. The results demonstrate that virtual reality (VR) facilitates the illustration of ICH suitably and interestingly, not only through the simulation of intriguing images and video presentations. Furthermore, VR fully engages the users who identify with the culture of the past by bearing in mind the significant practices and awe-inspiring circumstances. The study underlines VR's prohibitive power as a key player in cultural protection, considering it as a fundamental pillar for the preservation architectures of the future.
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This study explores the application of digital twin technologies in heritage conservation and visitor engagement, focusing on their practical use in preserving and enhancing access to culturally significant sites. Digital twins, which are virtual replicas of physical environments, enable real-time monitoring and simulation, offering innovative tools for conservation management and experiential interpretation. Through a systematic literature review and comparative analysis of four case studies, Pompeii, Notre-Dame, the Colosseum, and Hagia Sophia, this research examines how digital twins are implemented across varying contexts. The findings reveal that digital twins support predictive maintenance, structural monitoring, and restoration planning while also enabling immersive experiences through virtual and augmented reality. These technologies provide remote access, interactive storytelling, and tailored tours, fostering a deeper connection with heritage. In terms of conservation, digital twins support predictive maintenance, structural monitoring, and evidence-based decision-making. The structured comparison highlights how digital twin systems balance preservation needs with modern engagement demands. While challenges such as data accuracy, cultural sensitivity, and technological infrastructure remain, the study concludes that digital twins represent a valuable model for integrating conservation and visitor experience in heritage site management. Future developments in immersive technologies and broader adoption of digital twins could further enhance the management and appreciation of cultural heritage worldwide.
Abstract. As digital innovation redefines user experience and engagement, Augmented Reality (AR) and Virtual Reality (VR) emerge as compelling mediums for heritage interpretation, offering new avenues to immerse audiences in both tangible and intangible dimensions of cultural heritage. This paper explores the potential of VR in interpreting the oldest surviving wooden temples, dating back to the 7th century, from the Chamba district of Himachal Pradesh in India, specifically the Lakshana Devi Temple in Bharmour and the Shakti Devi Temple in Chhatrari. The research follows a qualitative-interpretive research design, built upon a mixed-method case study approach to explore the role of digital documentation and immersive storytelling in interpreting the intricate Post-Gupta, Gandhara Style, and Kashmiri Style wood carvings and the Pahari style Murals within the ancient wooden temples of Chamba. Crafted from indigenous deodar wood and adorned with intricate wood carvings, these temples embody a unique Himalayan architectural tradition renowned for its seismic resilience and rich cultural narratives. Through photogrammetry and digital documentation, annotated 3D models are created to facilitate immersive storytelling grounded in the associated narratives, ritualistic traditions, and local belief systems. This research proposes an AR and VR-driven framework that emphasizes the importance of narratives in the interpretation and conservation of heritage through digital storytelling and festival and ritual simulation. It highlights a gap in immersive storytelling that engages users both emotionally and cognitively, arguing that AR-VR, when employed thoughtfully, can preserve not just the form but the essence of heritage sites, reinforcing their relevance for both local communities and global audiences.
As urbanization intensifies, the challenge of preserving industrial heritage while fostering authentic intergenerational connections has become increasingly salient. This study investigates how artificial intelligence (AI) and augmented reality (AR) technologies can be applied to enhance authenticity and promote both hedonic and eudaimonic well-being within the context of heritage tourism. Using a facility in Shanghai as a case study, we propose a cultural co-creation mechanism that transforms implicit intergenerational memories into shared cultural resources through digital interaction. The study first evaluates public awareness and participation needs in the context of industrial heritage revitalization. In response, we design an immersive platform that enables visitors of different generations to co-create meaning through historical scene reconstruction, multisensory engagement, and collaborative storytelling. A novel five-sense encoding strategy is introduced to reinterpret the enclosed spatial characteristics of industrial architecture as an experiential form of storytelling. This process fosters a deeper connection to place, contributing to authenticity and well-being. Prototype testing results suggest that this AI-AR-enabled co-creation system supports meaningful cultural attachment, improves authenticity, and facilitates the sustainable transmission of heritage. This research provides a replicable model for integrating digital technology, community participation, and authenticity in the well-being-oriented revitalization of industrial heritage sites.
This paper explores the use of 3D Gaussian Splatting (3DGS) for cultural heritage representation, integrating real-time game engines to create immersive cross-media experiences. Using a historic Hakka mansion in Hong Kong as a case study, the research examines the technical and aesthetic challenges of 3DGS, particularly its limitations in lighting, geometry accuracy, and artifact generation. By embracing these constraints, the project investigates new modes of representing historical spaces beyond traditional digital twins. The study highlights how 3DGS, combined with SLAM-based scanning and game engine workflows, can offer novel approaches to interactive storytelling, site documentation, and artistic reinterpretation in digital heritage preservation and other use cases.
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Due to a full-scale russian aggression against Ukraine, the preservation of cultural heritage is becoming urgent, which necessitates the need for modern digital technologies for conservation and virtual 3D reconstruction of destroyed objects. The article aims to provide a virtual 3D reconstruction of cultural heritage objects using the application of photogrammetry. The results of the study allow for 3D modeling of the landscape of the Zelenyi Hai archaeological complex and lost cultural heritage objects in the Sumy Region. At the first stage of the research, archival sources were analyzed and digitized. Next, changes in relief, cartographic deformations, and spatial dynamics of the terrain were studied. The developed algorithm for overlaying maps with different degrees of accuracy (satellite images, orthophotomaps, etc.) ensured designing reliable digital fundamentals for further 3D reconstruction of destroyed objects. At the main stage of the research, a landscape in Zelenyi Hai and the Kondratiev Manor in Stare Selo were considered. The resulting 3D models open new opportunities for studying, preserving, and virtual 3D reconstructing of cultural heritage objects, especially in modern global challenges. To increase the accuracy of 3D reconstructions and detect hidden defects, integrating photogrammetry with other technologies (LiDAR, thermal imaging scanning, artificial intelligence, and augmented reality) was analyzed. Moreover, differences between photogrammetry for buildings and landscapes were also discussed.
This paper presents the results of our research project KSOUR3D and GIS4D, which aim to explore the use of photogrammetry as an innovative method for the survey, preservation and promotion of the heritage of Algerian Sahara. The adopted approach is based on a methodological strategy and a process model within a global vision of three-dimensional and spatiotemporal modelling (3D/3D+1). Through a case study applied to the Kenadsa ksar, this study underscores the pertinence of establishing a multimodal digital database, which allows the generation of exploitable models for interactive visualisation and scenario planning of heritage interventions. The process is based on data acquisition, processing, and modelling to generate point clouds faithfully representing the buildings studied. The enrichment of models by the incorporation of temporal metadata allows the creation of various 3D model instances usable through augmented and virtual reality visualisation tools, offering immersive animations.
The research was conducted to propose a virtual reality solution by applying photogrammetry technologies to be implemented in an archaeological center in Trujillo and the aspects that should be considered to propose the design of a virtual reality application because deficiencies were found in the promotion of heritage, both in the diffusion and the perception in the population. The Data was collected by providing a test applied to a group of 30 participants. The results obtained showed that there were deficiencies in the area, specially centered on heritage promotion process. The outcome of this study shown that the proposal is valid as a good option to improve the effectiveness of the promotion in a tourist center.
The fortified monastic complexes of the Judean Desert (al-Barriyya), east of Jerusalem, represent a distinctive heritage ecosystem of spiritual, architectural, and defensive significance. Established between the 5th and 12th centuries, these monasteries developed from cenobitic foundations into fortified structures integrating religious, symbolic, and military roles. This research applies UAV-based 3D photogrammetry, geo-mapping, and archival analysis, with case studies at the complexes of Mar Saba and St. Theodosius, to investigate architectural stratification and fortification logics over time. It reveals layered transformations and evolving heritage values shaped by the interplay between sacred functions and the contemporary challenges of regional memory erosion and restricted accessibility. The study employs a Multi-Attribute Values (MAV) framework to assess value transformation, balancing theoretical models with community-based perspectives, while addressing challenges of defensive heritage coexistence within the spiritual address, accessibility and intergenerational significance within the current geopolitical constraints. By developing Virtual Heritage environments and interpretative visualisations, the project advances documentation and conservation strategies. It repositions al-Barriyya’s monasteries not only as religious landmarks but as carriers of cultural resilience, offering insights for the valorisation of clustered and fragile heritage landscapes within present geo-political frameworks.
Mobile virtual reality has gained new interest amongst the industry and researchers. Along the development, Virtual Reality continues to be used for visualizing Heritage Sites. Virtual Reality can bring users feels like in a physical location without limits of location and time. The experience to explore the virtual world depends on the quality of the virtual environment and how to navigate in the virtual world. Researchers race to make the virtual environment more realistic with a variety of techniques and methods. The more realistic the environment and the more natural the way to explore, the deeper experience immerse the user. In this research we did photogrammetry experiment using Drone camera and handheld camera for heritage site 3D reconstruction. We describe the technique to capture and produce a 3D realistic model. This study discusses the data acquisition model, and the tools we used. This research utilizes accelerometer and gyroscope provided by smartphone sensors to detect running and jumping motions. Users can move in a virtual world simply by standing and walking in place. The result of this system can provide a realistic view and natural interaction that becomes an innovation to enhances the experience of exploring the virtual world for Heritage sites.
As science and technology develop, more and more attention is paid to the protection of intangible cultural heritage. It is a kind of special cultural carrier, with its intangible characteristics. However, traditional methods of protecting intangible cultural heritage have some flaws. Digital protection has emerged as a new development trend. Taking the 3D digital experiment of Duan inkstone as an example, the virtual image of the real 3D texture of Duan inkstone was constructed by combining 3D scanning with digital photogrammetry. But there are obvious problems in the development. The attraction of it is insufficient, and the offline display channel is weakened. This article focuses on the various challenges encountered in the development and protection of intangible cultural heritage in China and explores how 3D digital technology can play an indispensable role in this key field, providing strong support for building a comprehensive, vivid, and sustainable cultural resource database.
Photogrammetry and 3D scanning technologies have emerged as key players in digital heritage preservation and its dissemination. They allow for high-fidelity captures and virtual reconstructions of the built environment that can be further ported into virtual reality (VR) and augmented reality (AR) experiences. This paper provides a comparative analysis of historic details and building documentation methods in heritage preservation. Specifically, it compares two educational case studies documenting the same set of historic artifacts with various digital technologies. The methodology for this paper is a qualitative comparative analysis of these projects. The results demonstrate that interpretative qualities are necessary for proper communication of digital heritage and there is a need for effective conceptual frameworks for integrating interpretive and narrative layers into 3D captures.
This paper aims to build a virtual reality simulation system of cultural heritage based on 3D dynamic view, using advanced 3D modeling technology, dynamic view rendering algorithm and interactive design to improve the virtual presentation quality and user experience of cultural heritage. First, the cultural heritage is accurately 3D modeled by laser scanning and photogrammetry technology to obtain high-quality point cloud data. After noise processing and data fusion, a 3D model with rich details is generated. Then, the dynamic view rendering algorithm is applied to provide realistic scene rendering effects by simulating physical properties such as lighting, shadows, and reflections, so that users can have an immersive experience in the virtual environment. In terms of interactive design, combined with VR controller and gesture recognition technology, users can freely browse the cultural heritage model, view details and interact with the scene. In addition, this paper also conducted experimental verification, using the Unity platform to build a simulation environment, and conducted virtual display and user testing of multiple cultural heritage scenes. The experimental results show that the system can reconstruct the cultural heritage model with an accuracy of more than 95 %, the rendering frame rate is stable at more than 60 frames per second, the light and shadow effects are realistic, and the user experience is highly evaluated. By comparing different algorithms, the system is superior to traditional methods in terms of accuracy, rendering effect and interactive performance, and has high practical application value.
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In this paper, we present a Virtual Reality (VR) environment supported by digital representations of collected information found in the Roman Ruins of Troia, Portugal. Started through a multidisciplinary collaboration, the project explores new ways to study and disseminate findings of this cultural heritage site. This research focuses on creating an immersive Virtual Environment (VE) that combines a drawn map of the site with other elements, where the main is a 3D model of a funerary enclosure. Within this space, users can interact with detailed 3D models of luxury glass artifacts recovered from the site. These models were generated through photogrammetry, and a structured repository of geographically referenced data supports user interaction. The goal of the work presented is to support both the dissemination of the archaeological site and public engagement, through an interactive and historically grounded VR experience.
Abstract. This paper presents a case study on how digital documentation, specifically a data-driven approach to heritage conservation, is preserving the history of Ouro Preto, Brazil, a UNESCO World Heritage Site. The methodology, which blends laser scanning, photogrammetry, and 360º virtual tours, is designed to support the documentation, education, management, maintenance, and restoration of cultural sites. Ouro Preto, with its numerous 18th-century art-filled churches spanning the city, justly gained UNESCO World Heritage status in 1980. However, the recent destruction of cherished heritage sites in Brazil and across the globe has underscored the urgent need for new approaches to conservation. Ouro Preto itself faces challenges such as material deterioration and the loss of historical features. To address these issues, the project "OURO PRETO FOREVER" was established. This collaborative effort between Brazilian universities and technology companies enabled the use of laser scanning, photogrammetry, and 360° image capture for the creation of virtual tours and point clouds of 24 Baroque churches and chapels. The resulting point clouds and immersive models were made freely accessible to the public and are currently utilized in professional training for conservation and restoration. This initiative demonstrates that digital documentation is essential not only to enable the community to access this cultural heritage in the present but also to safeguard it for future generations.
This study focuses on the application of virtual reality technology in the field of digital protection of cultural heritage, and builds a complete technical system through cutting-edge technologies such as multimodal data acquisition, digital twin restoration algorithm and virtual-reality fusion display system. In terms of multimodal data acquisition, laser scanning (accuracy ±0.05mm), close-range photogrammetry (resolution 5000dpi) and spectral analysis technology are integrated to establish a comprehensive and high-precision data archive for cultural heritage. The digital twin restoration algorithm based on the generative adversarial network achieves a texture matching degree of 92.3% in the restoration of Dunhuang murals. The virtual-reality fusion display system relies on the 5G+VR real-time rendering engine to achieve dynamic light and shadow simulation of the Forbidden City building complex (stable frame rate 60fps). Taking the Dunhuang Mogao Grottoes Digital Sutra Cave project as an example, a 2.3TB high-precision cave 3D model was built, and the VR archaeological game "Silk Road Secrets" developed increased the user retention rate by 45%. In the Qin Shi Huang Mausoleum Terracotta Warriors and Horses Revitalization Project, the accuracy rate of the damage evolution prediction model of the terracotta warriors reached 89%, and the annual reception volume of the VR immersive experience system exceeded 1 million. Studies have shown that virtual reality technology can effectively promote the digital protection and inheritance of cultural heritage and provide an innovative path for this field.
Abstract. How can a closed museum continue to tell stories, share knowledge, and strengthen community identity? This paper presents an interactive, gamified virtual tour designed to enhance both the tangible and intangible heritage of Tuscan rural life, preserved in the Museo della Civiltà Contadina - Casa del Guidi in Sesto Fiorentino. Developed as part of the T-PLACE project, the experience makes use of 360° panoramic images, 3D models, and oral testimonies to offer an immersive, web-accessible journey. The tour is based on the ADDIE instructional design model and incorporates gamification strategies inspired by the ARCS model. It is structured around two modes: a free, exploratory path, and an educational mode entitled The Guardian of Traditions. The latter engages users through adaptive quizzes and branching scenarios, encouraging active learning and critical reflection. The voices of local elders, reinterpreted and associated with museum artefacts, reinforce the connection between memory and knowledge, fostering the intergenerational transmission of traditional know-how. Compatible with multiple devices and enhanced by accessibility features such as automatic text-to-speech, the project offers a replicable model for small cultural institutions. It demonstrates how immersive technologies can support new forms of engagement, participation, and heritage preservation.
Abstract. This study addresses the challenge of creating culturally resonant digital heritage by investigating user-driven virtual reconstructions of soundscapes. Focusing on Magoksa Temple, a Korean UNESCO World Heritage site, we employed a place-based interactive system where users could manipulate distinct sonic layers—ritual, architectural, natural, and visitor-related—to construct their preferred auditory environment. The research aimed to identify user priorities and uncover the factors that mediate a meaningful cultural experience. Findings reveal that users curate an idealized soundscape, prioritizing culturally significant sounds while filtering social background sound. Critically, the results show a distinct divergence between interaction and comprehension; while the system was highly engaging for all participants, achieving culturally meaningful experience was contingent upon their pre-existing cultural knowledge. This research provides empirical grounding for future heritage design, arguing that moving beyond sensory immersion to include integrated interpretive layers is essential for conveying intangible cultural value to diverse audiences.
Abstract. Over the past five years, extensive archaeological excavations conducted by our dedicated team in Al Ain, United Arab Emirates, a UNESCO World Heritage-listed city, have revealed more than 60 Aflaj (ancient underground water channels) at over 150 sites, spanning periods from the Iron Age to the Late Islamic era. These discoveries significantly enhance our understanding of ancient water management systems and their essential role in agricultural sustainability and historical development of the region over the last three thousand years. This paper introduces the "Aflaj Discoveries" digital platform, developed by the Historic Environment Department of Abu Dhabi's Department of Culture and Tourism, to activate its role in protecting and preserving cultural heritage while sharing it with a global audience. Our team employed advanced digital documentation methods, including terrestrial 3D laser scanning and close-range photogrammetry, to meticulously record these historically valuable subterranean water systems. Through interactive maps, detailed 3D visualisations, and immersive augmented and virtual reality (AR/VR) experiences, the platform provides unprecedented virtual access to cultural heritage sites that are currently inaccessible or hidden, enabling users to explore these sites interactively without physical barriers. While creating significant opportunities for public engagement, the development of the Aflaj Discoveries platform faced challenges related to sustainability, management of digital assets, intellectual property rights, and data security. Practical insights from similar UAE-based initiatives, such as Sharjah's Historical Map, Umm Al Quwain's Archaeological Digital Platform, and the Dive into Heritage platform, are explored to illustrate shared challenges and innovative solutions within this evolving domain. Ultimately, this paper offers theoretical reflections and practical recommendations for developing inclusive, accessible, and sustainable digital heritage platforms. It advocates an approach that balances technological innovation, ethical considerations, and practical sustainability, contributing effectively to heritage preservation and dissemination to future generations.
This study presents the creation of a virtual reality experience for the Museo Preistorico dei Balzi Rossi e Zona Archeologica (hence Balzi Rossi Museum) commemorating the centenary of Prince Albert I Grimaldi’s archaeological work at the site. The project aims to preserve and convey the site’s heritage through advanced VR technology. Photogrammetry was used for 3D reconstruction of the entire Balzi Rossi coastal cliffs, including the notable “Caviglione” and “Florestano” caves, known for their upper Paleolithic rock engravings. Two subsequent development phases produced the final public VR experience, incorporating Nanite technology for enhanced visual fidelity. This advancement resulted in a more detailed and immersive VR experience, presenting the Balzi Rossi cliffs across different historical periods, including the Würm glaciation. Key to this phase was optimizing the VR experience for performance, focusing on stable frame rates and minimizing motion sickness, and integrating a multi-lingual interface for broader accessibility. Since November 2023, the VR setup at Balzi Rossi Museum has been an educational and interactive feature enabling visitors to virtually explore the site’s history. This study aims to describe a process for optimizing and enabling the creation of VR experiences while maintaining a high polygon count within the context of small teams.
No abstract available
Introduction: Visualization of digital archives and applications play a crucial role in preserving cultural heritage. Utilizing efficient 3D scanning, modeling, and deep learning-based reconstruction techniques enables the revelation of hidden parts of Penataran Temple Sample in Blitar Regency, East Java. This research emphasizes the utilization of virtual reality (VR) systems as digital repositories for Penataran Temple Example, facilitating in-depth exploration of this cultural asset. The importance of applications such as guided tours, computer-aided design, and geographic information systems increases in the examination of cultural heritage, offering a deeper and more comprehensive understanding of the preserved cultural wealth. Methods: The methodology used in this research includes photogrammetry, accurate photogrammetric assessment, and the utilization of deep learning. Information obtained from these three avenues is combined to construct a three-dimensional Point cloud, serving as the foundation for the digital repository of Penataran Temple Sample. Virtual reality (VR) platforms enable individuals to observe the temple through both first-person and aerial perspectives, featuring customizable interfaces within the virtual reality setting. Results: The research activities are dedicated to creating a digital repository for Penataran Temple Sample located in Blitar Regency, East Java using 3D Point cloud data. Data acquisition of Point cloud for comprehensive coverage of temple structures and hidden reliefs is achieved through the application of advanced photogrammetric measurements and deep learning technology. A virtual reality (VR) system is developed to offer deep visualization capabilities, including first-person perspectives and aerial views, fostering a profound understanding of the cultural significance and architectural design of the temple. To enhance the realism of the VR experience and enable mapping functions, a 3D simulation engine is incorporated. The utilization of the first-person perspective allows detailed virtual exploration and collision detection, while aerial views contribute to a comprehensive understanding of the temple architecture. Discussion: The digital archive system of Penataran Temple Sample leverages Virtual Reality (VR) technology to integrate 3D Point cloud data from various sources. This system facilitates both first-person perspectives and aerial perspectives, allowing comprehensive examination and in-depth understanding of the temple architectural layout. Accurate 3D data generation is achieved through the utilization of Unmanned Aerial Vehicles (UAVs), photogrammetry technology, and deep learning techniques. Conclusion: The investigation focuses on the utilization of VR technology as a digital repository at Penataran Temple Sample, employing 3D Point cloud methodology. Its primary aim is to provide engaging visual encounters and comprehensive understanding of the architectural complex. Furthermore, this research will encompass detailed 3D measurements and the creation of high-precision VR renderings of the complete temple structures. Additionally, there are opportunities to design VR applications for remote utilization and to produce stereoscopic perspectives through holographic means. The anticipation is that VR will play a significant role in the preservation and interpretation of the heritage of Penataran Temple Sampled in Blitar Regency, East Java, while also demonstrating potential for diverse applications across various platforms and settings.
Abstract. Digital technology provides methods to record and preserve cultural heritage, support conservation and restoration efforts, and share our collective past with a worldwide audience. Between 2011 and 2017, the 3D Survey Group from Politecnico di Milano operated an annual workshop in the medieval village of Ghesc in which photogrammetry and laser-scanner surveys were carried out. The point cloud data acquired in these activities has become “time slices” documenting different stages of the preservation interventions in Ghesc and the evolution of advanced survey techniques. The main objective of this research is to streamline the workflow of delivering immersive and interactive experiences for complex heritage by directly utilising the 3D survey point cloud data, whether derived from a photogrammetric survey, static laser scanner, or mobile mapping.A point cloud-based multiplatform application is designed and delivered with versatile functions. It runs on PC and VR devices to provide virtual access to the village and narrate its revitalisation story. Additionally, it operates on mobile devices with an AR feature that brings vibrancy to the on-site experience. This application integrates high-fidelity point cloud models, detailed information on vernacular architecture in the Ossola Valley, and information on the preservation project with gamified learning experiences. The unconventional approach of using points as rendering primitives in virtual applications offers a practical solution for visualising complex heritage, enabling an efficient transition from the data collection stage to the data sharing stage without the need for 3D reconstruction and intricate BIM modelling.
In this paper we present the methods and practical techniques we developed for the production of 3d models as end products to be used in Virtual Reality and Augmented Reality for Cultural Heritage applications as well as Aerial 360 Panoramic Images and virtual tour production for the project Digital Aitoloakarnania. We primarily focus on biased polygon reduction or polyreduction and procedural uv scaling techniques on polygonal models initially generated with photogrammetry.
Abstract. This paper documents and reflects on the process of preserving and presenting the ICH in the form of a virtual museum by taking the case study of a China’s national-grade intangible cultural heritage – the Hungry Ghosts Festival organized by the Chaozhou community in Hong Kong. The documentation, exhibition and interpretation in this virtual museum adopt a participatory bottom-up approach, in which the voices of the local organizers and participants are highlighted, and personal anecdotes are played up. The virtual museum intends to aggregate and exhibit all the elements of this ICH in one virtual space, including its origins and development, the tangible artefacts it entails, its dynamic and fluidic nature (e.g., ambiance, performance, communal spirits), and its multiple layers of meanings. As the Hungry Ghosts Festival celebration lasts merely a matter of days each year at a particular place for a local community, this virtual museum enables a wider public to access this festival at any time, in any place and from different dimensions. This paper shows how the virtual museum presents the aforementioned facets of the ICH through different display techniques and evaluates their usefulness, including (1) traditional text and image panels, (2) 3D reconstructed scene and models, and (3) 360-degree video. This is significantly different from the earlier work, which mainly focused on the accuracy of re-enacting the given form of intangible cultural heritage, such as performance and craftsmanship in a virtual environment, or a particular creative presentation by professional performers and elites with specific meanings.
Abstract. The research aims to preserve and support the historical memory of Perugia's Fontivegge district through an analysis and valorisation of the existing cultural heritage. The selected case study is represented by the original design of the station, ideated by architect Antonio Cipolla. In order to enhance this project, which was never realised, it was decided to exploit the three-dimensional reconstruction of the building, which had already been elaborated previously, to create a virtual reality experience, through users can visualize, explore and walk inside the build. The purpose is to consolidate the relationship between the historical memory of the city and its users, allowing them a new interaction with the space and bringing them to a deeper level of knowledge and understanding of the place they live. To increase the user base of this virtual experience, it was decided to create an application for mobile devices. The Unreal Engine software was selected for development, given the ease of exporting projects for the main mobile platforms (Android, iOS) and the specific functions for reading GPS data. In fact, the application only allows the exploration of the virtual scenario to real users of the place, so they physically visit it and thus can understand the differences and similarities between the real scenario and the virtual historical reconstruction. Once the geolocation is verified, the app provides the 3D model for a panoramic view of the build under examination and, subsequently, an immersive experience in which it is possible to freely navigate within the virtual reconstruction.
Abstract. The research presented in the article focuses on the development of methodological protocols - from survey to digital reconstruction - for the enhancement and protection of built heritage. Through the realisation of virtual reality-based digital models, it is possible to narrate the evolution and transformation of those places that constitute our historical memory. The European Project H2020 Prometheus, focused on the documentation of the Gdańsk fortresses Route, allowed applying these strategies to the Port Battery case study, presented in this paper. The coastal battery, built in the 19th century, is a brick ruin located in the restricted port area of Gdańsk, witness to several historical processes of transformation. To be able to represent the evolution of the building through history, the operational method regarded the digital acquisition of the building to obtain a detailed model representing the state of the battery. Then the archive research and the available historical maps allowed not only to make a comparison between the previous stages of construction and the actual situation but also to digitally reconstruct what has been destroyed. In this way, through Virtual Reality via Head Mounted Display it is possible to obtain an immersive, but accurate, experience of the digital reconstruction being able to re-live the history of a place.
The preservation of cultural heritage in the digital era faces a dual challenge: maintaining physical integrity while ensuring relevance for younger generations. Sawangan Village in North Sulawesi is home to the *Waruga* archaeological park, a site of immense historical value. However, traditional tourism management fails to fully engage modern visitors or leverage the "Smart Village" potential. This Community Partnership Program (PKM) aimed to bridge this gap by implementing Virtual Reality (VR) technology as a digital preservation tool, focusing on the "Smart People" dimension. The intervention involved **20 participants**, including local youth and tour guides. The methodology encompassed three phases: (1) Digital documentation using photogrammetry; (2) Development of an immersive VR application using Unity 3D; and (3) Capacity building on VR operation and digital storytelling. Results demonstrate the successful deployment of a VR interaction corner and a significant improvement in human resource capacity, with training evaluations showing a **45% increase** in digital literacy scores. The integration of VR has modernized the visitor experience and empowered local guardians to sustainably manage their digital heritage.
Abstract. The digital transformation of Cultural Heritage is increasingly shifting from documentation-oriented practices toward immersive, learner-centered educational experiences. In this context, Virtual Reality (VR) represents a powerful medium for enhancing accessibility, engagement, and knowledge acquisition. This paper presents the development of an immersive VR educational experience focused on Roman architecture, using the old theatre of Palmyra (Syria) as a case study. The project aims to transform high-quality digital reconstructions of endangered and partially destroyed heritage into an interactive learning environment, preserving collective memory while fostering cultural awareness. The methodological framework builds upon existing photogrammetric reconstructions of Palmyra, generated through spherical photogrammetry, which are optimized for real-time visualization and integrated into a VR ecosystem developed in Unity. A five-level architecture, based on comprising infrastructure, platform, content, interaction, and application, guides the design process, ensuring both technical performance and pedagogical effectiveness. The virtual environment incorporates semantic enrichment, interactive navigation, contextual information panels, and guided thematic paths to promote experiential and active learning. The study highlights how immersive VR applications can bridge digital reconstruction and education, shifting users from passive observers to active participants. The proposed approach demonstrates the potential of VR-based cultural experiences as inclusive and sustainable tools for heritage education, as an added value that complements traditional, non-immersive teaching methods. Future work will focus on evaluating learning outcomes and user experience through an experimental framework involving students, comparing virtual and real-world educational activities.
Abstract. The Mediterranean is rich in ancient and modern shipwrecks and submerged sites of great archaeological, historical, and cultural value. Most of those sites tend to be relatively unknown, even to people living in the area, mostly due to the inherent limitation in physical approach. As a result, these sites are left unknown and unprotected. The aim of the iblueCulture project was to create a system that can make Underwater Cultural Heritage sites broadly accessible and raise public awareness on their location, content, and value. This approach is also meant to provide an effective management strategy for the constant, real-time monitoring and, therefore, protection of such sites, while in accordance with the sustainable tourism development goals for islands and coastal areas. This project, as implemented, can offer an immersive dry dive experience to the public, while providing management bodies and stakeholders with the capability of remotely monitoring the UCH sites in real-time, through live-streaming video. This ability can be vital in some cases, especially when involving sites in greater depths or in remote areas with little maritime traffic. The system is also expected to assist in underwater research, especially in deep water sites, and other educational activities or possible scientific research.
This paper presents an investigation into the emergence and consolidation of museum ecosystems in the metaverse, focusing on a case study at Museu XYZ, a Brazilian native digital institution. Using the research-creation methodological approach, this study examines how an artist’s community embraced Blockchain, Extended Reality (XR), and Artificial Intelligence (AI) technologies to redefine its practices of curatorship, cultural mediation, and the preservation of digital artistic heritage. Instead of a traditional, centralized curatorship, the results detail the implementation of a decentralized curatorial model through the engagement of artists and collectives. This paper concludes that Museu XYZ operates as an apparatus of militant mediation, transcending the exhibition function to act as a laboratory of possible futures, in which technology serves experimentation, social inclusion, and the expansion of digital arts visibility.
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.
No abstract available
The Metaverse is significantly impacting the field of Digital Cultural Heritage, providing new opportunities for preserving, presenting, engaging, and interacting with historical and cultural artefacts through immersive virtual environments. This paper presents the development and implementation of an Intelligent Reality Virtual Museum prototype system for interactive digital cultural heritage experiences, within the context of a Cyber-Physical-Social System (CPSS) architectural framework for Metaverse applications development. The prototype integrates advanced Artificial Intelligence and Large Language Models in fusion with Digital Twins, Robotic and Gaming technologies to deliver immersive cultural heritage experiences that blend the real with the digital worlds. The paper presents the system architecture, system design, and development process, and the results of a user evaluation study assessing the usability and user engagement with the system during an interactive cultural heritage experience. The results revealed a usable system capable of offering an engaging and entertaining interactive experience to its users, highlighting the potential to be used for supporting and enhancing cultural heritage accessibility and engagement in our current digital age. System limitations and plans for future work are presented, focusing on refining and expanding the system capabilities towards the development of a new type of a Cyber-Physical-Social Eco-Society of systems for Metaverse applications to support and enhance the way users interact with and experience cultural heritage.
With the growth and popularization of social virtual reality (VR) in the heritage sector, particularly in multiuser environments like the metaverse, this study explores its potential as a platform for virtual heritage communication to support cultural learning. This research examines the advantages of multiuser social VR for heritage interpretation and meaning-making by conducting a user study with 102 participants (34 groups) within the Misreuksaji metaverse on Zepeto, a heritage-focused social VR created by Iksan, Republic of Korea. Sixty hypotheses were tested to assess how eight social dimensions and four system-usability factors influence virtual heritage communication that is consisted of the five end-goals of cultural learning, particularly around perceived authenticity, appreciation, and collective knowledge construction in heritage settings. Results reveal key communicative social factors—such as reciprocity (two-way interactive communication), co-presence (affective connectedness), and mutual support and collaboration—that positively impact cultural learning outcomes in virtual heritage communication. Conversely, factors such as cohesive and mutual attention, sense of community, and communicative difficulty can negatively affect the enrichment of cultural learning. The study provides strategic recommendations for designing social VR to enhance virtual heritage communication, supporting meaning-making, reinterpretation, and retention of knowledge in cultural heritage contexts from a multiuser perspective.
The Kasepuhan Cirebon Palace (KKC), founded in 1529, is a cultural and religious landmark of substantial historical importance. Despite its enduring legacy, the palace’s digital marketing initiatives remain underdeveloped. Grounded in digital destination marketing theory and the Technology Acceptance Model (TAM), this study develops and evaluates an integrated digital strategy comprising interactive websites and social media content to strengthen KKC’s marketing and revitalization. A mixed-method approach was employed within the Design Science Research paradigm, emphasizing both artifact creation and evaluation. The methodology encompassed two interrelated processes: (1) the development of user-centered website and social media artifacts, and (2) their systematic evaluation. Effectiveness was assessed through a User Acceptance Test (UAT) involving at least 96 tourists, focusing on usability, information quality, and service interaction quality, supported by a comparative analysis of visitation data before and after implementation. The UAT demonstrated high user satisfaction, with an average rating of 85/100, particularly highlighting the strength of information quality. Additionally, tourist arrivals increased by 40% within six months of implementation, directly linked to the launch of KKC’s digital marketing campaign. These findings confirm that structured digital marketing can substantially enhance the visibility and attractiveness of cultural heritage sites. The study contributes a replicable framework for other heritage destinations and suggests further exploration of immersive digital innovations, such as virtual tours.
PurposeHeritage building management serves as a potent catalyst for sustainability, yet it poses a distinctive set of challenges. Achieving a harmonious balance between conserving the building's historical and cultural value and ensuring modern functionality and safety remains a primary concern. The present work proposes a socio-technical approach to the development and use of a digital twin (DT) that will integrate social data related to the use of heritage buildings with building and environmental data.Design/methodology/approachThe paper presents a logical and systematic joined-up management framework to the targeted heritage buildings, according to a “Whole Building” approach. Our approach is informed by the underpinning assumption that a heritage building and even more a heritage neighborhood is a socio-technical, complex and dynamic system, the change of which depends on the dynamic interconnections of materials, competences, resources, values, space/environment, senses and time.FindingsA heritage dynamics approach is adopted to unfold the dynamic nature of heritage and to better inform decisions that can be made in the present and future, achieving people-centered and place-based heritage management. This proposition underlines the heritage transformation as a complex systemic process that consists of nonlinear interconnections of multiple heterogeneous factors (values, senses, attitudes, spaces and resources).Originality/valueThis paper presents a multi-level framework of DTs that interact hierarchically to comprehensively understand, assimilate and seamlessly integrate intricate contexts, even when faced with conflicting conditions from diverse cultural heritage entities. This paper outlines the importance of the iterative system dynamics (SD) approach, which enables adaptive management and ensures the resilience of cultural heritage over time.
Social media platforms play an increasingly important role in cultural communication as society develops, attracting promotions and discussions about digital cultural and creative products (CACPs). This research investigates the cultural collaboration between Tencent and Dunhuang Research Academy (Dunhuang Academy) and analyzes user evaluation of integrating cultural heritage education into CACPs. We obtained data through Weibo and compared user evaluations and semantic social network analysis of digital CACPs, including interactive products, games, and music. Results indicated that users were more interested in landscapes, dubbing, and user-generated content (UGC) for interactive products, character versions, posters and skills for games, and singers and songs for concerts. Semantic social network analysis was also used to explore the Dunhuang CACP Circle. Scant studies evaluate the usefulness of integrating cultural heritage into different digital CACPs, especially in Asia. Our suggestions help promoters understand user needs for digital CACPs and better user experience and value.
本报告将文化遗产沉浸式体验领域的研究划分为七大维度:技术底座、叙事体验、交互范式、非遗保护、教育传播、社会化生态及评价体系。研究趋势显示,行业正从单纯追求三维建模的“视觉高保真”转向追求叙事与交互的“心理高临场感”。通过引入生成式AI、HBIM、动作捕捉及元宇宙架构,文化遗产的数字化已不再局限于静态展示,而是进化为一种可感知、可参与且具有社会温度的交互性叙事,同时也更加关注文化真实性、教育成效以及数字包容性等深层次的人文关怀。