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Citation: Ariza-Colpas, P.P.;
Piñeres-Melo, M.A.; Morales-Ortega,
R.-C.; Rodríguez-Bonilla, A.F.;
Butt-Aziz, S.; Naz, S.;
Contreras-Chinchilla, L.d.C.;
Romero-Mestre, M.; Vacca Ascanio,
R.A. Sustainability in Hybrid
Technologies for Heritage
Preservation: A Scientometric Study.
Sustainability 2024,16, 1991. https://
doi.org/10.3390/su16051991
Academic Editors: Francesca Di Turo
and Giacomo Fiocco
Received: 13 December 2023
Revised: 20 February 2024
Accepted: 23 February 2024
Published: 28 February 2024
Copyright: © 2024 by the authors.
Licensee MDPI, Basel, Switzerland.
This article is an open access article
distributed under the terms and
conditions of the Creative Commons
Attribution (CC BY) license (https://
creativecommons.org/licenses/by/
4.0/).
sustainability
Review
Sustainability in Hybrid Technologies for Heritage Preservation:
A Scientometric Study
Paola Patricia Ariza-Colpas 1, 2, *, Marlon Alberto Piñeres-Melo 3, Roberto-Cesar Morales-Ortega 1,4,
Andrés Felipe Rodríguez-Bonilla
2
, Shariq Butt-Aziz
5
, Sumera Naz
6
, Leidys del Carmen Contreras-Chinchilla
7
,
Maribel Romero-Mestre 7and Ronald Alexander Vacca Ascanio 7
1Department of Computer Science and Electronics, Universidad de la Costa CUC,
Barranquilla 080002, Colombia; rmorales1@cuc.edu.co or rmorales@certika.co
2Blazingsoft Company, Barranquilla 081001, Colombia; andres.rodriguez@blazingsoft.com
3Department of Systems Engineering, Universidad del Norte, Barranquilla 081001, Colombia;
pineresm@uninorte.edu.co
4Certika Company, Barranquilla 081001, Colombia
5Department of Computer Science, University of South Asia, Lahore 54000, Pakistan; shariq2315@gmail.com
6Department of Mathematics, Division of Science and Technology, University of Education,
Lahore 54770, Pakistan; sumera.naz@ue.edu.pk
7Faculty of Engineering and Technology, Universidad Popular del Cesar, Valledupar 200002, Colombia;
leidyscontreras@unicesar.edu.co (L.d.C.C.-C.); maribelromero@unicesar.edu.co (M.R.-M.);
ronaldalexandervacca@unicesar.edu.co (R.A.V.A.)
*Correspondence: pariza1@cuc.edu.co
Abstract: The use of augmented reality applied to museums to preserve and communicate cultural
heritage sustainably is a topic of increasing relevance today. Museums play an essential role in
preserving and disseminating culture and history, and augmented reality has emerged as a powerful
technological tool to enrich the visitor experience and ensure the sustainable preservation of cultural
heritage. The fundamental objective of this literature review is to explore and understand the key con-
tributions that are being made in the field of augmented reality applied to museums, with a focus on
sustainability. The literature related to this topic is dispersed in various sources of information, which
motivates the need to carry out a detailed and systematic analysis incorporating sustainability aspects.
To carry out this analysis, the metaphor of the “tree of science” is used. This metaphor provides a
structured approach that is applied in two complementary ways. Firstly, it focuses on collecting and
analyzing scientometric statistics that cover data on countries, authors, academic institutions, and
research centers involved in developing augmented reality applications for museums with sustain-
able methodologies. This quantitative perspective offers a global view of the contributions and their
geographical scope including their sustainability impact. Secondly, an evolutionary analysis based
on the “tree of science” is carried out. This historical approach examines the origin and evolution of
contributions in the field of augmented reality applied to museums, from its first manifestations to
the most recent innovations, with an emphasis on sustainable practices. This historical approach is
essential to understanding the trajectory and development of augmented reality applications in the
museum context and their role in promoting sustainable cultural heritage preservation. This review
aims to provide a complete and contextualized view of the use of augmented reality in museums for
the sustainable preservation and communication of cultural heritage. Through a multidimensional
approach encompassing scientometric statistics and historical analysis, we seek to shed light on this
technology’s most significant contributions and evolution in the museum sector, with a particular
focus on sustainability.
Keywords: on-site museum; ex situ museum with sustainable practices; put in value; tangible
items; intangible elements with eco-friendly emphasis; geosites; cultural heritage through the lens of
sustainability; augmented reality
Sustainability 2024,16, 1991. https://doi.org/10.3390/su16051991 https://www.mdpi.com/journal/sustainability
Sustainability 2024,16, 1991 2 of 37
1. Introduction
The tourism industry, a fundamental pillar of the global economy, has provided
employment and sustenance to many. However, this sector has faced unprecedented
challenges due to the COVID-19 pandemic, which has generated the need for innovative
and sustainable solutions to aid in its recovery during and after the crisis [
1
]. In this
search, information technology has emerged as a crucial component [
2
]. From interactive
web platforms to georeferenced applications, the evolution of technology in tourism has
been remarkable [
3
]. Yet, these advancements have often struggled to provide authentic
sustainable and value-added experiences to tourists. Addressing these gaps, augmented
reality (AR) has emerged as a disruptive technology, transforming the way users interact
with tourist destinations, especially in museums, and the sustainable preservation of
cultural heritage.
This article extends its analysis beyond the realm of tourism, recognizing that cultural
and natural heritage faces its own unique challenges and opportunities in the digital era,
particularly in adopting sustainable practices. Based on an extensive review of the literature
and various research reports, we address how emerging technologies are reconfiguring
the practices of conservation, management, and communication of heritage, with a focus
on sustainability. This review highlights the growing application of hybrid immersive
technologies in museums and GeoCities, focusing on their ability to support the sustainable
preservation and communication of heritage. We acknowledge the profound transformation
that digitalization and immersive technologies are making to the heritage sector, while
emphasizing sustainability. Therefore, we integrate case studies, theoretical analysis, and
empirical evidence that illustrate how these tools not only improve the accessibility and
interpretation of heritage but also raise critical questions about authenticity, sustainability,
and inclusion. This multidimensional approach allows for a richer understanding of the
complexities associated with digital change in heritage, highlighting both the positive
advances and the ethical and practical challenges that arise, particularly those related to
sustainable practices.
This literature review delves into various studies on the application of AR in museums
and heritage conservation, with a focus on sustainability. A growing body of research has
begun to explore this field, indicating a shift towards innovative approaches in heritage
communication that are environmentally conscious [
4
]. Although virtual reality has been
a focal point, its accessibility challenges due to technical and hardware requirements
are notable [
5
]. Some studies have also integrated artificial intelligence to enhance the
museum experience [
6
]. However, comprehensive research on how AR can sustainably
revolutionize interactions with cultural heritage is still in its infancy. Focusing on how
AR applications can support preservation procedures, in addition to communication and
enhancement actions, this article aims to bridge this gap with an emphasis on sustainable
methodologies. It investigates how AR not only enhances the visitor experience but also
plays a crucial role in heritage preservation by enabling interactive and engaging methods
to document, display, and interpret historical artifacts and sites in a manner that aligns with
sustainable principles. Additionally, the concept of “GeoCities” is defined and explored
within this context, particularly how they can contribute to sustainable urban development.
“GeoCities” refers to urban areas or cities where geolocation technologies, including AR,
are extensively applied to enhance urban experiences, tourism, and heritage conservation.
This concept entails the integration of AR into urban landscapes, allowing tourists and
locals to interact immersively and informatively with cultural and historical contexts, in an
environmentally responsible manner.
In conducting this analysis of the inclusion of hybrid immersive technologies in
museums and GeoCities for the preservation and communication of heritage, diverse
and significant implications are identified across various academic disciplines, with a
perspective on sustainability. In the humanities, these technologies can revolutionize
interaction with history, art, and culture by providing more interactive and attractive
methods for narration and interpretation, while also considering their environmental
Sustainability 2024,16, 1991 3 of 37
impact and promoting sustainable cultural engagement. From an economic perspective,
they can significantly influence tourism, creating new attractions and enhancing visitors’
experiences, which could lead to increased revenue for cultural sites and surrounding
areas, as well as fostering growth in technological sectors, with an eye on sustainable
economic development.
In urban studies and geography, these technologies enable urban planning, historical
reconstruction, and cultural preservation, helping to visualize changes and understand ur-
ban evolution in a sustainable framework. In sociology and anthropology, they impact how
individuals and communities interact with their heritage, democratizing access to cultural
experiences but also raising questions about authenticity and cultural representation within
sustainable cultural ecosystems. In terms of pedagogy, they transform learning by offering
opportunities for experiential and situated learning, making locations and experiences
that would be otherwise inaccessible available for study and exploration in an ecologically
sensitive manner. In the STEM disciplines, these technologies have specific implications: in
science, for simulations and visualizations that are ecologically aware; in technology and
engineering, as fundamental fields in the creation and improvement of these technologies
with a sustainable approach; and in mathematics, in the development of algorithms that
drive immersive experiences while considering environmental sustainability. The integra-
tion of hybrid immersive technologies represents a multidisciplinary opportunity with
far-reaching implications for sustainable cultural heritage management. They promise
increased engagement, democratized access, and innovative educational tools but also
present challenges related to authenticity, ethical considerations, and the digital divide
within the context of sustainable development. Each discipline can contribute to a holistic
understanding and responsible deployment of these technologies, ensuring they serve to
enrich and preserve cultural heritage in an inclusive and meaningful way while adhering
to sustainability principles.
Employing search equations in academic databases such as WoS and Scopus, this
article gathers and analyzes relevant information, with an emphasis on sustainable prac-
tices in cultural heritage management. The collected data, after deduplication, is exam-
ined through the metaphor of the “tree of science” (ToS), using the Tosr R tool (https:
//cran.r-project.org/web/packages/tosr/index.html, accessed on 20 September 2023).
This scientometric analysis aims to understand the global relevance of this topic and its
multiple components, particularly focusing on the sustainable aspects of technological
applications in heritage preservation. The review is developed in three parts: The first
part describes the methods and key aspects of the “tree of science” used in the research
with a sustainable lens. The second part presents an in-depth analysis of the findings,
highlighting countries with significant contributions, key authors, and knowledge net-
works in the context of sustainable development in the heritage sector. The third part,
drawing on the metaphor of the “tree of science”, traces the thematic evolution using
“root” for foundational elements, “trunk” for thematic development, and “leaves” for
emerging trends and directions in the field of AR and its application in museums and
GeoCities for heritage preservation and communication while prioritizing sustainability
and environmental responsibility.
2. Methods
In the current digital era, the preservation and communication of cultural heritage
face new challenges and opportunities, with a focus on sustainability. With the advent of
advanced technologies like augmented reality (AR), ‘on-site’ and ‘ex situ’ museums, as well
as Geosites, have a unique opportunity to transform the way they present and contextualize
both the tangible and intangible elements of cultural heritage in a sustainable manner. AR
is not just a tool to visually enhance the display of artifacts and historical narratives, but
also a means to emotionally connect visitors with the cultural legacy more deeply and
interactively while promoting sustainable practices. In this context, a crucial research
question arises: “How can augmented reality transform the presentation and perception of
Sustainability 2024,16, 1991 4 of 37
tangible and intangible elements in ‘on-site’ and ‘ex situ’ museums, as well as in Geosites,
to enhance and valorize cultural heritage sustainably?” This question seeks not only to
explore the potential of AR to enrich the user experience and improve the understanding of
cultural heritage in different environments but also to identify and analyze strategies and
practices that allow museums and cultural sites to effectively employ this technology to
preserve and communicate the richness of cultural heritage to a broader and more diverse
audience in an environmentally and culturally sustainable way.
To carry out the analysis focused on the use of disruptive technologies such as aug-
mented reality in the context of cultural heritage preservation in museums through a
sustainability lens, we adopted a bibliometric review approach [
7
]. This approach allowed
us to identify and highlight the most significant contributions related to the integration of
augmented reality in the museum environment, especially in the new dynamics emerging
in the post-pandemic period and their alignment with sustainable practices. We chose
to utilize the academic databases WoS and Scopus, renowned for housing a vast collec-
tion of peer-reviewed academic documents. Despite the recognition of IEEE and ACM as
prominent research databases in computing, we opted to confine our search exclusively to
Scopus and WoS. This decision was informed by the extensive time investment required for
preprocessing. Additionally, both IEEE and ACM are indexed in Scopus, further justifying
our choice to focus on these two databases to ensure a comprehensive understanding of
sustainable applications in cultural heritage. For future scientometric research, particularly
in the realms of computing and engineering with a sustainable focus, we advocate the inclu-
sion of sources such as IEEE and ACM. These databases are notable for their comprehensive
coverage and depth in these specific fields, offering valuable insights and data for more
nuanced analysis, including sustainable approaches in heritage technology. The merging of
results from both databases, though complex, was executed using specialized tools such as
Bibliometrix [
8
] and the Tosr processing package. This merging process enabled us to obtain
a more consensus-based and comprehensive set of results regarding scientific publications
related to augmented reality and its influence on the tourism sector, particularly during a
period when this sector was heavily impacted by the COVID-19 pandemic and the pressing
need for sustainable solutions.
Table 1details the key variables considered during this literature review. The key-
words used included “on-site museum”, “ex situ museum”, “put in value”, “tangible
items”, “intangible elements”, “geosites”, “cultural heritage”, and “augmented reality”,
as the main search concepts, with a special emphasis on their sustainable integration. The
analysis period spanned from 2000 to the present date, resulting in the identification of
1.123 documents in Scopus and 317 in WoS. Subsequently, after the data fusion process, we
obtained a consolidated set of 1189 records, eliminating duplicated documents found in
both databases. These 1189 articles were distributed across various categories: conference
papers (605, or 50.63%), articles (409, or 34.23%), book chapters (71, 5.94%), conference
reviews (53, or 4.44%), reviews (37, or 3.1%), early access (5, or 0.42%), books (3, 0.25%),
errata (3, 0.25%), editorials (2, or 0.17%), proceedings papers (1, or 0.08%), book reviews (1,
0.08%), corrections (1, 0.08%), editorial material (1, or 0.08%), letter (1, or 0.08%), notes (1,
or 0.08%), and retracted (1, or 0.08%). This percentage analysis reflects that most publica-
tions are from conference papers and articles, underscoring the relevance and breadth of
research on the application of augmented reality in the tourism sector and the preservation
of cultural heritage in museums with an increasing focus on sustainable methodologies
and practices.
Augmented reality (AR) offers a significant contribution to the sustainable preservation
and enhancement of cultural and natural heritage, interacting with key concepts such
as “on-site museum”, “ex situ museum”, “put in value”, “tangible items”, “intangible
elements”, “geosites”, and “cultural heritage”. In on-site museums, where objects or sites
of interest are displayed in their original location, AR provides enriched contexts, enabling
virtual reconstructions and interactive narratives that enhance the visitor experience in
an environmentally sustainable way. On the other hand, in ex situ museums, where
Sustainability 2024,16, 1991 5 of 37
items are displayed outside of their original context, AR can virtually recreate the original
setting, helping visitors better understand the significance and environment of the objects
while minimizing ecological impact. The phrase “put in value” refers to the process
of highlighting the importance of both tangible and intangible heritage elements in a
sustainable manner. Here, AR is particularly valuable as it can bring to life intangible
aspects such as stories, traditions, and sounds, as well as provide detailed insight into
tangible objects with minimal environmental disruption. For instance, in the case of
“geosites”, sites of geological significance, AR can reveal historical geological processes
and features that are not immediately visible, thus enhancing educational and preservation
efforts sustainably.
Table 1. Search results for parameters in the databases.
Parameters WoS Scopus
Range 2000–2023
Date 20 September 2023
Document Type Article, book, book chapter, conference proceedings
Words
“on-site museum”, “ex situ museum”, “put in value”, “tangible items”,
“intangible elements”, “geosites”, “cultural heritage”, and
“Augmented reality”
Results 317 1123
Total (WoS + Scopus)
1123
To carry out the detailed scientometric analysis in this article, two distinct phases
were conducted, focusing on the use of augmented reality in museums for the sustainable
preservation and communication of cultural heritage. In the first phase, a general overview
of the various applications of augmented reality developed in the context of museums
and their contribution to the sustainable preservation and communication of cultural
heritage was provided. During this stage, the production of documents was analyzed by
country, journal, and relevant authors in this field of study. This comprehensive review
offers a complete view of the state of production worldwide concerning the application of
augmented reality in museums to sustainably preserve and communicate cultural heritage.
The second phase was oriented towards a deeper analysis of the different contributions
to this area of knowledge, using the metaphor of the ‘tree of science’ (ToS). Figure 1presents
a detailed representation of the PRISMA scheme, specifying all the stages that were carried
out to consolidate the information. To perform the analysis of the collected information, a
code developed in R Studio by Core of Science (https://github.com/coreofscience, con-
sulted on 20 September 2023) was utilized. The preprocessing was divided into two parts.
The first part involved text mining of Scopus references, as they contain all the important
information but in various formats. From this text-mining process, data on authors, years,
journals, and titles were extracted. The second part involved web scraping using the DOI
found in the WoS references. For this capture, it was necessary to consult the CrossRef
app using the DOI to retrieve data on authors, years, titles, and journals. Through this
process, the two databases were consolidated, and the result was an Excel file with 22 sheets
containing all the detailed information from the combined queries, which is essential for
generating scientometric analyses, with a focus on sustainable practices in AR applications.
To generate the ToS, a citation network was constructed from the articles identified in
the search and their corresponding references. The SAP algorithm was then employed to
categorize the articles into root, trunk, and leaves within this network with an emphasis
on highlighting contributions that focused on sustainability in the context of augmented
reality in museums. This algorithm mimics the movement of raw and processed sap within
a plant, assigning values to root articles and progressing through the tree to the leaves,
and then retracing to reassess SAP values, thereby mapping the evolution and impact of
sustainable practices in this field. A comprehensive explanation of this methodology is
detailed in the work of Valencia-Hernandez et al. [
9
]. Additionally, the branches of the ToS
Sustainability 2024,16, 1991 6 of 37
were delineated using the clustering algorithm developed by Ghosh et al. [
10
], focusing on
the two largest clusters of article nodes and identifying the prevalence and integration of
sustainability-oriented research within these clusters.
Sustainability 2024, 16, x FOR PEER REVIEW 6 of 38
reality in museums. This algorithm mimics the movement of raw and processed sap
within a plant, assigning values to root articles and progressing through the tree to the
leaves, and then retracing to reassess SAP values, thereby mapping the evolution and im-
pact of sustainable practices in this eld. A comprehensive explanation of this methodol-
ogy is detailed in the work of Valencia-Hernandez et al. [9]. Additionally, the branches of
the ToS were delineated using the clustering algorithm developed by Ghosh et al. [10],
focusing on the two largest clusters of article nodes and identifying the prevalence and
integration of sustainability-oriented research within these clusters.
This code allowed for the extraction of relevant information regarding the results ob-
tained through the search chain, focusing on the specic contributions related to the ap-
plication of augmented reality in museums to preserve and communicate cultural heritage
sustainably. In this way, a structured and comprehensive investigation was conducted,
spanning from a general overview of production to a detailed analysis of specic contri-
butions in the eld of augmented reality applied to museums. This provides a compre-
hensive understanding of the role of this technology in the preservation and dissemina-
tion of valuable cultural heritage in museums worldwide with a particular focus on how
these technologies can be applied sustainably and responsibly.
Figure 1. PRISMA diagram for preprocessing data.
2.1. Scientometric Analysis: Unraveling the Contribution of Augmented Reality in Museums and
Cultural Heritage with Emphasis on Sustainability
To quantitatively delve into the analysis of scientic data, we employ scientometrics,
a discipline that allows us to unravel crucial factors in this context. Scientometrics em-
powers us to identify signicant elements, such as author interactions, interwoven citation
networks, and the ever-evolving annual production, with a special focus on sustainable
practices in these areas. Among the prominent methodologies for conducting this analy-
sis, we nd citation-based analysis [11], collaboration network-based analysis [12], and
analyses rooted in intellectual structure [13], all of which are now being re-evaluated un-
der the lens of sustainability.
In our endeavor to comprehend the valuable contributions augmented reality brings
to the realm of museums and sustainable cultural heritage preservation, our rst step was
to unveil which countries lead in terms of publications and, consequently, the application
Figure 1. PRISMA diagram for preprocessing data.
This code allowed for the extraction of relevant information regarding the results
obtained through the search chain, focusing on the specific contributions related to the ap-
plication of augmented reality in museums to preserve and communicate cultural heritage
sustainably. In this way, a structured and comprehensive investigation was conducted,
spanning from a general overview of production to a detailed analysis of specific contribu-
tions in the field of augmented reality applied to museums. This provides a comprehensive
understanding of the role of this technology in the preservation and dissemination of
valuable cultural heritage in museums worldwide with a particular focus on how these
technologies can be applied sustainably and responsibly.
2.1. Scientometric Analysis: Unraveling the Contribution of Augmented Reality in Museums and
Cultural Heritage with Emphasis on Sustainability
To quantitatively delve into the analysis of scientific data, we employ scientometrics,
a discipline that allows us to unravel crucial factors in this context. Scientometrics em-
powers us to identify significant elements, such as author interactions, interwoven citation
networks, and the ever-evolving annual production, with a special focus on sustainable
practices in these areas. Among the prominent methodologies for conducting this analysis,
we find citation-based analysis [
11
], collaboration network-based analysis [
12
], and analy-
ses rooted in intellectual structure [13], all of which are now being re-evaluated under the
lens of sustainability.
In our endeavor to comprehend the valuable contributions augmented reality brings
to the realm of museums and sustainable cultural heritage preservation, our first step was
to unveil which countries lead in terms of publications and, consequently, the application
of this technology with sustainable implications. Additionally, we delved into the annual
evolution of related scientific publications and explored journals that traditionally excel
in disseminating advancements in this field while promoting sustainable methods. These
assessments were based on the thorough evaluation of consolidated databases such as
Sustainability 2024,16, 1991 7 of 37
Scopus and WoS. To achieve a deeper and more comprehensive analysis, we employed the
technique of explanatory clusters.
This scientometric analysis provided us with a holistic view of the relevance of aug-
mented reality in the context of museums and cultural heritage preservation, with a
particular emphasis on sustainability. By identifying leading geographical areas in research,
collaboration patterns among researchers, and publication trends over time, we can ap-
preciate the increasing significance of augmented reality as a transformative tool in the
preservation and communication of cultural heritage worldwide in a manner that is both
effective and sustainable.
2.2. The Evolution of Knowledge: The Metaphorical “Tree of Science”
The concept of the “tree of science”, commonly known as ToS (tree of science), is based
on a metaphorical interpretation that evokes the image of a tree [
14
]. In this metaphor,
articles located at the root represent the theoretical and foundational basis of a developing
field of research. As we ascend towards the tree’s trunk, we identify how these research
endeavors strengthen and evolve, in the process making significant contributions to the
development of the discipline. Finally, the tree’s leaves reveal current trends in application,
in this case, where technologies are heading to support and enrich the tourism sector with
an added focus on sustainable practices and eco-friendly innovations.
This methodological approach, the “tree of science”, has been widely employed in
various fields of knowledge, spanning from economics [
15
] to education [
16
], through
marketing [
17
] and many other disciplines. Its applicability lies in its ability to provide
a visual and conceptual representation of the evolution of knowledge in a specific area.
In our specific context, it allows us to trace the developmental trajectory of augmented
reality about museums and cultural heritage preservation, from its theoretical roots to
the branches pointing toward new directions of technological application in the tourism
domain with an emphasis on sustainable development and eco-conscious methodologies.
The SAP algorithm is a comprehensive multi-step process designed to analyze and
structure a subset of academic papers into a directed graph, known as the “tree of science”.
It begins by generating a directed graph G from a subset of documents V obtained from
WoS and Scopus, where each directed edge represents a citation from one paper to another.
This graph is then refined through a series of filtering steps, including selecting the largest
connected component, removing loops, eliminating duplicate edges, and discarding ver-
tices with specific criteria for the in-degree and out-degree to form a new graph G’. The
algorithm then proceeds to classify the vertices into roots, leaves, and trunks based on their
citation relationships and other criteria such as out-degree and in-degree. For example,
roots are identified as vertices with an out-degree of zero, and their significance (SAP) is
determined by their in-degree. Leaves are vertices with an in-degree of zero, and their
importance is assessed based on the number of paths from these leaves to the roots. The
trunk classification involves a more complex process, identifying key vertices that act as
the main conduits between the roots and leaves of the graph.
Throughout these steps, various functions from the Igraph library are utilized to
efficiently select, simplify, and analyze the components of the graph. This includes functions
like Graph.clusters(), Graph.simplify(), and Graph.vs.select(), which help in manipulating
and refining the graph based on specific parameters. The algorithm constructs the tree of
science by creating a subgraph that includes the roots, leaves, and trunk vertices along with
their associated edges. This tree represents a structured and hierarchical representation of
the academic papers, illustrating the foundational works (roots), emerging topics (leaves),
and the pivotal research (trunk) that connects and contextualizes the field.
3. Results
3.1. Scientometric Insights
Figure 2illustrates the articles produced over the past 22 years, specifically focusing
on the application of augmented reality in the tourism sector, with a significant emphasis
Sustainability 2024,16, 1991 8 of 37
on museums and cultural heritage and increasingly incorporating sustainable practices
and considerations. As depicted in the graph, production has steadily increased. It is
worth noting that the initial works, published in 2001, have received the highest number
of citations, as they were pioneering contributions in this field, particularly in the context
of museums and cultural heritage with early mentions of sustainability. Starting in 2010,
the increasing publication trend became evident in both the WoS and Scopus databases,
indicating the growing relevance of augmented reality in the preservation and exhibition
of cultural heritage within museum environments, with a clear tilt towards sustainable
methodologies. The selection of the works for the diferents periods are based on their dis-
tinctive and pioneering contribution to the advancement of hybrid immersive technologies
in museum and GeoCities contexts with a focus on eco-friendly and sustainable solutions.
Each of these studies represents a significant leap in the application and understanding
of augmented reality, virtual reality, and mixed reality in cultural and educational realms
while addressing sustainability concerns. From technological innovations that enable new
ways to explore outdoor archaeological sites in an eco-conscious manner to the develop-
ment of intuitive interfaces that enhance user interaction and experience with sustainability
in mind, these works have marked important milestones in the evolution of the field.
They have been selected for their innovative approach to improving user interactivity and
participation, as well as their ability to transform education and cultural understanding
through immersive experiences while considering environmental impact and sustainability.
Additionally, they address critical aspects such as content management, accessibility, and
inclusion, demonstrating the potential of these technologies to provide richer and more
contextual cultural experiences, and underscoring their relevance in the preservation and
communication of heritage in a sustainable context. Furthermore, they have been globally
accepted due to the broad number of citations they have received, reflecting their impact in
promoting sustainable cultural experiences.
Sustainability2024,16,xFORPEERREVIEW8of38
3.Results
3.1.ScientometricInsights
Figure2illustratesthearticlesproducedoverthepast22years,specificallyfocusing
ontheapplicationofaugmentedrealityinthetourismsector,withasignificantemphasis
onmuseumsandculturalheritageandincreasinglyincorporatingsustainablepractices
andconsiderations.Asdepictedinthegraph,productionhassteadilyincreased.Itis
worthnotingthattheinitialworks,publishedin2001,havereceivedthehighestnumber
ofcitations,astheywerepioneeringcontributionsinthisfield,particularlyinthecontext
ofmuseumsandculturalheritagewithearlymentionsofsustainability.Startingin2010,
theincreasingpublicationtrendbecameevidentinboththeWoSandScopusdatabases,
indicatingthegrowingrelevanceofaugmentedrealityinthepreservationandexhibition
ofculturalheritagewithinmuseumenvironments,withacleartilttowardssustainable
methodologies.Theselectionoftheworksforthediferentsperiodsarebasedontheirdis-
tinctiveandpioneeringcontributiontotheadvancementofhybridimmersivetechnolo-
giesinmuseumandGeoCitiescontextswithafocusoneco-friendlyandsustainableso-
lutions.Eachofthesestudiesrepresentsasignificantleapintheapplicationandunder-
standingofaugmentedreality,virtualreality,andmixedrealityinculturalandeduca-
tionalrealmswhileaddressingsustainabilityconcerns.Fromtechnologicalinnovations
thatenablenewwaystoexploreoutdoorarchaeologicalsitesinaneco-consciousmanner
tothedevelopmentofintuitiveinterfacesthatenhanceuserinteractionandexperience
withsustainabilityinmind,theseworkshavemarkedimportantmilestonesintheevolu-
tionofthefield.Theyhavebeenselectedfortheirinnovativeapproachtoimprovinguser
interactivityandparticipation,aswellastheirabilitytotransformeducationandcultural
understandingthroughimmersiveexperienceswhileconsideringenvironmentalimpact
andsustainability.Additionally,theyaddresscriticalaspectssuchascontentmanage-
ment,accessibility,andinclusion,demonstratingthepotentialofthesetechnologiesto
providericherandmorecontextualculturalexperiences,andunderscoringtheirrele-
vanceinthepreservationandcommunicationofheritageinasustainablecontext.Fur-
thermore,theyhavebeengloballyacceptedduetothebroadnumberofcitationsthey
havereceived,reflectingtheirimpactinpromotingsustainableculturalexperiences.
Figure2.Totalproductionvs.totalcitations.
Initialfoundationalphase(2000–2012):Toadequatelyunderstandthisinitialphase,
itisessentialtohighlightthecloserelationshipbetweentheevolutionofpublicationsand
theadvancementofaugmentedrealitytechnologyanditsassociateddeviceswithan
emergingfocusonsustainability.Duringthisspecificperiod,atotalof111publications
Figure 2. Total production vs. total citations.
Initial foundational phase (2000–2012): To adequately understand this initial phase,
it is essential to highlight the close relationship between the evolution of publications
and the advancement of augmented reality technology and its associated devices with an
emerging focus on sustainability. During this specific period, a total of 111 publications
were produced, with 3301 citations, of which 110 are registered in the Scopus database,
while 11 are present in the WoS database. This phase laid the foundations for a field of
study that would prove to be of great importance, especially in the context of its application
in museums and cultural experiences with a growing consciousness towards sustainable
practices. Augmented reality (AR) began its journey towards digital transformation in 1999
Sustainability 2024,16, 1991 9 of 37
with the creation of ARToolkit version 1.0, pioneering software that opened the doors to a
new dimension of interaction between the digital and physical worlds while considering the
implications for sustainable development. This significant milestone marked the beginning
of an era in which technology began to overlay virtual information on the real environment,
allowing users not only to observe but also to interact with a digitally enriched space in a
more eco-friendly manner. Since then, AR has evolved extraordinarily, being integrated
into various sectors such as entertainment, education, and industry, redefining the way
we interact with our environment, and expanding the boundaries of our perception, while
increasingly incorporating sustainability into its applications; see Table 2.
Table 2. Initial foundational phase (2000–2012).
Ref. Year Author Key Contribution Summary
[18] 2001 Gleue
Gleue’s work is notable for integrating mobile augmented reality in outdoor settings, specifically
within the Archeoguide project, with a focus on sustainable tourism. His development of mobile
devices tailored for AR applications provided groundbreaking ways for visitors to interact with
historical and archaeological sites through enriched, educational, and interactive experiences,
emphasizing eco-friendly practices.
[19] 2001 Kato
Kato’s research on tangible augmented reality (TAR) represents a significant stride in creating
intuitive interfaces for human–computer interaction, incorporating sustainable design principles. By
merging physical objects with digital augmentations, his work has opened new, interactive avenues
for museum visitors and GeoCities explorers, fostering a participatory and immersive understanding
of cultural heritage, with an eye on sustainability.
[20] 2002 Dahne
Dähne’s contribution to the architectural development of the Archeoguide system integrates
sustainable outdoor mobile augmented reality platforms. His work has been instrumental in
advancing the use of technology to deepen the interaction and interpretation of cultural heritage
through detailed, contextual AR presentations that respect and preserve the natural environment.
[21] 2002 Mogilev
Mogilev introduced the AR Pad, an innovative interface designed for collaborative, face-to-face
interactions using augmented reality, with applications enhancing sustainable tourism practices in
museums and GeoCities. This interface is particularly significant for museums and GeoCities, where
it offers novel ways for visitors to engage with exhibits and heritage sites, promoting dynamic,
real-time information sharing and enhancing the collective exploration of culture in an eco-friendly
manner.
[22] 2003 Ikeuchi
Ikeuchi’s “Great Buddha Project” is a pioneering effort in the digital preservation of cultural heritage
using virtual reality, with a strong emphasis on sustainable methods. This project demonstrated the
potential of detailed observations and VR systems to accurately model historical monuments and
artifacts, offering invaluable tools for study, preservation, and the virtual exploration of cultural
heritage while minimizing environmental impact.
[23] 2003 Dunston
Dunston’s study highlights the advantages of mixed reality (MR) in perceiving designs and
interacting with cultural heritage, integrating sustainable approaches in their application. By
blending elements of VR and AR, his work provides insights into how MR can create immersive
environments where physical and digital objects coexist, thereby revolutionizing visitor perception
and understanding in museums and historical sites with sustainability in mind.
[3] 2004 Wojciechowski
Wojciechowski discusses the use of virtual and augmented reality to create immersive museum
experiences, focusing on sustainable practices in 3D visualization and user interaction. The article
delves into methodologies for 3D visualization, user interaction, and information presentation,
offering case studies and practical examples that showcase how digital exhibitions can be enhanced
through these emerging technologies while maintaining ecological balance.
[24] 2004 Woods
Woods explores how augmented reality can enrich exhibitions and presentations in science centers
and museums, with a special focus on sustainable educational practices. His work focuses on making
visitor interactions more engaging and educational, highlighting the transformative potential of AR
in providing a deeper, more contextual experience of cultural and scientific heritage in an
environmentally conscious way.
[25] 2005 Demiris
Demiris introduces intGuide, a platform for implementing personalized and contextual augmented
reality experiences in cultural settings, emphasizing sustainable information delivery. This
technology stands out for its ability to provide enriched information and visualizations tailored to
the user’s specific context, significantly enhancing the learning and discovery experience in
museums and historical sites with minimal environmental impact.
Sustainability 2024,16, 1991 10 of 37
Table 2. Cont.
Ref. Year Author Key Contribution Summary
[26] 2005 Billinghurst
Billinghurst’s work focuses on the key principles and practices for designing effective augmented
reality interfaces, incorporating sustainability considerations. His research is especially relevant to
museums and cultural heritage, as it highlights how well-designed AR interfaces can transform
visitor experiences by enabling interactive digital overlays on actual artifacts and historical
reconstructions in a sustainable and environmentally friendly manner.
[27] 2006 Jacobs
Jacobs addresses the classification and implementation of lighting techniques in mixed reality
environments with a focus on energy efficiency and sustainability. His research is pivotal for
museums and urban settings, where advanced lighting in MR can significantly enhance how visitors
perceive and understand exhibitions and historical spaces while being mindful of energy
consumption and environmental impact.
[28] 2006 Haller
Haller offers a comprehensive overview of emerging technologies in augmented reality, emphasizing
sustainable interface and design aspects for enriching cultural experiences. His work highlights how
AR can transform visitor interactions with heritage, providing deeper and more immersive
explorations of culture and history with an emphasis on ecological responsibility.
[29] 2007 Schmalstieg
Schmalstieg examines the use of handheld augmented reality devices, considering their
environmental impact and promoting sustainable user experiences in museums and historical sites.
By providing an accessible and personal interface, his study shows how these devices can transform
visitor interactions, offering contextualized information and immersive visualizations for a more
in-depth cultural exploration while being eco-conscious.
[30] 2007 Hwang
Hwang’s research on markerless augmented reality tracking in mobile devices, within the context of
digital art, demonstrates advancements in user interaction with cultural heritage, focusing on low
environmental impact technologies. This technology allows for more intuitive and marker-free
interactions, enriching the museum and urban cultural experience with flexible, immersive content
that adheres to sustainable practices.
[31] 2008 Cutrí
Cutrífocuses on the enhancement of cultural heritage experiences through mobile technologies in
urban settings, with an emphasis on sustainable tourism development. The case study of Locri
exemplifies how mobile devices can transform the exploration and interaction with a city’s historical
heritage, providing immersive and personalized access to historical information and narratives in an
environmentally sustainable way.
[32] 2008 Gilroy
Gilroy’s “E-tree” is an augmented reality art installation exploring the intersection between AR
technology and emotional artistic expression, with a focus on sustainable artistic practices. This
project demonstrates how AR can create deeply personal and interactive art experiences, offering
new perspectives on the interpretation and appreciation of heritage and art in both museums and
urban spaces while being mindful of sustainability in the art world.
[4] 2009 Styliani
Styliani provides a detailed analysis of virtual museums, including their technical, cultural, and
educational implications, with a strong focus on sustainable virtual museum experiences. The study
highlights the unique opportunities virtual museums offer for presenting and exploring urban
cultural heritage, providing immersive experiences that allow for a deeper understanding of a city’s
historical and cultural narrative in a sustainable digital environment.
[33,34] 2009 Choudary
Choudary introduces MARCH, a mobile augmented reality platform designed for cultural heritage,
emphasizing sustainable and eco-friendly approaches in visitor experiences. This platform is
significant for its ability to offer new dimensions to visitor experiences in museums and urban
cultural spaces, allowing for interactive and contextual exploration of heritage through AR-enriched
content while highlighting sustainable interactions and engagement in cultural contexts.
[5] 2010 Anderson
Anderson reviews the current state of serious games developed for cultural heritage, analyzing their
potential to engage and educate users interactively with a focus on sustainable gaming practices. The
review emphasizes the opportunity these games provide for enriching cultural experiences in urban
environments and museums, offering innovative and immersive ways to learn about history and
heritage while promoting sustainability in gaming content.
[35] 2010 Lu
Lu addresses technical challenges in outdoor augmented reality, focusing on strategies for effectively
overlaying digital information in heritage sites with minimal environmental impact. His work is
crucial for enhancing the accuracy and immersion of AR experiences in cultural and historical
contexts, offering technical solutions that significantly contribute to the preservation and
communication of heritage in an environmentally responsible manner.
[36] 2011 Haydar
Haydar explores the use of virtual and augmented reality for the virtual exploration of underwater
archaeological sites, with a focus on sustainable exploration methods. This research provides
valuable techniques for creating immersive experiences, enabling virtual access to otherwise
inaccessible heritage sites, and offering new dimensions for the exploration and communication of
underwater cultural heritage in a way that preserves the underwater environment.
Sustainability 2024,16, 1991 11 of 37
Table 2. Cont.
Ref. Year Author Key Contribution Summary
[37] 2011 Hürst
Hürst focuses on multimodal interaction concepts for augmented reality applications, exploring how
combining multiple forms of input and output can enrich user experiences in a sustainable manner.
His work is particularly relevant for museums and urban spaces, where multimodal AR can offer
more dynamic and intuitive ways to interact with cultural heritage, enhancing learning and
exploration while being eco-friendly.
[38] 2012 Haugstvedt
Haugstvedt investigates the acceptance of mobile augmented reality for cultural heritage exploration,
with an emphasis on sustainable technology adoption. Using technology acceptance models, his
study identifies key factors influencing the use and adoption of mobile AR, highlighting its potential
to transform urban heritage exploration and museum visits into interactive and contextually
enriched experiences that are mindful of environmental and cultural sustainability.
[39] 2012 Grasset
Grasset’s research on image-based view management for augmented reality browsers offers
innovative strategies for presenting AR information more effectively, with a focus on sustainable
content delivery. His work enhances user interaction with content and the environment, particularly
in museums and urban heritage spaces, by providing more immersive and contextually relevant AR
experiences that consider the sustainable use of digital resources.
Initial Development Phase (2013–2018): During this period, publications related to
the research topic began to emerge, and although growth was modest initially, it gained
greater consistency over time. This phase also began to reflect an increased awareness and
incorporation of sustainability in augmented reality applications, particularly in the context
of cultural heritage and tourism. A significant increase in the number of publications
was observed compared to the initial phase or previous period. In total, 431 publications
were identified, representing a substantial number compared to the initial phase. These
publications have generated a total of 7923 citations, underscoring the growing importance
and interest in the use of augmented reality, especially in the context of applications in
museums and cultural heritage, especially in developing sustainable solutions in museums
and cultural heritage. This period marked a milestone in the advancement and consolida-
tion of this research area, with a noticeable shift towards incorporating sustainability in
augmented reality applications. Throughout this period, several significant contributions
of augmented reality to the tourism industry emerged; they are outlined as follows Table 3.
Empowerment Phase (2019–2023): The emergence of COVID-19 has catalyzed the
widespread use of various technologies worldwide, and the tourism industry has not been
an exception. During this stage, a significant increase in publications related to the use
of technologies has been observed, with augmented reality playing a prominent role in
this trend while emphasizing sustainable tourism practices. The pandemic forced many
people into isolation, leading them to seek new ways to experience tourism and explore
places of interest without the need to be physically present. In response, sustainable virtual
tourism, supported by augmented reality, emerged as a key solution, enabling eco-friendly
access to numerous museums and points of interest worldwide. It was in this context that
augmented reality emerged as a key solution, enabling numerous museums and points
of interest to be accessible to tourists worldwide, even when they could not visit them
physically. This phase also saw advancements in AR technologies focused on reducing
carbon footprints and promoting environmental conservation in tourism. During this
timeframe, several notable advancements in augmented reality within the tourism sector
have surfaced, centered on sustainable and responsible tourism practices, outlined as
follows Table 4.
Sustainability 2024,16, 1991 12 of 37
Table 3. Initial development phase (2013–2018).
Ref. Year Author Key Contribution Summary
[40] 2013 Martínez-Graña
Martínez-Graña employs Google Earth and QR codes to create virtual tours,
enhancing geological heritage understanding and museum experiences,
allowing users to interactively learn about geodiversity in a sustainable and
environmentally friendly manner.
[41] 2013 Gimeno
Gimeno develops an AR authoring tool using depth maps, focusing on
cultural heritage applications with an emphasis on sustainable digital
preservation. This tool enhances museum and GeoCities experiences by
creating interactive, educational exhibitions.
[2] 2014 Mortara
Mortara analyzes the application of serious games for cultural heritage,
demonstrating their utility in museums and educational settings to improve
engagement and understanding of historical and cultural narratives with a
focus on sustainable cultural education.
[42] 2014 Ridel
Ridel’s ‘The Revealing Flashlight’ is an interactive AR tool allowing users to
uncover detailed aspects of cultural artifacts, thereby enhancing the learning
and discovery process in museums and urban heritage in an eco-friendly
manner.
[43] 2015 D’Agnano
D’Agnano introduces ‘Tooteko’, integrating AR, digitization, and 3D printing
to create multisensory cultural experiences, with a significant focus on
sustainable and accessible cultural interaction. This project enhances
accessibility and interaction with cultural heritage, especially in museums and
urban settings.
[44] 2015 Bostanci
Bostanci explores the integration of Kinect technology in AR for cultural
heritage, enhancing user interaction with museum exhibits and urban heritage
through gesture-based engagement and immersive experiences, with an
awareness of sustainable technology use.
[45] 2016 Chiabrando
Chiabrando focuses on converting 3D survey data into user-friendly historical
building information models (HBIMs), providing detailed and accurate
representations of historical buildings for better preservation and
understanding, with a sustainable approach to cultural heritage management.
[46] 2016 Skarlatos
Skarlatos highlights the iMARECULTURE project’s use of advanced VR and
AR to bring Europe’s underwater cultural heritage closer to the public,
enhancing awareness and accessibility through interactive technologies, with a
strong emphasis on sustainable cultural preservation.
[47] 2017 Dieck
Tom Dieck and Jung examine augmented reality’s value from stakeholders’
perspectives in cultural heritage sites, assessing how these technologies are
perceived and can be optimized for better heritage communication with
sustainability considerations.
[48] 2017 Jung
Jung and tom Dieck investigate the synergistic application of AR, VR, and 3D
printing in cultural heritage, focusing on how these technologies collectively
enhance visitor experiences and engagement in museums with a sustainable
use of resources.
[1] 2018 Bekele
Bekele offers a broad overview of how augmented, virtual, and mixedreality
technologies are applied to preserve and communicate cultural heritage,
highlighting their role in enhancing visitor experiences and engagement with a
sustainable focus.
[49] 2018 Chung
Chung et al. study the impact of augmented reality in Korean cultural heritage
tourism, focusing on how immersive experiences can significantly alter visitor
perceptions and engagement with historical sites, with an added emphasis on
promoting sustainable tourism practices.
Sustainability 2024,16, 1991 13 of 37
Table 4. Initial development phase (2019–2023).
Ref. Year Author Description of Contribution
[50] 2019 Bec
Bec proposes a conceptual model for managing immersive tourism experiences in
cultural heritage with a focus on sustainable practices. This model addresses
integrating immersive technologies, heritage preservation, and visitor satisfaction,
providing a guide for tourism professionals to enhance planning and management of
cultural tourist experiences in an environmentally responsible manner.
[51] 2019 Tzima
Tzima explores educators’ perceptions of augmented reality (AR) in educational
settings, highlighting its potential for sustainable learning environments. The study
highlights opportunities and challenges of AR in education, with implications for
enhancing learning in museums and urban heritage sites while considering
environmental and social sustainability.
[52] 2020 Graziosi
Graziosi et al. delve into standardization efforts for compressing point cloud data in
cultural heritage, focusing on sustainable data management. This work on V-PCC and
G-PCC standards is significant for efficiently handling and transmitting voluminous
data, influencing the development of immersive experiences in museums and
GeoCities with an emphasis on data sustainability and efficiency.
[53] 2020 Trunfio
Trunfio and Campana introduce a visitor experience model for mixed reality in
museums, incorporating sustainability in heritage preservation and communication.
This model offers insights into enhancing visitor engagement and education about
cultural heritage while maintaining sustainable practices.
[54] 2021 Ching
Chin and Wang investigate the impact of augmented reality in a mobile touring
system on university students’ learning performance and interest, with a focus on
sustainable educational methods. Their findings provide insights into augmented
reality’s benefits in educational settings and its potential to enhance engagement with
cultural heritage in museums and urban contexts in an environmentally conscious
way.
[55] 2021 Banfi
Banfi examines the evolution of interactivity, immersion, and interoperability in HBIM
and its uses with digital models, VR, and AR in built cultural heritage, emphasizing
sustainable integration of technology. This work highlights how advancing
technologies integrated into HBIM can enhance the cultural heritage experience in
museums and urban environments in a sustainable manner.
[56] 2022 Trunfio
Trunfio, Lucia, Campana, and Magnelli focus on innovating the cultural heritage
museum service model through VR and AR, with a sustainable approach to visitor
experiences. They explore how integrating these technologies enhances visitor
experiences and satisfaction, transforming engagement and understanding of cultural
artifacts in museum settings and urban heritage while being mindful of ecological
impact.
[57] 2022 Skublewska
Skublewska-Paszkowska, Milosz, Powroznik, and Lukasik discuss 3D technologies
for preserving intangible cultural heritage, with an emphasis on sustainable
digitization practices. This review provides insights into digitizing and safeguarding
cultural heritage using 3D technologies, highlighting methods for museums and
urban heritage sites to utilize immersive techniques in preservation and
communication in an eco-friendly manner.
[58] 2023 Jiang
Jiang highlights how augmented reality enhances tourist experiences at cultural
heritage sites by providing additional interactive and informative elements, with a
focus on sustainable tourism practices. This work offers insights into the
transformative potential of these technologies in enriching visitor interactions and the
attractiveness of cultural environments in an environmentally responsible way.
[59] 2023 Zhu
Zhu, Fong, and Gan examine the consequences of postmodern authenticity in
augmented reality through the case of a World Cultural Heritage site, addressing AR’s
influence on heritage perception and experience with considerations for sustainable
authenticity maintenance. They address how AR influences the perception and
experience of heritage, offering new perspectives on maintaining authenticity and
cultural significance in museums and historic urban spaces while integrating
sustainable approaches to cultural heritage management.
Sustainability 2024,16, 1991 14 of 37
3.2. Country Analysis
Given that tourism has been severely impacted by the COVID-19 pandemic and
the current global economic consequences, numerous publications and applications have
emerged worldwide to mitigate the impact on a sector that plays a crucial role in the
economies of many regions around the world, while incorporating sustainable practices
and strategies. In this context, an analysis of the top ten countries leading in the production
of content related to augmented reality applied to the tourism sector with a sustainable
approach is presented, as detailed in the table below Table 5.
Table 5. Countries.
Country Publications (Total
and % of Total)
Citations (Total and
% of Total)
Publications in
Indexed Journals
(Quartile Distribution)
Prominent Contribution Ref.
Italy 271 (23.98%) 2679 (21.35%) Q1: 42%, Q2: 12%
Q3: 23%, Q4: 22%
Botrugno: Developed AR and UAVs
for archaeology, enhancing site
exploration and presentation with a
focus on sustainable
archaeological practices.
[60]
Greece 104 (9.2%) 1033 (7.99%) Q1: 40%, Q2: 29%,
Q3: 17%, Q4: 14%
Tzima: Explored AR in education
from educators’ perspectives,
enhancing learning in various settings
with an emphasis on sustainable
educational methods.
[51]
China 91 (8.05%) 368 (2.93%) Q1: 39%, Q2: 16%,
Q3: 16% Q4: 29%
Chen: Focused on designing serious
heritage games for immersive user
engagement in cultural heritage with
sustainable gaming approaches.
[61]
United Kingdom 66 (5.84%) 1876 (14.95%) Q1: 52%, Q2: 26%,
Q3: 17%, Q4: 4%
Mortara: Addressed cultural heritage
learning through serious games,
enhancing educational engagement
with a sustainable focus.
[2]
Spain 65 (5.75%) 680 (5.42%) Q1: 55%, Q2: 41%,
Q3: 5%
Joo-Nagata: Investigated AR in
pedestrian navigation and educational
programs, enhancing learning and
navigation with sustainable
technology integration.
[62]
Germany 40 (3.54%) 435 (3.47%) Q1: 20%, Q2: 60%,
Q3: 20%
Gleue: Designed mobile devices for
AR in outdoor environments,
improving archaeological site
exploration with an emphasis on
environmental sustainability.
[18]
Portugal 40 (3.54%) 319 (2.54%) Q1: 31%, Q2: 31%,
Q3: 19%, Q4: 19%
Marques: Focused on 3D models of
cultural heritage in AR environments,
enhancing immersive representation
with sustainable modeling techniques.
[63]
Korea 38 (3.36%) 746 (5.95%) Q1: 75%, Q3: 17%,
Q4: 8%
Chung: Studied AR’s role in cultural
heritage tourism, transforming visitor
interactions with heritage sites,
integrating sustainable tourism
practices.
[25]
United States 37 (3.27%) 313 (2.49%) Q1: 54%, Q2: 15%,
Q3: 23%, Q4: 8%
Marasco et al.: Examined
next-generation virtual technologies
in tourism marketing, focusing on
cultural heritage promotion with
sustainable approaches.
[64]
France 33 (2.92%) 450 (3.59%) Q1: 67%, Q2: 11%,
Q3: 11%, Q4: 11%
Serravalle et al.: Analyzed AR’s role
in tourism, specifically in museums,
from multiple stakeholders’
perspectives, with a focus on
sustainable cultural engagement.
[65]
Sustainability 2024,16, 1991 15 of 37
Regarding the network analysis, six communities can be identified (see Figure 3)
related to this theme, usually led by countries such as the United Kingdom, Italy, Portugal,
the USA, and Montenegro. The most prominent community (purple), led by the United
Kingdom in collaboration with Australia and the Netherlands, focuses on the importance
of augmented reality (AR) in cultural heritage sites from a stakeholder perspective, with
an increased focus on sustainable practices in heritage preservation and management.
This study investigates how AR technology influences multiple groups involved in the
preservation, management, and promotion of cultural heritage. It explores the needs and
expectations of stakeholders, including cultural site managers, tourists, local communities,
and technology providers. Furthermore, it examines how AR can create value for these
stakeholders, whether by enhancing the visitor experience, generating additional tourism
revenue, facilitating cultural preservation, or actively engaging local communities in sus-
tainable cultural activities. The authors in this community also address challenges and
opportunities related to implementing AR at cultural heritage sites and provide examples
of successful case studies, illustrating how this technology has been integrated into visitor
experiences at such locations in a manner that is mindful of environmental and cultural
sustainability [47].
Sustainability2024,16,xFORPEERREVIEW16of38
Figure3.Countrycollaborationnetwork.
Thesecondcommunity(green),ledbyItalywithstrongcollaborationfromauthors
inGreece,France,Germany,andCanada,focusesonthedevelopmentandevaluationof
anaugmentedrealityapplicationcalled“SvevoTour”,withasignificantemphasisonsus-
tainableculturaltourism.Thisapplicationwascreatedtoenhancethevisitorexperience
ataliterarymuseum,specificallyattheItaloSvevoMuseuminItaly.Thearticleexplores
howaugmentedrealityisusedasatooltoenrichthemuseumvisitandengagevisitors
moredeeplyandinteractively.Itdescribesthedesignanddevelopmentprocessesofthe
application,aswellastheresultsofexperimentationwithrealmuseumvisitors.Thestudy
highlightshowaugmentedrealitycancontributetothepromotionofliteratureandpublic
engagementinaculturalseing,providingamoreengagingandeducationalexperience
withconsiderationforsustainableculturalengagement[66].
Thethirdcommunity(blue),ledbyPortugalwithstrongtiestoSpainandAustria,
addressesthetopicofcommunicatingculturalheritagethroughmobileaugmentedreality
applications,withafocusonsustainabilityinculturalcommunication.Thiscommunity
demonstrateshowmobileaugmentedrealityapplicationscanplayacrucialroleincom-
municatingandpromotingculturalheritageinanenvironmentallyandsociallyresponsi-
blemanner.Theauthorsexplorehowaugmentedrealitytechnologyisusedasaneffective
tooltoenhanceinteractionbetweenthepublicandculturalsites,suchasmuseumsand
historicallocations.Additionally,thearticleanalyzeshowtheseapplicationscanenrich
thevisitorexperiencebyprovidingadditionalinformation,historicalcontexts,andreal-
timevisualelementsthroughmobiledevicesinawaythatsupportssustainabletourism
[64].Thefourthcommunity,ledbytheUnitedStateswithstrongcollaborationswith
ChinaandHongKong,investigatestheroleofnext-generationvirtualtechnologiesin
destinationmarketingwithasustainableapproach.Thestudyfocusesonhowthesetech-
nologies,suchasvirtualrealityandaugmentedreality,arebeingusedindestinationmar-
keting.Theauthorsexplorehowthesetechnologiescancreateimmersiveandengaging
experiencesfortourists,allowingthemtoexploreadestinationbeforetheirvisit.Further-
more,thearticleexamineshowvirtualtechnologiescaninfluencetourists’traveldecisions
andtheirperceptionofaspecificdestination,withafocusonpromotingsustainabletravel
choices[67].
Thefifthcommunity(darkgreen)consistsofauthorsfromMontenegroandCroatia,
focusingonthevalorizationandpromotionofbridgesinMontenegrothroughtheimple-
mentationofinformationandcommunicationtechnology(ICT)withsustainableprac-
tices.TheauthorsexplorehowICTcanbeusedtoenhancethecultural,historical,and
Figure 3. Country collaboration network.
The second community (green), led by Italy with strong collaboration from authors
in Greece, France, Germany, and Canada, focuses on the development and evaluation
of an augmented reality application called “Svevo Tour”, with a significant emphasis on
sustainable cultural tourism. This application was created to enhance the visitor experience
at a literary museum, specifically at the Italo Svevo Museum in Italy. The article explores
how augmented reality is used as a tool to enrich the museum visit and engage visitors
more deeply and interactively. It describes the design and development processes of the
application, as well as the results of experimentation with real museum visitors. The study
highlights how augmented reality can contribute to the promotion of literature and public
engagement in a cultural setting, providing a more engaging and educational experience
with consideration for sustainable cultural engagement [66].
The third community (blue), led by Portugal with strong ties to Spain and Austria,
addresses the topic of communicating cultural heritage through mobile augmented reality
applications, with a focus on sustainability in cultural communication. This community
demonstrates how mobile augmented reality applications can play a crucial role in commu-
nicating and promoting cultural heritage in an environmentally and socially responsible
manner. The authors explore how augmented reality technology is used as an effective
Sustainability 2024,16, 1991 16 of 37
tool to enhance interaction between the public and cultural sites, such as museums and
historical locations. Additionally, the article analyzes how these applications can enrich the
visitor experience by providing additional information, historical contexts, and real-time
visual elements through mobile devices in a way that supports sustainable tourism [
64
].
The fourth community, led by the United States with strong collaborations with China and
Hong Kong, investigates the role of next-generation virtual technologies in destination mar-
keting with a sustainable approach. The study focuses on how these technologies, such as
virtual reality and augmented reality, are being used in destination marketing. The authors
explore how these technologies can create immersive and engaging experiences for tourists,
allowing them to explore a destination before their visit. Furthermore, the article examines
how virtual technologies can influence tourists’ travel decisions and their perception of a
specific destination, with a focus on promoting sustainable travel choices [67].
The fifth community (dark green) consists of authors from Montenegro and Croatia,
focusing on the valorization and promotion of bridges in Montenegro through the imple-
mentation of information and communication technology (ICT) with sustainable practices.
The authors explore how ICT can be used to enhance the cultural, historical, and touristic
value of bridges in Montenegro. They analyze how the application of these technologies,
such as augmented reality or 3D visualization, can enrich the visitor experience by allowing
them to explore and learn about the bridges interactively and attractively. Moreover, the
community addresses how the promotion of these cultural assets through ICT can con-
tribute to tourism development in the region while considering environmental impacts and
promoting sustainable tourism development [
68
]. The last, fuchsia, community consists of
authors from Macedonia and North Macedonia, providing a comprehensive view of how
architecture and home design are evolving to address the changing needs and challenges of
modern life, with a strong emphasis on sustainability. The editors and contributors explore
a wide range of topics related to contemporary housing, from sustainability and energy
efficiency to the incorporation of advanced technologies into the home [69].
3.3. Journal Analysis
Below are the top ten journals and conference proceedings (see Tables 6and 7) for
publications in the field of augmented reality applied to museums and GeoCities, focus-
ing on publications that understand the evolution and emphasize the sustainable use of
this technology in the cultural and tourism context. These journals represent a valuable
source of knowledge and reflect the most relevant trends, research, and developments
in this constantly growing interdisciplinary field, with a special emphasis on sustainable
practices and eco-friendly approaches. Through this analysis, the aim is to identify the
main academic contributions, predominant thematic approaches, and international col-
laborations driving research and the application of augmented reality in cultural heritage
preservation and enhancing tourist experiences in urban environments and GeoCities with
sustainable methodologies.
Table 6. Top conference proceedings.
Journal WoS Scopus Impact Factor H Index Quantile
Lecture Notes In Computer Science (including subseries Lecture
Notes In Artificial Intelligence and Lecture Notes In Bioinformatics)
0 138 0.32 446 Q3
International Archives of the Photogrammetry,Remote Sensing and
Spatial Information Sciences—ISPRS Archives 0 45 0.27 82 -
ACM International Conference Proceedings Series 0 35 0.21 137 -
ISPRS Annals of the Photogrammetry, Remote Sensing and Spatial
Information Sciences 0 23 0.38 48 -
Communications in Computer and Information Science 0 21 0.19 62 Q4
CEUR Workshop Proceedings 0 16 0.2 62 -
Sustainability 2024,16, 1991 17 of 37
Table 7. Top journals.
Journal WoS Scopus Impact Factor H Index Quantile
Heritage 18 17 0.34 16 Q1
Journal on Computing and Cultural Heritage 0 19 0.54 31 Q1
Advances in Intelligent Systems and Computing 0 14 0 58 -
Applied Sciences (Switzerland) 0 14 0.49 101 Q2
It is important to note that the vast majority of publications related to this research
topic are disseminated through participation in various conferences worldwide. Therefore,
Lecture Notes in Computer Science (including the subseries Lecture Notes In Artificial Intelligence
and Lecture Notes in Bioinformatics), as an aggregator of conferences in the field of computer
science applications, ranks first for conference proceedings, with 138 publications in the
Scopus database, with a growing emphasis on sustainable practices in augmented reality
applications. The work of Caggianese [
70
] is highlighted, addressing the topic of natural
interaction and augmented reality in the context of enjoying cultural heritage in outdoor
conditions. The study focuses on the application of augmented reality technologies to enrich
the visitor’s experience at outdoor cultural and heritage sites, considering environmental
sustainability. The authors explore how natural interaction, i.e., the way people intuitively
interact with their environment, can be effectively integrated with wearable augmented
reality devices, such as smart glasses. This integration emphasizes sustainable tourism
and minimal environmental impact. In the second position of conference proceedings
is the International Archives of the Photogrammetry, Remote Sensing, and Spatial Information
Sciences—ISPRS Archives with 45 publications, representing the second-largest aggregator
of conferences related to augmented reality applied to cultural tourism with a sustainable
approach. The work of the author Chiabrando [
45
] stands out, focusing on the creation and
handling of 3D models of historical buildings through 3D surveys. The study addresses
the sustainable transformation of point clouds generated from 3D scans into digital models
used for the management of architectural heritage. The authors explore how these advanced
perception and spatial representation technologies can be leveraged to create historical
building models with a user-centered approach known as historical building information
modeling (HBIM), involving the sustainable and precise creation of digital models.
In the third position of conference proceedings is the ACM International Conference
Proceedings Series with 35 articles, which publishes the results of various computer-science-
related conferences. Among the notable works is that of Stˇrelák [
71
], which investigates
user experiences in the context of a mobile augmented reality tourist guide. The study
focuses on evaluating and analyzing how users interact with and experience a tourist guide
in which augmented reality is the primary tool, with considerations for sustainable tourism
practices. The authors investigate how this technology influences tourists’ perception and
satisfaction, as well as their overall experience while exploring a tourist destination with
an emphasis on environmentally friendly and sustainable tourism. In the fourth position of
conference proceedings is the ISPRS Annals of Photogrammetry, Remote Sensing, and Spatial
Information Sciences with 23 articles, with the publication of Teruggi [
72
] standing out. This
work focuses on the preservation and accessibility of cultural heritage through advanced
3D scanning and semantic enrichment technologies, considering sustainable practices
in cultural heritage preservation. The study addresses how to efficiently and accurately
perform 3D scans of large cultural heritage sites and structures, followed by enriching
these 3D models with semantic data for deeper understanding, and investigates how
these enhanced digital representations can facilitate virtual access and the cultural heritage
experience for the general public in a sustainable manner. In the fifth position of conference
proceedings is the book series by Springer “Communications in Computer and Information
Science” with 21 publications. The work of Voinea [
73
] is notable, as it focuses on applying
augmented reality technology to explore and enrich cultural heritage. The study is based on
the use of platforms like Google’s Project Tango and ARCore, which are augmented reality
Sustainability 2024,16, 1991 18 of 37
technologies, to create immersive and educational experiences in cultural and heritage
environments, with a focus on sustainable interaction with cultural heritage. The authors
investigate how these technologies can enhance the understanding and appreciation of
cultural heritage by allowing visitors to interact with additional information and overlaid
visual elements in real time through mobile devices.
The “CEUR Workshop Proceedings” is in the last position, also serving as a compi-
lation of various conferences worldwide. The publication by Armesto [
74
] stands out,
addressing the monitoring and assessment of structural damage in historic buildings,
with a focus on sustainable preservation techniques. The main focus of this research is
the use of photogrammetric and monitoring techniques to assess the conservation status
of historic buildings and detect possible structural damage while promoting sustainable
conservation practices.
In the first position of the top journals is the journal “Heritage” with 18 publications
in WoS and 17 in Scopus, making it the journal with the highest number of publications
on the subject. The work of Karuzaki [
75
] is highlighted, which focuses on the use of
highly realistic virtual human avatars in applications related to cultural heritage, with an
emphasis on sustainable digital representation in cultural contexts. The study explores
how technology can be used to create digital representations of humans that are as lifelike
as possible and to apply these avatars in cultural-heritage-related environments in a way
that is mindful of environmental and cultural sustainability. The second position in the top
journals is the “Journal on Computing and Cultural Heritage”, with 19 works in Scopus. One of
the most cited works is that of Ridel [
42
], who focuses on the development and application
of interactive spatial augmented reality technology for the detailed exploration of cultural
heritage artifacts. The author presents an approach that uses augmented reality to enhance
the visitor’s experience by allowing them to thoroughly investigate cultural objects and
artifacts, considering sustainable methods in cultural exploration and presentation.
In the third position of the top journals is the journal “Advances in Intelligent Systems
and Computing” with 14 articles, featuring the work of Ramtohul [
76
], who focuses on the
development of a prototype mobile augmented reality system designed specifically for
implementation at cultural heritage sites with sustainable technological solutions. The
last journal is “Applied Sciences (Switzerland)”, which has a dedicated section focused on
cultural tourism. Among the most cited works is that of Gonzalez [
77
], which explores the
use of augmented reality to improve motivation in learning related to cultural heritage
studies. The research investigates how augmented reality technology can effectively moti-
vate students and participants in cultural heritage studies programs while incorporating
sustainable learning practices. Overall, these top journals and conference proceedings
provide valuable insights into the evolving landscape of augmented reality applications in
cultural heritage and tourism, showcasing international collaborations and thematic trends,
with a growing focus on sustainability.
Figure 4illustrates the entire set of communities identified using the Ghosh et al. [
10
].
algorithm within the journal citation network. A notable tipping point is observed between
communities 3 and 4, leading to the selection of the three largest communities for this
study, with a particular emphasis on analyzing their focus on sustainability within the
augmented reality and cultural heritage sector. The visualization of nodes (representing
journals) and links (indicating citations) over time demonstrates the gradual consolidation
of these communities. Notably, the proportion of links represented by the orange line
surpasses that of the green line, indicating a strengthening of the community since 2017,
with an increasing trend towards sustainable practices in research and publication.
When analyzing the communities (see Figure 5) based on their relationship with the
citation of scientific articles, three communities can be highlighted. The first community
(purple) refers to the citation of articles from conference proceedings which have been
cited by significant journals such as IEEE Development System. Among them, the work of
Skarlatos [
46
] stands out, addressing the iMARECULTURE project, focused on the use of
advanced virtual reality (VR), immersive serious games, and augmented reality (AR) tech-
Sustainability 2024,16, 1991 19 of 37
nologies to promote awareness and access to European underwater cultural heritage with
an emphasis on sustainable preservation and public education. The project aims to address
the challenges related to the preservation and promotion of submerged archaeological sites
and artifacts in a way that engages and educates the public while considering environmen-
tal sustainability. The authors emphasize the importance of protecting and showcasing
Europe’s underwater cultural heritage, which includes shipwrecks, sunken ancient cities,
and archaeological remains. These underwater sites are often difficult to access and require
innovative approaches to make them accessible to researchers, educators, and the general
public. Among other projects funded by Horizon Europe, the BavAR[t] project stands out.
It is an augmented reality (AR) game designed to democratize art and culture. This game
utilizes innovative AR technologies to offer an interactive and accessible experience to a
broad audience, aiming to make art and culture more affordable and appealing to everyone.
BavAR[t] allows users to explore art and culture in a unique and immersive way, using
their mobile devices to interact with cultural and artistic elements in different settings, both
in public spaces and virtual environments. By pointing their devices at specific objects or
locations, users can unlock interactive content, stories, and educational experiences related
to art and culture. The game is aimed at increasing participation and interest in art and
culture, removing barriers that often hinder access to these fields. By offering a playful
and educational experience, BavAR[t] seeks to inspire people of all ages and backgrounds,
promoting learning and appreciation of cultural and artistic heritage [78].
Sustainability2024,16,xFORPEERREVIEW20of38
Figure4.Communityanalysis.
Whenanalyzingthecommunities(seeFigure5)basedontheirrelationshipwiththe
citationofscientificarticles,threecommunitiescanbehighlighted.Thefirstcommunity
(purple)referstothecitationofarticlesfromconferenceproceedingswhichhavebeen
citedbysignificantjournalssuchasIEEEDevelopmentSystem.Amongthem,theworkof
Skarlatos[46]standsout,addressingtheiMARECULTUREproject,focusedontheuseof
advancedvirtualreality(VR),immersiveseriousgames,andaugmentedreality(AR)tech-
nologiestopromoteawarenessandaccesstoEuropeanunderwaterculturalheritagewith
anemphasisonsustainablepreservationandpubliceducation.Theprojectaimstoad-
dressthechallengesrelatedtothepreservationandpromotionofsubmergedarchaeolog-
icalsitesandartifactsinawaythatengagesandeducatesthepublicwhileconsidering
environmentalsustainability.Theauthorsemphasizetheimportanceofprotectingand
showcasingEurope’sunderwaterculturalheritage,whichincludesshipwrecks,sunken
ancientcities,andarchaeologicalremains.Theseunderwatersitesareoftendifficultto
accessandrequireinnovativeapproachestomakethemaccessibletoresearchers,educa-
tors,andthegeneralpublic.AmongotherprojectsfundedbyHorizonEurope,the
BavAR[t]projectstandsout.Itisanaugmentedreality(AR)gamedesignedtodemocra-
tizeartandculture.ThisgameutilizesinnovativeARtechnologiestoofferaninteractive
andaccessibleexperiencetoabroadaudience,aimingtomakeartandculturemoreaf-
fordableandappealingtoeveryone.BavAR[t]allowsuserstoexploreartandcultureina
uniqueandimmersiveway,usingtheirmobiledevicestointeractwithculturalandartis-
ticelementsindifferentseings,bothinpublicspacesandvirtualenvironments.Bypoint-
ingtheirdevicesatspecificobjectsorlocations,userscanunlockinteractivecontent,sto-
ries,andeducationalexperiencesrelatedtoartandculture.Thegameisaimedatincreas-
ingparticipationandinterestinartandculture,removingbarriersthatoftenhinderaccess
tothesefields.Byofferingaplayfulandeducationalexperience,BavAR[t]seekstoinspire
peopleofallagesandbackgrounds,promotinglearningandappreciationofculturaland
artisticheritage[78].
Figure 4. Community analysis.
Sustainability 2024, 16, x FOR PEER REVIEW 21 of 38
Figure 5. Journals collaboration network.
Another project funded by Horizon Europe is “Locative Games for Cultural Herit-
age”, which focuses on the creation and use of location-based games for exploring and
learning about cultural heritage with sustainable and interactive methodologies. This in-
novative project employs location technologies, such as GPS and augmented reality (AR),
to create interactive gaming experiences that guide users through sites of cultural and
historical importance in an environmentally responsible manner. The main goal of the
project is to make cultural heritage more accessible and appealing, especially to younger
generations, by fostering education and engagement through a playful methodology. The
locative games designed in this project allow participants to immerse themselves in his-
torical and cultural environments, where they can actively and entertainingly learn about
history, art, and traditions. Players can explore cities, museums, and historical sites, inter-
acting with game elements that lead them to discover stories, solve puzzles, and complete
tasks related to the cultural heritage of the area. These activities not only provide cultural
knowledge but also promote the physical exploration of spaces, encouraging users to visit
and learn about real places [79].
The “Communities and Artistic Participation in Hybrid Environment” project [80],
funded by Horizon Europe, focuses on fostering artistic participation and collaboration in
hybrid environments that combine physical and digital spaces, with a strong focus on
sustainable artistic practices. This project aims to explore and develop new forms of inter-
action and artistic expression within communities, using emerging technologies to create
inclusive and accessible cultural experiences that are environmentally and socially sus-
tainable. The main objective is to create a space where communities can collaborate, share,
and experiment with art interactively, leveraging the possibilities oered by combined
digital and physical environments. This involves the use of augmented reality, virtual re-
ality, online platforms, and other digital media to complement and enrich artistic experi-
ences in physical spaces such as galleries, theaters, and public areas. One of the key aspects
of the project is its focus on community participation. Community members are encour-
aged to actively engage in the creative process, from conception to the realization of artis-
tic projects. This not only democratizes the artistic process but also allows for a diversity
of voices and perspectives in the creation and appreciation of art. The project also aims to
investigate how hybrid environments can overcome geographical and social barriers, en-
abling people from dierent regions and backgrounds to participate in collective artistic
Figure 5. Journals collaboration network.
Sustainability 2024,16, 1991 20 of 37
Another project funded by Horizon Europe is “Locative Games for Cultural Heritage”,
which focuses on the creation and use of location-based games for exploring and learning
about cultural heritage with sustainable and interactive methodologies. This innovative
project employs location technologies, such as GPS and augmented reality (AR), to create
interactive gaming experiences that guide users through sites of cultural and historical
importance in an environmentally responsible manner. The main goal of the project is to
make cultural heritage more accessible and appealing, especially to younger generations,
by fostering education and engagement through a playful methodology. The locative
games designed in this project allow participants to immerse themselves in historical and
cultural environments, where they can actively and entertainingly learn about history, art,
and traditions. Players can explore cities, museums, and historical sites, interacting with
game elements that lead them to discover stories, solve puzzles, and complete tasks related
to the cultural heritage of the area. These activities not only provide cultural knowledge
but also promote the physical exploration of spaces, encouraging users to visit and learn
about real places [79].
The “Communities and Artistic Participation in Hybrid Environment” project [
80
],
funded by Horizon Europe, focuses on fostering artistic participation and collaboration
in hybrid environments that combine physical and digital spaces, with a strong focus on
sustainable artistic practices. This project aims to explore and develop new forms of inter-
action and artistic expression within communities, using emerging technologies to create
inclusive and accessible cultural experiences that are environmentally and socially sustain-
able. The main objective is to create a space where communities can collaborate, share, and
experiment with art interactively, leveraging the possibilities offered by combined digital
and physical environments. This involves the use of augmented reality, virtual reality,
online platforms, and other digital media to complement and enrich artistic experiences in
physical spaces such as galleries, theaters, and public areas. One of the key aspects of the
project is its focus on community participation. Community members are encouraged to
actively engage in the creative process, from conception to the realization of artistic projects.
This not only democratizes the artistic process but also allows for a diversity of voices and
perspectives in the creation and appreciation of art. The project also aims to investigate
how hybrid environments can overcome geographical and social barriers, enabling people
from different regions and backgrounds to participate in collective artistic experiences.
This is achieved through the creation of platforms and digital tools that facilitate remote
collaboration and cultural exchange.
The second community features a large number of citations from the journal Current
Issues of Tourism, whose authors have cited works from journals such as Heritage. In this
community, the focus is on the use of augmented reality (AR) through wearable devices
to enhance the learning experience of visitors in art galleries. The authors explore how
AR technology can influence visitors’ generic learning outcomes, i.e., the educational and
cognitive achievements they gain from their experience in an art gallery [
81
]. Finally, the
orange community is led by a strong citation relationship with the journal Applied Science,
which focuses on the implementation and perception of virtual reality (VR) in the museum
context, specifically from the perspective of museum professionals. The research inves-
tigates how museum professionals perceive and experience the incorporation of virtual
reality into their institutions. The authors analyze the attitudes, challenges, and oppor-
tunities that professionals face when adopting VR technologies for the presentation and
interpretation of their collections and exhibitions in a manner that aligns with sustainable
museum practices and responsible cultural stewardship.
3.4. Author Analysis
The analysis of the top authors (see Table 8) in the field of augmented reality applied
to museums and GeoCities is crucial for understanding the trajectory and key contributions
in this ever-evolving interdisciplinary field. These authors represent influential voices
whose works have made a significant impact on research and the application of augmented
Sustainability 2024,16, 1991 21 of 37
reality in the cultural and tourism context, with a growing emphasis on sustainability.
Through this analysis, the aim is to identify the most prominent researchers, their predomi-
nant thematic focuses, and their impact on the preservation of cultural heritage and the
enhancement of tourist experiences in urban and city environments. Their research and
contributions not only drive the advancement of augmented reality technology but also
enrich the way museums, cultural sites, and tourist destinations interact with the public,
emphasizing sustainable practices and eco-friendly technologies. It is worth noting the
significant participation of authors from Italy, which is one of the leading countries in such
publications and has shown a commitment to integrating sustainability into cultural and
technological advancements.
Table 8. Top ten authors on augmented reality in tourism.
No Researcher Total Articles Scopus Index Affiliation
1 Pierdicca R 17 24 UniversitàPolitecnica Delle Marche, Ancona, Italy
2 De P L 16 17 UniversitàDel Salento, Lecce, Italy
3 Kim J 16 3 Sungkyunkwan University, Seoul, South Korea
4 Frontoni E 15 33 UniversitàDegli Studi Di Macerata, Macerata, Italy
5 Jung T 11 27 Manchester Metropolitan University, Manchester,
United Kingdom
6 Liarokapis F 11 24 Extended Experiences Mrg, Nicosia, Cyprus
7 Marto A 11 7 Polytechnic Institute Of Leiria, Leiria, Portugal
8 Woo W 11 27 Korea Advanced Institute Of Science And Technology, Daejeon,
South Korea
9 Li Y 10 6 Xi’an Jiaotong-Liverpool University, Suzhou, China
10 Barrile V 9 16 UniversitàDegli Studi Di Reggio Calabria, Reggio Calabria, Italy
The top two authors are from Italy. Pierdicca [
82
], affiliated with UniversitàPolitec-
nica Delle Marche, Ancona, Italy, leads with the highest number of publications in this
domain, totaling 17 articles. His work primarily focuses on eTourism, emphasizing the
role of information and communication technology (ICT) in tourism management with
environmental considerations. Pierdicca’s research delves into how ICT is transforming
the tourism industry, including aspects like the influence of social networks, tourism
information management, personalized travel experiences, and mobile applications in
travel planning and enjoyment. His research integrates sustainable tourism strategies and
eco-friendly approaches. De Paolis [
83
], from UniversitàDel Salento, Lecce, Italy, with
16 published articles, specializes in creating digital simulations that recreate life in medieval
towns for educational and promotional purposes in the tourism sector, incorporating sus-
tainable and environmentally friendly methodologies. These simulations aim to provide
immersive and educational experiences for visitors, allowing them to explore and gain a
deeper understanding of medieval life and culture. This approach serves both educational
and tourism promotion purposes, attracting tourists interested in the history and cultural
heritage of medieval cities.
The third author, Hayun Kim [
84
] from Sungkyunkwan University, Seoul, South Ko-
rea, has contributed 16 articles focusing on the development of mobile augmented reality
applications in cultural heritage sites. Kim’s research emphasizes two key aspects, ontology-
based information modeling and user studies, with a strong emphasis on sustainable and
ethical ontology-based information modeling and user studies. He concentrates on creating
ontology-based information models that enable precise semantic representation of cultural
heritage sites, enriching the information available to users of mobile augmented reality.
Kim also conducts user studies to assess the effectiveness and user experience of mobile
augmented reality based on ontologies in cultural heritage contexts. Naspetti [
85
], who
collaborates with the top two Italian authors, Perdicca and De Paolis, specializes in using
eye-tracking techniques to enhance augmented reality applications, with a consideration for
sustainable user interaction and engagement. The author’s work revolves around the auto-
Sustainability 2024,16, 1991 22 of 37
matic analysis of eye-tracking data collected during augmented reality experiences. This
analysis aims to optimize and enrich user experiences in augmented reality applications
by adapting the presented information based on users’ visual interactions. Eye tracking
serves as a valuable tool for understanding how users visually engage with augmented
reality applications.
Jung T [
47
], from Manchester Metropolitan University, Manchester, United Kingdom,
ranks fifth with 11 publications. His research explores how augmented reality, virtual real-
ity, and 3D printing can collaboratively enhance the visitor experience at cultural heritage
sites, with an approach that integrates sustainable practices in visitor engagement. Jung
emphasizes the importance of the visitor experience at heritage sites and discusses the con-
cept of “co-creation of value”. This concept highlights how visitors can actively contribute
to shaping their experiences and perceptions of cultural heritage sites. Augmented reality,
virtual reality, and 3D printing facilitate this co-creation by enabling visitors to interact with
digital models, historical reconstructions, and physical replicas of cultural artifacts and
structures. Bruno [
86
] from Extended Experiences Mrg, Nicosia, Cyprus, has participated
in various collaborations, contributing 11 publications. Notably, he has been involved
in the H2020-funded i-MARECULTURE project, which aims to increase awareness and
access to European underwater cultural heritage, focusing on sustainable preservation and
promotion of submerged archaeological sites and artifacts across Europe.
Marto A [
87
], from the Polytechnic Institute Of Leiria, Leiria, Portugal, ranks seventh
with 11 publications. His notable work includes a comprehensive review of virtual reality
and augmented reality applications that incorporate multisensory elements in the cultural
heritage context, emphasizing sustainable and immersive interactions with cultural her-
itage. Marto explores how these advanced technologies create immersive and enriching
interactions with cultural heritage, such as museums, historical sites, and culturally sig-
nificant places. The analysis encompasses applications that go beyond 3D visualization,
considering the integration of multisensory elements like sound, touch, and even scent
to enhance visitors’ immersive experiences. Shin [
88
] from the Korea Advanced Institute
of Science and Technology, Daejeon, South Korea, also boasts 11 publications. One of his
noteworthy contributions is the narrative design of a location-based augmented reality
game called “Rediscovering Daereungwon”, which investigates how narrative design
influences players’ experiences in location-based augmented reality games, where physical
locations are integral to the gameplay, with a focus on sustainable cultural engagement
and education.
Li Y [
89
], from Xi’an Jiaotong-Liverpool University, Suzhou, China, occupies the ninth
position with 10 publications. His research primarily focuses on multi-user interaction
with virtual reality and augmented reality technologies in the context of cultural heritage
objects. Li addresses how to effectively combine both VR and AR to create interactive
experiences that allow multiple users to collaboratively explore and learn about cultural
heritage objects addressing the effective combination of VR and AR for sustainable and
interactive exploration of cultural heritage. This research explores how the synergy of VR
and AR enhances the understanding and appreciation of cultural objects, such as historical
artifacts, sculptures, paintings, or other elements of cultural heritage. Multi-user interaction
is a key aspect of the study, enabling multiple individuals to participate simultaneously
in experiences, particularly relevant in museum and historical site settings. Barrile V [
90
],
from UniversitàDegli Studi Di Reggio Calabria, Reggio Calabria, Italy, focuses on the
integration of geomatics methodologies in creating cultural heritage applications using
augmented reality (AR). The author describes how geospatial and geodetic technologies
can capture precise data related to cultural heritage, which can then be used to develop
augmented reality applications that enhance user experiences when exploring and learning
about cultural heritage. The described geospatial methodologies are utilized to collect high-
precision geodetic and georeferenced data from cultural heritage sites and objects. These
authors collectively contribute to advancing the field of augmented reality in the cultural
and tourism sectors, addressing a wide array of topics and applications. Their research has
Sustainability 2024,16, 1991 23 of 37
a significant impact on how technology enhances our understanding, preservation, and
engagement with cultural heritage and historical sites.
Regarding the collaborative work behavior among authors (see Figure 6), it is worth
highlighting authors who lead five significant communities related to the study topic. The
first community (purple) is led by a strong collaboration alliance between the authors
Liarokapis and Barrile, from Cyprus and Italy, who have developed various applications in
cultural locations worldwide using disruptive technologies. Their work notably incorpo-
rates sustainability by focusing on the sustainable use of digital technologies in cultural
heritage conservation. Among the highly cited publications, there is a standout project of a
virtual museum. The authors present an innovative proposal in which they use advanced
technology, such as virtual reality and augmented reality, to virtually recreate a physical
museum, in this case, the Herbert Museum in Coventry, United Kingdom. This project is
distinguished by its sustainable approach to digital heritage, minimizing physical impact
on the actual museum site. The Herbert Museum is known for its focus on the history
and culture of Coventry, and the project aims to bring this experience to a wider audience
through digital media. The authors address how they have designed and developed an in-
teractive virtual museum that allows visitors to explore the museum’s exhibits and content
from anywhere in the world using digital technology [91].
Sustainability2024,16,xFORPEERREVIEW25of38
Figure6.Authorcollaborationnetwork.
Thesecondcommunity(lightgreen)isfocusedoncollaborationsbyauthorsfrom
SouthKorea,KimJandWooW[92],whoconcentrateoncreatinganddescribinga
metadataschemaspecificallydesignedforaugmentedreality(AR)applicationsinthe
fieldofculturalheritage.Theauthors,Kim,Kim,andWoo,highlightthesustainableman-
agementandpreservationofdigitaldatainculturalheritageapplications.Theyaddress
theneedtodevelopametadatasystemthatallowsefficientintegrationofARintothe
contextofculturalheritage,includingmuseums,historicalsites,andplacesofcultural
significance.Theirapproachunderlinestheimportanceofsustainablepracticesindigital
archivingandpreservation.Thethirdcommunity(blue)isledbytheItalianauthorClini
[93],whofocusesonhowtoharnesshigh-resolutiontechnologyandreal-timeprocessing
capabilitiestocreateimmersiveandenrichingARexperiencesinpracticalapplications.
Theauthordetailstheprocessofacquiringhigh-resolutionimages,whichmayinclude
techniquessuchashigh-definitionphotographyandphotogrammetrytocaptureobjects,
locations,orscenariosaccuratelyandindetailtosuperimposevirtualcontentcoherently
andpreciselyintotherealworld.Thiscommunityemphasizestheroleofsustainabletech-
nologyinenhancingculturalexperienceswithoutcausingdetrimentaleffectsonphysical
sites.Thiscanhaveapplicationsinvariousfields,includingculturalheritage,education,
tourism,andmore.Thefourthcommunity(darkgreen)andthefifthcommunity(orange)
arefocusedontherelatedworksofauthorsDePaoliandMarto,whohaveleveragedthe
fullpotentialofaugmentedrealitywithastrongfocusonthesustainabilityofcultural
disseminationandeducation.
4.TreeofScience
Thetreeofscience,asconceptualizedbyRobledoetal.in2014[9],servesasavaluable
toolforunderstandingtheevolutionandstructureofacademicdisciplinesthroughthe
lensofcitationnetworks;seeFigure7.
Figure 6. Author collaboration network.
The second community (light green) is focused on collaborations by authors from
South Korea, Kim J and Woo W [
92
], who concentrate on creating and describing a metadata
schema specifically designed for augmented reality (AR) applications in the field of cultural
heritage. The authors, Kim, Kim, and Woo, highlight the sustainable management and
preservation of digital data in cultural heritage applications. They address the need to
develop a metadata system that allows efficient integration of AR into the context of
cultural heritage, including museums, historical sites, and places of cultural significance.
Their approach underlines the importance of sustainable practices in digital archiving
and preservation. The third community (blue) is led by the Italian author Clini [
93
], who
focuses on how to harness high-resolution technology and real-time processing capabilities
to create immersive and enriching AR experiences in practical applications. The author
details the process of acquiring high-resolution images, which may include techniques
such as high-definition photography and photogrammetry to capture objects, locations, or
scenarios accurately and in detail to superimpose virtual content coherently and precisely
Sustainability 2024,16, 1991 24 of 37
into the real world. This community emphasizes the role of sustainable technology in
enhancing cultural experiences without causing detrimental effects on physical sites. This
can have applications in various fields, including cultural heritage, education, tourism, and
more. The fourth community (dark green) and the fifth community (orange) are focused
on the related works of authors De Paoli and Marto, who have leveraged the full potential
of augmented reality with a strong focus on the sustainability of cultural dissemination
and education.
4. Tree of Science
The tree of science, as conceptualized by Robledo et al. in 2014 [
9
], serves as a valuable
tool for understanding the evolution and structure of academic disciplines through the lens
of citation networks; see Figure 7.
Sustainability2024,16,xFORPEERREVIEW26of38
Figure7.Citationnetwork.
4.1.Root
Theapplicationofaugmentedreality(AR)inmuseumsandGeoCitiesrepresentsa
fascinatingconvergenceofdigitaltechnologyandthepreservationofculturalheritage.
Thisinterdisciplinaryfieldisbasedonoverlayingdigitalinformationandreal-timevisu-
alizationsinthephysicalenvironment,enrichingtheexperiencesofvisitorsandusersby
providinghistoricalcontexts,enhancednarratives,anduniqueeducationalopportunities.
Moreover,thisapproachalignswithsustainablepracticesinculturalheritage,minimizing
physicalalterationstohistoricalsiteswhileprovidingrich,interactiveexperiences.To
thoroughlyunderstandthisexcitingareaofstudy,itisessentialtoconsiderthetheoretical
foundationandpracticalcontributionsofresearchersandpioneeringprojects.Inthisre-
gard,theworksbyVlahakisintheyears2001and2002andAzumain1997offerasolid
theoreticalfoundation,aswellasconcreteexamplesofARimplementationinculturaland
archaeologicalsites.ThesearticlesemphasizethesustainabilityofARinpreservingthe
integrityandauthenticityofculturalheritage.Thesearticlesnotonlyexploretheprinci-
plesandchallengesofARbutalsodemonstratehowthistechnologyhastransformedthe
interactionwithculturalheritageandthewayvisitorsexperiencemuseumsandGeo-
Cities.
ThearticlesbyVlahakis[94,95]provideasolidtheoreticalandpracticalfoundation
fortheapplicationofaugmentedrealityinthecontextofmuseumsandGeoCities.These
articlesunderscorethesustainablepotentialofARinculturalheritage,offeringenviron-
mentallyfriendlyalternativestotraditionalrestorationandpreservationmethods.These
workspresentreal-worldresultsandexperiencesofaugmentedrealityapplicationinthe
preservationandpromotionofculturalheritage.Theauthorsdiscusshowaugmentedre-
alitycanenhancethevisitorexperiencebyallowingthemtooverlaydigitalinformation
Figure 7. Citation network.
4.1. Root
The application of augmented reality (AR) in museums and GeoCities represents a
fascinating convergence of digital technology and the preservation of cultural heritage.
This interdisciplinary field is based on overlaying digital information and real-time visu-
alizations in the physical environment, enriching the experiences of visitors and users by
providing historical contexts, enhanced narratives, and unique educational opportunities.
Moreover, this approach aligns with sustainable practices in cultural heritage, minimizing
physical alterations to historical sites while providing rich, interactive experiences. To
thoroughly understand this exciting area of study, it is essential to consider the theoretical
foundation and practical contributions of researchers and pioneering projects. In this
regard, the works by Vlahakis in the years 2001 and 2002 and Azuma in 1997 offer a solid
Sustainability 2024,16, 1991 25 of 37
theoretical foundation, as well as concrete examples of AR implementation in cultural and
archaeological sites. These articles emphasize the sustainability of AR in preserving the
integrity and authenticity of cultural heritage. These articles not only explore the princi-
ples and challenges of AR but also demonstrate how this technology has transformed the
interaction with cultural heritage and the way visitors experience museums and GeoCities.
The articles by Vlahakis [
94
,
95
] provide a solid theoretical and practical foundation
for the application of augmented reality in the context of museums and GeoCities. These
articles underscore the sustainable potential of AR in cultural heritage, offering environ-
mentally friendly alternatives to traditional restoration and preservation methods. These
works present real-world results and experiences of augmented reality application in the
preservation and promotion of cultural heritage. The authors discuss how augmented
reality can enhance the visitor experience by allowing them to overlay digital information
and real-time visualizations onto the physical environment of a cultural site. Furthermore,
the articles delve into the sustainable aspects of AR, such as reducing the need for physical
infrastructure and conserving resources.
Likewise, Azuma’s article [
96
] is a fundamental read that provides a comprehensive
overview of augmented reality as a field of study. Azuma explores the fundamental con-
cepts, technological approaches, and potential applications of augmented reality. This
review aids in understanding how AR can be employed sustainably, reducing environ-
mental impact while enhancing cultural experiences. Together, these articles offer a solid
foundation for understanding key concepts, challenges, and opportunities related to the
application of augmented reality in museums and GeoCities. They provide concrete exam-
ples of how technology can enhance how people interact with cultural heritage and enrich
tourist experiences in urban environments and historical sites. These pioneering studies lay
the groundwork for the future development of sustainable augmented reality applications
in the realms of culture and tourism.
Other authors provide fundamental insights into the application of augmented reality
in museums and GeoCities for heritage preservation and communication. These studies
highlight the role of AR in sustainable heritage communication, utilizing digital means
to preserve and share cultural narratives. The work of Lee et al. [
97
] demonstrates how
immersive e-learning systems based on augmented reality can enrich the virtual experience
in museums, which is crucial for heritage communication. Meanwhile, Lu et al. [
35
]
address technical aspects such as the handling of occlusions in outdoor augmented reality
environments, relevant for their effective implementation in GeoCities and museums.
These studies emphasize the importance of sustainable and responsible use of AR in
heritage sites. Kolstee and Van Eck [
98
] provide a practical perspective on enhancing
the museum visitors’ experience through augmented reality, while Laroche et al. [
99
]
highlight how this technology can improve the understanding and visualization of heritage.
Their work underscores the minimal environmental impact of AR, promoting sustainable
cultural exploration. Haugstvedt and Krogstie [
38
] contribute to the analysis from the
perspective of technological acceptance, essential for the successful implementation of
these solutions in heritage contexts. Finally, Damala and Stojanovic [
100
] examine the
motivations and needs of cultural heritage professionals, offering insights on adapting
augmented reality to improve heritage communication. This adaptation is pivotal in
ensuring that AR technologies are used in a manner that respects and sustains the cultural
and historical integrity of heritage sites. Together, these studies offer a valuable framework
for understanding the impact and possibilities of augmented reality in heritage preservation
and communication in museums and urban environments. They collectively underscore
the importance of integrating sustainability into the development and application of AR in
cultural heritage, ensuring that these technological advancements contribute positively to
the preservation and appreciation of our shared history.
Sustainability 2024,16, 1991 26 of 37
4.2. Trunk
At the intersection of digital technology and cultural heritage preservation, augmented
reality (AR) in museums and GeoCities emerges as an innovative and promising field. This
interdisciplinary discipline focuses on overlaying digital and visual elements onto the
physical environment, thus enriching the experiences of visitors and users with histori-
cal contexts, immersive narratives, and unique educational opportunities. Incorporating
sustainability, this technology enables the preservation of physical sites while offering
enhanced interactive experiences, significantly reducing the ecological footprint associ-
ated with traditional preservation methods. In this context, numerous authors provide a
solid theoretical foundation and practical examples of implementing augmented reality
in cultural and archaeological contexts. These studies not only analyze the principles and
challenges of augmented reality but also demonstrate how this technology has transformed
interactions with cultural heritage, revolutionizing how visitors explore museums and
GeoCities in a more sustainable and environmentally friendly way.
Authors like Fenu and Pittarello in 2018 [
66
], Bekele and Champion [
101
], and Trunfio,
Jung, and Campana [
102
] are considered integral to the core structure in the metaphor-
ical tree of science and development of augmented reality as applied to museums and
GeoCities. Their research emphasizes the role of AR in sustainable cultural engagement,
offering alternatives that minimize physical wear on historical artifacts and sites. Just
like the trunk of a tree, these works provide essential knowledge and a solid foundation
for the growth and expansion of augmented reality in the cultural heritage context. The
article by Fenu and Pittarello [
66
] serves as a solid base, akin to the sturdy core of a tree
trunk. It explores the design and experimentation of an augmented reality application to
engage visitors in a literary museum. This work lays the groundwork for immersive and
engaging augmented reality experiences within museums, emphasizing the importance
of user engagement and interaction. The study by Bekele and Champion [
35
] acts as a
critical component of the trunk, much like growth rings within a tree. Their comparison
of immersive realities and interaction methods for cultural learning in virtual heritage
provides valuable insights into the effectiveness of different approaches. It contributes to
the growth in knowledge about how various immersive technologies can be leveraged for
educational and cultural purposes.
The research by Trunfio, Jung, and Campana [
102
] forms a vital section of the trunk,
like branches extending from the central support structure of a tree, illustrating how AR
can be integrated sustainably into cultural institutions. Their exploration of mixed-reality
experiences in museums, including the impact of device functionality on visitor experiences
and behaviors, expands our understanding of how augmented reality can be effectively
integrated into cultural institutions. This work contributes to shaping the direction of
augmented reality development in museums and GeoCities. Together, these articles, like
interconnected components of a tree trunk, provide a solid and comprehensive foundation
for the growth and evolution of augmented reality applications in the field of cultural
heritage. They support the development of this technology and its potential to enhance
visitor experiences, promote cultural learning, and contribute to the sustainable future of
museums and GeoCities.
Expanding this vision, augmented reality in museums and GeoCities not only en-
hances the visitor experience but also opens new possibilities for interaction and learning.
AR applications can take visitors on journeys through time and space, allowing them to
see reconstructions of historical events or visualize how artworks looked in their original
context. Additionally, AR can personalize the visitor experience, offering tours and expla-
nations tailored to their specific interests and level of knowledge. In the realm of GeoCities,
AR offers a unique opportunity to revitalize urban spaces with layers of historical and
cultural significance. Through AR applications, the sustainability of urban heritage can be
enhanced, allowing for the conservation of physical spaces while adding digital layers of
information and interaction.
Sustainability 2024,16, 1991 27 of 37
Moreover, augmented reality plays a crucial role in education and awareness about
cultural heritage. It serves as a sustainable educational tool, reducing the need for physical
materials and travel to historical sites, thereby minimizing environmental impact. It can
be a powerful tool for schools and educational programs, providing a more dynamic and
interactive way to teach history and culture. Students can experience cultural heritage first-
hand, which can significantly increase their interest and understanding. The development
of augmented reality in museums and GeoCities is not just a matter of technology but also
of creativity, narrative, and cultural engagement. As these technologies continue to evolve,
they offer sustainable ways to interact with and experience cultural heritage, opening new
doors to understanding and appreciating our shared history and culture.
In the context of using augmented reality for the preservation and communication of
heritage in museums and GeoCities, several prominent studies provide valuable insights.
Barba’s [
103
] study at ISMAR-MASH’D, for instance, underscores the sustainable aspects
of mixed-reality walking tours in heritage preservation. Morales, Oishi, and Ikeuchi [
104
],
in their presentation at ISMAR, contributed a technical approach to aerial perspective
rendering in mixed reality, relevant for heritage visualization in outdoor settings. This
approach highlights the reduced environmental impact of virtual reconstructions compared
to physical alterations. Oh, Kim, Nam, and Shi [
105
], at ISMAR-Adjunct, through their
interactive art based on cultural heritages, illustrated how user interaction can enrich the
heritage experience. Golodetz, also at ISMAR-Adjunct, contributed to the field with their
study on collaborative large-scale 3D reconstruction, crucial for the digital documentation
of heritage in a sustainable manner. Finally, Anastasovitis [
106
] and Roumeliotis [
107
]
presented at ISMAR-Adjunct a vision for creating immersive cultural exhibitions, demon-
strating how augmented reality can transform museum experiences. Each of these works
significantly contributes to the scientometric analysis of the main article, offering a variety
of perspectives on the application of augmented reality in the field of cultural heritage,
with a strong emphasis on sustainable practices.
4.2.1. Branch 1: Studying User Acceptance of Smart Technologies in Museums: A Research
Perspective on Authenticity and Visitor Experience
This branch represents an essential direction in contemporary research concerning
the interaction between technology and cultural heritage. In an increasingly digitized
world, museums and cultural sites have adopted smart technologies like augmented reality
(AR) to enhance visitor experiences. These technologies are also being explored for their
potential in sustainable museum practices, such as reducing the need for physical resources
and enabling virtual visits, thereby reducing the environmental impact of museum op-
erations. This research trend focuses on understanding how users perceive and accept
these technologies, specifically emphasizing two key aspects: authenticity and the visitor
experience. Authenticity pertains to how technology can enhance or influence the per-
ception of authenticity in cultural experiences, while the visitor experience relates to how
these technologies shape how visitors interact with and engage in cultural heritage. An
additional layer of this research explores the sustainability aspect of these technologies in
preserving cultural heritage while minimizing physical alterations and wear on the actual
artifacts. Through a review of recent studies and projects, this research perspective seeks
to shed light on how smart technologies are shaping the relationship between museums,
visitors, and cultural authenticity in the digital age.
Articles [
108
,
109
] play a crucial role in advancing trends in user acceptance of smart
technologies in museums, providing a research perspective that highlights authenticity
and the visitor experience. These articles also consider the sustainable impact of AR in
museums, such as energy efficiency and reducing the carbon footprint associated with
traditional museum visits. Article [
108
] offers an interdisciplinary view of co-authorship
networking, contributing to understanding how augmented reality (AR) influences hu-
man behavior. The study also examines the sustainability benefits of AR, like its role in
conserving physical artifacts and reducing the need for travel to cultural sites. The study
Sustainability 2024,16, 1991 28 of 37
in [
109
] about enhancing the tourist experience through the application of AR in Penang’s
street art showcases how technology can enrich the authenticity of the visitor experience.
It also highlights how AR can be used sustainably to protect and preserve outdoor art
installations. Ref. [
110
] delves deeper into the authenticity perspective in AR marketing at
world cultural heritage sites, providing valuable insights into how authenticity impacts
user perception in this context. This study further explores how AR can be a sustainable
tool in heritage conservation, offering virtual experiences that reduce wear on physical
sites. Together, these studies significantly contribute to the development of a more com-
prehensive understanding of user acceptance of smart technologies in museums and the
visitor experience, with authenticity as a key aspect of the interaction between technology
and visitors.
Li and colleagues’ work [
111
] focuses on the development and evaluation of a virtual
museum prototype enriched with augmented reality, which is essential for understanding
user acceptance of smart technologies in museums. Their research on CubeMuseum
provides valuable data on how the implementation of augmented reality can enhance the
visitor experience and the perception of authenticity in museums. This study is particularly
relevant for exploring how new technologies alter and improve the visitor experience,
offering an empirical basis for understanding user acceptance and expectations regarding
emerging technologies in the museum context.
4.2.2. Branch 2: Underwater Technology Gaming Systems for Archaeological Design and
User Guidance in Outdoor Submerged Sites
This branch represents a fascinating convergence of digital technology, archaeology,
and the exploration of outdoor underwater environments. In a world where technological
advancements continue to transform how we investigate and experience underwater
cultural heritage, this area of study emerges as an innovative and promising field. These
underwater-technology-based gaming systems not only promise to revolutionize the way
submerged archaeological sites are designed and interacted with but also have the potential
to enhance the experience of users and visitors sustainably, reducing the environmental
impact on these delicate underwater ecosystems. To gain an in-depth understanding of
this exciting topic, it is essential to explore the body of research and projects that support
the development of these systems, addressing both technological aspects and the user
experience in outdoor underwater environments.
The articles [
112
,
113
] and the work by VEGA, GAETAN, and MARTIN [
66
] strongly
support the development of this theme. These works offer valuable insights into how im-
mersive and augmented reality technologies can be effectively and sustainably applied in
the field of underwater archaeology and user guidance in outdoor environments, minimiz-
ing physical disturbances to these sites. The article by VEGA, GAETAN, and MARTIN [
114
]
provides fundamental guidelines on user experience in augmented-reality-based cultural
tourism applications, which is directly relevant to the creation of sustainable underwater
gaming systems. On the other hand, the article by Formanek, Filip, and Hnat [
112
] fo-
cuses on the comparison of modern and traditional ways of perceiving information about
cultural heritage objects, shedding light on how modern technologies can enhance users’
understanding and experience in underwater archaeological environments in a manner
that respects the integrity of these sites. Furthermore, the work by Trunfio, Campana,
and Magnelli [
113
] explores hybrid reality in cultural heritage reconstruction, which is
essential for sustainable archaeological design and user guidance in outdoor underwa-
ter sites. Together, these studies support the advancement and effective implementation
of underwater-technology-based gaming systems in underwater archaeological contexts,
providing key insights into sustainable user experience and design strategies.
The work of De Bonis et al. [
115
], titled “A Literature Review of User Studies in
Extended Reality Applications for Archaeology”, presented at the 2022 IEEE International
Symposium on Mixed and Augmented Reality, provides a comprehensive analysis of how
extended reality applications have been used in archaeological studies. This literary review
Sustainability 2024,16, 1991 29 of 37
contributes to the main article by offering a deep understanding of current practices and the
potential of extended reality in archaeological contexts, emphasizing the sustainable aspects
of these technologies. On the other hand, the study by Lohfink et al. [
116
], “Learn Spatial!
Introducing the MARBLE-App—A Mixed Reality Approach to Enhance Archaeological
Higher Education”, presented at ISMAR-Adjunct 2022, explores the use of mixed reality
in higher archaeological education. This innovative approach provides valuable insights
into how mixed-reality technologies can be applied sustainably to improve understanding
of and interaction with submerged archaeological sites, which is directly relevant for the
design and user guidance in underwater gaming systems for archaeological sites.
4.2.3. Branch 3: Studies Based on an Immersive Design Technology System for Historical
Analysis in a Mixed-Reality Framework
The branch represents a continuously growing research field exploring the potential of
immersive and mixed-reality technologies for the analysis and interpretation of history and
cultural heritage. Incorporating sustainability, these technologies are recognized for their
minimal physical impact on historical sites while providing enhanced interactive experi-
ences. In an increasingly digitized world, these technologies play a pivotal role in how we
understand and experience the past. The convergence of virtual reality, augmented reality,
and other immersive technologies has opened new possibilities for exploring historical
environments and interacting with objects and places from the past, while preserving the
integrity and sustainability of these cultural assets. To delve deeper into this exciting topic,
it is essential to examine the body of research and projects shaping this field, exploring how
these technologies are transforming how researchers, students, and the public engage with
history and cultural heritage within a mixed-reality context.
Articles [
117
–
121
] are crucial in advancing the theme. These studies particularly
emphasize the sustainable aspect of mixed-reality applications in cultural heritage, such as
reducing the wear and tear on physical artifacts and sites. In this ever-evolving research
field, these studies highlight the diverse applications of immersive and mixed-reality
technologies in the realm of cultural heritage and historical analysis. Marques, Pedro, and
Araújo’s article [
117
] conducts a systematic literature review of gamification in the context
of cultural heritage. This review also addresses the sustainable practices in gamifying
heritage experiences, reducing the ecological footprint of traditional tourism. Through this
review, the authors shed light on how gamification, often involving elements of mixed
reality, has been used to enhance visitors’ experiences at cultural and archaeological sites.
This study underscores how immersive technologies can be effectively implemented to
engage a broader audience and enhance the understanding of historical heritage.
Innocente, Ulrich, Moos, and Vezzetti’s work [
118
] presents a framework study on the
use of immersive XR (extended reality) technologies in the cultural heritage domain. Their
study also examines the sustainability of using XR in cultural heritage, such as preserving
resources and enhancing digital accessibility. The study provides an overview of how these
technologies are being employed in the preservation, documentation, and presentation
of cultural sites and objects. Moreover, it emphasizes the importance of an immersive
approach to historical analysis, as it can enable researchers and visitors to explore historical
environments more deeply and interactively.
Süvari, Okuyucu, Çoban, and Eren Tarakci’s article [
119
–
121
] focuses on the virtual
reconstruction of cultural heritage components that have disappeared using augmented
reality technology. The study highlights the role of AR in sustainably reconstructing and
preserving lost cultural elements, thereby avoiding the need for physical reconstructions
that might affect the sites. This immersive application allows researchers and the public
to interact with these lost cultural components and engagedly explore their historical
context. Collectively, these studies provide a solid foundation for developing research in
the field of immersive and mixed-reality technologies for historical analysis in the context
of cultural heritage. They demonstrate how these technologies are being leveraged to
Sustainability 2024,16, 1991 30 of 37
enhance visitor experiences, preserve and reconstruct cultural elements sustainably, and
enrich our understanding of history and cultural heritage.
The study by Xu, N. [
122
] and colleagues, focusing on user retention of mobile aug-
mented reality for cultural heritage learning, presented at ISMAR-Adjunct 2022, provides
crucial insight into how mobile augmented reality can be used to foster long-term engage-
ment with cultural heritage learning. This research also underscores the sustainability of
mobile AR in facilitating widespread access to cultural education, reducing the need for
physical travel to historical sites. Meanwhile, Gutkowski, N. et al. [
123
], in their study
on designing historical tours for wearable augmented reality, provide valuable insights
into how augmented reality can be used to enrich the experience of historical tours, high-
lighting the potential of AR in offering sustainable and less intrusive means of exploring
historical sites.
The work of Carnevale, L. et al. [
124
], which explores the use of augmented reality in
creating new functions for cultural heritage within an ambient intelligence environment,
offers an innovative perspective on how augmented reality can be integrated into museum
settings to enhance visitor experience and provide new contexts for historical analysis.
Their work also explores the sustainable integration of AR in museums, enhancing visitor
experiences without the physical alteration of exhibits. Finally, Zhang, Q. et al. [
125
] in their
study on enhancing the experience of rock painting tours with outdoor augmented reality,
presented at ISMAR-Adjunct 2019, contribute a practical application of how augmented
reality can be used to enrich the educational experience at historical sites, which is crucial
for the development of immersive technologies in the study of heritage. This study also
addresses the sustainability of using AR in outdoor settings, offering a non-invasive method
to experience and learn about rock paintings without causing damage to these fragile
historical artifacts.
5. Conclusions
The application of hybrid immersive technologies, such as augmented reality (AR), in
museums and GeoCities has marked a significant advancement in the preservation and
communication of cultural heritage. This interdisciplinary field integrates sustainability
by offering non-invasive methods to explore and interpret cultural sites, reducing the
physical impact on these valuable spaces. This field has profound theoretical and practical
implications, inherent challenges, and a promising future research agenda that spans
multiple disciplines, including humanities, economics, urban studies, geography, sociology,
anthropology, pedagogy, and STEM. The application of augmented reality (AR) in the
humanities offers a novel theoretical perspective and practically transforms the visitor’s
experience by providing a richer context and deeper connection with cultural heritage.
From a sustainability standpoint, AR helps preserve resources and energy by reducing the
need for physical infrastructure and travel to cultural sites. From an economic standpoint,
AR promises to renew the economic models of museums and historical sites, enhancing
tourism and generating new employment and development opportunities, especially in the
technological and tourist sectors. Additionally, it offers a sustainable approach to cultural
tourism, minimizing ecological footprints while providing economic benefits. In urban
studies and geography, AR theoretically changes our understanding of urban space by
adding layers of historical and cultural information, and in practice, it has the potential to
sustainably revitalize and recontextualize urban spaces, turning them into living canvases
of history and culture.
From a sociological and anthropological perspective, AR theoretically challenges and
expands our understanding of social and cultural interaction, and in practice, it democra-
tizes access to cultural heritage and promotes a greater intercultural understanding, though
it also raises questions about cultural authenticity and representation. In pedagogy, AR
offers a sustainable approach to education, reducing the environmental impact associated
with traditional learning resources. In the STEM disciplines, AR drives innovation in
science and technology, with significant practical implications in fields such as computer
Sustainability 2024,16, 1991 31 of 37
science, engineering, and data visualization, requiring the continuous development of
advanced software and hardware. This development also includes the challenge of creating
environmentally sustainable technology. Collectively, these theoretical and practical impli-
cations highlight the transformative potential of AR in the preservation and communication
of cultural heritage, paving the way for future research and applications across a variety
of fields.
In the realm of applying immersive technologies like augmented reality, some sig-
nificant limits and challenges must be addressed to ensure the success and integrity of
these initiatives. A critical aspect is the sustainable use of technology, ensuring that digital
solutions are environmentally friendly and responsibly managed. Ensuring that digital
reconstructions are accurate and respect the original context is essential for maintaining
the integrity of the cultural heritage that is sought to be preserved and communicated.
Achieving this requires close and careful interdisciplinary collaboration among technolo-
gists, historians, archaeologists, and other cultural heritage experts, working together to
ensure that digital representations are faithful and respectful to the sources. Another signif-
icant aspect is the sustainable development of technological accessibility. For immersive
experiences to fulfill their potential to educate and enrich a broad audience, they must be
accessible to a wide range of the population, including those with economic or physical
limitations. This involves not only the availability of the technology itself but also the
sustainable design of interfaces and experiences.
The future research agenda in the field of immersive technologies such as augmented
reality (AR) presents several key areas that need attention. First, the sustainable devel-
opment of inclusive technology is crucial. Research is needed on how to make AR and
similar technologies more accessible and affordable for various population groups, ensur-
ing that everyone can benefit from these innovations. In addition, assessing the long-term
sustainability impact of AR in areas such as heritage education and visitor experience is
fundamental. Understanding how these technologies change the way we interact with
culture and learning can guide future improvements and should also include a sustain-
ability perspective. Finally, addressing ethical issues related to cultural representation and
authenticity in virtual environments is crucial. Ensuring that digital representations are
respectful and accurate is vital to maintaining integrity and respect for cultural heritage in
the digital age. Together, these areas of research outline a path to a future where immersive
technology is used ethically, inclusively, and effectively to enrich our understanding and
appreciation of cultural heritage.
Author Contributions: Conceptualization, M.A.P.-M.; methodology, R.-C.M.-O.; software, A.F.R.-B.;
formal analysis, S.B.-A.; data curation, S.N.; writing—original draft preparation, P.P.A.-C.; writing—
review and editing, L.d.C.C.-C., M.R.-M. and R.A.V.A. All authors have read and agreed to the
published version of the manuscript.
Funding: This research was funded by the project “Strengthening the Social Appropriation of Culture
and Cultural Identity Making Use of Augmented Reality in the Cultural Heritage of the Department
of Cesar”, financed by the General Royalties System of Colombia for the Department of Cesar. BPIN:
2022000100101.
Conflicts of Interest: Authors Paola Patricia Ariza-Colpas, Andrés Felipe Rodríguez-Bonilla were
employed by the Blazingsoft Company. Author Roberto Cesar Morales Ortega was employed by the
Certika Company. The remaining authors declare that the research was conducted in the absence of
any commercial or financial relationships that could be construed as a potential conflict of interest.
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