Cited by 387Augmented Reality Applications3D Surveying and Cultural HeritageMuseums and Cultural Heritage

The DOI matches its Crossref record; 145 of the 147 references it cites were found in a registry or an index.

Augmented Reality in Cultural Heritage: An Overview of the Last Decade of Applications

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Abstract

Augmented reality is a mature technology that uses the real world as a substrate and extends it by overlaying computer-generated information. It has been applied to several domains. In particular, the technology was proven to be useful for the management and preservation of Cultural Heritage. This study provides an overview of the last decade of the use of augmented reality in cultural heritage through a detailed review of the scientific papers in the field. We analyzed the applications published on Scopus and Clarivate Web of Science databases over a period of 9 years (2012–2021). Bibliometric data consisted of 1201 documents, and their analysis was performed using various tools, including ScientoPy, VOS Viewer, and Microsoft Excel. The results revealed eight trending topics of applying augmented reality technology to cultural heritage: 3D reconstruction of cultural artifacts, digital heritage, virtual museums, user experience, education, tourism, intangible cultural heritage, and gamification. Each topic is discussed in detail in the article sections, providing insight into existing applications and research trends for each application field.

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Crossref · 10.3390/app12199859

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Show all 147 references

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  1. Yulifar, 2021, Digitalizing museums: A bibliometric study, J. Eng. Sci. Technol., 16, 16
  2. Laudazi, A., and Boccaccini, R. (2014, January 18). Augmented museums through mobile apps. Proceedings of the Workshop on Horizon 2020 and Creative Europe vs. Digital Heritage: A European Projects Crossover, Flash News Co-Located with the International Conference Museums and the We 2014, Florence, Italy. ISSN 1613-0073.
  3. Frischer, B., Abernathy, D., Giuliani, F.C., Scott, R.T., and Ziemssen, H. (2006). A New Digital Model of the Roman Forum. J. Rom. Archaeol., 163–182. Available online: https://www.academia.edu/36574837/Frischer_et_al_Roman_Forum_2006_pdf.
  4. Ioannides, M., Magnenat-Thalmann, N., and Papagiannakis, G. (2017). Preservation and gamification of traditional sports. Mixed Reality and Gamification for Cultural Heritage, Springer International Publishing. · DOI
  5. Huang, 2019, The application of augmented reality and unity 3D in interaction with intangible cultural heritage, Evol. Intell., 12, 1

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Metadata

Authors
Boboc, R. G., Băutu, E., Gîrbacia, F., Popovici, N., & Popovici, D.-M.
Affiliations
  • Transilvania University of Brașov (RO)
  • Department of Mathematics and Computer Science, Ovidius University of Constanta, 900527 Constanta, Romania
  • Ovidius University (RO)
Corresponding author
  • Boboc, Răzvan Gabriel
  • Popovici, Dorin-Mircea
Venue
Applied Sciences
Publisher
MDPI AG
Published
2022-09-30
Volume
12
Issue
19
Pages
9859
ISSN
2076-3417 (ISSN-L)
OpenAlex
W4303578966
Cited by
387
References
147
Citations by year
2026: 109 · 2025: 135 · 2024: 93 · 2023: 49
FWCI
22.65
Type
journal article
Language
en
Open access
Locations
  • Applied Sciences (publishedVersion, cc-by)
  • DOAJ (DOAJ: Directory of Open Access Journals) (submittedVersion, cc-by-sa)
Funders
Universitatea Transilvania din Brasov
Topics
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Physical Sciences › Earth and Planetary Sciences › Geology › 3D Surveying and Cultural Heritage
  • Social Sciences › Arts and Humanities › Museology › Museums and Cultural Heritage
Keywords
augmented reality, cultural heritage, digital heritage, virtual museum, user experience, heritage education, heritage tourism, intangible cultural heritage, gamification, cultural heritage preservation, research trends

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