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
Open accessAbstract
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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“Some cutting-edge virtual museums are indeed doing this by including meta-commentary on their own reconstruction process (e.g., showing what data is missing, or showing alternate reconstructions) [10,36,38,49].”
From Virtual Museums as Meaning-Modeling Systems in Digital Heritage (2025) · cites this paper as [49]
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Citations
Cites
From game design elements to gamefulness: defining "gamification"
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011) · Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments · doi:10.1145/2181037.2181040 · Cited by 8,402
The CAVE: audio visual experience automatic virtual environment
Cruz‐Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R. V., & Hart, J. C. (1992) · Communications of the ACM · doi:10.1145/129888.129892 · Cited by 1,773
A Survey of Augmented, Virtual, and Mixed Reality for Cultural Heritage
Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S., & Gain, J. (2018) · Journal on Computing and Cultural Heritage · doi:10.1145/3145534 · Cited by 1,147
What is XR? Towards a Framework for Augmented and Virtual Reality
Rauschnabel, P. A., Felix, R., Hinsch, C., Shahab, H., & Alt, F. (2022) · Computers in Human Behavior · doi:10.1016/j.chb.2022.107289 · Cited by 1,104
Learning cultural heritage by serious games
Mortara, M., Catalano, C. E., Bellotti, F., Fiucci, G., Panchetti, M., & Petridis, P. (2013) · Journal of Cultural Heritage · doi:10.1016/j.culher.2013.04.004 · Cited by 719
Serious games and the gamification of tourism
Xu, F., Buhalis, D., & Weber, J. (2016) · Tourism Management · doi:10.1016/j.tourman.2016.11.020 · Cited by 539
Fundamentals of Data Warehouses
Jarke, M., Maurizio Lenzerini, B., Vassiliou, Y., & Vassiliadis, P. (2003) · Springer eBooks · doi:10.1007/978-3-662-05153-5 · Cited by 450
An Overview of Augmented Reality
Arena, F., Collotta, M., Pau, G., & Termine, F. (2022) · Computers · doi:10.3390/computers11020028 · Cited by 397
Gamification Science, Its History and Future: Definitions and a Research Agenda
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018) · Simulation & Gaming · doi:10.1177/1046878118774385 · Cited by 388
Archeoguide: an augmented reality guide for archaeological sites
Vlahakis, V., Ioannidis, M., Karigiannis, J. N., Tsotros, M., Gounaris, M., Stricker, D., Gleue, T., Dähne, P., & Almeida, L. (2002) · IEEE Computer Graphics and Applications · doi:10.1109/mcg.2002.1028726 · Cited by 376
Research works printed but not linked: 5
- Yulifar, 2021, Digitalizing museums: A bibliometric study, J. Eng. Sci. Technol., 16, 16
- 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.
- 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.
- 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
- Huang, 2019, The application of augmented reality and unity 3D in interaction with intangible cultural heritage, Evol. Intell., 12, 1
Cited by
Sorted by citations
Buragohain, D., Meng, Y., Deng, C., Li, Q., & Chaudhary, S. (2024) · Heritage Science · doi:10.1186/s40494-024-01403-1 · Cited by 161
Anwar, M. S., Yang, J. C., Frnda, J., Choi, A., Baghaei, N., & Ali, M. (2025) · Virtual Reality · doi:10.1007/s10055-025-01126-z · Cited by 122
A bibliometric analysis of immersive technology in museum exhibitions: exploring user experience
Li, J., Wider, W., Ochiai, Y., & Fauzi, M. A. (2023) · Frontiers in Virtual Reality · doi:10.3389/frvir.2023.1240562 · Cited by 144
Zhang, J., Yahaya, W. A. J. W., & Sanmugam, M. (2024) · Sustainability · doi:10.3390/su16156446 · Cited by 113
The role of augmented reality for sustainable development: Evidence from cultural heritage tourism
Cranmer, E. E., Dieck, M. C. T., & Jung, T. H. (2023) · Tourism Management Perspectives · doi:10.1016/j.tmp.2023.101196 · Cited by 85
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
- gold
- doi.org
- Licence
- 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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