Sustainability in Hybrid Technologies for Heritage Preservation: A Scientometric Study
<p>PRISMA diagram for preprocessing data.</p> "> Figure 2
<p>Total production vs. total citations.</p> "> Figure 3
<p>Country collaboration network.</p> "> Figure 4
<p>Community analysis.</p> "> Figure 5
<p>Journals collaboration network.</p> "> Figure 6
<p>Author collaboration network.</p> "> Figure 7
<p>Citation network.</p> ">
Abstract
:1. Introduction
2. Methods
2.1. Scientometric Analysis: Unraveling the Contribution of Augmented Reality in Museums and Cultural Heritage with Emphasis on Sustainability
2.2. The Evolution of Knowledge: The Metaphorical “Tree of Science”
3. Results
3.1. Scientometric Insights
3.2. Country Analysis
3.3. Journal Analysis
3.4. Author Analysis
4. Tree of Science
4.1. Root
4.2. Trunk
4.2.1. Branch 1: Studying User Acceptance of Smart Technologies in Museums: A Research Perspective on Authenticity and Visitor Experience
4.2.2. Branch 2: Underwater Technology Gaming Systems for Archaeological Design and User Guidance in Outdoor Submerged Sites
4.2.3. Branch 3: Studies Based on an Immersive Design Technology System for Historical Analysis in a Mixed-Reality Framework
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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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 |
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. |
[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 | Cutrí focuses 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. |
[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. |
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. |
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. |
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] |
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 | - |
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 |
No | Researcher | Total Articles | Scopus Index | Affiliation |
---|---|---|---|---|
1 | Pierdicca R | 17 | 24 | Università Politecnica Delle Marche, Ancona, Italy |
2 | De P L | 16 | 17 | Università Del Salento, Lecce, Italy |
3 | Kim J | 16 | 3 | Sungkyunkwan University, Seoul, South Korea |
4 | Frontoni E | 15 | 33 | Università Degli 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 | Università Degli Studi Di Reggio Calabria, Reggio Calabria, Italy |
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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
Ariza-Colpas PP, Piñeres-Melo MA, Morales-Ortega R-C, Rodríguez-Bonilla AF, Butt-Aziz S, Naz S, Contreras-Chinchilla LdC, Romero-Mestre M, Vacca Ascanio RA. Sustainability in Hybrid Technologies for Heritage Preservation: A Scientometric Study. Sustainability. 2024; 16(5):1991. https://doi.org/10.3390/su16051991
Chicago/Turabian StyleAriza-Colpas, Paola Patricia, Marlon Alberto Piñeres-Melo, Roberto-Cesar Morales-Ortega, Andrés Felipe Rodríguez-Bonilla, Shariq Butt-Aziz, Sumera Naz, Leidys del Carmen Contreras-Chinchilla, Maribel Romero-Mestre, and Ronald Alexander Vacca Ascanio. 2024. "Sustainability in Hybrid Technologies for Heritage Preservation: A Scientometric Study" Sustainability 16, no. 5: 1991. https://doi.org/10.3390/su16051991
APA StyleAriza-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. (2024). Sustainability in Hybrid Technologies for Heritage Preservation: A Scientometric Study. Sustainability, 16(5), 1991. https://doi.org/10.3390/su16051991