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 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 urban 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 integration 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 practices in cultural heritage management. The collected data, after deduplication, is examined 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 networks 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 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 augmented 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 collection 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 inclusion 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 1 details the key variables considered during this literature review. The keywords 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 publications 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 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.
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 1 presents 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, consulted 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 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 obtained through the search chain, focusing on the specific contributions related to the application 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 contributions 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 empowers 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 analyses 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 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 augmented 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 appreciate 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 vertices 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.
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.
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 visualizations 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 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 principles 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 environmentally 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 concepts, technological approaches, and potential applications of augmented reality. This review aids in understanding how AR can be employed sustainably, reducing environmental 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 examples 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.
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 historical 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 associated 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 metaphorical 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 enhances 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 explanations 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.
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 firsthand, 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, demonstrating 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 operations. 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 perception 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 human 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 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 comprehensive 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 immersive and augmented reality technologies can be effectively and sustainably applied in the field of underwater archaeology and user guidance in outdoor environments, minimizing 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] focuses 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 underwater 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 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 experiences. 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,
118,
119,
120,
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,
120,
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 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 augmented 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 engagement 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, highlighting 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 democratizes 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 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 implications 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 significant 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 technologists, historians, archaeologists, and other cultural heritage experts, working together to ensure that digital representations are faithful and respectful to the sources. Another significant 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 development of inclusive technology is crucial. Research is needed on how to make AR and similar technologies more accessible and affordable for various population groups, ensuring 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 sustainability 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.