By Thliviti Chrisanthi
This study provides an overview of recent uses of Augmented Reality (AR) in Cultural Heritage (CH) through a detailed review of scientific papers in the field. Research articles published in Scopus and Clarivate Web of Science databases over the past five years were analyzed. The results revealed eight trending topics of applying AR technology to CH: 3D reconstruction of cultural artifacts, digital heritage, virtual museums, user experience, education, tourism, intangible cultural heritage, and gamification. Each topic is discussed in detail providing insight into existing applications and the challenges encountered. A critical assessment is also provided to guide future developments in user-centered, culturally sensitive, and sustainable AR applications.
Introduction
Augmented Reality (AR) is one of the most advanced areas of technology today.The field of AR applications began in the 1990s [1] and has continuously increased in importance since then, along with technological advancements. While Virtual Reality (VR) refers to the creation of a fully digital world that
reproduces either a real environment or an entirely fictional one, AR provides a framework for adding information to the real-world environment. AR technology allows users to perceive the world in an enhanced way; it improves the users’ experience by overlaying computer-generated information, including graphics, sounds, and sometimes touch feedback, on the real environment [2]. AR has been applied across various fields, such as medicine, education, the automotive industry, healthcare, and tourism [3]. In particular, it was proven to be effective in the management and preservation of Cultural Heritage (CH), improving visitor experience, reconstruction, and exploration [4], as well as conservation and preservation [5] and bringing to life past events [6]. From virtual reconstructions of ancient artifacts to gamified museum tours and immersive educational tools, AR reshapes how individuals interact with history and tradition.
Research Method
The data used for the present study were retrieved from Scopus and Clarivate Web of Science (WoS). These databases were selected because they include an extensive number of scientific publications and provide effective tools for downloading data. The search terms used were “Augmented or Mixed
Reality” and “Cultural Heritage”. The period selected to accomplish the goal of this research was between 2020 and 2025. A search filter was also added to limit the number of articles to only those published in English.
Top Trending Applications of Augmented Reality in Cultural Heritage
Three-Dimensional Reconstruction
Ancient artifacts are essential for the understanding of ancient civilizations. However, their preservation is often threatened by their fragility, size or inaccessibility. It is estimated that over 90% of human CH has been lost over the past ten thousand years [12]. A promising technology solution to this challenge is the integration of 3D reconstruction and AR, enabling digital preservation and wider public access to CH [7]. 3D reconstruction technologies play a crucial role in this process and include photogrammetry, laser scanning (triangulation and time-of-flight), structured light, stereo-calibrated optical sensors, and mobile LiDAR [8-11]. Photogrammetry is widely used due to its accessibility but requires numerous images and huge computational resources to produce accurate models [13,14]. Depth-sensing cameras and laser scanners are more accurate and of high quality, but these methods are often expensive and demand complex data processing [15–18]. One recent balanced option has been mobile LiDAR that provides the
speed and accuracy needed for large CH sites [19]. The 3D reconstruction procedure typically begins with data collection, followed by image and
depth data alignment through the Iterative Closest Point (ICP) algorithm [20]. Multiple views are then combined into a single textured 3D mesh, in order to produce a realistic digital artifact. The optimal reconstruction method remains a significant challenge because of the difficulty of combining low cost, accuracy, and complexity. A hybrid approach, which involves capturing a 3D point cloud of the artifact using a 3D scanner, reconstructing the model with software like MeshLab, and developing AR applications for visualization, has been proposed [21].
In this way, AR provides users—regardless of technical expertise—with the ability to experiencedetailed, full-scale 3D models, enhancing public understanding and engagement through a simple and interactive way [22-26]. Besides visualization, 3D reconstruction and AR enable restoration, particularly for damaged CH objects, by offering accurate digital replicas and enabling correct restoration practices [27-30]. Finally, combining AR with high-quality 3D printing and interactive touchscreens allows contextual understanding as well as intangible experience of CH artifacts [31]. Despite such advancements, challenges, such as the lack of standardized guidelines for AR application and limited user experience, remain [32]. 3.2 Digital Heritage Digital Heritage (DH), as UNESCO defines it, includes materials which are computer-based, have timeless value and require active preservation to ensure their continuity and availability for future
generations [33]. AR, VR, and MR (Mixed Reality) are some of the most vital technologies which play a key role in the accessibility and interactivity of DH. DH sites also benefit from the widespread use of social media. For example, Balduini et al. analyzed data from Twitter in Seoul to develop an AR application that suggests popular locations based on user opinions collected over three years [34]. In addition, AR provides immersive experiences in stage performances using 3D models and multimedia systems, improved with sonic narratives, to create
realistic virtual environments [35,36]. Gamification in AR apps supports historical learning and tourism too [37].
Moreover, digitization efforts in museums, such as those studied in China across 22 sites, show the effects of AR, VR, and multi-touch interfaces on visitor experience and engagement, providing useful information for the optimization of DC applications [38]. Comparing digital replicas (AR/VR) and physical
replicas (3D printing) of cultural artifacts shows varying perceptions among professionals and the general public, in addition to their different applications depending on the context [39]. Enhancing museum collections with additional digital content helps the creation of an ‘animated archive’ of cultural materials, recording objects and their diverse representations [40]. Finally, another innovation includes virtual replicas with live actors performing historical figures, thus enhancing immersive storytelling [41]. 3.3 Virtual Museums Virtual museums are changing beyond traditional audio guides and catalogs by adopting AR to create more attractive and interactive user experiences [42]. AR enables visitors to discover art collections, archaeological sites, and historical buildings in an interactive way, often through features such as AR games or enhanced educational content, improving visitor’s engagement [43–52]. Galleries, libraries, archives, and museums (GLAMs) use AR to provide multisensory experiences that
involve visitors, such as alternating narratives combining real and virtual stories [53], or augmented physical surfaces, such as the Museum Coffee Table, that optimize learning and social interaction [54].
Additionally, AR breaks accessibility barriers offering immersive experiences for people with disabilities, such as sign language storytelling by virtual humans [55,56], or enriches the procedure of
cataloging museum artifacts with augmented descriptions attracting new audiences through multidimensional experiences that connect physical and digital environments [57-59]. Another important application, is digital narrative content in mobile heritage trail apps [60]. Despite encouraging prospects for widespread uses of AR in museums, user experience design issues as well as technical expertise for app development remain serious concerns [61]. 3.4 User Experience The potential of AR technology in CH has been evaluated by several studies from various perspectives, including museum staff, visitors, and community representatives. AR has been appreciated for its positive economic, social, educational, and cultural contributions [62]. User embrace of AR devices – especially smart glasses or other mobile devices- has been studied revealing excitement about innovation and challenges related to usability and environmental factors [63-66]. Such an evaluation framework is the MUSETECH, which examines the impact of AR, VR and mobile technologies on professionals, institutions and visitors [67]. VR museum experiences are categorized into four levels—artifact-related, behavior-related, spiritual, and creative—which are used as guidelines for designing immersive exhibitions [68]. The first category focuses on the object or exhibit itself, providing information or 3D representations that help visitors better understand it. The second category refers to the use or context of the object, allowing the visitor to see how it was used or take part in interactive scenarios. The third category emphasizes symbolism, meanings, or emotions related to the object or its time. Finally, the fourth category highlights the visitor’s creativity and imagination, inviting them to experiment, create something new, or interact with the content in a personal way. Many people visit museums because of these offered AR experiences. In particular, one of the most widespread ways that allows for dynamic exploration and personal engagement with CH is gamification, as demonstrated in virtual tour applications in temples [69].
In terms of user-centered studies, questionnaires and theoretical models have been used to understand and optimize the adoption of AR in CH, with few new model proposals due to the challenges associated with validation and acceptance within the research community. The reports are of medium to high levels of satisfaction; however, further research on how cultural context affects the visitor
experience is needed [70]. Despite technological and usability challenges, case studies from Canada and Dublin have demonstrated that AR applications in cultural tourism increase both participation and the appeal of heritage sites [71–73]. Importantly, studies distinguish between the attraction AR holds for users and the potential distraction the technology can cause, emphasizing that maintaining this balance is essential [74].
Education
With increasing distractions to learning, the integration of digital technologies like AR and VR offers creative ways to improve learning. AR, in particular, promises low-cost, interactive, and collaborative experiences that develop student engagement and knowledge retention [75,76]. Mobile AR applications especially used in fieldwork outperform traditional e-learning and lead to improved student learning outcomes [77]. Serious AR Games promote historical learning and cultural awareness in both indoor and outdoor environments, using various genres and goals—from exploring ancient civilizations to simulating historical battles [78-81]. Studies show the positive educational impact of AR in different settings, such as museums, historical monuments and the natural environment. For example, wearable devices, such as Google Glass, have been tested in galleries (although they may reduce social interaction [82]), while AR applications with dual-display and multi-touch contribute to spatial understanding [83]. The key factors affecting learning effectiveness were identified through the use of the Q-Edutage scale in VR and AR training programs. AR is also beneficial in adult learning, as demonstrated in a literature museum application where the process involved storytelling. The results showed that the application was particularly appealing to older visitors. On the other hand, teachers have generally embraced the use of AR tools. Most of them are open to training and participation in tool creation, even with limited experience in 3D modelling [84]. Finally, AR and VR applications increasingly blend with arts and multimodal technologies, supporting
non-verbal communication, collaboration, and deeper connections to cultural contexts [85,86]. They have transformed many educational fields over the past decade, from industrial training to literature and geography, and their use is expected to increase as their development becomes more affordable. 3.6 Tourism
AR technology has been increasingly used in cultural tourism, thanks to advancements in 3D content creation, visualization and interactive distribution in both public and academic settings. Early AR-based heritage projects such as Rome Reborn [87,88], Ancient Miletus [89], and Archeoguide [90] proved the strong potential of AR for augmenting tourism, especially in Greece. While VR systems typically cause high emotional involvement and visual appeal, studies (e.g., Marasco et al. [91]) show that this is not necessarily followed from a stronger intention to physically visit the monuments. Τheir marketing impact through emotional engagement, however, remains considerable. The shift came with the widespread use of mobile devices, which offered the possibility of
AR replacing more static VR systems with adaptive, user-centric learning processes [92,93]. Various visualization setups—such as CAVE systems [94], head-mounted displays (HMDs) [95], and large museum installations [96]—have been applied, although user satisfaction remains closely related to the cultural value of the experience [97]. Moreover, cultural aesthetics have been identified as
playing an important role in user acceptance, as shown in a study comparing participants from South Korea and Ireland [98], where visual appeal had a significant influence on perceived usefulness, ease of use, and enjoyment. Similar results were reported by another case study from Jeju Island, South Korea
[99], which demonstrated a multimodal VR/AR application combining Google Cardboard, AR artifact interaction, and a virtual assistant. In this case, a user study (n=251) using the Technology Acceptance Model revealed that hedonic factors had a stronger impact than utilitarian ones. Τhus, on-site multimodal navigation tools [100,101] increase cultural understanding by enabling exploration and
digital memory sharing, enriching both tangible and intangible heritage experiences. Finally, MR project at the Ara Pacis Museum in Rome [102] is an example of how the integration of MR elements (sound, video, touch) in museums enhances the educational, social and entertainment dimensions. However, challenges in spatial redesign and integration remain. Wearable AR was explored through the use of Google Glass in a museum context [103], revealing a balancing act: while users accessed more information more quickly, they were often distracted by the technological novelty, which led to slightly lower learning outcomes compared to the control group. Social isolation was also observed. To conclude, another smart glasses-based AR application [104] found that, although users appreciated its novelty and usefulness for cultural tourism, many struggled to interact with it due to their unfamiliarity with wearable devices. 3.7 Gamification The latest advancements in gamification have significantly influenced the use of AR in the field of CH. Gamification is broadly defined as the use of game design elements in non-game contexts [105], with the aim of enhancing user engagement, enjoyment, and loyalty [106]. In CH, gamification contributes to making heritage more engaging and entertaining, often referred to as pervasive games or game-based learning [107]. The two main types of gamification in CH are Serious Games (SGs) and Storytelling. SGs are not
developed just for entertainment, but rather to provide educational or constructive outcomes [108]. In CH, they are considered innovative tools for transmitting historical and cultural knowledge through interactive technologies [109]. SGs focus more on learning outcomes and behavior rather than pure
entertainment and are designed to enhance users’ knowledge and skills. Besides these, they can involve users with cultural content through multi-modal interfaces, providing immersive experiences [110]. For example, a haptic VR system simulating bow shooting [111], with the addition of tactile feedback [112], demonstrates how sensory interaction can create an up-grated user experience. Gamified social spaces have also been developed to promote exploration in CH environments, especially museums, using AR-based interactive systems [113,114], which improve both user satisfaction and learning outcomes [115]. Recent AR experiences often use smartphones and tablets for outdoor exploration [116,117], helping users discover heritage sites [118] and enhance experiential learning [119], while indoor applications are still widespread. A remarkable example is an MR system based on geoinformatics to recreate historical events [120]. The second most popular gamification method is Digital Storytelling (DS), as it merges traditional narrative techniques with modern technology [121]. Extended Reality (XR) has been effectively used for interactive storytelling, allowing users to experience historical narratives or appreciate cultural content, such as classical Chinese poetry [122]. The connection between AR and Storytelling has been explored in applications like literary museum experiences too [123]. Finally, apart from tangible heritage (e.g., artifacts, buildings), AR and gamification also encompass Intangible Cultural Heritage (ICH) (e.g., traditions, social values, and crafts) [124–126]. These technologies are interlinked and share a common goal: enhancing the user experience, facilitating learning, and promoting collaboration.
Intangible Cultural Heritage
Intangible Cultural Heritage (ICH) is a part of a community’s identity, reflecting its past, traditions, and values. According to UNESCO, ICH includes oral traditions, performing arts, social practices, rituals, festive events, traditional knowledge, and craftsmanship skills [127]. Digital technologies, particularly AR, offer innovative tools for preserving and enriching the experience of ICH [128]. AR can be used to project ICH-themed virtual decorations into everyday environments [129], or
transform spaces into interactive stages for learning traditional dances—such as the Australian Aboriginal Al Ardha dance [130] or the Greek ‘Syrtos in Three’ [131]. Another AR application described in [132], enables the digital preservation of ICH by combining realistic video images with cultural content using an intelligent terminal. Additionally, AR offers virtual try-on of traditional costumes and accessories, immersing users in culturally rich environments [133, 134]. What is more, AR walls, projection mapping, and animations provide novel methods of representing folklore and national traditions [135]. Finally, head-mounted displays (HMDs) deepen immersion when interacting with ICH- related material [136], though the development process is time-consuming [137].
Challenges of Augmented Reality in Cultural Heritage
The introduction of AR into cultural heritage is a valuable tool that can transform visitor experience, interpretation, and learning. However, the implementation of AR faces many challenges spanning technology, content, user experience, ethics, and institutional frameworks. The most important technological challenge is tracking and registering virtual content in real-world cases. Some of the difficulties in outdoor settings are unreliable GPS signals, varying light conditions, and sensor interference from building structures [138]. Besides, technical limitations of mobile phones, including small screen sizes, limited battery life, and restricted processing power, impose practical boundaries on the richness and reliability of AR experiences [139]. Finally, environmental conditions, such as strong sunlight or unpredictable weather conditions, can further complicate the development of AR [140]. Another challenge in AR is developing and maintaining AR content. Creating historically accurate 3D reconstructions and interactive elements is time-consuming, costly, and demands collaboration among
technologists, designers, historians, and heritage professionals [140]. Moreover, the lack of standardized platforms and tools does not allow the reusability or adaptation of content across different sites or applications. While ongoing maintenance is necessary as heritage sites evolve or undergo restoration, many AR applications are in danger of becoming obsolete after their initial application because of the constant lack of financial and technical support [141]. Furthermore, the user experience in AR applications must be carefully designed to avoid over-information and handling difficulties. Visitors come from different backgrounds and have different levels of digital literacy, so AR interfaces need to be intuitive and accessible to all [141]. Nevertheless, reliance on personal mobile devices can create barriers for users who either do not own or are unfamiliar with
such technologies, thus limiting their adoption. Besides usability, there are also critical cultural and ethical issues. For example, important issues include the misrepresentation of historical facts, the simplification of complex narratives, and the insulting of specific social groups. All these factors can undermine the authenticity and educational value of heritage sites [140]. In addition, decisions about which stories to tell and how to tell them often reflect the priorities of particular stakeholders, leading to bias and exclusion [141]. Finally, data privacy
is another ethical issue, especially when AR applications collect user information such as location and behavior without clear consent or transparency. Organizational and institutional factors are also involved. Many cultural institutions do not have multidisciplinary teams to develop or maintain AR projects; they rely mainly on external developers, so these projects often have not long-term sustainability [139]. Short-term sustainability is further enhanced by funding which is typically project-based and temporary, which complicates efforts to maintain and update DH tools over time. What is more, heritage and conservation policies can slow down progress, especially when new technologies need to be integrated into protected historical environments.
In summary, while AR has great potential to enrich the experience and understanding of CH, its implementation is hampered by technical, creative, social and institutional challenges. Their solution requires interdisciplinarity, sustainable funding models, and a user-centred design philosophy thatrespects both practical implementation and cultural integrity.
Critical Assessment of Augmented Reality in Cultural Heritage
Three-Dimensional Reconstruction
While 3D reconstruction offers valuable digital preservation options, high cost and technical complexity are significant limitations, especially when high-technology, like laser scanning or mobile LiDAR, is used. On the other hand, photogrammetry, although affordable, is not precise. The literature
generally emphasizes technical developments, but studies that give technical benchmarks according to the reconstruction methods are few, so that it is not possible to assess and compare them.
Digital Heritage
The use of AR in DH presents great potential for personalization. However, many studies focus on experimental or pilot applications without long-term user evaluation. In addition, ethical issues concerning personal data and digital permanence have not been sufficiently explored. The reliance on social media data (e.g. Twitter) raises issues of cultural representation bias too.
Virtual Museums
Virtual museums significantly expand access to cultural content, especially for remote audiences. Yet, several applications lack of narrative depth or intuitive UX design. Additionally, although multi-sensory features are often used, few studies focus on analyzing the impact on learning and emotional engagement. This indicates a gap between technical innovation and pedagogical value.
User Experience
The literature gives a general overview of user-centered approaches, while comparative studies are few. Most of the evaluations focus on usability and satisfaction, with less emphasis on deeper cognitive and emotional dimensions, which remain unexplored. Furthermore, accessibility for marginalized groups
(e.g., elderly, disabled) is often assumed but not strictly controlled. 5.5 Education
AR appears to be attractive to students, making learning more interesting and experiential, especially in informal learning environments. Nevertheless, despite the innovative nature of these applications, many of them lack a pedagogical foundation. Moreover, the teachers’ willingness to adopt AR tools is not sufficient on its own, as training and technical support remain limited.
Tourism
Tourism using AR allows for a more interesting introduction to the city and its attractions, both historical and modern. Yet, its impact on learning and cultural understanding remains under-researched. The limited number of studies conducted in this domain suggest that emotional engagement does not necessarily lead to deeper understanding. Commercial interests often drive the development of such applications, which can result in the oversimplification or ‘gamification’ of cultural content.
Gamification
Gamification in CH increases motivation, but research has yet to determine the most efficient way to combine fun and learning. Firstly, SGs are promising but resource-intensive. Additionally, many of them focus on short-term engagement rather than long-term learning. For example, if users do not have sufficient opportunities for review and repetition, learning may not occur. What is more, SGs do not offer proper customization to individual learner needs. Therefore, when the game is not tailored to the needs or level of each user, it may not be successful. Finally, many SGs lack clear evaluation criteria. For instance, a game might measure success through points, but this may be more related to speed or
memory – not deep understanding. 5.8 Intangible Cultural Heritage AR applications on ICH are generally well designed and evoke strong emotions in users. However, many existing applications are small-scale and depend mainly on a specific cultural context in which they are applied. This makes it difficult to generalize their results to other settings. In addition, such applications are often developed without collaboration with the community concerned, or without
considering whether the presentation of the content is culturally appropriate or respectful. Thus, this field could evolve significantly if collaborative design methods with local communities were adopted. Finally, while many studies show exactly what happens after using an application, long-term studies are
needed to examine whether users actually learn, retain knowledge and whether the community maintains a positive or negative view over time.
Conclusions
Augmented Reality (AR) is redefining the Cultural Heritage (HC) field by creating more accessible, interactive and engaging experiences. Its applications cover eight trending topics offering innovative approaches. Nevertheless, AR faces challenges, such as high development cost, usability issues, ethical concerns and sustainability problems. In conclusion, in order to advance AR applications, interdisciplinary collaboration, user-centred design and long-term evaluation are essential.
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