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Grand Challenges in Immersive Technologies for Cultural Heritage

Hanbing Wang, Junyan Du, Yue Li, Lie Zhang, Xiang Li

TL;DR

The paper addresses the grand challenges of applying immersive technologies to cultural heritage by conducting a scoping review of 177 papers (out of 5,368 identified) across three coding axes: device, application, and technology. It maps the landscape using quantitative and visual analyses (e.g., Sankey diagrams) to reveal dominant device usage (mobile/PC/laptop) and technologies (VR/AR), with applications spanning environmental reconstruction, education, and exhibition design. The authors discuss strengths (enhanced participation, education, and accessibility) and a range of risks (misinterpretation, media purity, accessibility gaps, and sustainability concerns), proposing a multifaceted research agenda to address ethical, social, and technical issues. They also offer practical guidance for researchers and practitioners, including a roadmap for responsible adoption and a plan to organize a workshop with cultural heritage institutions and technologists to foster inclusive, high-quality immersive experiences.

Abstract

Cultural heritage, a testament to human history and civilization, has gained increasing recognition for its significance in preservation and dissemination. The integration of immersive technologies has transformed how cultural heritage is presented, enabling audiences to engage with it in more vivid, intuitive, and interactive ways. However, the adoption of these technologies also brings a range of challenges and potential risks. This paper presents a systematic review, with an in-depth analysis of 177 selected papers. We comprehensively examine and categorize current applications, technological approaches, and user devices in immersive cultural heritage presentations, while also highlighting the associated risks and challenges. Furthermore, we identify areas for future research in the immersive presentation of cultural heritage. Our goal is to provide a comprehensive reference for researchers and practitioners, enhancing understanding of the technological applications, risks, and challenges in this field, and encouraging further innovation and development.

Grand Challenges in Immersive Technologies for Cultural Heritage

TL;DR

The paper addresses the grand challenges of applying immersive technologies to cultural heritage by conducting a scoping review of 177 papers (out of 5,368 identified) across three coding axes: device, application, and technology. It maps the landscape using quantitative and visual analyses (e.g., Sankey diagrams) to reveal dominant device usage (mobile/PC/laptop) and technologies (VR/AR), with applications spanning environmental reconstruction, education, and exhibition design. The authors discuss strengths (enhanced participation, education, and accessibility) and a range of risks (misinterpretation, media purity, accessibility gaps, and sustainability concerns), proposing a multifaceted research agenda to address ethical, social, and technical issues. They also offer practical guidance for researchers and practitioners, including a roadmap for responsible adoption and a plan to organize a workshop with cultural heritage institutions and technologists to foster inclusive, high-quality immersive experiences.

Abstract

Cultural heritage, a testament to human history and civilization, has gained increasing recognition for its significance in preservation and dissemination. The integration of immersive technologies has transformed how cultural heritage is presented, enabling audiences to engage with it in more vivid, intuitive, and interactive ways. However, the adoption of these technologies also brings a range of challenges and potential risks. This paper presents a systematic review, with an in-depth analysis of 177 selected papers. We comprehensively examine and categorize current applications, technological approaches, and user devices in immersive cultural heritage presentations, while also highlighting the associated risks and challenges. Furthermore, we identify areas for future research in the immersive presentation of cultural heritage. Our goal is to provide a comprehensive reference for researchers and practitioners, enhancing understanding of the technological applications, risks, and challenges in this field, and encouraging further innovation and development.

Paper Structure

This paper contains 37 sections, 2 figures.

Figures (2)

  • Figure 1: PRISMA flow diagram illustrating the identification, screening, and inclusion process of studies for a systematic review. Initially, 5,368 records were identified through searches in multiple databases (ACM Digital Library, IEEE Xplore, and Scopus). After the removal of 1,461 duplicates and non-relevant entries, 3,907 records were further filtered. Records written in non-English languages were excluded (n = 1,836), leaving 2,071 papers. A total of 1,448 journal papers and conference proceedings were screened, and additional exclusions were made based on criteria such as page length, impact factor, and paper quality. 177 studies were finally included in the review.
  • Figure 2: Chart of Trends in the Number of Articles Published in the Field (1999-2024)