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Review

The Impact of Immersive Technologies on Cultural Heritage: A Bibliometric Study of VR, AR, and MR Applications

by
Jingru Zhang
,
Wan Ahmad Jaafar Wan Yahaya
* and
Mageswaran Sanmugam
Centre for Instructional Technology and Multimedia, Universiti Sains Malaysia, Gelugor 11800, Penang, Malaysia
*
Author to whom correspondence should be addressed.
Sustainability 2024, 16(15), 6446; https://doi.org/10.3390/su16156446
Submission received: 18 June 2024 / Revised: 23 July 2024 / Accepted: 23 July 2024 / Published: 28 July 2024
(This article belongs to the Special Issue Cultural Heritage Conservation and Sustainable Development)

Abstract

:
This article aims to assist readers in understanding the current status of studies on the subject by providing a descriptive bibliometric analysis of publications on virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies in cultural heritage. A bibliometric analysis of 1214 publications in this discipline in the Scopus database between 2014 and the beginning of June 2024 was performed. We used VOSviewer and Bibliometrix as the analysis tools in this investigation. The outcome of this study provides a detailed overview of the descriptive bibliometric analysis based on seven categories, including the annual count of articles and citations, the most productive author, the primary affiliation, the publication source, and the subject areas. The contribution of this research lies in offering valuable insights for practitioners and researchers, helping them make informed decisions on the use of immersive technologies, for example, VR, AR, and MR, in the context of cultural heritage.

1. Introduction

The United Nations Educational, Scientific, and Cultural Organization (UNESCO) defines cultural heritage as artifacts, monuments, collections of buildings and locations, and museums that have a range of values, for instance, historical, artistic, aesthetic, scientific, social, and symbolic significance. It consists of three types of cultural heritage: intangible cultural heritage (ICH), including folklore, traditions, language, and knowledge; tangible cultural heritage, comprising buildings, monuments, landscapes, archival materials, books, works of art, and artifacts; and natural cultural heritage, regarding biodiversity and culturally significant landscapes [1]. Enhancing the safeguarding, transfer, and application of cultural heritage is essential for maintaining the human race’s historical background, fostering a sense of national identity, and encouraging cross-cultural interactions and education [2]. UNESCO is implementing sustainable development concepts and innovative designs to safeguard, promote, and sustainably leverage cultural heritage [3], which have become major worldwide agenda items that are receiving much scholarly attention and real-world applications [4].
In recent years, the number of research studies related to cultural heritage using digital technologies [5,6], for instance, virtual reality (VR), augmented reality (AR), and mixed reality (MR), has significantly increased due to these technologies being widely employed in a variety of fields, including production [7], travel [8], education [9], entertainment [10], sustainable construction [11], and medicine [12]. These cutting-edge technologies are transforming the way we study and engage with cultural heritage [13], and researchers have observed a growing appreciation of the enhanced research capacities and a multitude of feasible sustainable uses that these technologies bring to the cultural heritage domain [14]. For instance, VR makes it possible to create immersive environments that let people experience historical sites and objects as though they were there in person [15]. Additionally, AR can superimpose digital data on real-world objects, improving learning opportunities and enabling more meaningful interaction with cultural heritage [16]. By fusing aspects of VR and AR, MR provides special chances for in-depth cultural artifact viewing and analysis, supporting more thorough study approaches [17]. Not only are these developments changing the way cultural heritage is researched and conserved, but they are also making cultural heritage more approachable and visible to a wider range of people [18].
Concerning the review of research conducted on the integration of VR, AR, and MR into cultural heritage, there are several prior studies. Some mainly concentrated on systematic analyses, including Theodoropoulos and Antoniou [19], who conducted a comprehensive systematic review encompassing 42 scholarly articles that delved into the utilization of virtual reality games within cultural heritage environments. Their study not only explored the potential opportunities and advancements within this burgeoning domain but also critically assessed the tensions and obstacles posed by these innovations. Some researchers chose to delve into just one or two specific technologies—AR, VR, or MR—lacking a thorough comprehensive overview, for example, the review of a research study that delved into an all-encompassing framework for MR applications [20]; it serves as an appropriate resource for MR fundamentals and presents MR development steps and analytical models, a simulation toolkit, system types, and architecture types, which are divided into five layers. Some research involves conducting an analysis of citation networks to examine patterns of scholarly impact and information flow within academic literature. According to a study [21], researchers analyzed 56 journal papers and 325 conference proceedings on VR and AR in tourism using citation network analysis and text-mining techniques. It aims to provide an overview of related studies, discuss trends over time, identify key topics and studies, and propose future research directions. Core topics from journal papers and conference proceedings are discussed along with key authors and published studies. DaCosta and Kinsell explored the potential of mobile devices and AR in raising awareness about cultural heritage (CH) through mobile location-based games (mLBGs). It highlights the challenges of designing mLBGs for CH contexts, emphasizing the need for educational value over commercial gameplay. The study identifies 24 design practices and considerations for creating these games, emphasizing challenges, accessibility, and audience diversity [22].
In addition to this, some scholars have used bibliometrics to conduct a literature review. [23] presented a decade-long overview of AR usage in cultural heritage through an in-depth review of scientific papers. Analysis was conducted on applications listed in the Scopus and Clarivate Web of Science databases spanning 9 years (2012–2021). The bibliometric data included 1201 documents, analyzed using tools, for example, ScientoPy, VOS Viewer, and Microsoft Excel. The study identified eight prominent themes in the utilization of AR in cultural heritage, including 3D artifact reconstruction, digital heritage, virtual museums, user experience, education, tourism, intangible cultural heritage, and gamification. It is evident that their focus was exclusively on AR technology and did not encompass the wider range of AR, VR, and MR technologies.
However, through our preliminary research, we have discovered a notable gap in the literature: There is currently a lack of comprehensive bibliometric reviews on the three key technologies of VR, AR, and MR. Therefore, this article used bibliometrics by examining the integration of VR, AR, and MR into the cultural heritage of the last decade. This study highlights how these immersive technologies enhance the documentation, preservation, and presentation of cultural artifacts and historical sites and identifies key trends and challenges in the field.
Bibliometric analysis is a quantitative method used in systematic literature reviews for assessing research productivity (publications) and the impact (citations) of scholarly works and contributors (authors, institutions, countries/territories, funders, and subject areas) [24]. It involves performance analysis and science mapping, key components in evaluating themes, trends, and gaps in the field [25]. This method utilizes algorithms and quantitative techniques implemented in software, for example, Bibliometrix in R, VOSviewer, and so forth, to manage, structure, assess, and present bibliometric data in an impartial manner from various databases, especially Scopus and Web of Science [26]. Through this detailed bibliometric analysis, everyone in the cultural heritage field, including professionals, researchers, enthusiasts, and the general public, will obtain valuable perspectives on both the advancements achieved and the obstacles that lie ahead.
Thus, in order to fill existing literature gaps, quantitatively assess research productivity and impact, and provide valuable insights for various stakeholders, the researchers intend to offer a broad overview of the state of VR, AR, and MR in cultural heritage and guide future research and applications in this evolving interdisciplinary field. The primary research inquiries that this study endeavors to address are outlined below:
Q1: In terms of annual scientific progress, common words, and hot topics, how have VR, AR, and MR in cultural heritage changed?
Q2: Based on the authors, countries, leading universities, and publication sources, what is the current status of VR, AR, and MR in cultural heritage?
Q3: What are the prospects for VR, AR, and MR research in cultural heritage?
The primary contribution of this paper is that it gives a broad overview of the state of research on VR, AR, and MR in cultural heritage. Additionally, it highlights prominent researchers and their works, countries, and institutions as well as how the area has changed over the past 10 years. Researchers may find particular use in this information, allowing for them to concentrate on the most popular subjects within the area.

2. Methodology

2.1. Software

This study looked into the field of cultural heritage in VR, AR, and MR using a bibliometric approach. We used Biblioshiny based on RStudio (version 2024.04.1 + 748 for MACOS) and VOSviewer software (version 1.6.20 for MACOS) for quantitative analysis of the pertinent literature to look at the knowledge structure and trends in the research subject. Both software were selected for their specific capabilities.
On the one hand, VOSviewer is a software program specifically created for the construction and visualization of bibliometric networks. These networks can be established based on citation, bibliographic coupling, co-citation, or co-authorship relations, involving individuals, journals, or researchers. It can also create and display co-occurrence networks derived from important phrases extracted from a body of scientific literature, showcasing the text-mining functionalities offered by the software [27].
On the other hand, Massimo Aria and Corrado Cuccurullo developed Bibliometrix, an open-source tool for bibliometric analysis in scientometrics. Implemented in R, it facilitates various bibliometric techniques, including co-citation, coupling, collaboration, and co-word analysis. Bibliometrix allows for the importing of data from various databases, including Scopus, Web of Science, PubMed, Digital Science Dimensions, and Cochrane [28].

2.2. Date Collection

The Scopus database was searched for every article on 1 June 2024. Since the search was carried out on a public database, no ethical approval was needed. The choice of the Scopus database over the Web of Science was deliberate. Scopus is a vast and all-encompassing interdisciplinary resource that serves as a reliable abstract and citation database. Being among the most expansive curated collections of academic research literature globally, it encompasses a diverse array of scholarly journals spanning numerous scientific fields, especially in the fields of social sciences, arts, and humanities [29]. This positions Scopus as an indispensable and all-embracing hub for academic research and scholarly analysis [30]. Additionally, Scopus offers comprehensive citation analysis tools, which are essential for the type of bibliometric analysis conducted in this study.
We conducted a comprehensive search leveraging keywords extracted from the Scopus database. Initially, we focused on the terms “VR” and “cultural heritage”, narrowing down the data range from 2014 to the current date, yielding a total of 762 documents. Subsequently, we shifted our search to “AR” and “cultural heritage”, maintaining the same temporal parameters, resulting in 695 documents. Following this, our exploration extended to “MR” and “cultural heritage” within the identical timeframe, uncovering 101 relevant files. Ultimately, amalgamating these three inquiries through the Boolean operator OR via combined queries, we accessed a consolidated view comprising 1300 documents. Notably, after further analysis, excluding unspecified author documents and resolving document ambiguities, our final refined dataset consists of 1214 files.
After completing the aforementioned steps, we proceed to the retrieved publication details encompassing the title, year of publication, authors, geographic location, affiliated institution, journal name, keywords, and abstract to export the files in two distinct formats: “BibTeX” (.bib), structured specifically for Bibliometrix, and “CSV” (.csv), tailored for VOSviewer. The research methodology employed in the analysis is depicted in Figure 1.

3. Findings

3.1. Overview Information

An exhaustive discovery following extensive data analysis was carried out using Bibliometrix. The primary information from the 1214 research articles gathered from Scopus was condensed and is outlined in Table 1.
The data in Figure 2 illustrate the annual publication and citation counts, offering essential insights into the progression of research within the field. From 2014 to 2017, there was limited activity in this area, with only a few researchers showing interest. However, the years 2018 to 2020 signaled a promising period characterized by increased enthusiasm and involvement, leading to a substantial growth in research output despite some fluctuations. A noticeable surge in publications is observed from 2020 to 2023, with the number of publications peaking at 226 in the year 2023. In the year 2024, there has been a reduction to half the quantity of publications compared to 2023, which may be attributed to the current study collection period ending in June and not capturing all the research carried out throughout the year.
The data show an increase in citation rates until 2020. In 2014, the mean number of citations per article was 16.81, with an average of 1.53 citations per year. From 2017 to 2019, the mean citations per article remained relatively high, peaking in 2020 at 13.59 citations per article and an average of 2.72 citations per year. Post-2020, there was a clear decline in citation rates. This could be due to various factors, especially changes in research output, shifts in academic focus, or modifications in citation practices within the academic community.

3.2. Word Analysis

Table 2 illustrates the top 10 relevant keyword areas extracted from the research articles. The keyword “cultural heritages” stands out as the most frequently appearing term, being mentioned 474 times. Following closely is “virtual reality” with 413 occurrences and “augmented reality” with 369 appearances. These three keywords collectively account for 52% of the total frequency, signifying a substantial interest in immersive technologies concerning cultural heritage. While the prevalence of “cultural heritages” was expected due to its prominent use in author searches, the application of VR, AR, and MR in cultural heritage extends beyond mere keyword frequency. For example, keywords include “historic preservation” (132), “three-dimensional computer graphics” (108), and “museums” (90), reflecting diverse themes, for instance, preservation methods, technological tools, and institutional settings, relevant to cultural heritage studies. These keywords collectively illustrate the multifaceted approaches and technological advancements in the field of cultural heritage research.
Figure 3 depicts the progressive occurrence of key essential terms from January 2014 to June 2024. The analysis reveals substantial advancements in sustainable VR, AR, and MR, particularly in the realm of cultural heritage, underscoring the ongoing need for enhancing methodologies. The data show a notably lower frequency of the term “historic preservation” and related phrases at the outset in 2014, indicating a limited focus on this topic. However, over time, the frequency of “historic preservation” steadily rises, peaking at 135 occurrences by 2024. This pattern signifies an increased awareness of the significance of safeguarding historical sites and buildings. In addition, “Three-dimensional computer graphics” and “3D modeling” have significantly increased in occurrence, showcasing the growing use of advanced visualization techniques in documenting and presenting cultural heritage. The keywords “museums”, “Intangible cultural heritages”, and “human-computer interaction” have demonstrated growth, signaling an expansion of attention to encompass non-physical heritage aspects and human interaction with digital heritage interfaces. This rise in keywords indicates the importance of these technologies in creating precise and interactive representations of heritage sites.

3.3. Theme Analysis

VOSviewer analysis plays a crucial role in uncovering the interconnections and fundamental frameworks among different topics in the realm of research. It facilitates a comprehensive and in-depth comprehension of the entire landscape of VR, AR, and MR within the scope of cultural heritage through the utilization of clustering analysis on keywords. Delving deeply into the literature within each cluster can yield valuable insights into the evolution of the field and serve as a guide for future research endeavors and practical applications. Figure 4 was crafted by establishing a minimum threshold of twenty keyword co-occurrences, resulting in the identification of a total of sixty-five keywords. These keywords were then grouped into five distinct and substantial clusters (red, green, blue, yellow, and purple), delineating the relationships among them.
These clusters reveal various themes and areas of interest in cultural heritage research. Cluster 1 (red) primarily focuses on digital and immersive experiences, including virtual reality and user interaction. Cluster 2 (green) emphasizes applications in archaeology and architecture, with a notable presence of mobile and AR technologies. Cluster 3 (blue) highlights 3D modeling and reconstruction technologies, including photogrammetry and visualization. Cluster 4 (yellow) is centered on educational technologies and serious games, reflecting an intersection of digital heritage with learning systems. Finally, Cluster 5 (purple) focuses on augmented reality applications and virtual museums, indicating a trend toward using advanced display technologies in tourism and heritage presentation.
We also utilize Bibliometrix to demonstrate the evolution of different themes between 2014 and 2024. As presented in Figure 5, the vertical axis displays the topics, while the horizontal axis corresponds to the years. The size of the bubbles signifies the frequency of each theme’s occurrence, whereas larger bubbles convey higher frequencies of the respective topics. It is clear that “user-centered design” and “learning” have gained popularity in recent years, reaching their peak in 2022 and 2023. Subjects including “historic preservation”, “museum”, and “architecture” have consistently remained popular, indicating a rising awareness and significance placed on conserving historical and cultural resources. These topics are in line with VOSviewer, demonstrating the emergence of new technologies and approaches and their growing relevance in various contexts.
Additionally, Figure 6 illustrates the evolution of various technological and academic fields from 2015 to 2024. It highlights the initial focus on emerging technologies, the subsequent application in cultural and educational contexts, and the eventual integration of advanced technologies like AI and VR in preserving and promoting cultural heritages. The trends in this timeline are categorized into five periods: 2015–2016, 2017–2018, 2019–2020, 2021–2022, and 2023–2024.
In the initial phase (2015–2016), the focus was heavily on innovative technologies, for instance, 3D printers, CAVE systems, cameras, AR, and three-dimensional computer graphics. These emerging technologies paved the way for advancements in virtual and augmented reality. After moving to 2017–2018, the attention shifted towards more application-oriented domains. Exhibitions, history, and real-time systems became prominent, indicating a growing interest in using technology for educational and cultural dissemination, and the application of technology in cultural heritage and the importance of cultural heritages began to emerge. Then, in the 2019–2020 period, the integration of advanced technologies involving deep learning into the study of cultural heritages and virtual reality indicates a sophisticated approach to analyzing and preserving cultural artifacts. Subsequently, the period from 2021 to 2022 saw a broadening of focus areas, including cultural heritages, heritage tourism, history, and philosophical aspects. This diversification suggests a more holistic approach to understanding and utilizing technology in various academic and cultural fields. Finally, the years 2023–2024 highlight the usefulness of virtual reality in education and historical tourism, with artificial intelligence’s contribution to more approachable and interesting cultural and historical learning being highlighted.

3.4. Author Analysis

Authors who have more than ten publications are quite uncommon, suggesting that, from the perspective of the authors, their published works are widely distributed. Table 3 presents the top ten influential authors with at least ten articles, detailing their publication count, fractionalized articles, H-index, total citations (TC), and the year of their publishing debut (PY-start).
Pierdicca R. and Li Y. stand out for their prolific publication records and substantial influence. Pierdicca R. has authored 20 articles, with a fractionalized count of 3.82 and an H-index of 9, accumulating a total of 242 citations since 2014. Pierdicca R.’s work primarily focuses on virtual and augmented reality applications, especially in the field of education and cultural heritage. This involves utilizing VR for educational purposes, reconstructing historical sites in 3D, enabling user interaction with digital artifacts, and incorporating AI for developing AR content. A recent example of this work is the SmartMarca project framework, which evaluates the potential of AR/VR applications tailored to cultural heritage. Assessments have been carried out in classrooms with teenagers using various learning approaches to gauge the effectiveness of these technologies in the educational process [31].
Li Y., on the other hand, has 17 articles with a higher fractionalized count of 4.77 starting in 2018. These papers collectively underscore the importance of leveraging VR and AR technologies to enrich the learning and conservation of cultural heritage. Despite a lower H-index of 6 and 106 citations, Li’s recent emergence in the field indicates rapid advancement and noteworthy contributions.
Additionally, as depicted in Figure 7, The VOSviewer software was employed to examine the graphical representation of collaborative authorship connections. Through setting the criterion of a minimum of five publications per author, we were able to pinpoint 55 authors out of a total of 3270. These authors exhibit a collaborative bond, often clustering together to create smaller cohorts. The red cluster consists of researchers including Frontoni E. and Pierdicca R., whereas the green cluster encompasses researchers including Quattrini R. and Clini P. This implies a significant level of teamwork among the authors, with certain individuals displaying closer partnerships within these smaller groups.
Table 4 presents the quantity of articles generated by different universities from authors, showcasing prominent institutions driving research in a particular domain. Within the top decile of universities, several stand out based on bibliometric evaluations akin to previous studies within the field. Leading the list is Università Politecnica delle Marche with 32 articles. Following closely are the University of the Aegean and the University of Patras, securing second and third positions with 21 and 19 articles, respectively. The substantial output from these three universities underscores their active participation in collaborative research endeavors and dedication to pushing the boundaries of knowledge in the discipline.
Moreover, Politecnico di Milano, Cyprus University of Technology, and Aristotle University of Thessaloniki follow closely, each contributing significantly to the field with 18, 17, and 15 articles, respectively. These institutions are known for their interdisciplinary approaches, combining technical expertise with cultural studies and heritage preservation methodologies. Their research output underscores their role as pivotal contributors to international scholarly discourse in the field.

3.5. Journal and Article Analysis

Organized by total citations, yearly citations, and normalized citations, Table 5 offers comprehensive details regarding the top 10 journal articles in terms of citations. Key parameters for assessing these articles’ influence and applicability in their respective domains are highlighted in the data.
The two articles with over 200 total citations stand out in terms of their impact. One notable article is by Chung N., published in the Journal of Travel Research in 2018, which has the highest total citations at 232 and an impressive average of 33.14 citations per year. They look into the relationship between customer attitudes and behavioral intentions toward the destination and their ideas about AR (perceived advantage, aesthetic experience, and perceived enjoyment) and AR satisfaction. The findings demonstrate how AR enjoyment is influenced by perceived benefits and aesthetics. Consequently, through the attitude that AR creates about the destination, behavioral intentions toward the heritage site are influenced by AR pleasure. The study highlights how AR can enhance tourist experiences by making destinations more engaging and enjoyable through improved aesthetic and experiential qualities [32].
The other is by Tom Dieck Mc., published in 2017 in the Journal of Destination Marketing and Management, which has 209 total citations and an average of 26.13 citations per year. This study employed a stakeholder approach to investigate the perceived benefit of implementing AR at a small museum located in the United Kingdom. Twenty-four stakeholders provided qualitative information through focus groups and interviews. From the viewpoints of internal and external stakeholders, this case study demonstrates the economic, experiential, social, epistemological, cultural, historical, and educational significance of AR. The findings emphasize the comprehensive value AR brings to small museums, not only enhancing the visitor experience but also contributing to broader cultural and educational goals [33].
Furthermore, through the identification of prominent publishing platforms and well-known scholars, this study aims to discover the top-tier journals and distinguished writers in the realm of VR, AR, and MR within the context of cultural heritage. Analyzing scholarly journals and authors can assist researchers in pinpointing crucial avenues for the dissemination of research in the cultural heritage domain and recognizing leading academics. Utilizing this data can aid researchers in selecting suitable journals and connecting with respected collaborators for further scholarly endeavors.
Table 6 presents a compilation of the top ten academic journals, including details on their editorial sources, publication frequency (Freq), cumulative frequency (cumFreq), and designated zones. From an editorial standpoint, it is evident that Springer and MDPI have a presence in journals within the industry. Applied Sciences, Sustainability, and Heritage are positioned more prominently in terms of frequency within the journals. The varying article counts among these journals highlight significant differences. Notably, the International Archives of The Photogrammetry, Remote Sensing and Spatial Information Sciences—ISPRS Archives and ACM International Conference Proceeding Series exhibit similar frequencies among the top three journals. The journal with the highest publication frequency is “Lecture Notes in Computer Science” published by Springer Computer Science Editorial, leading the rankings with 110 publications. This considerable number significantly boosts the overall publication frequency, establishing itself as the sole journal with over 100 publications.

3.6. Affiliation and Country Analysis

The data displayed in Table 7 showcase the leading countries in this specific domain. It provides information on the total articles, single-country publications (SCP), multiple-country publications (MCP), publication frequency, and the MCP to SCP ratio (MAP ratio). It is noted that, out of all the countries listed, only two have single-country publications exceeding 100: Italy and China. Italy is at the forefront of the ranking with 164 articles, the highest number among all nations. Italy boasts a significant number of publications focused solely on the country (146) and also 18 publications involving multiple countries, leading to a MAP ratio of 0.110. Following closely behind is China, with 155 articles. Italy and China demonstrate a substantial proportion of publications focused on the country itself (142) as well as a smaller number of publications involving multiple countries (13), resulting in a MAP ratio of 0.084. These findings suggest that both countries emphasize predominantly domestic research activities with limited international collaboration. However, the United Kingdom, ranked fourth, presents a different trend. Even though it has only 37 articles, it boasts a higher MAP ratio of 0.405, with 15 publications involving multiple countries out of the total 37. This demonstrates a significant focus on international collaboration.
Moreover, Figure 8 depicts the cooperative research partnerships between different nations. The lines show the degree and frequency of collaborations between the various countries, represented by the nodes. More lines indicate stronger or more frequent cooperation, whereas larger nodes indicate a bigger volume of research output.
Italy, China, and Greece stand out as the most influential hubs in the network, underscoring their substantial contributions to the field. Highlighted in red, Italy exhibits a wide array of connections with numerous countries, notably Greece, Spain, and the United Kingdom, showcasing Italy’s robust international research partnerships. China, shown in green, also displays significant connections, particularly with Hong Kong (China), South Korea, Malaysia, Thailand, Singapore, and the United States, indicating robust collaborative efforts, especially with neighboring Asian nations, and leading research countries like the U.S. Greece, depicted in blue, establishes extensive links with Italy, Germany, and the United States, pointing towards its high engagement in international research partnerships, particularly with European nations and the U.S.

4. Discussion

Q1: In terms of annual scientific progress, common words, and hot topics, how have VR, AR, and MR in cultural heritage changed?
The results of the bibliometric study show that the average annual growth rate (AAGR) of VR, AR, and MR in cultural heritage is approximately 29.01%. This finding supports the conclusions of [19] regarding the rise in publications in the field of VR, AR, and MR in cultural heritage by indicating that there has been ongoing interest in this topic and that the number of related articles is growing.
In the initial phase, the novelty of 3D tools sparked significant interest in their potential applications. Throughout 2017 and 2018, the focus turned to more application-oriented topics. The reason for this shift may be that the maturation of technologies developed in the previous phase allowed for more practical applications. Exhibitions using VR and AR technologies began to offer more interactive and immersive experiences, making history and culture more accessible to the general public [5].
It is significant to note that publications in VR, AR, and MR related to cultural heritage increased dramatically in 2018 and continued to rise yearly after that. Especially in the years 2020–2023, during the COVID-19 pandemic, the strategy for safeguarding and conserving cultural heritage resources needed to undergo digital enhancements [34]. Consequently, a multitude of publications focusing on VR, AR, and MR have been employed in the realm of cultural heritage [35]. This finding may indicate that, as the field develops traction, the research communities in it are combining an increasing amount of research and that the time is near for this technology to mature and become extensively used in the cultural heritage sector.
Q2: Based on the authors, countries, leading universities, and publication sources, what is the current status of VR, AR, and MR in cultural heritage?
According to the data, the top universities and countries contributing to VR, AR, and MR in cultural heritage have shown some consistency over time. China and Italy are the two nations with a strong history of conducting studies on cultural heritage that contribute the most to the nation’s scientific output in terms of both sorts of publications. The leading universities identified in earlier studies, including the Politecnico Di Milano in Italy, continue to be significant contributors. However, there is also an increase in contributions from institutions in Asia and Europe, for instance, the University of Nottingham and Beihang University, suggesting a more balanced global distribution of research efforts.
Moreover, the field is also witnessing the rise of new contributors, for example, Malaysia, Portugal, the United States, and Germany. The inclusion of these countries in the research landscape suggests a growing global interest and diversification of research efforts in VR, AR, and MR applications for cultural heritage.
Several authors and sources serve as primary outlets for research in the interdisciplinary field. Among the most pertinent journals and conference proceedings are Lecture Notes in Computer Science; the International Archives of The Photogrammetry, Remote Sensing and Spatial Information Sciences—ISPRS Archives; and the ACM International Conference Proceeding Series. These publications are instrumental in disseminating significant advancements and findings in this evolving field.
Notably, Pierdicca R. stands out as a leading figure, having authored the highest number of publications among the top ten contributors. His extensive work, which includes influential projects like SmartMarca, has been foundational in establishing the applications of VR and AR in cultural heritage [31]. Pierdicca’s research is highly referenced in book chapters, journal articles, and conference papers, underscoring his significant impact on the field. In contrast, Banfi F., while having fewer publications, achieved the highest citation rate among all researchers, with exceptional citations in 2015. This highlights Banfi’s pivotal role in laying the groundwork for subsequent research in VR and AR applications within cultural heritage.
Q3: What are the prospects for VR, AR, and MR research in cultural heritage?
We determined which keywords appeared most frequently in the articles based on a study of the writers’ keyword usage. Because these keywords are frequently found in journals, book chapters, and conference papers, they may offer future insights into subjects related to VR, AR, and MR in cultural heritage.
The findings indicate that serious game learning and educational technologies are popular keywords in publications. This finding may point to a growing area of interest in digital heritage and learning systems that use game-based learning theory and gamification techniques to create VR, AR, and MR experiences related to cultural heritage. These approaches promote active learning through hands-on, experiential activities that enhance understanding and retention, thereby deepening comprehension and appreciation of cultural heritage [22]. For example, one can virtually explore ancient ruins, participate in historically significant events, or interact with digital replicas of cultural artifacts. However, we should notice that digital cultural heritage must be designed to engage a diverse audience, including those who address issues related to interactive user interface design, ease of use, and the accommodation of users with disabilities. Unfortunately, accessibility features are often overlooked, limiting the reach of these technologies [36].
Other findings also indicate a growing enthusiasm for exploring historical conservation, museums, and architectural elements using VR, AR, and MR within the realm of cultural heritage. While digital technologies offer innovative ways to preserve and present cultural heritage, there is also a need to address the long-term preservation of digital content itself. Digital artifacts are susceptible to obsolescence and data loss, which pose significant challenges for ensuring their longevity. Digital preservation requires ongoing maintenance and the development of sustainable practices to ensure that digital heritage remains accessible and usable in the future [37].
The results presented validate the conclusions drawn in prior systematic literature reviews within the realm of AR game-based education [38] and VR game-based cultural heritage environments [19] and further support the outcomes of [23] bibliometric examination.

5. Conclusions

The bibliometric study of 10 years (2014–2024) of research on VR, AR, and MR in cultural heritage is presented in this work. We extracted the annual scientific growth, the most influential authors, the co-citation analysis results, the scientific output over time, and the most popular themes from 1214 publications. We discovered a wide range of factors that affect development and evolution in this field by analyzing these data. The findings of this study possess significant theoretical and practical implications for the field of research. Theoretical work on the creation of interaction and engagement frameworks, for example, could support the development of predictive models for user behavior and preferences in cultural heritage environments, providing important information for designing more engaging digital experiences [39]. Despite this, in a more pragmatic sense, the results could be utilized to create efficient educational resources employing VR, AR, and MR for history and cultural instruction. Educational institutions involving schools and universities could integrate these technologies into their programs, allowing for students to explore historical sites and artifacts in an immersive environment, thereby enhancing their learning experience [40].
Although our research provides valuable insights into the applications of VR, AR, and MR in the context of cultural heritage, it has several limitations. For example, while the Web of Science database is a useful resource, we only searched on the Scopus database, thus missing out on a wealth of information that may be contained in other databases. Therefore, in order to obtain more thorough, in-depth, and reliable conclusions, future research projects should strive to extend the time period, combine data from other databases, use a variety of research approaches, and take regional variances into account.
In conclusion, this study advances our understanding of the impact of VR, AR, and MR technologies on cultural heritage research and practice. Initially, it was expected that these technologies would provide new ways to interact with cultural artifacts and sites. However, the results show a deeper impact, indicating that immersive technologies can greatly improve preservation, education, and global access to cultural heritage. By integrating theoretical insights with practical applications, this research establishes a basis for future advancements in these areas.

Author Contributions

Conceptualization, J.Z.; methodology, J.Z.; software, J.Z.; validation, J.Z.; formal analysis, J.Z.; investigation, J.Z.; resources, J.Z.; data curation, J.Z.; writing—original draft preparation, J.Z.; writing—review and editing, J.Z., W.A.J.W.Y., and M.S.; visualization, J.Z.; supervision, W.A.J.W.Y. and M.S. All authors have read and agreed to the published version of the manuscript.

Funding

This research received no external funding.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

Not applicable.

Conflicts of Interest

The authors declare no conflicts of interest.

References

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Figure 1. Methodology.
Figure 1. Methodology.
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Figure 2. Annual publications and citations.
Figure 2. Annual publications and citations.
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Figure 3. Words’ frequency over time.
Figure 3. Words’ frequency over time.
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Figure 4. Sub-themes clusters.
Figure 4. Sub-themes clusters.
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Figure 5. Trend topics.
Figure 5. Trend topics.
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Figure 6. Thematic evolution.
Figure 6. Thematic evolution.
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Figure 7. Collaborative authorship.
Figure 7. Collaborative authorship.
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Figure 8. Collaboration network of countries.
Figure 8. Collaboration network of countries.
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Table 1. Descriptive Information.
Table 1. Descriptive Information.
CategoryDescriptionValue
Main information about dataTimespan2014; 2024
Sources (Journals, Books, etc.)509
Documents1214
Annual growth rate %20.58
Document average age3.45
Average citations per doc8.035
Document contentsKeywords plus (ID)4359
Author’s keywords (DE)2926
AuthorsAuthors3270
Authors of single-authored documents128
Authors collaborationSingle-authored documents153
Co-authors per document3.75
International co-authorships %16.72
Document typesArticle467
Article; book chapter2
Article conference paper1
Book3
Book chapter66
Book chapter article1
Book chapter book chapter1
Conference paper632
Conference paper article2
Conference paper book chapter1
Conference paper conference paper4
Conference review5
Editorial5
Erratum1
Retracted1
Review22
Table 2. The top ten keywords.
Table 2. The top ten keywords.
No.KeywordsFrequency
1Cultural Heritages458
2Virtual Reality402
3Augmented Reality354
4Historic Preservation132
5Three-Dimensional Computer Graphics108
6Museums90
73D Modeling87
8Mixed Reality83
9Intangible Cultural Heritages79
10Human Computer Interaction57
Table 3. The top ten authors.
Table 3. The top ten authors.
No.AuthorsArticlesArticles FractionalizedH-IndexTCPY-Start
1Pierdicca R.203.8292422014
2Li Y.174.7761062018
3Frontoni E.163.0882132014
4Quattrini R.143.0781822014
5Woo W.143.9871502014
6Banfi F.135.1992262015
7Kim J.132.9061622018
8Clini P.122.2961342014
9Paolanti M.112.1181452016
10Shih Nj.103.925632018
Table 4. The top ten affiliations.
Table 4. The top ten affiliations.
No.AffiliationsArticles
1Università Politecnica Delle Marche20
2University of the Aegean17
3University of Patras16
4Politecnico Di Milano14
5Cyprus University of Technology14
6Aristotle University of Thessaloniki13
7University of Salento13
8Kyung Hee University12
9University of Nottingham11
10Beihang University10
Table 5. The top ten cited articles.
Table 5. The top ten cited articles.
No.ArticlesTitleTotal CitationTC per YearNormalized TC
1Chung N., 2018, J Travel ResThe Role of Augmented Reality for Experience-Influenced Environments: The Case of Cultural Heritage Tourism in Korea23233.1414.86
2Tom Dieck Mc., 2017, J Destin Mark ManageValue of augmented reality at cultural heritage sites: A stakeholder approach20926.1312.61
3Han Di., 2018, J Herit TourUser experience model for augmented reality applications in urban heritage tourism17925.5711.46
4Jung Th., 2018, Int J Contemp Hosp ManageCross-cultural differences in adopting mobile augmented reality at cultural heritage tourism sites16723.8610.70
5Botrugno Mc., 2017, Lect Notes Comput SciAugmented Reality and UAVs in Archaeology: Development of a Location-Based AR Application15919.889.59
6Jiménez Fernández-Palacios B., 2017, J Cult HeritageAccess to complex reality-based 3D models using virtual reality solutions11214.006.76
7Trunfio M., 2022, J Herit TourInnovating the cultural heritage museum service model through virtual reality and augmented reality: the effects on the overall visitor experience and satisfaction11137.0024.68
8Shehade M., 2020, Appl SciVirtual Reality in Museums: Exploring the Experiences of Museum Professionals10521.007.73
9Errichiello L., 2019, Int J Tour ResExploring the implications of wearable virtual reality technology for museum visitors’ experience: A cluster analysis9816.337.84
10Tzima S., 2019, Educ SciAugmented Reality Applications in Education: Teachers Point of View9716.177.76
Table 6. The top ten publications.
Table 6. The top ten publications.
No.JournalsEditorialFreqCum FreqZone
1Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)Springer1101101
2International Archives of The Photogrammetry, Remote Sensing and Spatial Information Sciences—ISPRS ArchivesISPRS511611
3ACM International Conference Proceeding SeriesACM502111
4Applied SciencesMDPI292401
5Communications in Computer and Information ScienceSpringer282681
6ISPRS Annals of The Photogrammetry, Remote Sensing, and Spatial Information SciencesISPRS252931
7Journal on Computing and Cultural HeritageACM193121
8HeritageMDPI173291
9SustainabilityMDPI173461
10Advances in Intelligent Systems and ComputingSpringer153611
Table 7. The top ten countries.
Table 7. The top ten countries.
No.CountryArticlesSCPMCPFreqMAP Ratio
1Italy164146180.1350.110
2China155142130.1280.084
3Greece666240.0540.061
4United Kingdom3722150.0300.405
5Korea353050.0290.143
6Spain3119120.0260.387
7USA262330.0210.115
8Portugal222110.0180.045
9Germany211830.0170.143
10Malaysia161150.0130.313
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Zhang, J.; Wan Yahaya, W.A.J.; Sanmugam, M. The Impact of Immersive Technologies on Cultural Heritage: A Bibliometric Study of VR, AR, and MR Applications. Sustainability 2024, 16, 6446. https://doi.org/10.3390/su16156446

AMA Style

Zhang J, Wan Yahaya WAJ, Sanmugam M. The Impact of Immersive Technologies on Cultural Heritage: A Bibliometric Study of VR, AR, and MR Applications. Sustainability. 2024; 16(15):6446. https://doi.org/10.3390/su16156446

Chicago/Turabian Style

Zhang, Jingru, Wan Ahmad Jaafar Wan Yahaya, and Mageswaran Sanmugam. 2024. "The Impact of Immersive Technologies on Cultural Heritage: A Bibliometric Study of VR, AR, and MR Applications" Sustainability 16, no. 15: 6446. https://doi.org/10.3390/su16156446

APA Style

Zhang, J., Wan Yahaya, W. A. J., & Sanmugam, M. (2024). The Impact of Immersive Technologies on Cultural Heritage: A Bibliometric Study of VR, AR, and MR Applications. Sustainability, 16(15), 6446. https://doi.org/10.3390/su16156446

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