{"title":"Towards participatory activities with augmented reality for cultural heritage: A literature review","authors":"Cátia Silva, Nelson Zagalo, Mário Vairinhos","doi":"10.1016/j.cexr.2023.100044","DOIUrl":null,"url":null,"abstract":"<div><p>The preservation of cultural heritage is a basilar to support the feeling of identity and community. In this context, cultural tourism emerges as an effective strategy that, when combined with participatory activities, may increment tourist perceptions, contributing simultaneously to the acquisition of knowledge associated with cultural heritage. This literature review aimed to explore how mobile augmented reality applications using games, narrative, or craft design and convey knowledge associated with the cultural heritage of a particular place. In addition, it was intended to understand how their evaluation protocol is administered, as well as how can this genre of applications influence the tourist experience. The literature search was operationalized in the Scopus, Web of Science and ACM Digital Library electronic databases and used studies from 2018 until November 16, 2022. In total, 16 studies were analyzed in this literature review. The results demonstrate that the integration of game, narrative, and craft in augmented reality mobile applications for cultural heritage is diverse, with narrative being the most prevalent. Regarding how the evaluation phase is conducted, despite using each study using different protocols, the data collection instruments can be patterned, highlighting the use of independent questionnaires and scales. Nevertheless, the findings of this literature review suggest that augmented reality mobile applications with participatory activities can positively influence the touristic experience, constituting a powerful element of engagement and immersion, guaranteeing that some creative and technical aspects are ensured.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"3 ","pages":"Article 100044"},"PeriodicalIF":0.0000,"publicationDate":"2023-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S2949678023000387/pdfft?md5=56ce36128e88de2fa1d8e5319621baea&pid=1-s2.0-S2949678023000387-main.pdf","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers & Education: X Reality","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2949678023000387","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The preservation of cultural heritage is a basilar to support the feeling of identity and community. In this context, cultural tourism emerges as an effective strategy that, when combined with participatory activities, may increment tourist perceptions, contributing simultaneously to the acquisition of knowledge associated with cultural heritage. This literature review aimed to explore how mobile augmented reality applications using games, narrative, or craft design and convey knowledge associated with the cultural heritage of a particular place. In addition, it was intended to understand how their evaluation protocol is administered, as well as how can this genre of applications influence the tourist experience. The literature search was operationalized in the Scopus, Web of Science and ACM Digital Library electronic databases and used studies from 2018 until November 16, 2022. In total, 16 studies were analyzed in this literature review. The results demonstrate that the integration of game, narrative, and craft in augmented reality mobile applications for cultural heritage is diverse, with narrative being the most prevalent. Regarding how the evaluation phase is conducted, despite using each study using different protocols, the data collection instruments can be patterned, highlighting the use of independent questionnaires and scales. Nevertheless, the findings of this literature review suggest that augmented reality mobile applications with participatory activities can positively influence the touristic experience, constituting a powerful element of engagement and immersion, guaranteeing that some creative and technical aspects are ensured.
文化遗产的保护是支持认同感和社区感的基础。在这种情况下,文化旅游成为一种有效的战略,与参与性活动相结合,可以增加游客的观念,同时有助于获得与文化遗产有关的知识。本文献综述旨在探讨移动增强现实应用程序如何使用游戏、叙事或工艺设计来传达与特定地点文化遗产相关的知识。此外,它旨在了解他们的评估协议是如何管理的,以及这种类型的应用程序如何影响游客体验。文献检索在Scopus、Web of Science和ACM数字图书馆电子数据库中进行,使用的研究时间为2018年至2022年11月16日。本文献综述共分析了16项研究。结果表明,在增强现实文化遗产移动应用中,游戏、叙事和工艺的融合是多种多样的,其中叙事最为普遍。关于如何进行评估阶段,尽管每个研究使用不同的方案,但数据收集工具可以进行模式化,突出使用独立的问卷调查和量表。然而,本文献综述的结果表明,具有参与性活动的增强现实移动应用程序可以对旅游体验产生积极影响,构成了参与和沉浸的强大元素,确保了一些创造性和技术方面的保证。