Research Article
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User Experience In Digital Reality Technologies Applications In Cultural Heritage: Current State and Research Trends

Year 2025, Volume: 39 Issue: 4, 484 - 500
https://doi.org/10.16951/trendbusecon.1630945

Abstract

Digital reality technologies are leading technological changes in cultural heritage, eliminating geographical and economic barriers to accessing cultural and artistic assets. The user experience of developed applications directly affects society's adoption of these technologies. A systematic review of research on user behaviors and experiences regarding digital reality applications in cultural heritage is essential for the field's development. This review enables the analysis of prominent topics, scientific productivity, impact and collaborations. This study reviews research focusing on user experience in digital reality technologies applications in cultural heritage between 1999-2024 using bibliometric methods. The results show a significant increase in studies between 2013-2017, followed by a relative slowdown during 2018-2021, with renewed momentum from 2022. The analysis reveals that the number of cultural assets in countries' UNESCO World Heritage List does not determine academic productivity in this field. The field demonstrates a multidisciplinary structure, with contributions from engineering, computer science, humanities, tourism, culture and art, indicating that the user experience dimension of digital reality technologies in cultural heritage continues to develop as a dynamic research area with a multidisciplinary approach.

References

  • Agostinelli, T., Generosi, A., Ceccacci, S., Pretaroli, R., & Mengoni, M. (2023). A method and experimentation to benchmark XR technologies enhancing archeological museum experience. In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction (Vol. 14021, pp. 3–16). Springer Nature Switzerland. [CrossRef]
  • Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S., & Gain, J. (2018). A survey of augmented, virtual, and mixed reality for cultural heritage. Journal on Computing and Cultural Heritage, 11(2), 1–36. [CrossRef]
  • Borda, A., & Bowen, J. P. (2017). Smart cities and cultural heritage – a review of developments and future opportunities. Electronic Visualisation and the Arts, London, UK. [CrossRef]
  • Cinnamon, J., & Jahiu, L. (2023). 360-degree video for virtual place-based research: A review and research agenda. Computers, Environment and Urban Systems, 106, 102044. [CrossRef]
  • Deloitte. (2018). Digital reality:A technical primer. [CrossRef]
  • Fagan, J., Eddens, K. S., Dolly, J., Vanderford, N. L., Weiss, H., & Levens, J. S. (2018). Assessing research collaboration through co-authorship network analysis. The Journal of Research Administration, 49(1), 76–99.
  • Farella, M., Chiazzese, G., & Bosco, G. L. (2022). Question answering with bert: Designing a 3D virtual avatar for cultural heritage exploration. 2022 IEEE 21st Mediterranean Electrotechnical Conference (MELECON), 770–774. [CrossRef]
  • Han, D.-I., Tom Dieck, M. C., & Jung, T. (2018). User experience model for augmented reality applications in urban heritage tourism. Journal of Heritage Tourism, 13(1), 46–61. [CrossRef]
  • Hassenzahl, M. (2018). The thing and I: Understanding the relationship between user and product. In M. Blythe & A. Monk (Eds.), Funology 2 (pp. 301–313). Springer International Publishing. [CrossRef]
  • Horne, M., & Shilton, M. (2022). Digital realities. The Landscape Institute Digital Practice Group.
  • International Standardization Organization. (2010). Ergonomics of human-system interaction – Part 210: Human-centred design process for interactive systems (ISO 9241-210).
  • Kim, Y. M., Rhiu, I., & Yun, M. H. (2020). A systematic review of a virtual reality system from the perspective of user experience. International Journal of Human–Computer Interaction, 36(10), 893–910. [CrossRef]
  • Kleftodimos, A., Evagelou, A., Gkoutzios, S., Matsiola, M., Vrigkas, M., Yannacopoulou, A., Triantafillidou, A., & Lappas, G. (2023). Creating location-based augmented reality games and immersive experiences for touristic destination marketing and education. Computers, 12(11), 227. [CrossRef]
  • Konstantakis, M., & Caridakis, G. (2020). Adding culture to UX: UX research methodologies and applications in cultural heritage. Journal on Computing and Cultural Heritage, 13(1), 1–17. [CrossRef]
  • Mariani, J., Sniderman, B., & Harr, C. (2017). More real than reality: Transforming work through augmented reality. Deloitte University Press.
  • Mingers, J., & Leydesdorff, L. (2015). A review of theory and practice in scientometrics. European Journal of Operational Research, 246(1), 1–19. [CrossRef]
  • Moses, R., Nikita, G., & Preetha, D. (2018). Digital reality. Deloitte Consulting.
  • Okubo, Y. (1997). Bibliometric indicators and analysis of research systems: Methods and examples, Science, Technology And Industry Working Papers, 1997(1). OECD. [CrossRef]
  • Omran, W., Ramos, R. F., & Casais, B. (2024). Virtual reality and augmented reality applications and their effect on tourist engagement: A hybrid review. Journal of Hospitality and Tourism Technology, 15(4), 497–518. [CrossRef]
  • Orr, M., Poitras, E., & Butcher, K. R. (2021). Informal learning with extended reality environments: Current trends in museums, heritage, and tourism. In V. Geroimenko (Ed.), Augmented reality in tourism, museums and heritage: A new technology to inform and entertain. Springer International Publishing. [CrossRef]
  • Ovallos-Gazabon, D., Meléndez-Pertuz, F., Collazos-Morales, C., Zamora-Musa, R., Cardenas, C. A., & González, R. E. R. (2020). Innovation, technology and user experience in museums: Insights from scientific literature. In O. Gervasi, B. Murgante, S. Misra, C. Garau, I. Blečić, D. Taniar, B. O. Apduhan, A. M. A. C. Rocha, E. Tarantino, C. M. Torre, & Y. Karaca (Eds.), Computational Science and Its Applications – ICCSA 2020 (Vol. 12249, pp. 819–832). Springer International Publishing. [CrossRef]
  • Pasikowska-Schnass, M. (2018). Cultural heritage in EU policies. European Parliament Research Service.
  • Pendlebury, David A. (2008). Using bibliometrics in evaluating research. Thomson Reuters. [CrossRef]
  • Petr, M. (2015). Recommendations for working with and understanding bibliometric indicators. Masaryk University. [CrossRef]
  • Rebelo, F., Noriega, P., Duarte, E., & Soares, M. (2012). Using Virtual Reality to assess user experience. Human Factors: The Journal of the Human Factors and Ergonomics Society, 54(6), 964–982. [CrossRef]
  • Rizzo, I., & Herrero Prieto, L. C. (2024). Economics and archaeological heritage. In Encyclopedia of Archaeology (pp. 617–625). Elsevier. [CrossRef]
  • Soegaard, M. (2020). The basics of user experience design. [CrossRef]
  • Tsatsaronis, G. (2020). Metrics and trends in assessing the scientific impact. Elsevier BV. [CrossRef]
  • Ullah, M., Shahid, A., Din, I. U., Roman, M., Assam, M., Fayaz, M., Ghadi, Y., & Aljuaid, H. (2022). Analyzing interdisciplinary research using co‐authorship networks. Complexity, 2022(1), 2524491. [CrossRef]
  • UNESCO. (1972). Convention concerning the protection of the world cultural and natural heritage. [CrossRef]
  • Virtual Reality Society. (2017). History of virtual reality. [CrossRef]
  • Waltman, L., & Ed Noyons, E. (2018). Bibliometrics for research management and research evaluation. Centre for Science and Technology Studies. Leiden University.
  • Welch, J. R. (2014). Cultural heritage. What is it? Why is it important? Simon Fraser University. [CrossRef]
  • 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. [CrossRef]

Dijital Gerçeklik Teknolojilerinin Kültürel Miras Alanındaki Uygulamalarında Kullanıcı Deneyimi: Mevcut Durum ve Araştırma Eğilimleri

Year 2025, Volume: 39 Issue: 4, 484 - 500
https://doi.org/10.16951/trendbusecon.1630945

Abstract

Bu çalışmada, 1999-2024 yılları arasında dijital gerçeklik teknolojilerinin kültürel miras alanındaki uygulamalarında kullanıcı deneyimine odaklanan araştırmalar bibliyometrik yöntem ile incelenmiştir. Elde edilen bulgulara göre, dijital gerçeklik teknolojilerinin kültürel miras alanındaki uygulamalarında kullanıcı deneyimine yönelik çalışmalar özellikle 2013-2017 yılları arasında önemli bir artış göstermiştir. Her ne kadar 2018-2021 döneminde yayın sayılarında görece bir yavaşlama gözlense de 2022 yılı itibariyle alandaki bilimsel üretkenlik yeniden ivme kazanmıştır. Bununla birlikte, analiz sonuçları ülkelerin UNESCO Dünya Mirası Listesi'ndeki kültürel varlık sayılarının, bu alandaki akademik üretkenlik üzerinde belirleyici bir faktör olmadığını göstermiştir. Ayrıca, çalışma alanının disipliner yapısı incelendiğinde mühendislik, bilgisayar bilimleri, beşeri bilimler, kültür ve sanat gibi birçok farklı disiplin bu alana katkı sağlamıştır. Bu durum, kültürel miras bağlamında dijital gerçeklik teknolojilerinin kullanıcı deneyimi boyutunun, multidisipliner bir yaklaşımla ele alındığını ve dinamik bir araştırma alanı olarak gelişimini sürdürdüğünü ortaya koymaktadır.

References

  • Agostinelli, T., Generosi, A., Ceccacci, S., Pretaroli, R., & Mengoni, M. (2023). A method and experimentation to benchmark XR technologies enhancing archeological museum experience. In M. Antona & C. Stephanidis (Eds.), Universal Access in Human-Computer Interaction (Vol. 14021, pp. 3–16). Springer Nature Switzerland. [CrossRef]
  • Bekele, M. K., Pierdicca, R., Frontoni, E., Malinverni, E. S., & Gain, J. (2018). A survey of augmented, virtual, and mixed reality for cultural heritage. Journal on Computing and Cultural Heritage, 11(2), 1–36. [CrossRef]
  • Borda, A., & Bowen, J. P. (2017). Smart cities and cultural heritage – a review of developments and future opportunities. Electronic Visualisation and the Arts, London, UK. [CrossRef]
  • Cinnamon, J., & Jahiu, L. (2023). 360-degree video for virtual place-based research: A review and research agenda. Computers, Environment and Urban Systems, 106, 102044. [CrossRef]
  • Deloitte. (2018). Digital reality:A technical primer. [CrossRef]
  • Fagan, J., Eddens, K. S., Dolly, J., Vanderford, N. L., Weiss, H., & Levens, J. S. (2018). Assessing research collaboration through co-authorship network analysis. The Journal of Research Administration, 49(1), 76–99.
  • Farella, M., Chiazzese, G., & Bosco, G. L. (2022). Question answering with bert: Designing a 3D virtual avatar for cultural heritage exploration. 2022 IEEE 21st Mediterranean Electrotechnical Conference (MELECON), 770–774. [CrossRef]
  • Han, D.-I., Tom Dieck, M. C., & Jung, T. (2018). User experience model for augmented reality applications in urban heritage tourism. Journal of Heritage Tourism, 13(1), 46–61. [CrossRef]
  • Hassenzahl, M. (2018). The thing and I: Understanding the relationship between user and product. In M. Blythe & A. Monk (Eds.), Funology 2 (pp. 301–313). Springer International Publishing. [CrossRef]
  • Horne, M., & Shilton, M. (2022). Digital realities. The Landscape Institute Digital Practice Group.
  • International Standardization Organization. (2010). Ergonomics of human-system interaction – Part 210: Human-centred design process for interactive systems (ISO 9241-210).
  • Kim, Y. M., Rhiu, I., & Yun, M. H. (2020). A systematic review of a virtual reality system from the perspective of user experience. International Journal of Human–Computer Interaction, 36(10), 893–910. [CrossRef]
  • Kleftodimos, A., Evagelou, A., Gkoutzios, S., Matsiola, M., Vrigkas, M., Yannacopoulou, A., Triantafillidou, A., & Lappas, G. (2023). Creating location-based augmented reality games and immersive experiences for touristic destination marketing and education. Computers, 12(11), 227. [CrossRef]
  • Konstantakis, M., & Caridakis, G. (2020). Adding culture to UX: UX research methodologies and applications in cultural heritage. Journal on Computing and Cultural Heritage, 13(1), 1–17. [CrossRef]
  • Mariani, J., Sniderman, B., & Harr, C. (2017). More real than reality: Transforming work through augmented reality. Deloitte University Press.
  • Mingers, J., & Leydesdorff, L. (2015). A review of theory and practice in scientometrics. European Journal of Operational Research, 246(1), 1–19. [CrossRef]
  • Moses, R., Nikita, G., & Preetha, D. (2018). Digital reality. Deloitte Consulting.
  • Okubo, Y. (1997). Bibliometric indicators and analysis of research systems: Methods and examples, Science, Technology And Industry Working Papers, 1997(1). OECD. [CrossRef]
  • Omran, W., Ramos, R. F., & Casais, B. (2024). Virtual reality and augmented reality applications and their effect on tourist engagement: A hybrid review. Journal of Hospitality and Tourism Technology, 15(4), 497–518. [CrossRef]
  • Orr, M., Poitras, E., & Butcher, K. R. (2021). Informal learning with extended reality environments: Current trends in museums, heritage, and tourism. In V. Geroimenko (Ed.), Augmented reality in tourism, museums and heritage: A new technology to inform and entertain. Springer International Publishing. [CrossRef]
  • Ovallos-Gazabon, D., Meléndez-Pertuz, F., Collazos-Morales, C., Zamora-Musa, R., Cardenas, C. A., & González, R. E. R. (2020). Innovation, technology and user experience in museums: Insights from scientific literature. In O. Gervasi, B. Murgante, S. Misra, C. Garau, I. Blečić, D. Taniar, B. O. Apduhan, A. M. A. C. Rocha, E. Tarantino, C. M. Torre, & Y. Karaca (Eds.), Computational Science and Its Applications – ICCSA 2020 (Vol. 12249, pp. 819–832). Springer International Publishing. [CrossRef]
  • Pasikowska-Schnass, M. (2018). Cultural heritage in EU policies. European Parliament Research Service.
  • Pendlebury, David A. (2008). Using bibliometrics in evaluating research. Thomson Reuters. [CrossRef]
  • Petr, M. (2015). Recommendations for working with and understanding bibliometric indicators. Masaryk University. [CrossRef]
  • Rebelo, F., Noriega, P., Duarte, E., & Soares, M. (2012). Using Virtual Reality to assess user experience. Human Factors: The Journal of the Human Factors and Ergonomics Society, 54(6), 964–982. [CrossRef]
  • Rizzo, I., & Herrero Prieto, L. C. (2024). Economics and archaeological heritage. In Encyclopedia of Archaeology (pp. 617–625). Elsevier. [CrossRef]
  • Soegaard, M. (2020). The basics of user experience design. [CrossRef]
  • Tsatsaronis, G. (2020). Metrics and trends in assessing the scientific impact. Elsevier BV. [CrossRef]
  • Ullah, M., Shahid, A., Din, I. U., Roman, M., Assam, M., Fayaz, M., Ghadi, Y., & Aljuaid, H. (2022). Analyzing interdisciplinary research using co‐authorship networks. Complexity, 2022(1), 2524491. [CrossRef]
  • UNESCO. (1972). Convention concerning the protection of the world cultural and natural heritage. [CrossRef]
  • Virtual Reality Society. (2017). History of virtual reality. [CrossRef]
  • Waltman, L., & Ed Noyons, E. (2018). Bibliometrics for research management and research evaluation. Centre for Science and Technology Studies. Leiden University.
  • Welch, J. R. (2014). Cultural heritage. What is it? Why is it important? Simon Fraser University. [CrossRef]
  • 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. [CrossRef]
There are 34 citations in total.

Details

Primary Language English
Subjects Artificial Reality
Journal Section Research Articles
Authors

Fethi Aslan 0000-0002-5567-9706

Early Pub Date October 13, 2025
Publication Date October 14, 2025
Submission Date January 31, 2025
Acceptance Date July 22, 2025
Published in Issue Year 2025 Volume: 39 Issue: 4

Cite

APA Aslan, F. (2025). User Experience In Digital Reality Technologies Applications In Cultural Heritage: Current State and Research Trends. Trends in Business and Economics, 39(4), 484-500. https://doi.org/10.16951/trendbusecon.1630945

Content of this journal is licensed under a Creative Commons Attribution 4.0 International License

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