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Metaverse and XR for cultural heritage education: applications, standards, architecture, and technological insights for enhanced immersive experience

The result's identifiers

  • Result code in IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989100%3A27240%2F25%3A10257824" target="_blank" >RIV/61989100:27240/25:10257824 - isvavai.cz</a>

  • Result on the web

    <a href="https://link.springer.com/article/10.1007/s10055-025-01126-z" target="_blank" >https://link.springer.com/article/10.1007/s10055-025-01126-z</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.1007/s10055-025-01126-z" target="_blank" >10.1007/s10055-025-01126-z</a>

Alternative languages

  • Result language

    angličtina

  • Original language name

    Metaverse and XR for cultural heritage education: applications, standards, architecture, and technological insights for enhanced immersive experience

  • Original language description

    The growing attention towards immersive technologies such as augmented reality (AR), virtual reality (VR), mixed reality (MR), extended reality (XR), and the metaverse are revolutionizing cultural heritage education and tourism. Such technologies offer immersive and interactive experiences that transform the user’s exploration of museums, cultural heritage sites, educational content, and historical landmarks. This article presents a structured framework that addresses the advancement and application of these technologies in cultural heritage education to improve user experience, learning, emotional connection, and motivation. To further explore recent trends, issues, and opportunities, the article offers a comprehensive overview of the impact of state-of-the-art immersive technology on user experience within heritage education environments. The study also outlined standard questionnaires and effective methodologies for user experience evaluations. Furthermore, the article addresses the influence of standards and guidelines recommended by standardized bodies and organizations on XR and metaverse applications. It discussed how these standards and recommendations can play a role in setting protocols that shape the development of immersive heritage education environments. Finally, we introduce an architecture model for XR and metaverse applications that can assess developers, researchers, and stakeholders to enable immersive and interactive educational experiences, bridging geographical and physical barriers. This research is intended to help academic and industry stakeholders understand the integration of digital heritage preservation tools and user experience standards critical to advancing educational engagement in cultural heritage. © The Author(s) 2025.

  • Czech name

  • Czech description

Classification

  • Type

    J<sub>imp</sub> - Article in a specialist periodical, which is included in the Web of Science database

  • CEP classification

  • OECD FORD branch

    20200 - Electrical engineering, Electronic engineering, Information engineering

Result continuities

  • Project

  • Continuities

    S - Specificky vyzkum na vysokych skolach

Others

  • Publication year

    2025

  • Confidentiality

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Data specific for result type

  • Name of the periodical

    Virtual Reality

  • ISSN

    1359-4338

  • e-ISSN

    1434-9957

  • Volume of the periodical

    29

  • Issue of the periodical within the volume

    2

  • Country of publishing house

    GB - UNITED KINGDOM

  • Number of pages

    29

  • Pages from-to

    nestránkováno

  • UT code for WoS article

    001444814200001

  • EID of the result in the Scopus database

    2-s2.0-105000157942