Abstract
The purpose of our article is to study augmented reality (AR) applications for promoting cultural heritage and their use in the educational process. In recent years, significant steps have been taken in the use of augmented reality in promoting and highlighting tangible and intangible cultural heritage around the world, and it is worth looking at the steps which are followed for their creation, how they are assessed by people who used them, and the gaps and shortcomings that appeared. Based on the shortcomings we will be able to better orient ourselves to the kind of digital application that someone who is not so well trained in the field of IT and building complex applications can design. In addition, according to the studies reviewed for this article, there are not many applications that are purely educational in purpose or use serious games, although many recognize that AR technology is refreshing to the learning process, as students of all ages can learn and interact with the app at their own pace.
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Chatsiopoulou, A., Michailidis, P. (2023). Cultural Heritage Applications Based on Augmented Reality: A Literature Review. In: De Paolis, L.T., Arpaia, P., Sacco, M. (eds) Extended Reality. XR Salento 2023. Lecture Notes in Computer Science, vol 14219. Springer, Cham. https://doi.org/10.1007/978-3-031-43404-4_13
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