TY - CHAP
T1 - From Headsets to Mindsets
T2 - A Taxonomy for Human-centred Extended Reality Experimentations for Cultural Heritage
AU - Lameras, Petros
AU - Arnab, Sylvester
AU - Cawston, Jacqueline Anne
AU - Masters, Alex
AU - Loizou, Michael
AU - Petridis, Panagiotis
PY - 2025/7/2
Y1 - 2025/7/2
N2 - Cultural heritage is undergoing a technological transformation that has an impact on how people experience, act, and relate to cultural heritage found in galleries, libraries, archives, and museums. There is a surge in the use of extended reality applications and tools that influence the way people experience virtual artefacts, crafts, traditions, and histori-cal stories. Extended reality is used as an umbrella term incorporating immersive experiences that utilise varying degrees of digital visualisa-tion, encompassing virtual reality, augmented reality, and mixed reali-ty. Despite the hype around such technologies and the increasingly af-fordable and enhanced visual experiences they afford, there is still ambiguity in terms of the processes, strategies, and human-centred design elements that drive innovation in using extended reality for cul-tural heritage applications. This chapter proposes a taxonomy that acts as a catalyst for designing features, elements, and mechanics reflex-ively and purposefully for constituting the sense and significance of interaction, participation, and meaning-making. The taxonomy could be significant in helping technologists, cultural heritage specialists, and educators harness a culture of change when designing and con-veying cultural heritage experimentations through extended reality.
AB - Cultural heritage is undergoing a technological transformation that has an impact on how people experience, act, and relate to cultural heritage found in galleries, libraries, archives, and museums. There is a surge in the use of extended reality applications and tools that influence the way people experience virtual artefacts, crafts, traditions, and histori-cal stories. Extended reality is used as an umbrella term incorporating immersive experiences that utilise varying degrees of digital visualisa-tion, encompassing virtual reality, augmented reality, and mixed reali-ty. Despite the hype around such technologies and the increasingly af-fordable and enhanced visual experiences they afford, there is still ambiguity in terms of the processes, strategies, and human-centred design elements that drive innovation in using extended reality for cul-tural heritage applications. This chapter proposes a taxonomy that acts as a catalyst for designing features, elements, and mechanics reflex-ively and purposefully for constituting the sense and significance of interaction, participation, and meaning-making. The taxonomy could be significant in helping technologists, cultural heritage specialists, and educators harness a culture of change when designing and con-veying cultural heritage experimentations through extended reality.
KW - Extended Reality
KW - Cultural Heritage
KW - Taxonomy
KW - games
KW - Human-Centred Interaction
UR - https://link.springer.com/book/9783031610172
U2 - 10.1007/978-3-031-61018-9_3
DO - 10.1007/978-3-031-61018-9_3
M3 - Chapter
SN - 978-3-031-61017-2
T3 - Springer Series on Cultural Computing
SP - 59
EP - 74
BT - Interactive Media for Cultural Heritage
A2 - Liarokapis, Fotis
A2 - Shehade, Maria
A2 - Aristidou, Andreas
A2 - Chrysanthou, Yiorgos
PB - Springer Nature
ER -