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

  • Muhammad Shahid Anwar
  • , Jie Yang*
  • , Jaroslav Frnda
  • , Ahyoung Choi
  • , Nilufar Baghaei
  • , Miram Ali
  • *Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

58 Scopus citations

Abstract

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.

Original languageEnglish
Article number51
JournalVirtual Reality
Volume29
Issue number2
DOIs
StatePublished - Jun 2025
Externally publishedYes

Bibliographical note

Publisher Copyright:
© The Author(s) 2025.

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 11 - Sustainable Cities and Communities
    SDG 11 Sustainable Cities and Communities
  2. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

Keywords

  • Cultural heritage
  • Education
  • Gamification
  • Metaverse
  • User experience (UX)
  • Virtual museum
  • Virtual reality (VR)

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

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