Designing immersive experiences for heritage sites
Developing VR-focused guidance based on a case study of Nottingham's caves
Bibliographic Data
| ID | 7472587 |
|---|---|
| Authors | Desdemona Yaa Asobayire (University of Nottingham), Glyn Lawson (0000-0002-8906-4873, Nottingham Trent University, corresponding author), Setia Hermawati (0000-0002-8428-624X, University of Nottingham), Christopher King (0000-0002-2127-0902, University of Nottingham) |
| Year | 2026 |
| Volume | 40 |
| Pages | e00510 |
| Publication date | 2026-03-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Digital Applications in Archaeology and Cultural Heritage (JOURNAL) |
| Journal identifiers | ISSN: 2212-0548 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.daach.2026.e00510 |
| OpenAlex | W7126072480 |
| Language | EN |
| References cited | 32 |
Immersive technologies such as Virtual and Augmented Reality (VR and AR) are increasingly being adopted by cultural institutions to enhance engagement, learning and emotional connection. However, questions remain around inclusivity, sustainability, and authenticity. This paper reports a qualitative case study of Nottingham’s historic caves, in which prototype VR and AR demonstrators were used as discussion prompts with technology developers, heritage stakeholders, and public visitors. Semi-structured interviews (n=32) explored perceptions of immersion, accessibility, feasibility, educational value, and ethics. Findings show that immersive experiences can deepen emotional connection and foster curiosity, but their impact depends on delivery context, usability, and institutional support. Participants highlighted risks of exclusion, technical fragility, and narrative ambiguity, alongside opportunities for widening access and enhancing learning. The study contributes practical guidance for designing inclusive, authentic, and sustainable immersive heritage experiences, emphasising co-design, hybrid delivery models, and transparent operational planning
Cultural heritage · Emerging technologies · Immersive technology · Narrative · Perception · Qualitative research · Virtual reality · Architecture · Augmented Reality Applications · Spatial Cognition and Navigation · Virtual Reality Applications and Impacts
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| Citation velocity | historical |
|---|---|
| Highly cited | No |