Next Article in Journal
Operational Control Model Based on Integrated Failure Analysis and Risk Assessment in Sustainable Technological Processes
Next Article in Special Issue
Sustainable Tourism near the City—A Case Study of Stolovi Mountain, Serbia
Previous Article in Journal
Interface Optimization of Cu2S Nanoparticles by Loading N-Doped Carbon for Efficient Sodium-Ion Storage
Previous Article in Special Issue
Protected Natural Areas and Ecotourism—Priority Strategies for Future Development in Selected Serbian Case Studies
 
 
Font Type:
Arial Georgia Verdana
Font Size:
Aa Aa Aa
Line Spacing:
Column Width:
Background:
Review

Tourism and Conservation Empowered by Augmented Reality: A Scientometric Analysis Based on the Science Tree Metaphor

by
Paola Patricia Ariza-Colpas
1,2,*,
Marlon Alberto Piñeres-Melo
2,3,
Roberto-Cesar Morales-Ortega
1,4,
Andres-Felipe Rodriguez-Bonilla
2,
Shariq Butt-Aziz
5,
Sumera Naz
6,
Leidys del Carmen Contreras-Chinchilla
7,
Maribel Romero-Mestre
7 and
Ronald Alexander Vacca Ascanio
7
1
Department of Computer Science and Electronics, Universidad de la Costa CUC, Barranquilla 080002, Colombia
2
Blazingsoft Company, Barranquilla 081001, Colombia
3
Department of Systems Engineering, Universidad del Norte, Barranquilla 081001, Colombia
4
Certika Company, Barranquilla 081001, Colombia
5
Department of Computer Science, University of South Asia, Lahore 54000, Pakistan
6
Department of Mathematics, Division of Science and Technology, University of Education, Lahore 54000, Pakistan
7
Faculty of Engineering and Technology, Universidad Popular del Cesar, Valledupar 200002, Colombia
*
Author to whom correspondence should be addressed.
Sustainability 2023, 15(24), 16847; https://doi.org/10.3390/su152416847
Submission received: 6 October 2023 / Revised: 23 November 2023 / Accepted: 7 December 2023 / Published: 14 December 2023

Abstract

:
Technology has emerged as an essential tool that has revolutionized the conditions for travelers to fully immerse themselves in the culture, gastronomy, and recreation of the places they explore. This literature review aims to understand the crucial contributions currently shaping the implementation of augmented reality as an enriching technological support for user experiences in tourism and the conservation of natural heritage. While the literature on this topic is scattered across specialized databases, this review provides a unique opportunity for a deeper and more cohesive analysis. Employing the metaphor of the tree of science, we have developed two valuable approaches to the data collected during our bibliographic exploration. On the one hand, we have examined scientometric statistics related to the countries, authors, universities, and research and technological development centers that are at the forefront of creating innovative augmented reality-based applications to promote tourism and conservation. On the other hand, we have conducted an evolutionary analysis based on the tree of science to trace the origins of the most significant contributions and understand how they have evolved over time in this dynamic and ever-developing field.

1. Introduction

The significance of tourism lies in its focus on environmental conservation and protection while also contributing to the economic development of local communities. This focus has become even more crucial in a world where the pandemic has had a devastating impact on the tourism industry, driving the need for innovative solutions to rejuvenate this sector during its recovery process [1]. Information technology has emerged as a fundamental tool in the search for innovative solutions over time [2]. However, previous technological solutions have often faced significant challenges in terms of their ability to provide authentic and enriching experiences for tourists, limiting their effectiveness in the context of tourism [3].
In this study, we start from the premise that the adoption of augmented reality (AR) in the tourism industry has experienced a significant increase in the post-COVID era, playing an influential role in the promotion and experience of tourist destinations. Furthermore, it is postulated that AR has the potential to enhance travel safety standards and contribute to the preservation of cultural and natural heritage in the tourism sector. To address these hypotheses, our study will focus on analyzing the scientific literature related to AR and tourism. A thorough examination of the most relevant keywords, the identification of influential authors, and an analysis of the main geographic areas involved in this research, will be conducted. Additionally, a comprehensive evaluation of the integration of AR into specific tourism applications and its noticeable impact on the tourist experience and destination will be undertaken. The primary objective is to provide a holistic understanding of the relationship between AR and tourism in the post-COVID era and its relevance in today’s tourism industry.
To achieve this goal, we have focused our attention on using search equations in prominent academic databases, such as WoS and Scopus, to gather highly relevant data for conducting a comprehensive analysis. Once the data were obtained, we proceeded to carry out a meticulous duplicate removal process to ensure the quality and integrity of the collected information. Subsequently, we applied the innovative “tree of science” (ToS) approach to our analysis. This tool, supported by the Tosr R application (available at https://cran.r-project.org/web/packages/tosr/index.html, accessed on 20 September 2023), allowed us to delve deeply into the contributions made over time in this field. Furthermore, we conducted a thorough scientometric analysis to unravel the various components that give this topic its global relevance. This multidimensional approach provides us with a comprehensive and detailed view of the evolution and impact of research in this area.
Undoubtedly, the tourism industry has undergone significant transformations in the post-COVID period, largely driven by technological advancements that have redefined the interactions of travelers with destinations. In this context, augmented reality (AR) has emerged as a powerful tool to enhance the tourist experience and promote safe tourism practices. Our research aims to conduct a comprehensive scientometric analysis of the role of AR in the tourism industry during the post-COVID era, with the objective of examining trends, identifying relevant research areas, and assessing the impact of AR on crucial aspects such as tourism promotion and management. In addition to analyzing scientific production, we will focus on the practical integration of AR into specific tourism applications, seeking to understand its tangible impact on tourist experiences and destinations. Ultimately, our goal is to present a holistic view of the relationship between AR and tourism in the post-COVID era and underscore its relevance in the current tourism landscape. The research question guiding our work is: what are the most prominent trends in scientific research related to AR and tourism in the post-COVID era?
This review is structured into three main sections. Firstly, we deliver a description of the methods used, as well as the essential elements related to the application of the “tree of science” concept in this research. The second section is dedicated to a meticulous analysis of the findings, providing relevant information about the countries with the highest publication levels, prominent authors, and emerging knowledge networks. Finally, the third section, based on the “tree of science” metaphor, delves into the evolutionary development of the theme, using the terms “Root” for fundamentals, “Trunk” for thematic development, and “Leaves” for the most contemporary trends.

2. Theoretical Information

Technology, especially the smartphone, has changed our way of communicating and interacting with the world and its environment; many companies have found in technological mediation hundreds of ways to market their products and services and convey their message to their target audience. Currently, the impact of the use of these methods is not only limited to applications that can be executed on a mobile device, but also allows for our interaction with the environment through the implementation of either augmented, virtual, or mixed reality, giving users a more attractive and immersive experience with the message that companies want to show them.
There are different types of disruptive technologies that allow for the creation of immersive and realistic experiences for the user, among which there are virtual, augmented, and mixed reality. Virtual reality (VR) is a virtual simulation of a new space that can be the same or different from the real world [4]. Augmented reality (AR) makes it possible to superimpose interactive virtual elements onto the real world, using mobile devices [5]. Mixed reality (MR) is a combination of both, where the physical world merges with the digital world [6]. AR-based developments have been around for decades, but due to certain restrictions related to the high cost of the technology and device limitations, they have not received wider adoption. However, due to the vertiginous advance of smartphones in recent years, this technology has had an accelerated recovery through its massive use and adoption in daily activities [7].
The high acceptance in the implementation process of augmented reality consists of the fact that this technology does not require any additional device to take advantage of it, which has allowed its wide application, unlike virtual and mixed reality. Precisely due to all these benefits, AR has been widely used in different sectors such as health, education, commerce, tourism, real estate, marketing, and the entertainment industry, among others. This technology has found its niche of action in those scenarios where it is necessary to have a series of instructions to carry out a specific task, guide users within a specific place, show a product or service that you want to offer, expand information about a service, or observe the completion of a product or service during its initial phases, among many other options, as shown in Figure 1.
Augmented reality can be described as the unification of both graphic and multimedia content with real-world components. To achieve this immersion, different devices such as glasses or smartphones are used, which allow information to be added to a place or object that is viewed by the user. If the means of interaction is a mobile device, the user can view the resources using its camera. When using glasses, the experience is transferred to the user while viewing the images that are captured through the glass of the glasses, allowing there to be a hologram-like effect [8].

2.1. Beginnings of Augmented Reality

The history of augmented reality is very recent, and it has had a dizzying advance given the situation of the massive use of information and communication technologies. This concept had its first appearance in the year 1901 [9], when the writer Frank Baum imagined a scenario in which glasses could be used to superimpose or add additional information into the view of wearers about the people they saw [10], but it was really in the year 1957 when Morton Heiling achieved the implementation of the Sensorama, in which various multisensory experiences were generated as different senses were stimulated through sounds, images, and smells, that this first experience could really be considered the first application of augmented reality [11].
However, it was really in the year 1973 that the computer scientist Myron W. Kruger made the first configuration of an application based on augmented reality, which could mix video cameras with a projection system that generated an interactive environment that gave responses to movements of the user through shadows and their movements [12]. But it was really in the 1990s when the concept of augmented reality, now strengthened, began to develop various applications such as the one created by Tom Caudell, which allowed it to support the electrical wiring assembly process [13]. Even though augmented reality has been in force for several years, it is still classified as an emerging technology because it has had to overcome different challenges, both hardware- and software-based, and those focused on the processes of technological appropriation by citizens at a national level.

2.2. The Combination of Technologies for the Operation of Augmented Reality

For the correct functioning of augmented reality, it is essential to have two important technological components: graphics engines and artificial vision.
Graphics engines provide AR with the rendering process for all of their contents, which are generally in 3D format [14]. These engines are combined with artificial vision to provide the user with “augmented content”, which has a correct appearance on the scene and is understandable. For this, the computer must carry out a process of interpretation of a scene in three dimensions to convert it into a two-dimensional scene. All this information that is processed uses different inherent characteristics of the object such as lighting, camera position, color, and material, among others [15].
Regarding artificial vision, there are various techniques that are generally associated with monitoring [16] either the position of a face or of the textures within a three-dimensional coordinate system, of course, these techniques have evolved and, currently, they can be processed through the incorporation of a set of sensors that allow for delimiting the set of characteristics of the study [17], achieving augmented reality that can provide answers in real time. This still has many challenges to overcome, among which are the storage capacity and the response time of the developed components to the user.

2.3. Augmented Reality Execution Environments

Experiences based on augmented reality can be executed in various environments, which in turn determines the development of the experience and its components.
Taking into account the dizzying progress of computing and the development of video games [18], in the year 2006, a series of computers began to be configured that included more robust graphics cards and processors, which allowed very good quality augmented reality applications to be developed at a reasonable price. One of the first sectors that promoted the implementation of software developments based on personal computers was the marketing sector, which created advertising campaigns focused on points of sale and events that were linked to web pages.
But it was precisely during the years 2009 and 2010, when social and technological acceptance of the use of smartphones and tablets was generated worldwide, that the development of applications based on augmented reality increased widely, allowing users to have access to those applications not only on a personal computer but anywhere in the world. Thanks to the computational capacity of these devices, they could support the execution of various AR-based applications [19]. One of the sectors that received and widely adopted this technological inclusion was tourism: user experiences changed tangentially; through geolocation and the incorporation of different sensors, real information from the place could be superimposed by mediating it with technology. In the education and entertainment sectors, AR provided new ways to generate interactive manuals that allowed for the better development of learning skills [20].
In 2012, Google also promoted another highly important execution environment that has been maintained to this day, which is the incorporation of glasses or visors; even though they were not very successful in the beginning, it was a great advance for augmented reality since it allowed us to identify that many of the following developments could be based on this device. While Google Glasses were marketed, the EPSON Moverio BT-100 glass was also developed, which allowed for the inclusion of microprojectors so that the user could simultaneously see reality and content through their augmented reality glasses [21]. Parallel to the development of Google Glasses, Microsoft launched the Hololens 1 device in 2016, which consisted of an augmented reality platform that added sensors, which made it possible to recognize both the voice and the gestures of the user, thus generating the concept of mixed reality, which is not far from augmented reality, since it allows for adding new elements to real space [22]. Among the technological challenges at the hardware level is developing equipment that allows users to have greater accessibility to applications and that can be incorporated into the mass market so that applications can increasingly impact different users around the world.

2.4. Virtual Reality and Augmented Reality: Key Variances

There is a very fine line between augmented reality and virtual reality as they have many similarities, especially in their execution environments and display devices. However, one of the factors that marks a key difference between these two technologies is the intensity with which immersion is achieved [23]. It could then be said that because with virtual reality it is possible to perceive sensations this generates a more immersive experience for the user, while augmented reality manages to superimpose different highly important components on the real world that also allow for technological appropriation, and that has as an advantage; it is not so limited by its use of hardware [24].
One of the big differences between these two technologies lies in the applications in which they are used; that is, in using virtual reality, of course, the immersion processes are improved, however, the environments must be controlled, which limits the target audience for its implementation as well as the software and hardware requirements for its execution [25]. Augmented reality has been more widely used since it has allowed its application in different contexts due to the speed with which applications can be adapted and incorporated into daily life [26].

2.5. The Principal Upsides of Augmented Reality

Since the appearance of augmented reality, it has brought innumerable benefits to users, among which the accessibility of different services and their related information can be highlighted [27]. These types of advantages have evolved over time and have permeated many aspects that are sometimes imperceptible to users. The incorporation of visual patterns has allowed users to automatically associate highly accurate and relevant information with the object that is displayed. Another key point is the inclusion of content and animations based on the use of 3D modeling, which is normally visualized as superimposed on the real world, which leads to a more concrete abstraction of the real world.
Considering that many applications are used by people with different disabilities, be they visual, hearing, or sensory, augmented reality has allowed users to have different forms of interaction such as gestures or voice recognition. Augmented reality has made it possible to add content related to the environment that can change as the user interacts with or moves in the location that is intervened in. Finally, social appropriation is a no less important factor, because it has made people recognize that technology can be incorporated into different activities in daily life and that it can be used in a friendly way by different types of users who have the minimum usability requirements.

2.6. Contemporary Uses of Augmented Reality

Considering the different application sectors, augmented reality has been developed in various contexts, among which the following can be highlighted.
Marketing is an application scenario in which augmented reality has been applied from its beginnings [28]. Traditionally, companies conducted advertising campaigns for their product or service through various communication channels. Augmented reality shattered all those paradigms by allowing access to virtual content through a mobile application, including 3D animations that support the promotion of a product or service. In education, the traditional way of learning has been transformed through the implementation of augmented reality-based solutions [29]. Many theoretical components have been transformed into more interactive educational environments using 3D modeling, allowing for the more meaningful learning of abstract application concepts. In fact, some applications include gamification processes to capture the students’ interest.
In Industry 4.0, augmented reality has achieved a significant set of applications. These applications have allowed new operators to understand how machines work, enabling them to grasp the basic concepts required for preventive and corrective maintenance in the industry [30]. One of the primary uses of augmented reality is the implementation of interactive procedure guides, which have led to significant savings in operator training processes. In the field of healthcare, augmented reality has also been widely used [31]. This includes guides for possible standardized procedures and methods of treating diseases. This represents significant progress in the development of various ways to provide more personalized and accurate patient care.

2.7. Contributions and Evolution over Time

The variables presented that support the analysis of these dimensions contribute significantly to the development of cultural tourism as follows (see Figure 2):
Social: Cultural tourism thrives in inclusive and diverse communities with strong community participation. The preservation of local traditions, the celebration of cultural diversity, and the protection of heritage through the participation of residents and visitors are fundamental. Respect and appreciation for different age groups and genders enrich the tourist experience and promote social cohesion.
Environmental: Environmental care is essential for cultural tourism. Natural landscapes often form part of a region’s cultural heritage, and their protection is vital. The conservation of ecosystems and biodiversity not only protects the environment but also ensures the continuity of cultural practices that depend on the natural environment. Effective environmental management safeguards the cultural and natural sites of interest for future generations.
Economic: A robust economy allows for investments in cultural and tourist infrastructure, such as museums, cultural centers, and events. Cultural tourism encourages job creation and equitable income distribution, thus supporting small businesses and local artisans. The focus on economic benefits must be balanced with fair practices that ensure tourism does not exploit cultural resources but contributes to their conservation and promotion.
Figure 3 illustrates the articles produced over the last 22 years related to augmented reality applied to the tourism sector. As can be seen in the graph, production has steadily increased. It is worth noting that the first papers published in 2001 have the highest number of citations, as they were pioneers in this field. Subsequently, starting in 2010, there was an incremental increase in production in both WoS and Scopus databases. This observation is particularly relevant in the context of tourism and conservation empowered by augmented reality.
Commencement of the Fundamentals Stage (2000–2012): To comprehend this initial phase, it is essential to highlight that the evolution of these publications is closely linked to the advancement of augmented reality technology and its associated devices. During this period, a total of 45 publications were recorded, with 45 in the Scopus database and 3 in the WoS database. Below are detailed the most prominent publications and their contributions to the research topic, see Table 1.
Early Progress Stage (2013–2016): In this stage, publications related to this research area began to experience initial growth, first modestly and then more consistently. The number of publications increased significantly compared to the initial phase or previous period. A total of 90 publications were identified, representing a substantial increase compared to the initial stage, and these publications accumulated a total of 1098 citations. This growth demonstrates the increasing interest in and relevance of augmented reality in the context of tourism and conservation. Among the most notable contributions are those listed below, see Table 2.
Incremental Stage (2017–2022): This stage has been solidified, with an incremental trend due to the strengthening and development of various support devices for augmented reality-based solutions. It is noteworthy that during this period a total of 505 publications with 6226 citations were published. Among the most notable contributions are those listed below, see Table 3.

3. Methods

When conducting an analysis focused on the application of disruptive technologies such as augmented reality in the field of tourism and conservation, an approach based on bibliometric review was chosen [61]. This method allowed us to identify the most significant contributions related to the integration of augmented reality into tourism and conservation, especially in the period following the pandemic, where new dynamics and challenges emerged. To achieve this objective, the academic databases WoS and Scopus were consulted, known for consolidating a wide variety of high-quality publications worldwide. One of the highly complex processes in a literature review is consolidating sources of information. For this specific review, Bibliometrix [62] and the Tosr processing package were used. This combination allowed for a more congruous and comprehensive set of results regarding scientific productions related to augmented reality and its influence on tourism and conservation, particularly in a period when this sector was significantly affected by the COVID-19 pandemic.
Figure 4 offers a schematic representation of the methodological process adopted for the systematic review and bibliometric analysis of the scientific literature. This process is structured in sequential phases, starting with the identification of relevant records, and culminating in a detailed analysis of the scientific output. Below, a detailed introduction to each phase of the process is provided.

3.1. Methodology of the Search Development

3.1.1. Phase 1: Identification

Table 4 details the key variables considered during this literature review. The defined keywords for the search were “sustainable tourism”, “natural resources”, “nature-based tourism”, “ecotourism”, “protected areas”, “protection”, “natural resources degradation”, “regional development”, “conservation”, and “Augmented Reality”. The analysis period covered was from 2000 to the present, resulting in the identification of a significant set of documents in Scopus (672) and WoS (181).

3.1.2. Phase 2: Screening

Subsequently, after the data fusion process, a consolidated set of records was obtained, eliminating duplicate documents found in both databases, resulting in a final total of 726 documents. These documents are distributed as follows: conference papers (306, or 41.92%), articles (276, or 37.81%), conference reviews (56, or 7.67%), reviews (42, or 5.75%), book chapters (34, 4.66%), notes (5, or 0.68%), early access (3, or 0.41%), books (3, 0.41%), proceedings papers (1, or 0.14%), erratum (1, 0.14%), letters (1, or 0.14%), and meeting abstracts (1, or 0.14%). Even though the percentage of proceedings, errata, letters, and meeting abstracts is small (4, or 0.46%), for some research areas these documents are significant [63]. Additionally, certain algorithms, such as the tree of science algorithm, select the most relevant literature, making it unnecessary to exclude this data from the outset.

3.1.3. Phase 3: Preprocessing

The preprocessing involved advanced techniques for text mining and web scraping, resulting in the data being organized into a structured Excel file with 22 sheets. This phase was crucial in preparing the data for detailed scientometric analysis.

3.1.4. Phase 4: Eligibility

The eligibility of the records was determined through a meticulous scientometric analysis, along with the construction of a “Tree of Science” which provided a structure for the hierarchical organization of the collected information.

3.1.5. Phase 5: Inclusion

Finally, in the inclusion phase, a detailed analysis of the scientific production was conducted, examining the contributions by country, scientific journal, and the most influential authors. In parallel, the “Tree of Science” was broken down into its fundamental components—roots, trunk, and branches—allowing for a deeper understanding of the structure and growth of the field of study. To perform the data analysis, a code developed in R Studio by the Core of Science team (available at https://github.com/coreofscience, accessed on 20 September 2023) was used, enabling the extraction of relevant information related to the results obtained through the search chain. This approach is centered on tourism and conservation empowered by augmented reality.

3.2. Methods for the Literature Review and Publication Analysis

In the field of scientific research, there are various methods for literature reviews and publication analyses. Some of these alternative methods could have included:
Narrative Review: Often used to gain a general understanding of a topic and to explore theories and concepts. However, it tends to be less structured and systematic than other methods. According to Jones [64], narrative reviews offer flexibility but lack the methodological rigor necessary for our purpose.
Meta-analysis: This method combines the results of multiple studies to arrive at a generalized statistical conclusion, as explained by [65]. Despite its statistical power, it may be inappropriate if the studies are not sufficiently homogeneous in design and methodology.
Integrative Review: Combines data from theoretical and empirical studies to gain a broad understanding of a phenomenon. In [66], it was noted that while it is comprehensive, it can be too broad to answer specific research questions.
Systematic Review with Meta-synthesis: As discussed in [67] in their “Research Synthesis Methods”, this qualitative method synthesizes results from qualitative studies but may lack the objectivity needed for our quantitative analysis.
We opted for the systematic review and bibliometric analysis method due to its rigor and ability to provide a detailed quantitative evaluation of the scientific literature. This approach allows us to identify trends, patterns, and gaps in the research using quantitative metrics and network analysis, which are essential for our study focused on the evolution and impact of AR within a specific field.

3.2.1. Scientometric Analysis

In the quantification of scientific data, we employ scientometrics, a tool that allows us, in this context, to identify relevant factors such as author relationships, citation networks, and annual production. Of the most common approaches for conducting this type of analysis, we highlight citation-based analysis [68], collaboration network analysis [69], and those grounded in an intellectual structure [70].
To assess the contributions of augmented reality to the tourism and conservation sector, we begin by conducting an analysis of the countries with the highest volume of publications and, consequently, applications. Additionally, we examine the annual production and journals that frequently feature developments in this knowledge area. This analysis is supported by the evaluation of established databases like Scopus and WoS and is explored through explanatory clusters. This approach is directly related to tourism and conservation empowered by augmented reality.

3.2.2. Tree of Science

The metaphor of the “Tree of Science”, commonly known as ToS, is based on a figurative representation of a tree [71]. In this interpretation, articles located at the root of the tree provide the theoretical or fundamental foundation for a topic to be developed. Then, in the trunk, we identify how these investigations adopt critical aspects of the root articles for their development. Finally, the tree’s leaves represent current application trends, which in this specific case would indicate the direction in which technologies are evolving to support the tourism sector. This methodological approach has been widely applied in various contexts, such as Economics [72], education [73], and marketing [74], among others. This directly aligns with tourism and conservation empowered by augmented reality.

4. Results

4.1. Country Analysis

Given the severe impact of the COVID-19 pandemic and its current global economic consequences on tourism, numerous publications and applications have emerged worldwide to mitigate the effects on a sector that plays a crucial role in the economies of many countries all over the planet. In this context, an analysis is presented of the top ten countries, according to the affiliation of the authors, in the production of content related to augmented reality applied in the tourism sector, as detailed in Table 5.
Regarding collaboration communities between countries, five research communities can be identified, as shown in Figure 5. The first one (orange) is led by close research collaborations between China and the USA, featuring various works like those by author Choi [82], focusing on a relevant topic for tourism and augmented reality. The study concentrates on energy consumption optimization in buildings, which has a significant impact on the tourist destinations and visitor experiences. The article addresses this issue through the analysis and visualization of energy consumption data integrated with Building Information Models (BIM). This integration allows for a deeper and more detailed understanding of the energy performance of tourist buildings, potentially leading to more effective energy conservation strategies. Augmented reality comes into play when considering how these energy consumption data visualizations could be innovatively presented to visitors and tourists.
The second community (purple) is led by the UK, with strong collaborations with Italy and Germany. Among the most notable authors is Koohang [59], who delves into a multidisciplinary exploration of the concept of the “Metaverse”, a three-dimensional virtual and collaborative space where people can interact and create digital experiences. The metaverse transforms the way people interact with tourist destinations and travel experiences by providing immersive virtual environments. In the context of tourism, the metaverse offers opportunities for people to virtually explore destinations before deciding to travel physically, potentially reducing environmental footprints by reducing the need for physical travel.
The third community (light green) is led by Spain, with collaborative work involving Portugal and Colombia. The work of author Díaz-Vilariño [83] stands out, focusing on the development of 3D point cloud-based indoor navigation systems and obstacle detection in indoor environments, especially in enhancing the user experience in indoor settings such as museums, historical buildings, or tourist spaces. These models serve as a foundation for the development of augmented reality applications that enrich visitor experiences by providing contextual information, navigation guidance, and real-time interactive content in indoor environments.
The fourth community is led by Poland, with collaborative works involving Ukraine and Russia. Author Oleksy [84], as a representative of this community, explores how augmented reality games, specifically those using geolocation to create gaming experiences in real-world physical locations, can influence people’s relationships with the places they visit. The title references the popular game Pokémon Go, which became a global phenomenon, and examines how participation in location-based augmented reality games can increase people’s emotional connection to the places where they play. Such games often encourage players to explore their surroundings, visit historical or cultural landmarks, and collaborate to achieve objectives in real-world locations.
Finally, the last community (dark green) consists of authors from Croatia and Montenegro [85], who address the use of augmented reality in the context of automating electric substations. The authors explore how augmented reality can be applied to enhance the automation and monitoring of electric substations, leveraging the communication capabilities defined by the IEC 61850 standard [86]. This standard is widely used in the electric industry to ensure interoperability and data exchange between devices in substations. The article discusses the advantages of using augmented reality in this context, such as the ability to overlay relevant digital information onto the physical world of the substation, facilitating data visualization, decision-making, and real-time problem-solving.

4.2. Journal Analysis

In Table 6, the journals that typically publish the use of disruptive technologies such as augmented reality to enhance tourism and the dissemination of historical and cultural heritage are listed. As can be seen in the summary table, the top six positions are occupied by journals that comprise conference proceedings.
Lecture Notes In Computer Science (Including the subseries Lecture Notes In Artificial Intelligence and Lecture Notes In Bioinformatics) holds the first position with 38 conference papers published worldwide on the use of disruptive technologies such as augmented reality to enhance tourism and the dissemination of historical and cultural heritage. Notably, the work of Italian author Pierdicca [46] stands out, who explores the application of augmented reality (AR) technology to improve the visualization and understanding of archaeological sites. The primary focus of this research is to leverage AR for the visualization of 3D reconstructions of archaeological sites, allowing for the revelation of hidden or non-obvious details when observing the physical site. The authors employ advanced 3D reconstruction techniques and technologies to create detailed and accurate digital representations of archaeological sites. These 3D models serve as the foundation for AR visualization. By overlaying these digital reconstructions onto real-world archaeological sites using AR, users, including archaeologists, researchers, and the general public, can gain a deeper understanding of the historical significance, layout, and features of these sites.
The ACM International Conference Proceeding Series holds the second position with 17 articles, featuring prominent authors such as Shekhar [86], who focuses on addressing the challenges associated with resource management in cloud and edge environments for high-performance applications. The context of this work revolves around the growing demand for applications like real-time video streaming, big data analytics, and Internet of Things (IoT) and augmented reality applications. These applications require highly efficient computing and network resources and must run optimally to ensure a satisfactory user experience. The authors propose a dynamic resource management approach that allows for efficient resource allocation and adjustment in real-time, considering both the cloud infrastructure and edge resources closest to end-users. This involves making real-time decisions about resource allocation, scalability, and application placement to optimize performance and minimize latency.
The International Archives Of The Photogrammetry, Remote Sensing And Spatial Information Sciences—ISPRS Archives occupies the third position with 16 publications, featuring Canciani [49], who focuses on the application of 3D scanning technologies and augmented reality in the preservation and presentation of cultural heritage, specifically, in the study of the Aurelian Wall at the archaeological site of Castra Praetoria in Rome. The context of this work lies in the realm of historical and archaeological heritage conservation, where technology plays a crucial role in documenting and visualizing historical structures. In this case, the authors used 3D scanning techniques to create a detailed 3D representation of the Aurelian Wall, an ancient city wall surrounding Rome. This approach allowed for the precise capture of the wall’s shape and structure, including its architectural details.
The fourth journal is Communications In Computer And Information Science by Springer, which features various works related to the theme worldwide. It highlights the participation of Kerdvibulvech [87], who investigates how the COVID-19 pandemic has affected the digital video game industry and metaverse games. Given that the COVID-19 pandemic had a significant global impact and changed how people work, learn, and entertain themselves, the article specifically focuses on understanding how this situation influenced the video game industry and virtual worlds. The author addresses variables related to the demand for digital games and metaverse experiences during the pandemic, analyzes whether there were changes in gaming patterns, and explores how people interacted with these virtual worlds. Additionally, topics related to game development and marketing in a pandemic environment are explored, considering the constraints and challenges faced by companies in the sector.
In the fifth, sixth, and seventh positions are Ceur Workshop Proceedings, Lecture Notes In Networks And Systems, and the journal Sustainability, each with 12 articles. Various authors have shared their research findings in these journals, including Vakaliuk [88], who analyzes the use of a game simulator called “Software Inc.” as an educational tool in the field of Software Engineering. The study addresses the incorporation of this game simulation into the Software Engineering teaching and learning process. “Software Inc.” is a video game that allows players to simulate managing a software development company, making decisions related to planning, design, programming, and project management. Velosa [89] presents a methodological proposal for using virtual reality (VR) and augmented reality (AR) in the training of professional skills in the field of industrial maintenance and industrial safety. The research introduces a methodology designed for the training and education of professionals in fields related to the maintenance of industrial equipment and safety in industrial environments. Finally, Han [90] investigates the impact of the experiential value of augmented reality (AR) in the context of heritage tourism, where creating enriching experiences that allow visitors to explore and understand the history and culture of a place is crucial. AR has become a valuable technological tool to achieve this goal by overlaying interactive digital information on the real world, thus enhancing the visitor experience.
In the eighth position is the Proceedings Of Spie—The International Society For Optical Engineering, where the research of Muff [91] stands out. The author presents a casting technology that allows for the embedding of optical elements into eyeglass lenses to enhance the user experience when interacting with augmented reality applications. In the ninth and tenth positions are the Journal Of Physics: Conference Series and Procedia Computer Science, each with seven publications. These journals feature significant contributions from authors such as Jomsri [92], who creatively explored the use of augmented reality (AR) to promote tourism in the Chiang Mai Moat area. The Chiang Mai Moat is an important historical and tourist site in Thailand, and the study focuses on how AR technology can improve the visitor experience and contribute to the tourism industry in this area. The article also explores how the application of AR can contribute to tourism by offering more engaging and educational experiences, encouraging tourists to spend more time at the destination and respect the environment. Additionally, it can reduce the need for printed promotional materials and brochures, benefiting the environment by reducing paper waste. Lastly, Cirulis [93] explores how digital technology can be used to preserve and promote a nation’s cultural heritage while contributing to these cultural and natural resources. The study centers around the concept of the virtualization of cultural heritage, which involves creating digital representations of significant cultural objects, places, and elements. These digital representations include 3D models, virtual reconstructions, and other digital media that enable people to interactively explore and learn about cultural heritage.
Regarding the analysis of journal communities, they can be clearly identified in Figure 6. The first community is led by the journal IEEE Access, which publishes high-quality contributions related to IoT developments focused on various sectors, including tourism. It has a broad collaboration index with other IEEE journals such as IEEE Internet of Things and IEEE Communication Management. One of the standout articles in this community is authored by Bhattacharya [94], where the convergence of two emerging technologies, the sixth generation of mobile communications (6G) and blockchain technology, is addressed in the context of augmented reality (AR) and virtual reality (VR). The main objective of the article is to analyze the challenges and explore possible future directions of this technological convergence.
The second community is led by the journal Sustainability, which also has a substantial number of publications related to sustainable and cultural tourism. The work of author Loureiro [95] stands out, analyzing how technologies impact of tourism. It explores the exponential growth of technology in the tourism industry and how this evolution is shaping the way people travel and experience tourist destinations. Various technologies are discussed, such as artificial intelligence, augmented reality, data management, mobility, and mobile applications, and how these can contribute to tourism.
The third community is strengthened with various publications in the journal Procedia Computer Science, detailing the different applications of augmented reality in various sectors. Among the standout authors is Syal [96], who analyzes the threats and challenges faced by mixed reality technology and proposes measures to counteract these threats. The article identifies and examines a series of threats and risks affecting mixed reality, including security concerns, privacy issues, and potential vulnerabilities in mixed reality applications and devices. These threats can range from the unauthorized exposure of personal data to the possibility of cyberattacks targeting mixed reality systems.

4.3. Author Analysis

In Table 7, the top ten authors related to tourism and the use of augmented reality are identified, which is in complete accordance with the top countries in the world in the development of applications focused on this knowledge area.
Regarding communities that have been generated in the collaboration processes between authors, it is important to specify that two communities can be identified (see Figure 7); the broadest one refers to the works developed by Asian authors such as Wan Y, Liu Y, Kim J, and Zhang X [101], who focus on the important issue of privacy protection in augmented reality (AR) applications for Android devices. The authors specifically address the privacy challenges and concerns that arise when using AR applications on mobile devices running the Android operating system. The authors propose approaches and solutions to ensure user privacy while using AR applications on Android. This involves implementing control mechanisms and privacy policies that allow users to make informed decisions about what data they share with AR applications and how those data are used. The second, slightly smaller community is made up of authors from Spain, Gonzales-Delgado and Martínez-Graña [102], where the authors present various case studies that use augmented reality (AR) technology and 3D virtual itineraries to enrich the educational experience of visitors exploring natural resources. The authors describe how they have created 3D virtual itineraries that allow visitors to digitally explore the geological areas of the park from the comfort of their mobile devices or computers.

4.4. Tree of Science Metaphor

4.4.1. The Root of the Tree

Using the metaphor of the “Tree of Science”, we can identify several facets in relation to the evolution of advances in this topic over time. When focusing on the roots of this tree, it is essential to highlight that the progress of augmented reality in tourism has faced, at a global level, notable resistance to change for certain years. In this context, guilds and tour operators have been reluctant to abandon their traditional methods of operation, often without recognizing the advantages offered by the adoption of advanced technologies. Furthermore, another aspect of great relevance has been the availability and adoption of technological resources, such as Internet access and the proliferation of mobile devices, which have played a crucial role in this process.
A set of authors can be seen who have strengthened the fundamental bases of augmented reality focused on tourism, among which Guttentag [103] stands out, who explores the applications of virtual reality in the tourism industry and its implications. They discuss how virtual reality can transform the tourism experience and how it is used in destination promotion and travel planning. Their work also addresses the ethical and economic implications of virtual reality in tourism. Kato [104] focuses on the technical aspects of augmented reality, specifically the marker tracking and calibration of HMD (Head-Mounted Display) display devices for video-based augmented reality conferencing systems. They Explore how to improve the accuracy and quality of the augmented reality experience at conferences, and Azuma [75] offers a comprehensive review of augmented reality, covering its history, technologies, applications, and challenges. They Examine various aspects of augmented reality, from its technical foundations to its uses in different fields. It is a comprehensive review that provides an overview of the state of augmented reality at the time it was published.

4.4.2. Trunk

During technological advancement in the field of augmented reality, numerous authors have made valuable contributions that have played a fundamental role in the continuous progress of augmented reality, especially in the context of tourism. Therefore, some articles by authors that strengthened the application of augmented reality focused on the tourism of natural resources were identified, among which the following stand out: Cayla [45] provides an overview of new technologies applied to geo-heritage management. The overview focuses on the importance of using advanced technologies to preserve and manage important geological and geohistorical sites. The author discusses how these technologies can help in the conservation, documentation, and promotion of geo-heritage sites, thus contributing to the understanding and valuing of our geological heritage. Jung [105] also presents an interesting case study in which augmented reality is used to recreate and relive a significant historical event, “Palmitoar”, which was the last battle of the US Civil War. The authors explore how augmented reality can be effectively applied to historical reenactment, allowing people to experience past events in an interactive and educational way. Skublewska-Paszkowska [57] focuses on the use of 3D technologies for the preservation of intangible cultural heritage. The author conducts a comprehensive review of the scientific literature in various databases to analyze how 3D technologies are applied in the conservation of cultural heritage, focusing on the documentation and preservation of non-physical cultural elements, such as traditions, music, and dances. As can be seen in Figure 8, as a result of the literature search process, three major themes have been established that are currently trending, which are distributed in three clusters, and are detailed below.
  • Branch 1: Environmental Monitoring with Mobile Holographic Augmented Reality for Cultural Heritage Applications.
This cluster is focused on addressing two fundamental aspects of contemporary society. First of all, it stands out for its contribution to the preservation of the environment. Environmental monitoring is essential in understanding and mitigating challenges related to climate change and air and water quality, as well as other crucial aspects. The mobile holographic augmented reality application streamlines real-time data collection, facilitating effective decision-making for environmental management and protection. Secondly, this trend promotes the appreciation and conservation of cultural heritage. Mobile holographic augmented reality offers unique and enriching experiences for those visiting historical and cultural sites. By allowing interactive digital information to be overlaid in the real world, this technology facilitates an understanding and appreciation of cultural heritage. This, in turn, can increase peoples’ awareness and interest in a region’s history and culture.
Many authors have made interesting contributions to this work trend, among which Debauche [106] is highlighted, who presents an edge computing architecture designed for IoT and multimedia data management. This technology is relevant to this branch, as mobile holographic augmented reality requires fast and efficient real-time data processing to seamlessly overlay digital information on the real world. Edge computing architecture improves the processing and responsiveness of augmented reality applications, which is essential for delivering rich experiences at cultural heritage sites and environmental monitoring. The author Zhang [107] describes the design of virtual museum scenarios based on realistic virtual and augmented reality (VRAR) interactions under an artificial intelligence model. The application of artificial intelligence techniques in the creation of augmented reality experiences can significantly improve user interaction and immersion in cultural and heritage environments, which enrich visitors’ experiences at cultural heritage sites by enabling the more effective monitoring and attractiveness of the natural environment. Xu [108] analyzes the achievable design routes for immersive experiences in non-heritage cultural tourism, using the “Tujia City Living Room” project in Enshi Prefecture as an example. Although focused on cultural tourism, immersive experience design methodologies and strategies can be applied to the trend of environmental and cultural heritage monitoring with mobile holographic augmented reality.
  • Branch 2: Resource Optimization of Cloud and Mobile Technologies in Edge Computing.
The resource optimization of cloud and mobile technologies in edge computing plays a fundamental role in the application of augmented reality in tourism. This optimization not only improves the user experience by providing rich information quickly and seamlessly but also saves bandwidth by reducing the need to transmit large volumes of data over cloud connections. Additionally, it contributes to greater energy efficiency by minimizing the power consumption associated with data transfer over long distances. This is especially important in remote areas where connectivity may be limited. The ability to process data at the edge makes it easier to personalize the user experience and increases the reliability of augmented reality applications. Furthermore, as an educational and environmental awareness tool, resource optimization contributes to the conservation and promotion of tourism, benefiting both visitors and the natural environment. Many authors are leaders in the development of these types of solutions but Zhang [109] focuses on conservation and tourism in Natural World Heritage sites, which are essential to understand how advanced technologies can be used, such as augmented reality, to preserve and promote these places. This knowledge is relevant to optimize the management of technological resources in the delivery of tourist experiences in these places.
On the other hand, his study [110] analyzes the relationship between users’ behavioral intentions and the learning effects of virtual reality systems in the development of tourism. This approach provides valuable insights into how mobile technologies and augmented reality can be optimized to improve environmental education and awareness in tourism, which is essential for the effectiveness of augmented reality applications in this area. Finally, the article by Prihandini [111] focuses on a bibliometric analysis of the adoption of augmented reality in tourism research. This literature review sheds light on the current trends and approaches to the use of augmented reality in tourism, which may help identify areas where resources and strategies can be optimized for more effective augmented reality applications.
  • Branch 3: Analysis of Mixed Digital Models in the Cultural and Heritage Industry using Virtual Technologies and Applications.
This trend is of utmost importance at present. Firstly, it plays a crucial role in the preservation of cultural heritage by enabling the creation of accurate virtual replicas of historical and cultural sites and objects, ensuring their preservation against potential natural disasters, deterioration, or vandalism. Secondly, this trend expands the global access to cultural treasures, democratizing the cultural and heritage experience. On the other hand, this trend is a fundamental enabler for research and advanced study in various disciplines. It provides researchers and academics with powerful tools to perform detailed and comparative analyzes on 3D digital models, advancing research in fields such as archaeology, historical architecture, and art history, by providing new perspectives and approaches to study. These technologies also play a prominent role in education and cultural dissemination by enabling interactive and immersive educational experiences, facilitating the teaching of history and cultural heritage in more engaging and effective ways, while fostering a deeper understanding of our cultural heritage.
Among the most notable authors is Bergua [112], who shows how augmented reality can be used to enhance the experience of visitors in natural and cultural environments. This exemplifies how virtual technologies can be effectively integrated into landscapes and heritage environments, enriching our understanding and appreciation of cultural and natural sites. Franco [113] highlights how augmented reality can be used as a strategy to attract visitors to tourist destinations. This demonstrates how these technologies can play a crucial role in revitalizing the tourism industry, particularly in a post-pandemic world, by offering interactive and engaging experiences to travelers. Furthermore, Baratta [114] highlights how these technologies can be used for the revitalization and reuse of historic architectural sites. This underlines the importance of virtual technologies in the preservation and revitalization of heritage buildings and structures.

5. Discussions

The integration of augmented reality (AR) into tourism and culture has proven to be a fundamental shift in the post-COVID-19 era. However, it is essential to consider how these advancements affect and intertwine with social, economic, and environmental aspects. Herein are three key trends that reflect this intersection.

5.1. Social Impact of AR Applications in Cultural Sites

The first trend focuses on how AR- and VR-based applications are transforming social interactions in cultural sites. These technologies not only enhance the user’s experience but also facilitate greater social inclusion. For instance, AR applications can be used to offer tours in different languages or provide accessibility for people with disabilities. Additionally, by enabling virtual experiences, these technologies allow people from different parts of the world to explore and learn about cultures and art without physically traveling, thus promoting a greater understanding and appreciation of intercultural values. Many authors address a crucial issue in the social context of the COVID-19 pandemic [115], such as the change in behavior and social interactions due to the adoption of virtual reality (VR) tourism experiences. With travel restrictions and the imperative for social distancing, VR emerges as a safe and convenient alternative for tourist experiences, redefining traditional forms of socialization and entertainment. This review identifies how VR experiences not only compensate for peoples’ inability to physically travel but also influence the emotions and mood of users, offering a temporary escape from the challenging reality of the pandemic. Furthermore, an analysis of tourist behavior intention reveals significant changes in tourist preferences and expectations, suggesting an evolution in the tourism sector towards a greater integration of digital technology. This shift has profound social implications, as it alters the way people interact, relate, and experience cultures and destinations, evidencing a turn towards more personalized and accessible experiences from home, but also raising questions about the future of social and cultural interactions in tourism.

5.2. Economic Considerations in the Adoption of AR in Cultural Sites

The second trend addresses how the adoption of AR in cultural sites can influence local and global economies. Implementing AR can increase the appeal of tourist attractions, thereby potentially boosting visits to these places, which in turn can stimulate the local economy. However, it is crucial to consider the development and maintenance costs of these technologies and how these are balanced with the expected economic benefits. Additionally, the popularization of virtual experiences could impact physical tourism, requiring balanced strategies that promote both physical and virtual visits. Some authors make a significant contribution to the understanding of economic considerations in the adoption of augmented reality (AR) in cultural sites [116]. Through their methodological approach, which includes a bibliometric analysis, the study offers a comprehensive view of the research and application of AR in tourism, highlighting key trends, major contributors, and regions where the technology is gaining momentum. This overview aids in understanding the market potential and economic scope of AR in the sector. Furthermore, by analyzing the existing literature, the authors not only highlight successful cases where AR has had a positive economic impact on cultural sites but also identify challenges and limitations, such as implementation costs and technological barriers. These insights are crucial for strategic planning and efficient resource allocation. Additionally, the study promotes innovation and collaboration among researchers, developers, and managers of cultural sites, driving the development of more economically effective AR strategies, including the personalization of experiences and integration with other technologies.

5.3. Environmental Considerations around AR in Tourism and Culture

Finally, the third trend focuses on the environmental impact of integrating AR into tourism and culture. While the adoption of virtual experiences may reduce the need for physical travel and, consequently, decrease the carbon footprint associated with tourism, it is also important to consider the environmental footprint of the technology itself. This includes the impact of manufacturing and disposing of electronic devices, as well as the energy consumption associated with servers and digital infrastructure. Therefore, it is crucial to develop and use these responsible technologies. Some authors have made significant contributions to the analysis of environmental considerations in the use of augmented reality (AR) in tourism and culture. Focusing on the development and application of an AR platform to support cultural tourism in a specific region of Colombia, Ariza [117] offers a unique perspective on the responsible use of technology in tourism. This research is particularly relevant in examining how AR can be used to enrich cultural and tourist experiences without causing negative environmental impacts. Furthermore, it provides a practical model of how digital technology can be integrated in a way that supports cultural tourism, fostering a greater awareness and appreciation of cultural and natural heritage while minimizing the environmental footprint associated with traditional tourism. This innovative approach illustrates the potential of AR technologies to create immersive and educational tourist experiences, which in turn can contribute to the conservation and promotion of cultural destinations in an environmentally friendly manner.

6. Conclusions

Our scientometric analysis utilizing the “tree of science” metaphor not only uncovers a significant and steadily escalating interest in the intersection of augmented reality (AR) and tourism but also highlights its potential to positively influence cultural heritage conservation. This comprehensive analysis leads to several strengthened and nuanced conclusions:
Escalating Research Interest and Importance: Our analysis reveals a consistent and notable increase in scholarly output focused on the integration of AR in tourism and conservation. This trend is a clear indicator of the growing academic interest and the importance placed on this field. The growth in research volume not only reflects the academic community’s recognition of AR’s potential in enhancing tourism practices but also underscores the critical role of technological innovation in preserving cultural heritage. The increasing number of publications and research projects in this area points to a collective acknowledgment of the transformative impact that AR can have on the tourism industry, especially in terms of cultural preservation.
Diverse and Expanding Research Themes: The research in this domain has branched into a number of topics, demonstrating a broadening scope beyond initial expectations. This includes enhancing the tourist experience through AR applications, preserving cultural and natural heritage, promoting tourist destinations, and using AR as a tool for education and raising environmental awareness. The diversity of these topics indicates the need for a comprehensive and multi-faceted approach to understanding AR’s role in tourism. It also reflects a maturation of the field, where the initial novelty of AR technology has given way to more profound and practical applications, focusing on long-term impacts and benefits.
International Collaboration and Global Significance: One of the most striking findings from this analysis is the extent of international collaboration in this research area. Scholars from different parts of the world are joining forces to address global challenges in tourism, indicating the universal relevance and applicability of AR in this sector. This collaborative effort not only enriches the research with a variety of perspectives but also demonstrates the universal challenges and opportunities that tourism faces which AR technology can address. The global nature of this collaboration also points to a growing consensus on the importance of technology in solving cross-border issues in tourism and cultural preservation.
Identifying and Overcoming Challenges: Despite the positive trends seen, this analysis also brings to light ongoing challenges in this field, such as data privacy, security concerns, and the need for greater accessibility for diverse tourist groups. Addressing these challenges is crucial for ensuring that AR technology’s application in tourism is both ethical and inclusive. This includes a focus on developing robust data protection measures, ensuring the accessibility of AR technologies to people from various socio-economic backgrounds, and making these technologies user-friendly for a wider range of tourists. Future research directions should also focus on exploring strategies to overcome these barriers, potentially including the development of universal design principles for AR applications in tourism and the establishment of international guidelines for data management and privacy.
This scientometric analysis paints a picture of a vibrant and evolving research landscape, underlining both the achievements and challenges in the field of AR and tourism. The insights garnered from this analysis provide a comprehensive roadmap for future research, emphasizing the need for continued innovation, ethical considerations, and collaborative efforts to fully realize the potential of AR in enhancing tourism practices and conserving cultural heritage.

Author Contributions

Conceptualization, M.A.P.-M.; methodology, R.-C.M.-O., L.d.C.C.-C., M.R.-M. and R.A.V.A.; software, A.-F.R.-B.; formal analysis, S.B.-A.; data curation, S.N.; writing—original draft preparation, P.P.A.-C. All authors have read and agreed to the published version of the manuscript.

Funding

This research was funded by the project “Strengthening the Social Appropriation of Culture and Cultural Identity Making Use of Augmented Reality in the Cultural Heritage of the Department of Cesar”, financed by the General Royalties System of Colombia for the Department of Cesar. BPIN: 2022000100101.

Institutional Review Board Statement

Not applicable.

Informed Consent Statement

Not applicable.

Data Availability Statement

The data presented in this study are available in the article.

Conflicts of Interest

The authors declare no conflict of interest.

References

  1. Hu, P.; Dhelim, S.; Ning, H.; Qiu, T. Survey on fog computing: Architecture, key technologies, applications and open issues. J. Netw. Comput. Appl. 2017, 98, 27–42. [Google Scholar] [CrossRef]
  2. Bec, A.; Moyle, B.; Timms, K.; Schaffer, V.; Skavronskaya, L.; Little, C. Management of immersive heritage tourism experiences: A conceptual model. Tour. Manag. 2019, 72, 117–120. [Google Scholar] [CrossRef]
  3. Royakkers, L.; Timmer, J.; Kool, L.; van Est, R. Societal and ethical issues of digitization. Ethic-Inf. Technol. 2018, 20, 127–142. [Google Scholar] [CrossRef]
  4. Jayawardena, N.S.; Thaichon, P.; Quach, S.; Razzaq, A.; Behl, A. The persuasion effects of virtual reality (VR) and augmented reality (AR) video advertisements: A conceptual review. J. Bus. Res. 2023, 160, 113739. [Google Scholar] [CrossRef]
  5. Yin, Y.; Zheng, P.; Li, C.; Wang, L. A state-of-the-art survey on Augmented Reality-assisted Digital Twin for futuristic human-centric industry transformation. Robot. Comput. Manuf. 2023, 81, 102515. [Google Scholar] [CrossRef]
  6. Siripurapu, S.; Darimireddy, N.K.; Chehri, A.; Sridhar, B.; Paramkusam, A.V. Technological Advancements and Elucidation Gadgets for Healthcare Applications: An Exhaustive Methodological Review-Part-II (Robotics, Drones, 3D-Printing, Internet of Things, Virtual/Augmented and Mixed Reality). Electronics 2023, 12, 548. [Google Scholar] [CrossRef]
  7. Yu, Z. Meta-analyses of effects of augmented reality on educational outcomes over a decade. Interact. Learn. Environ. 2023, 2, 1–15. [Google Scholar] [CrossRef]
  8. Pfeifer, P.; Hilken, T.; Heller, J.; Alimamy, S.; Di Palma, R. More than meets the eye: In-store retail experiences with augmented reality smart glasses. Comput. Hum. Behav. 2023, 146, 107816. [Google Scholar] [CrossRef]
  9. Fakih, M. Step into a new dimension with augmented reality. Can Augmented Reality (AR) replicate the tactile experience in a virtual mathematics classroom and what is the impact on engagement and deeper understanding? Res. Post-Compuls. Educ. 2023, 28, 226–240. [Google Scholar] [CrossRef]
  10. Ansari Pirsaraei, J.; Mohamed, M. Augmented Reality i Produktionen. Examination Thesis within Building Technology and Design Basic Level 15 hp Stockholm, Sweden 2023. Available online: https://www.diva-portal.org/smash/get/diva2:1775450/FULLTEXT01.pdf (accessed on 7 December 2023).
  11. Sintowoko, D.A.W.; Resmadi, I.; Azhar, H.; Gumilar, G.; Wahab, T. Sustainable Development in Creative Industries: Embracing Digital Culture for Humanities; Routledge: London, UK, 2023. [Google Scholar] [CrossRef]
  12. Chung, J.W.; Fu, X.J.; Deocadiz-Smith, Z.; Jung, M.F.; Huang, J. Negotiating Dyadic Interactions through the Lens of Augmented Reality Glasses. In Proceedings of the 2023 ACM Designing Interactive Systems Conference, New York, NY, USA, 10–14 July 2023; pp. 493–508. [Google Scholar] [CrossRef]
  13. Çöl, B.G.; İmre, M.; Yıkmış, S. Virtual reality and augmented reality technologies in gastronomy: A review. Efood 2023, 4, e84. [Google Scholar] [CrossRef]
  14. Um, J.; Park, J.M.; Park, S.Y.; Yilmaz, G. Low-cost mobile augmented reality service for building information modeling. Autom. Constr. 2023, 146, 104662. [Google Scholar] [CrossRef]
  15. De Backer, P.; Van Praet, C.; Simoens, J.; Lores, M.P.; Creemers, H.; Mestdagh, K.; Allaeys, C.; Vermijs, S.; Piazza, P.; Mottaran, A.; et al. Improving Augmented Reality Through Deep Learning: Real-time Instrument Delineation in Robotic Renal Surgery. Eur. Urol. 2023, 84, 86–91. [Google Scholar] [CrossRef] [PubMed]
  16. Ghezzi, D. The role of the visual field size in artificial vision. J. Neural Eng. 2023, 20, 023001. [Google Scholar] [CrossRef]
  17. Alsadoon, A.; AlSallami, N.; Rashid, T.A.; Gosper, J.J.; Prasad, P.W.C.; Haddad, S. DVT: A recent review and a taxonomy for oral and maxillofacial visualization and tracking based augmented reality: Image guided surgery. In Multimedia Tools and Applications; Springer: Cham, Switzerland, 2023; pp. 1–45. [Google Scholar] [CrossRef]
  18. Yoo, I.; Kong, H.-J.; Joo, H.; Choi, Y.; Kim, S.W.; Lee, K.E.; Hong, J. User Experience of Augmented Reality Glasses-based Tele-Exercise in Elderly Women. Healthc. Inform. Res. 2023, 29, 161–167. [Google Scholar] [CrossRef] [PubMed]
  19. Ariano, R.; Manca, M.; Paternò, F.; Santoro, C. Smartphone-based augmented reality for end-user creation of home automations. Behav. Inf. Technol. 2023, 42, 124–140. [Google Scholar] [CrossRef]
  20. Sarkar, P.; Dewangan, O. Augmented reality-based virtual smartphone. J. Data Acquis. Process. 1983, 38, 2023. [Google Scholar]
  21. Mohamed, K.S. Deep Learning for Spatial Computing: Augmented Reality and Metaverse ‘the Digital Universe’. In Deep Learning-Powered Technologies: Autonomous Driving, Artificial Intelligence of Things (AIoT), Augmented Reality, 5G Communications and Beyond; Springer: Cham, Switzerland, 2023; pp. 131–150. [Google Scholar] [CrossRef]
  22. Samantaray, A.; Kaur, T.; Singhal, S.; Gandhi, T.K. Remote Assistance in Cervical Cancer Screening using Microsoft Hololens 2: An Augmented-Reality Based Approach. In Proceedings of the 2023 International Conference on Recent Advances in Electrical, Electronics & Digital Healthcare Technologies (REEDCON), New Delhi, India, 1–3 May 2023; pp. 123–126. [Google Scholar] [CrossRef]
  23. Kim, J.-H.; Kim, M.; Park, M.; Yoo, J. Immersive interactive technologies and virtual shopping experiences: Differences in consumer perceptions between augmented reality (AR) and virtual reality (VR). Telemat. Inform. 2023, 77, 101936. [Google Scholar] [CrossRef]
  24. Serrano-Vergel, R.; Morillo, P.; Casas-Yrurzum, S.; Cruz-Neira, C. Exploring the Suitability of Using Virtual Reality and Augmented Reality for Anatomy Training. IEEE Trans. Hum.-Mach. Syst. 2023, 53, 378–389. [Google Scholar] [CrossRef]
  25. Pathania, M.; Mantri, A.; Kaur, D.P.; Singh, C.P.; Sharma, B. A Chronological Literature Review of Different Augmented Reality Approaches in Education. Technol. Knowl. Learn. 2021, 28, 329–346. [Google Scholar] [CrossRef]
  26. Zhao, Y.; Stefanucci, J.; Creem-Regehr, S.; Bodenheimer, B. Evaluating Augmented Reality Landmark Cues and Frame of Reference Displays with Virtual Reality. IEEE Trans. Vis. Comput. Graph. 2023, 29, 2710–2720. [Google Scholar] [CrossRef]
  27. Al-Ansi, A.M.; Jaboob, M.; Garad, A.; Al-Ansi, A. Analyzing augmented reality (AR) and virtual reality (VR) recent development in education. Soc. Sci. Humanit. Open 2023, 8, 100532. [Google Scholar] [CrossRef]
  28. Rejeb, A.; Rejeb, K.; Treiblmaier, H. How augmented reality impacts retail marketing: A state-of-the-art review from a consumer perspective. J. Strat. Mark. 2023, 31, 718–748. [Google Scholar] [CrossRef]
  29. Khoong, Y.M.; Luo, S.; Huang, X.; Li, M.; Gu, S.; Jiang, T.; Liang, H.; Liu, Y.; Zan, T. The application of augmented reality in plastic surgery training and education: A narrative review. J. Plast. Reconstr. Aesthetic Surg. 2023, 82, 255–263. [Google Scholar] [CrossRef] [PubMed]
  30. Moraes, E.B.; Kipper, L.M.; Kellermann, A.C.H.; Austria, L.; Leivas, P.; Moraes, J.A.R.; Witczak, M. Integration of Industry 4.0 technologies with Education 4.0: Advantages for improvements in learning. Interact. Technol. Smart Educ. 2023, 20, 271–287. [Google Scholar] [CrossRef]
  31. Urlings, J.; de Jong, G.; Maal, T.; Henssen, D. Views on Augmented Reality, Virtual Reality, and 3D Printing in Modern Medicine and Education: A Qualitative Exploration of Expert Opinion. J. Digit. Imaging 2023, 36, 1930–1939. [Google Scholar] [CrossRef]
  32. Bain, M.; Subirana, B. Legalising autonomous shopping agent processes. Comput. Law Secur. Rev. 2003, 19, 375–387. [Google Scholar] [CrossRef]
  33. Bain, M.; Subirana, B. E-commerce oriented software agents: Towards legal programming: A legal analysis of ecommerce and personal assistant agents using a process/IT view of the firm. Comput. Law Secur. Rev. 2003, 19, 201–211. [Google Scholar] [CrossRef]
  34. Billinghurst, M.; Grasset, R.; Looser, J. Designing augmented reality interfaces. ACM Siggraph Comput. Graph. 2005, 39, 17–22. [Google Scholar] [CrossRef]
  35. Roussou, M. The components of engagement in virtual heritage environments. In New Heritage; Routledge: Kong Hong, China, 2007; pp. 265–283. [Google Scholar]
  36. Eursch, A. Increased safety for manual tasks in the field of nuclear science using the technology of augmented reality. In Proceedings of the 2007 IEEE Nuclear Science Symposium Conference Record, Honolulu, HI, USA, 26 October–3 November 2007; Volume 3, pp. 2053–2059. [Google Scholar]
  37. Assogna, P.; Bertocchi, G.; Paoluzzi, A.; Vicentino, M.; Scorzelli, G.; Zollo, R. Using 3D Models and Discrete Simulations in Infrastructure Security Applications. In Critical Infrastructure Protection II 2; Springer: New York, NY, USA, 2008; pp. 269–278. [Google Scholar]
  38. Reiners, T.; Wriedt, S.; Rea, A. Property-based object management and security. In Security in Virtual Worlds, 3D Webs, and Immersive Environments: Models for Development, Interaction, and Management; IGI Global: Hershey, PA, USA, 2011; pp. 170–207. [Google Scholar]
  39. Aryan, A.; Singh, S. Securing location privacy in Augmented Reality. In Proceedings of the 2010 5th International Conference on Industrial and Information Systems, Mangalore, India, 29 July–1 August 2010; pp. 172–176. [Google Scholar]
  40. Shi, G.; Wang, Y.; Liu, Y.; Guo, X.; Sun, M.; Xiong, D. Hu-man-centered augmented reality manual arc welding active safety design. In Proceedings of the 2011 International Conference on Computer Science and Service System (CSSS), Nanjing, China, 27–29 June 2011; pp. 3264–3267. [Google Scholar]
  41. Jung, S.; Kim, S. A Study on Safe Reproduction of Reference Points for Recognition on Screen. In Proceedings of the Ubiquitous Computing and Multimedia Applications: Second International Conference, UCMA 2011, Daejeon, Republic of Korea, 13–15 April 2011; Proceedings, Part I 2. Springer: Berlin/Heidelberg, Germany, 2011; pp. 7–10. [Google Scholar]
  42. Jana, S.; Narayanan, A.; Shmatikov, V. A Scanner Darkly: Protecting User Privacy from Perceptual Applications. In Proceedings of the 2013 IEEE Symposium on Security and Privacy, Berkeley, CA, USA, 19–22 May 2013; pp. 349–363. [Google Scholar]
  43. Martínez-Graña, A.; Goy, J.; Cimarra, C. A virtual tour of geological heritage: Valourising geodiversity using Google Earth and QR code. Comput. Geosci. 2013, 61, 83–93. [Google Scholar] [CrossRef]
  44. Tanuwidjaja, E.; Huynh, D.; Koa, K.; Nguyen, C.; Shao, C.; Torbett, P.; Emmenegger, C.; Weibel, N. Chroma: A wearable augmented-reality solution for color blindness. In Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, Seattle, WA, USA, 13–17 September 2014; pp. 799–810. [Google Scholar]
  45. Cayla, N. An Overview of New Technologies Applied to the Management of Geoheritage. Geoheritage 2014, 6, 91–102. [Google Scholar] [CrossRef]
  46. Pierdicca, R.; Frontoni, E.; Zingaretti, P.; Malinverni, E.S.; Colosi, F.; Orazi, R. Making visible the invisible. augmented reality visualization for 3D reconstructions of archaeological sites. In Proceedings of the Augmented and Virtual Reality: Second International Conference, AVR 2015, Lecce, Italy, 31 August–3 September 2015; Proceedings 2. Springer International Publishing: Cham, Switzerland, 2015; pp. 25–37. [Google Scholar]
  47. Yadav, D.K.; Ionascu, B.; Krishna Ongole, S.V.; Roy, A.; Memon, N. Design and analysis of shoulder surfing resistant pin based authentication mechanisms on google glass. In Proceedings of the Financial Cryptography and Data Security: FC 2015 International Workshops, BITCOIN, WAHC, and Wearable, San Juan, Puerto Rico, 30 January 2015; Revised Selected Papers. Springer: Berlin/Heidelberg, Germany, 2015; pp. 281–297. [Google Scholar]
  48. Chiabrando, F.; Sammartano, G.; Spanò, A. Historical buildings models and their handling via 3D survey: From points clouds to user-oriented HBIM. Int. Arch. Photogramm. Remote Sens. Spat. Inf. Sci. 2016, 41, 633–640. [Google Scholar] [CrossRef]
  49. Canciani, M.; Conigliaro, E.; Del Grasso, M.; Papalini, P.; Saccone, M. 3D survey and augmented reality for cultural heritage. The case study of Aurelian wall at Castra Praetoria in Rome. Int. Arch. Photogramm. Remote Sens. Spat. Inf. Sci. 2016, 41, 931–937. [Google Scholar] [CrossRef]
  50. Choi, S.; Kwon, S.; Kim, H.; Kim, W.; Kwon, J.H.; Lim, M.S.; Lee, H.S.; Choi, K.C. Highly Flexible and Efficient Fabric-Based Organic Light-Emitting Devices for Clothing-Shaped Wearable Displays. Sci. Rep. 2017, 7, 6424. [Google Scholar] [CrossRef]
  51. Chen, T.; Zhao, M.; Shi, Q.; Yang, Z.; Liu, H.; Sun, L.; Ouyang, J.; Lee, C. Novel augmented reality interface using a self-powered triboelectric based virtual reality 3D-control sensor. Nano Energy 2018, 51, 162–172. [Google Scholar] [CrossRef]
  52. De Guzman, J.A.; Thilakarathna, K.; Seneviratne, A. Security and privacy approaches in mixed reality: A literature survey. ACM Comput. Surv. (CSUR) 2019, 52, 1–37. [Google Scholar] [CrossRef]
  53. Berenguer, C.; Baixauli, I.; Gómez, S.; Andrés, M.d.E.P.; De Stasio, S. Exploring the Impact of Augmented Reality in Children and Adolescents with Autism Spectrum Disorder: A Systematic Review. Int. J. Environ. Res. Public Health 2020, 17, 6143. [Google Scholar] [CrossRef]
  54. Edström, E.; Burström, G.; Omar, A.; Nachabe, R.; Söderman, M.; Persson, O.; Gerdhem, P.; Elmi-Terander, A. Augmented Reality Surgical Navigation in Spine Surgery to Minimize Staff Radiation Exposure. Spine 2020, 45, E45–E53. [Google Scholar] [CrossRef]
  55. Bec, A.; Moyle, B.; Schaffer, V.; Timms, K. Virtual reality and mixed reality for second chance tourism. Tour. Manag. 2021, 83, 104256. [Google Scholar] [CrossRef]
  56. Hamid, R.A.; Albahri, A.; Alwan, J.K.; Al-Qaysi, Z.; Albahri, O.; Zaidan, A.; Alnoor, A.; Alamoodi, A.; Zaidan, B. How smart is e-tourism? A systematic review of smart tourism recommendation system applying data management. Comput. Sci. Rev. 2021, 39, 100337. [Google Scholar] [CrossRef]
  57. Skublewska-Paszkowska, M.; Milosz, M.; Powroznik, P.; Lukasik, E. 3D technologies for intangible cultural heritage preservation—Literature review for selected databases. Herit. Sci. 2022, 10, 3. [Google Scholar] [CrossRef]
  58. Hjorth, S.; Chrysostomou, D. Human–robot collaboration in industrial envi-ronments: A literature review on non-destructive disassembly. Robot. Comput.-Integr. Manuf. 2022, 73, 102208. [Google Scholar] [CrossRef]
  59. Koohang, A.; Nord, J.H.; Ooi, K.B.; Tan, G.W.H.; Al-Emran, M.; Aw, E.C.X.; Baabdullah, A.M.; Buhalis, D.; Cham, T.-H.; Dennis, C.; et al. Shaping the metaverse into reality: A holistic multidisci-plinary understanding of opportunities, challenges, and avenues for future investigation. J. Comput. Inf. Syst. 2023, 63, 735–765. [Google Scholar] [CrossRef]
  60. Jiang, S.; Moyle, B.; Yung, R.; Tao, L.; Scott, N. Augmented reality and the enhancement of memorable tourism experiences at heritage sites. Curr. Issues Tour. 2023, 26, 242–257. [Google Scholar] [CrossRef]
  61. Moral-Muñoz, J.A.; Herrera-Viedma, E.; Santisteban-Espejo, A.; Cobo, M.J. Software tools for conducting bibliometric analysis in science: An up-to-date review. Prof. Inf. 2020, 29, e290103. [Google Scholar] [CrossRef]
  62. Aria, M.; Cuccurullo, C. bibliometrix: An R-tool for comprehensive science mapping analysis. J. Informetr. 2017, 11, 959–975. [Google Scholar] [CrossRef]
  63. Grisales, A.M.G.; Robledo, S.; Zuluaga, M. Topic Modeling: Perspectives From a Literature Review. IEEE Access 2022, 11, 4066–4078. [Google Scholar] [CrossRef]
  64. Rother, E.T. Systematic literature review X narrative review. Acta Paul. Enferm. 2007, 20, v–vi. [Google Scholar] [CrossRef]
  65. Stewart, L.; Parmar, M. Meta-analysis of the literature or of individual patient data: Is there a difference? Lancet 1993, 341, 418–422. [Google Scholar] [CrossRef]
  66. Torraco, R.J. Writing integrative reviews of the literature: Methods and purposes. Int. J. Adult Vocat. Educ. Technol. (IJAVET) 2016, 7, 62–70. [Google Scholar] [CrossRef]
  67. Froud, R.; Patterson, S.; Eldridge, S.; Seale, C.; Pincus, T.; Rajendran, D.; Fossum, C.; Underwood, M. A systematic review and meta-synthesis of the impact of low back pain on people’s lives. BMC Musculoskelet. Disord. 2014, 15, 50. [Google Scholar] [CrossRef]
  68. Do Carmo, G.; Felizardo, L.F.; de Castro Alcântara, V.; da Silva, C.A.; do Prado, J.W. The Impact of Jürgen Habermas’s Scientific Production: A Scientometric Review. Scientometrics 2023, 128, 1853–1875. [Google Scholar] [CrossRef]
  69. Hurtado-Marín, V.A.; Agudelo-Giraldo, J.D.; Robledo, S.; Restrepo-Parra, E. Analysis of dynamic networks based on the Ising model for the case of study of co-authorship of scientific articles. Sci. Rep. 2021, 11, 5721. [Google Scholar] [CrossRef]
  70. Robledo, S.; Aguirre, A.M.G.; Hughes, M.; Eggers, F. “Hasta La Vista, Baby”—Will Machine Learning Terminate Hu-man Literature Reviews in Entrepreneurship? J. Small Bus. Manag. 2023, 61, 1314–1343. [Google Scholar] [CrossRef]
  71. Zuluaga, M.; Robledo, S.; Arbelaez-Echeverri, O.; Osorio-Zuluaga, G.A.; Duque-Méndez, N. Tree of Science—ToS: A Web-Based Tool for Scientific Literature Recommendation. Search Less, Research More! Issues Sci. Technol. Librariansh. 2022, 100. [Google Scholar] [CrossRef]
  72. Marín-Rodríguez, N.J.; González-Ruiz, J.D.; Botero, S. A Wavelet Analysis of the Dynamic Connectedness among Oil Prices, Green Bonds, and CO2 Emissions. Risks 2023, 11, 15. [Google Scholar] [CrossRef]
  73. Santoveña-Casal, S.; Gil-Quintana, J.; Hueso-Romero, J.J. Microteaching networks in higher education. Interact. Technol. Smart Educ. 2023. Epub ahead of printing. [Google Scholar] [CrossRef]
  74. Torres, G.; Robledo, S.; Berrío, S.R. Orientación Al Mercado: Importancia, Evolución Y Enfoques Emergentes Usando Análisis Cienciométrico. Criteriolibre 2021, 19, 326–340. [Google Scholar] [CrossRef]
  75. Azuma, R.T. A survey of augmented reality. Presence Teleoperators Virtual Environ. 1997, 6, 355–385. [Google Scholar] [CrossRef]
  76. Ye, J. Pediatric Mental and Behavioral Health in the Period of Quarantine and Social Distancing with COVID-19. JMIR Pediatr. Parent. 2020, 3, e19867. [Google Scholar] [CrossRef] [PubMed]
  77. Steil, J.; Hagestedt, I.; Huang, M.X.; Bulling, A. Privacy-aware eye tracking using differential privacy. In Proceedings of the 11th ACM Symposium on Eye Tracking Research & Applications, Denver, CO, USA, 25–28 June 2019; pp. 1–9. [Google Scholar]
  78. Dorward, L.J.; Mittermeier, J.C.; Sandbrook, C.; Spooner, F. Pokémon Go: Benefits, costs, and lessons for the conservation movement. Conserv. Lett. 2017, 10, 160–165. [Google Scholar] [CrossRef]
  79. Kansal, P.; Kumar, M.; Verma, O.P. Classification of resource management approaches in fog/edge paradigm and future research prospects: A systematic review. J. Supercomput. 2022, 78, 13145–13204. [Google Scholar] [CrossRef]
  80. Kim, D.; Kim, S. The Role of Mobile Technology in Tourism: Patents, Articles, News, and Mobile Tour App Reviews. Sustainability 2017, 9, 2082. [Google Scholar] [CrossRef]
  81. Fukuda, T.; Yokoi, K.; Yabuki, N.; Motamedi, A. An indoor thermal environment design system for renovation using augmented reality. J. Comput. Des. Eng. 2019, 6, 179–188. [Google Scholar] [CrossRef]
  82. Chou, C.-C.; Chiang, C.-T.; Wu, P.-Y.; Chu, C.-P.; Lin, C.-Y. Spatiotemporal analysis and visualization of power consumption data integrated with building information models for energy savings. Resour. Conserv. Recycl. 2017, 123, 219–229. [Google Scholar] [CrossRef]
  83. Díaz-Vilariño, L.; Boguslawski, P.; Khoshelham, K.; Lorenzo, H.; Mahdjoubi, L. Indoor navigation from point clouds: 3D modelling and obstacle detection. Int. Arch. Photogramm. Remote Sens. Spat. Inf. Sci. 2016, 41, 275–281. [Google Scholar] [CrossRef]
  84. Oleksy, T.; Wnuk, A. Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people—Place relations. Comput. Hum. Behav. 2017, 76, 3–8. [Google Scholar] [CrossRef]
  85. Antonijević, M.; Sučić, S.; Keserica, H. Augmented reality for substation automation by utilizing IEC 61850 communication. In Proceedings of the 2016 39th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO), Opatija, Croatia, 30 May–3 June 2016; pp. 316–320. [Google Scholar]
  86. Shekhar, S.; Gokhale, A. Dynamic Resource Management Across Cloud-Edge Resources for Performance-Sensitive Applications. In Proceedings of the 2017 17th IEEE/ACM International Symposium on Cluster, Cloud and Grid Computing (CCGRID), Madrid, Spain, 14–17 May 2017; pp. 707–710. [Google Scholar]
  87. Kerdvibulvech, C. Exploring the Impacts of COVID-19 on Digital and Metaverse Games. In Proceedings of the International Conference on Human-Computer Interaction, Virtual Event, 26 June–1 July 2022; Springer International Publishing: Cham, Switzerland, 2022; pp. 561–565. [Google Scholar]
  88. Vakaliuk, T.A.; Kontsedailo, V.V.; Antoniuk, D.S.; Korotun, O.V.; Mintii, I.S.; Pikilnyak, A.V. Using game simulator Software Inc in the Software Engineering education. arXiv 2020, arXiv:2012.01127. [Google Scholar]
  89. Velosa, J.D.; Cobo, L.; Castillo, F.; Castillo, C. Methodological proposal for use of virtual reality VR and augmented reality AR in the formation of professional skills in industrial maintenance and industrial safety. In Online Engineering & Internet of Things, Proceedings of the 14th International Conference on Remote Engineering and Virtual Instrumentation REV 2017, New York, NY, USA, 15–17 March 2017; Springer International Publishing: Cham, Switzerland, 2017; pp. 987–1000. [Google Scholar]
  90. Han, S.; Yoon, J.-H.; Kwon, J. Impact of Experiential Value of Augmented Reality: The Context of Heritage Tourism. Sustainability 2021, 13, 4147. [Google Scholar] [CrossRef]
  91. Körner, L.; Muff, D. Casting technology for embedding optical elements into prescription spectacle lenses. In Digital Optics for Immersive Displays; SPIE: Bellingham, WA, USA, 2018; Volume 10676, pp. 44–53. [Google Scholar]
  92. Jomsri, P. Creative Innovation of Augmented Reality for Promote Sustainable Tourism of Chiang Mai Moat. J. Phys. Conf. Ser. 2019, 1335, 012010. [Google Scholar] [CrossRef]
  93. Cirulis, A.; De Paolis, L.T.; Tutberidze, M. Virtualization of Digitalized Cultural Heritage and Use Case Scenario Modeling for Sustainability Promotion of National Identity. Procedia Comput. Sci. 2015, 77, 199–206. [Google Scholar] [CrossRef]
  94. Bhattacharya, P.; Saraswat, D.; Dave, A.; Acharya, M.; Tanwar, S.; Sharma, G.; Davidson, I.E. Coalition of 6G and Blockchain in AR/VR Space: Challenges and Future Directions. IEEE Access 2021, 9, 168455–168484. [Google Scholar] [CrossRef]
  95. Loureiro, S.M.C.; Nascimento, J. Shaping a View on the Influence of Technologies on Sustainable Tourism. Sustainability 2021, 13, 12691. [Google Scholar] [CrossRef]
  96. Syal, S.; Mathew, R. Threats Faced by Mixed Reality and Countermeasures. Procedia Comput. Sci. 2020, 171, 2720–2728. [Google Scholar] [CrossRef]
  97. Sorokina, E.; Wang, Y.; Fyall, A.; Lugosi, P.; Torres, E.; Jung, T. Constructing a smart destination framework: A destination marketing organization perspective. J. Destin. Mark. Manag. 2022, 23, 100688. [Google Scholar] [CrossRef]
  98. Liu, Y.; Azimi, E.; Davé, N.; Qiu, C.; Yang, R.; Kazanzides, P. Augmented reality assisted orbital floor reconstruction. In Proceedings of the 2021 IEEE International Conference on Intelligent Reality (ICIR), Virtual Event, 12–13 May 2021; pp. 25–30. [Google Scholar]
  99. Martínez-Graña, A.M.; Legoinha, P.; González-Delgado, J.A.; Dabrio, C.J.; Pais, J.; Goy, J.L.; Zazo, C.; Civis, J.; Armenteros, I.; Alonso-Gavilan, G.; et al. Augmented Reality in a Hiking Tour of the Miocene Geoheritage of the Central Algarve Cliffs (Portugal). Geoheritage 2017, 9, 121–131. [Google Scholar] [CrossRef]
  100. Martínez-Graña, A.M.; Goy, J.L.; González-Delgado, J.; Cruz, R.; Sanz, J.; Cimarra, C.; De Bustamante, I. 3D Virtual Itinerary in the Geological Heritage from Natural Areas in Salamanca-Ávila-Cáceres, Spain. Sustainability 2018, 11, 144. [Google Scholar] [CrossRef]
  101. Zhang, X.; Slavin, R.; Wang, X.; Niu, J. Privacy assurance for android augmented reality apps. In Proceedings of the 2019 IEEE 24th Pacific Rim International Symposium on Dependable Computing (PRDC), Kyoto, Japan, 1–3 December 2019; pp. 114–1141. [Google Scholar]
  102. Martínez-Graña, A.M.; Díez, T.; González-Delgado, J.; Gonzalo-Corral, J.C.; Merchán, L. Geological Heritage in the “Arribes del Duero” Natural Park (Western, Spain): A Case Study of Introducing Educational Information via Augmented Reality and 3D Virtual Itineraries. Land 2022, 11, 1916. [Google Scholar] [CrossRef]
  103. Guttentag, D.A. Virtual reality: Applications and implications for tourism. Tour. Manag. 2010, 31, 637–651. [Google Scholar] [CrossRef]
  104. Kato, H.; Billinghurst, M. Marker tracking and HMD calibration for a video-based augmented reality conferencing system. In Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality (IWAR’99), San Francisco, CA, USA, 20–21 October 1999; pp. 85–94. [Google Scholar]
  105. Jung, K.; Nguyen, V.T.; Yoo, S.-C.; Kim, S.; Park, S.; Currie, M. PalmitoAR: The Last Battle of the U.S. Civil War Reenacted Using Augmented Reality. ISPRS Int. J. Geo-Inf. 2020, 9, 75. [Google Scholar] [CrossRef]
  106. Debauche, O.; Mahmoudi, S.; Guttadauria, A. A New Edge Computing Architecture for IoT and Multimedia Data Management. Information 2022, 13, 89. [Google Scholar] [CrossRef]
  107. Zhang, W.; Liu, X. Virtual Museum Scene Design Based on VRAR Realistic Interaction under PMC Artificial Intelligence Model. Appl. Math. Nonlinear Sci. 2023. ahead of print. [Google Scholar] [CrossRef]
  108. Xu, J.; Wei, Y. Analysis of the Attainable Design Paths of Non-heritage Cultural Tourism Immersion Experience-An Example of the Tujia City Living Room Project in Enshi Prefecture. In Proceedings of the International Conference on Human-Computer Interaction, Virtual Event, 26 June–1 July 2022; Springer: Cham, Switzerland, 2022; pp. 370–377. [Google Scholar]
  109. Zhang, Z.; Xiong, K.; Huang, D. Natural world heritage conservation and tourism: A review. Herit. Sci. 2023, 11, 55. [Google Scholar] [CrossRef]
  110. Su, P.-Y.; Hsiao, P.-W.; Fan, K.-K. Investigating the Relationship between Users’ Behavioral Intentions and Learning Effects of VR System for Sustainable Tourism Development. Sustainability 2023, 15, 7277. [Google Scholar] [CrossRef]
  111. Prihandini, T.F.; Triyono, M.B. A Bibliometric Analysis Examining the Adoption of Augmented Reality in Tourism Research. Int. J. Interact. Mob. Technol. 2023, 17, 135–154. [Google Scholar] [CrossRef]
  112. Bergua, S.B.; Piedrabuena, M.Á.P.; Arenas, D.H.; Alfonso, J.L.M.; García, F.F. Carreteras paisajísticas y realidad aumentada en la Sierra del Aramo (Macizo Central Asturiano). Ería Rev. Cuatrimest. Geogr. 2020, 40, 145–166. [Google Scholar]
  113. Franco, M.; Mota, L. Reopening for Business Post-COVID-19: Augmented Reality as a Strategy for Attracting Visitors to a Tourist Destination. Eur. J. Tour. Hosp. Recreat. 2021, 11, 54–65. [Google Scholar] [CrossRef]
  114. Baratta, A.F.; Finucci, F.; Magarò, A. Regenerating Regeneration: Augmented reality and new models of minor architectural heritage reuse. VITRUVIO-Int. J. Arch. Technol. Sustain. 2018, 3, 1–14. [Google Scholar] [CrossRef]
  115. Leung, W.K.; Chang, M.K.; Cheung, M.L.; Shi, S. VR tourism experiences and tourist behavior intention in COVID-19: An experience economy and mood management perspective. Inf. Technol. People 2023, 36, 1095–1125. [Google Scholar] [CrossRef]
  116. Ariza-Colpas, P.P.; Piñeres-Melo, M.A.; Morales-Ortega, R.C.; Rodriguez-Bonilla, A.-F.; Butt-Aziz, S.; Naz, S.; Contreras-Chinchilla, L.d.C.; Romero-Mestre, M.; Ascanio, R.A.V. Augmented Reality and Tourism: A Bibliometric Analysis of New Technological Bets in the Post-COVID Era. Sustainability 2023, 15, 15358. [Google Scholar] [CrossRef]
  117. Ariza-Colpas, P.P.; Piñeres-Melo, M.A.; Morales-Ortega, R.-C.; Rodriguez-Bonilla, A.F.; But-Aziz, S.; Chinchilla, L.d.C.C.; Mestre, M.R.; Ascanio, R.A.V. Platform Based on Augmented Reality to Support Cultural Tourism in the Department of Cesar, Colombia. In Proceedings of the Science and Information Conference, London, UK, 13–14 July 2023; Springer: Cham, Switzerland, 2023; pp. 598–612. [Google Scholar]
Figure 1. Features of augmented reality.
Figure 1. Features of augmented reality.
Sustainability 15 16847 g001
Figure 2. Variables that support the analysis of dimensions.
Figure 2. Variables that support the analysis of dimensions.
Sustainability 15 16847 g002
Figure 3. Total production vs. total citations.
Figure 3. Total production vs. total citations.
Sustainability 15 16847 g003
Figure 4. PRISMA diagram for preprocessing data.
Figure 4. PRISMA diagram for preprocessing data.
Sustainability 15 16847 g004
Figure 5. Country collaboration networks.
Figure 5. Country collaboration networks.
Sustainability 15 16847 g005
Figure 6. Journals’ collaboration network.
Figure 6. Journals’ collaboration network.
Sustainability 15 16847 g006
Figure 7. Author collaboration network.
Figure 7. Author collaboration network.
Sustainability 15 16847 g007
Figure 8. Citation network with the three biggest clusters.
Figure 8. Citation network with the three biggest clusters.
Sustainability 15 16847 g008
Table 1. Relevant studies during the Commencement of the Fundamentals Stage up to 2012.
Table 1. Relevant studies during the Commencement of the Fundamentals Stage up to 2012.
RefYearAuthorDescription of Contribution
[32]2003BainBain presents a process-oriented analysis of a shopping agent within augmented reality: the application of Internet technologies to the real world, specifically, in this case, to supermarket shopping. Specific areas of difficulty addressed include contract law, consumer protection, and digital signatures. A process modeling approach to the legal issues of e-commerce is briefly outlined to provide useful insights into this subject.
[33]2003BainBain provides a process-oriented analysis of agent activities within the context of augmented reality: the application of Internet technologies to the real world, specifically, in this case, to supermarket shopping. Specific areas of difficulty, such as contract law, consumer protection, and privacy, are explored. These topics are highlighted, along with the trust issues raised in multi-agent systems, which will be addressed in a subsequent article in this series.
[34]2005BillinghurstBillinghurst explores topics such as human–computer interactions in augmented reality environments, the visualization of virtual objects and data in the real world, and the usability of augmented reality interfaces. The author also discusses the available tools and techniques for designing interfaces that provide satisfying and effective user experiences. Additionally, fundamental issues related to interface design in the field of augmented reality are addressed, offering valuable insights for researchers and professionals working in this technological domain.
[35]2007RoussouRoussou contributes to the field of virtual heritage by exploring and breaking down key elements that contribute to user engagement in virtual heritage environments. The author meticulously addresses the essential components that influence the user experience when interacting with virtual environments related to cultural heritage. By identifying these elements, the article provides a deeper understanding of how users engage with virtual environments and how these environments can be designed and enhanced to maximize user engagement and their appreciation of cultural heritage. This analytical and descriptive approach contributes to the theoretical and practical foundation of creating and managing virtual heritage environments, offering valuable insights for researchers, designers, and heritage professionals interested in optimizing the user experience in these contexts.
[36]2007EurschThis study’s main contribution would lie in the transfer of knowledge and technologies between different fields. The strategies and tools developed for nuclear environments could be adapted to enhance cultural tourism experiences. For instance, augmented reality could be used to design interactive tours in museums or historical sites, where complex information is presented in a more accessible and engaging manner, thereby enriching the visitor’s experience and promoting a greater understanding and appreciation of cultural heritage.
[37]2008AssognaAssogna conducted research based on the use of 3D models and discrete simulations, which are crucial for advanced visualization and data analysis. In the context of cultural tourism, this technology supports enhancing the visitor experience. For instance, in historical or archaeological sites, 3D models can be used to virtually reconstruct ancient or deteriorated structures, offering visitors a more complete and enriched view of the past. Furthermore, discrete simulations help us to better understand how these structures were used or how historical events unfolded in these places, providing an immersive and educational experience.
[38]2010ReinersReiner contributes to the development of secure technologies for object management in virtual environments, which is crucial for creating immersive and realistic cultural tourism experiences. This allows users to explore digital replicas of historical cultural sites or museums from anywhere in the world, providing an educational and cultural experience without the need for physical travel. Security in these environments is essential to protect the copyright and intellectual property rights of cultural content. This is particularly important in the preservation of digital artifacts and representations of cultural heritage, ensuring that they remain respectful and true to their origins. The application of these concepts promotes more accessible cultural tourism. By reducing the need for physical travel, the environmental impacts associated with tourism are decreased, while access to cultural experiences is expanded for people with mobility limitations or economic constraints.
[39]2010AryanAryan addresses a critical aspect in the evolution of cultural tourism: location privacy in augmented reality (AR). The security of one’s location in AR applications is essential to protect the privacy of users in cultural tourism. When using AR at tourist sites, visitors often share sensitive information about their location. This research by Aryan and Singh provides insights into how this information can be managed securely, which is crucial for ensuring user trust and their willingness to interact with these technologies.
[40]2011ShiShi highlights the importance of a human-centered approach in the design of AR technologies. This approach is adapted to enhance the user experience in cultural tourism applications. This article on the principles of active safety design in AR can be relevant to cultural tourism in situations where interaction with the environment requires safety considerations. This is particularly pertinent in historical or cultural settings where preservation and visitor safety are paramount.
[41]2011JungThis study focuses on the safe reproduction of reference points for on-screen recognition, a crucial aspect in AR, as it ensures precise and efficient interactions between users and the overlaid virtual environment. In the context of tourism, this research could be applied to improve visitor experiences by providing smoother and safer interactions with enriched information about cultural and historical sites. For instance, the technology developed from this study could enable tourists to obtain detailed and contextual information about monuments or artifacts simply by pointing their devices at them. Additionally, considering safety in the reproduction of reference points is especially relevant in tourist environments, where the protection of both visitors and the sites is paramount. In summary, Jung and Kim’s work lays important foundations for the advancement of safer and more effective AR technologies, which could revolutionize the way we experience and interact with our cultural heritage during travels.
Table 2. Relevant studies from the Early Process Stage (2013–2016).
Table 2. Relevant studies from the Early Process Stage (2013–2016).
RefYearAuthorDescription of Contribution
[42]2013JanaJana focuses on how augmented reality and other applications that can access sensory or visual data from the user’s environment pose significant challenges in terms of privacy. The article explores strategies and techniques for protecting user privacy in the context of these perceptual applications, with the aim of mitigating potential risks and threats to the privacy of users’ personal data.
[43]2013Martínez-GrañaThe author, who has received the highest number of citations in this period, concentrates on designing a virtual tour that emphasizes and promotes the recognition of geodiversity. This tour utilizes technological tools like Google Earth and QR codes to enhance its delivery. Its objective is to offer an interactive and educational journey, enabling users to virtually explore and gain appreciation for geological heritage. Through this virtual exploration, participants are educated about the geological variety of a specific area, gaining insights into its significance for conservation and scientific understanding. This method exemplifies the innovative and accessible use of technology, including Google Earth and QR codes, to foster an appreciation and understanding of geodiversity.
[44]2014TanuwidjajaTanuwidjaja introduces Chroma, a portable AR solution designed to assist people with color blindness, opening possibilities for its application in tourism.
In the tourism sector, Chroma could significantly enhance the experience of visitors with color blindness, allowing them to fully experience the colors and visual beauty of tourist destinations.
[45]2014CaylaCayla makes significant contributions in the field of the conservation and management of geological heritage. This study provides a detailed look at how new technologies can be effectively applied to the preservation, documentation, and promotion of geo-heritage. Cayla explores the use of advanced tools such as remote sensing, GIS (Geographic Information Systems), and augmented reality to enhance our understanding and access to geological heritage. These technologies not only facilitate better analysis and conservation of these unique natural resources but also allow for the development of richer educational experiences for the public. By implementing these tools, the way visitors interact with and learn about geo-heritage can be improved, enhancing geological and educational tourism.
[46]2015PierdiccaThis work focuses on the use of AR to visualize 3D reconstructions of archaeological sites, a significant advancement in the way we present and experience cultural and archaeological heritage. The main contribution of this study is the ability to “make the invisible visible”, that is, allowing users to visualize structures, objects, and historical scenarios that no longer exist or are incomplete in their current form. This technology provides archaeologists, historians, educators, and the public, with a powerful tool to better understand and appreciate the historical and cultural contexts of archaeological sites.
[47]2015YadavIn this work, the authors investigate different strategies and authentication techniques that could be implemented in devices like Google Glass to enhance security and protect against shoulder surfing. Considering the unique characteristics of wearable devices, such as their reduced size and mode of interaction, the study proposes innovative and practical solutions to secure PIN entry in a way that makes it difficult for external observers to capture sensitive information.
[48]2016ChiabrandoThe main contribution of this article is the development and demonstration of an efficient methodology for digitizing and modeling historical buildings. This includes the capture of detailed data of historical buildings using 3D survey techniques such as photogrammetry and laser scanning, and the subsequent conversion of these data into detailed and accurate HBIM (Historic Building Information Modeling) models. The use of HBIM represents a significant advance in the management and conservation of historical heritage, as it provides a rich digital database that can be used for analysis, restoration, preservation, and the dissemination of information about historical buildings. HBIM models not only allow conservators and restorers to better understand the structure and condition of buildings, but they also facilitate the planning of conservation and restoration interventions.
[49]2016CancianiCanciani makes a significant contribution to the field of conservation and dissemination of cultural heritage through the integration of advanced technologies. This study specifically addresses how the combination of three-dimensional (3D) surveys and augmented reality (AR) can be applied to the Aurelian Wall at Castra Praetoria in Rome, highlighting two fundamental aspects.
Table 3. Relevant studies from the Incremental Stage (2017–2022).
Table 3. Relevant studies from the Incremental Stage (2017–2022).
RefYearAuthorDescription of Contribution
[1]2017HuHu provides a comprehensive and detailed overview of fog computing, an emerging computer science and networking paradigm. The article addresses several essential aspects of this topic. Firstly, it explores the fundamental architecture of fog computing, highlighting its differences from other cloud computing approaches and how it distributes computing and storage resources in its infrastructure. Additionally, it delves into the key technologies that make fog computing possible, such as virtualization and edge processing. The article also analyzes various fog computing applications in various sectors, such as healthcare and smart cities, emphasizing how it can enhance efficiency and reduce latency in critical applications. Finally, it identifies open issues and unresolved challenges in this field, such as security and resource management.
[50]2017ChoiThe author investigates the development of organic light-emitting devices (OLEDs) that are integrated into fabrics to create wearable displays in the form of clothing. The study focuses on the flexibility and efficiency of these devices, highlighting their applicability in the creation of garments with electronic display capabilities. The article examines technical aspects, such as the materials and methods used to achieve effective integration of OLED technology into textiles, while maintaining comfort and durability. The publication is relevant in the field of wearable technology and flexible electronics, offering perspectives on how future clothing could incorporate advanced display elements.
[3]2018RoyakkersThis study unravels and discusses the ethical challenges and social issues that emerge from digital transformation in everyday life. The authors explore topics such as privacy, data security, the impact of automation on employment, and the ethical implications of using artificial intelligence and big data. This analysis is crucial to understanding how digitization, despite its numerous benefits, can pose significant challenges in ethics, equity, and social justice.
[51]2018ChenChen’s article represents a significant advancement in the field of user interfaces for augmented reality (AR) and virtual reality (VR). This study introduces a 3D control sensor for AR and VR that is distinguished by being self-powered through triboelectric technology, representing a notable innovation in our interactions with immersive digital environments.
[2]2019BecBec makes a significant contribution to the field of heritage tourism, particularly in the management of immersive tourism experiences. This study proposes a conceptual model that seeks to understand and improve the way in which heritage tourism experiences using immersive technologies, such as virtual reality (VR) and augmented reality (AR), are managed.
[52]2019De GuzmanDe Guzman makes a crucial contribution to the field of mixed reality (MR), specifically focusing on security and privacy aspects. This study presents an exhaustive review of the existing literature on the various strategies and methodologies employed to address the security and privacy challenges in mixed reality environments.
[53]2020BerenguerThis article highlights how AR can enhance interactions with and understanding of the environment for individuals with ASD. This same logic can be extended to cultural tourism, where AR could be employed to provide enriched sensory experiences that facilitate understanding and emotional connection with historical and cultural sites.
[54]2020EdströmThe author discusses the use of augmented reality surgical navigation in spine surgeries to reduce radiation exposure to medical staff. This study focuses on the implementation of advanced augmented reality technologies to improve the precision and safety of spinal surgery procedures, while also seeking to minimize the risks associated with radiation exposure in the operating room, especially for surgeons and support staff. The article examines how this technology can change the way spine surgeries are performed, providing details about methodologies, results, and potential implications for future surgical practice.
[55]2021BecThe VR and MR technologies explored in this article can be adapted to offer unique experiences in cultural destinations. For instance, they could be used to recreate historical and artistic environments with a level of detail and realism that allows visitors to virtually explore and experience these sites. This would provide an invaluable opportunity for people to access remote, inaccessible, or damaged locations, thereby preserving cultural heritage and expanding access to history and culture for a global audience.
[56]2021HamidThe article highlights how intelligent systems in tourism can analyze complex data to offer personalized and efficient recommendations to travelers. This same logic can be applied to AR in the context of cultural tourism. AR can be powered by intelligent systems that process historical, cultural, and individual preference data to provide highly personalized experiences to visitors of cultural and touristic sites.
[57]2022Skublewska-PaszkowskaThe article highlights how 3D technologies can capture and preserve elements of intangible cultural heritage with precision and detail. These very principles and 3D capture techniques are crucial for creating AR content within the realm of cultural tourism. AR can employ similar techniques to depict intangible elements such as traditions, dances, music, and more, offering visitors an immersive and authentic experience.
[58]2022HjorthThe collaboration between humans and robots, as discussed in the article, emphasizes our need for intuitive interfaces and systems that complement human skills. In the context of AR for cultural tourism, this suggests the importance of user-friendly interfaces that enhance the visitor’s experience by providing contextual and relevant information while exploring historical and cultural sites.
[59]2023KoohangThe multidisciplinary analysis presented in the article is relevant for understanding how AR can expand into a more immersive and complete experience. The metaverse represents an advanced level of virtual interaction, and understanding its components can influence the development of more sophisticated AR applications for cultural tourism.
[60]2023JiangThis study also highlights how AR can be a powerful tool for preserving and conveying the history and culture of a site. This suggests a crucial role for AR in preserving cultural heritage and presenting it in an engaging and accessible manner for visitors.
Table 4. Search results for parameters in the databases.
Table 4. Search results for parameters in the databases.
ParametersWoSScopus
Range2020–2023
Date20 September 2023
Document TypeArticle, book, book chapter, conference proceedings
Words“sustainable tourism”, “natural resources”, “nature-based tourism”, “ecotourism”, “protected areas”, “protection”, “natural resources degradation”, “regional development”, “conservation”, “Augmented Reality”
Results181672
Total (WoS + Scopus)726
Table 5. Analysis of research contributions to augmented reality for tourism and conservation by country.
Table 5. Analysis of research contributions to augmented reality for tourism and conservation by country.
CountryPublications (Total and % of Total)Citations (Total and % of Total)Publications in
Indexed Journals (Quartile Distribution)
Prominent ContributionRef.
China103 (15.63%)1107 (17.79%)Q1: 33%, Q2: 22%, Q3: 20%, Q4: 24%Azuma: Provides a comprehensive insight into augmented reality, defining its fundamental concepts, tracing its historical evolution, and exploring it key components and applications across various fields.[75]
USA70 (10.62%)859 (13.8%)Q1: 61%, Q2: 22%, Q3: 9%, Q4: 9%Ye: Investigates how quarantine measures and social isolation during the COVID-19 pandemic have impacted children’s mental health and behavior, proposing strategies to address these challenges.[76]
Italy66 (10.02%)537 (8.63%)Q1: 36%, Q2: 14%, Q3: 32%, Q4: 18%Chiabrando: Focuses on the representation and management of historical buildings using 3D scanning and modeling technologies, emphasizing the use of HBIM for the preservation of these properties.[48]
Spain35 (5.31%)297 (4.77%)Q1: 50%, Q2: 30%, Q3: 20%Martínez-Graña: Develops a virtual tour utilizing technological tools such as Google Earth and QR codes to showcase geodiversity, offering an educational and interactive experience.[43]
Germany32 (4.86%)275 (4.42%)Q1: 36%, Q2: 9%, Q3: 36%, Q4: 18%Steil: Examines the application of differential privacy in eye tracking to safeguard users’ sensitive information while maintaining the accuracy of the tracking.[77]
United Kingdom28 (4.25%)341 (5.48%)Q1: 56%, Q2: 11%, Q3: 22%, Q4: 11%Dorward: Addresses the cultural and technological phenomenon of the mobile game Pokémon Go, analyzing its positive and negative impacts on nature conservation and the environment.[78]
India25 (3.79%)42 (0.67%)Q1: 25%, Q2: 13%, Q3: 50%, Q4: 13%Kansal: Focuses on the classification of resource management approaches in the fog and edge computing paradigm, conducting a systematic literature review of this field.[79]
Korea23 (3.49%)296 (4.76%)Q1: 50%, Q2: 36%, Q4: 14%Kim: Explores the fundamental role of mobile technology in the tourism industry, analyzing patents, scientific articles, and reviews of mobile tourism apps.[80]
Japan22 (3.34%)603 (2.59%)Q1: 9%, Q2: 4%, Q3: 2%, Q4: 9%Fukuda: Focuses on the development of a system for indoor thermal environment design using augmented reality, with significant implications for energy efficiency and comfort.[81]
Australia18 (2.73%)499 (8.02%)Q1: 100%Bec: Analyzes the possibility of experiencing places, events, or tourist activities virtually or in a mixed manner, using VR and MR technologies.[55]
Table 6. Top ten journals.
Table 6. Top ten journals.
JournalWoSScopusImpact FactorH IndexQuantile
Lecture Notes In Computer Science (Including the subseries Lecture Notes In Artificial Intelligence and Lecture Notes In Bioinformatics)0380.32446Q3
ACM International Conference Proceeding Series0170.21137-
International Archives Of The Photogrammetry, Remote Sensing And Spatial Information Sciences—Isprs Archives0160.2782-
Communications In Computer And Information Science0130.1962Q4
Ceur Workshop Proceedings0120.262-
Lecture Notes In Networks And Systems0120.1527Q4
Sustainability (Switzerland)0120.66136Q1
Proceedings Of Spie—The International Society For Optical Engineering0100.17187-
Journal Of Physics: Conference Series070.1891-
Procedia Computer Science070.51109-
Table 7. Top ten authors on augmented reality in tourism.
Table 7. Top ten authors on augmented reality in tourism.
PositionAuthorAffiliationPublicationsSpecialization Areas and ContributionsRef
1Wang YSchool of Architecture and Design, Nanjing Polytechnic Institute, Nanjing, China9Developing a conceptual framework for smart destinations, focused on Destination Marketing Organizations (DMOs). Explores technology integration and digitization in destination management, collaboration, governance, and the challenges and opportunities for DMOs.[97]
2Liu YJohns Hopkins University, Baltimore, United States8Use of augmented reality in orbital floor reconstruction. AR applications in complex surgical procedures and their support in tourism.[98]
3–5Kim J, Martínez-Graña A, Zhang XNational Security Research Institute, Korea; University of Salamanca, Spain; Northeast Agricultural University, Harbin, China6 eachUse of augmented reality technology to enhance the experience of hikers and tourists in natural sites. Access to real-time geological information and 3D model visualization through mobile devices.[99]
6–10González-Delgado J, Kim S, Li Z, Wang X, Zhang HUniversity of Salamanca, Spain; Kumoh National Institute of Technology, South Korea; Nanchang University, China; Curtin University, Australia; Peking University Third Hospital, China5 eachUse of 3D modeling and virtual reality technology to provide interactive and educational experiences in natural areas. Creation of virtual itineraries for digital exploration of these areas, promoting education and tourism.[100]
Conducting a detailed analysis of authors, as presented in the table, is crucial for several reasons. Firstly, it identifies experts and thought leaders in specific fields. By recognizing the authors with the most publications, those at the forefront of research and development are highlighted, which is essential for understanding current trends and future directions in a field of study. Additionally, this type of analysis helps to map collaboration networks and research patterns, showing how different experts and research centers interact and contribute to collective knowledge. It is also vital for students and other researchers seeking guidance and reliable references in their field of study. By knowing the significant contributions of each author, areas of specialization and innovative approaches that could inspire future work can be identified. Ultimately, this analysis not only recognizes the individual work of the authors but also underscores the importance of interdisciplinary and global collaboration in advancing knowledge and technology.
Disclaimer/Publisher’s Note: The statements, opinions and data contained in all publications are solely those of the individual author(s) and contributor(s) and not of MDPI and/or the editor(s). MDPI and/or the editor(s) disclaim responsibility for any injury to people or property resulting from any ideas, methods, instructions or products referred to in the content.

Share and Cite

MDPI and ACS Style

Ariza-Colpas, P.P.; Piñeres-Melo, M.A.; Morales-Ortega, R.-C.; Rodriguez-Bonilla, A.-F.; Butt-Aziz, S.; Naz, S.; Contreras-Chinchilla, L.d.C.; Romero-Mestre, M.; Vacca Ascanio, R.A. Tourism and Conservation Empowered by Augmented Reality: A Scientometric Analysis Based on the Science Tree Metaphor. Sustainability 2023, 15, 16847. https://doi.org/10.3390/su152416847

AMA Style

Ariza-Colpas PP, Piñeres-Melo MA, Morales-Ortega R-C, Rodriguez-Bonilla A-F, Butt-Aziz S, Naz S, Contreras-Chinchilla LdC, Romero-Mestre M, Vacca Ascanio RA. Tourism and Conservation Empowered by Augmented Reality: A Scientometric Analysis Based on the Science Tree Metaphor. Sustainability. 2023; 15(24):16847. https://doi.org/10.3390/su152416847

Chicago/Turabian Style

Ariza-Colpas, Paola Patricia, Marlon Alberto Piñeres-Melo, Roberto-Cesar Morales-Ortega, Andres-Felipe Rodriguez-Bonilla, Shariq Butt-Aziz, Sumera Naz, Leidys del Carmen Contreras-Chinchilla, Maribel Romero-Mestre, and Ronald Alexander Vacca Ascanio. 2023. "Tourism and Conservation Empowered by Augmented Reality: A Scientometric Analysis Based on the Science Tree Metaphor" Sustainability 15, no. 24: 16847. https://doi.org/10.3390/su152416847

Note that from the first issue of 2016, this journal uses article numbers instead of page numbers. See further details here.

Article Metrics

Back to TopTop