How Extended Reality Is Shaping Smart Cities: A Systematic Literature Review
Abstract
1. Introduction
- RQ1. What are the key application domains of XR in smart cities?
- RQ2. How do users interact with objects in these applications?
- RQ3. What types of sensory feedback are provided?
2. Methods
2.1. Paper Selection
- Planning the search strategy.
- Defining the research questions.
- Identifying keywords and search criteria.
- Searching for relevant papers.
- Defining and applying exclusion criteria.
- Written in the English language.
- Published in journals or conference proceedings (i.e., conference papers and book chapters).
- Published between 2009 and 2024.
- Relevant to the fields of urban design and management, engineering, and computer science.
- The article does not mention VR, AR, XR, or MR technologies.
- The technologies discussed are not applied to the context of urban intelligence or smart cities.
- The article presents a literature review rather than a user study.
- The result of applying the EC1 was a list of 153 papers.
2.2. Paper Analysis
3. Results
3.1. Application Domains
3.1.1. Planning and Design
3.1.2. Maintenance, Management, and Monitoring
| XR Application Domains | Use Cases |
|---|---|
| Planning and Design (n = 9) | Cities [24,25,26,27,30] Authoring tools [28] Viewscape [31,32] Underground commercial streets [29] |
| Maintenance, Management and Monitoring (n = 25) | Gas pollution [42] Geo-infographics [38] Green and smart buildings [44] Water Management Systems [35,36] Pedestrian routes [45] Energy management system [37] Urban data [46,47,48,49,50,51] Sea level [34] Housing registry information [40] Air b&b [52] Business localization [53] Smart parking system [41,54,55] Urban objects [56] Street lighting management [43] |
| Navigation, Transportation and Traffic Management (n = 18) | Campus [39] Cities [57,58,59,60,61] Archaeological parks [62] Cyclist / pedestrian behavior [63,64] Inclusion: Visually Impaired [65], Mobility-Impaired [66], Deaf [67], Elderly [68] Driving experience [69,70,71,72,73] |
| Entertainment, Tourism and Cultural Heritage (n = 26) | Tourism system [74,75,76,77,78,79,80] Digital Reconstruction of Historical Site [81] Urban games [82,83,84,85,86,87] Urban art [88,89] Authoring tools [90] Cultural experiences [91,92,93,94] |
| Public Safety, Emergency Response and Healthcare (n = 8) | Site safety [33,95] Traffic system: General [96], Emergency services [97,98] Cityscape Protection [99] Healthcare services: Cognitive assistance [100] Caregivers assistance [101] |
| Public Engagement and Participation (n = 10) | Housing complex [102] Participative practices [103,104] Community interaction [105,106] Civic participation [37,70,107,108] Fab-living-lab [109] |
3.1.3. Navigation, Transportation, and Traffic Management
3.1.4. Entertainment, Tourism, and Cultural Heritage
3.1.5. Public Safety, Emergency Response, and Healthcare
3.1.6. Public Engagement and Participation
3.2. Technology Adoption and Interaction
3.2.1. Output Devices
3.2.2. Input Devices and Tracking Technologies
3.2.3. Sensory Feedback
Visual Feedback
- Physiological cues:
- ○
- Binocular: accommodation, vergence, stereopsis.
- ○
- Monocular: motion parallax.
- Psychological cues (monocular):
- ○
- Retinal image size, linear/aerial perspective, shading.
Auditory Feedback
Tactile Feedback
4. Discussion
- Planning and Design;
- Maintenance, Operation, and Monitoring;
- Navigation, Transportation, and Traffic Management;
- Entertainment, Tourism, and Cultural Heritage;
- Public Safety, Emergency Response, and Healthcare;
- Public Engagement and Participation.
4.1. Implications for Sustainable Urban Development and Urban Intelligence
4.2. Future Research Directions
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| AR | Augmented Reality |
| EC | Exclusion Criteria |
| FOV | Field-of-View |
| GISs | Geographical Information Systems |
| ICTs | Information and Communication Technologies |
| MR | Mixed Reality |
| PRISMA | Preferred Reporting Items for Systematic Reviews and Meta-Analysis |
| SLR | Systematic Literature Review |
| VR | Virtual Reality |
| XR | eXtended Reality |
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| Database | Search Fields | Documents Returned | |
|---|---|---|---|
| Before Refinement | After Refinement | ||
| Scopus | Title-Abs-Key | 246 | 168 |
| IEEE Xplore | All metadata | 235 | 127 |
| Web of Science | All fields | 290 | 205 |
| Total | 771 | 500 | |
| Type | Source | |
|---|---|---|
| Head-mounted display (n = 42) | HTC Vive | [27,42,46,57,64] |
| Oculus | Rift [29,31,44,61,71,109,111]; Quest [61] | |
| Microsoft HoloLens | [24,25,34,51,100] | |
| AR Glasses | [27,45,104,107,112] | |
| Others | Smartphone-based [56]; VR Box Virtual Reality Head Mounted Display [39]; Google Glass [53]; Not specified [43,45,47,49,50,52,60,63,67,74,92,95,96,99,112,113,114] | |
| Hand-held display (n = 48) | Smartphone | [27,34,36,37,43,45,48,52,53,55,59,60,63,66,67,68,75,76,77,79,80,81,84,85,86,88,89,90,98,99,100,101,102,108,115] |
| Tablet | [27,38,40,45,52,59,66,68,75,85,86,90] | |
| CAVE (n = 5) | [24,25,26,45,109] | |
| Monitors (n = 5) | [27,42,72,104,109] | |
| Projectors (n = 10) | [31,45,70,71,79,86,87,95,96,102] | |
| Type | Source | |
|---|---|---|
| Hand movement-based input (n = 62) | VR controller | [27,29,31,32,45,46,57,61,92,96,99,112] |
| Mouse and keyboard | [27,42,109] | |
| Hand/finger/arm movement tracking (e.g., leap motion and Kinect) | [23,49,71,104,106,112,114] | |
| Touchscreen | [27,31,32,36,37,38,40,43,48,52,53,55,57,59,60,63,66,68,75,76,78,79,81,82,84,86,87,88,89,91,100,103,104,109,110,113,115] | |
| Other | Steering wheel and pedals [71] | |
| Eye/head movement—based input (n = 18) | Head tracking | [23,26,30,47,104,106,112,113,114] |
| Eye tracking | [23,26,30,47,58,71,99,104,112] | |
| General body movement (n = 14) | Camera, sensors or other tracking device | compass, accelerometer, optical flow, filtering [65]; geo-location, RFID [28]; IoT [56]; vibration, optical sensor [68]; position tracking system, tactile sensor [44]; water-quality sensor [35]; standard body sensor [82]; particulate matter, temperature, and humidity [45]; LoRa, NB-IoT, and 6LoWPAN [43]; motion sensor and the FAAST [109]; proximity sensors [98]; EEG [113]; AV sensors [72]; temperature, humidity, smoke, harmful gas sensors [112] |
| Voice input (n = 2) | Speaker/speech | sound system [44]; speech-based input [72] |
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Ricci, M.; Mosca, N.; Rafik, M.; Di Summa, M. How Extended Reality Is Shaping Smart Cities: A Systematic Literature Review. Appl. Sci. 2026, 16, 679. https://doi.org/10.3390/app16020679
Ricci M, Mosca N, Rafik M, Di Summa M. How Extended Reality Is Shaping Smart Cities: A Systematic Literature Review. Applied Sciences. 2026; 16(2):679. https://doi.org/10.3390/app16020679
Chicago/Turabian StyleRicci, Marina, Nicola Mosca, Moh Rafik, and Maria Di Summa. 2026. "How Extended Reality Is Shaping Smart Cities: A Systematic Literature Review" Applied Sciences 16, no. 2: 679. https://doi.org/10.3390/app16020679
APA StyleRicci, M., Mosca, N., Rafik, M., & Di Summa, M. (2026). How Extended Reality Is Shaping Smart Cities: A Systematic Literature Review. Applied Sciences, 16(2), 679. https://doi.org/10.3390/app16020679

