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Intelligent Interaction in Cultural Heritage

A special issue of Applied Sciences (ISSN 2076-3417). This special issue belongs to the section "Computing and Artificial Intelligence".

Deadline for manuscript submissions: 20 February 2026 | Viewed by 9695

Special Issue Editors


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Guest Editor
eLearning Department, Institute for Computer Science and Control, H-1111 Budapest, Hungary
Interests: combinatorial optimization; multimedia; mobile applications
Special Issues, Collections and Topics in MDPI journals

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Guest Editor
Institute of Mathematics and Informatics, Bulgarian Academy of Sciences, 1113 Sofia, Bulgaria
Interests: multimedia digital libraries and services; digital humanities; knowledge technologies and semantic web for cultural heritage; elearning technologies

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Guest Editor
Institute of Mathematics and Informatics, Bulgarian Academy of Sciences, 1113 Sofia, Bulgaria
Interests: digitization; semantic web; ethnology; folklore studies; culture anthropology; communities and identities; ethno-statistics; museums and archives; digital libraries

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Guest Editor
School of Electrical and Computer Engineering, Technical University of Crete, 74100 Crete, Greece
Interests: multimedia digital libraries; eLearning; information systems; semantic web

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Guest Editor
Computer and Automation Institute, Hungarian Academy of Sciences, P.O. Box 63, H-1518 Budapest, Hungary
Interests: discrete mathematics; database systems and models; algorithms

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Guest Editor
Computer Science, Institute of Mathematics and Informatics, Bulgarian Academy of Sciences, 1113 Sofia, Bulgaria
Interests: mathematical linguistics and knowledge processing

Special Issue Information

Dear Colleagues,

The innovations of information technology are quickly becoming widespread in the domain of cultural heritage. Recent developments in human–computer interaction have enabled the creation of new, effective, and user-friendly products and services for uses related to this domain. By applying new technologies such as virtual reality, augmented reality, artificial intelligence, and computer vision, significant value-added services can be created that facilitate understanding, appreciation, and preservation of cultural heritage; bring cultural heritage closer to people; impressively display the value of such heritage; and reach a broader audience than ever before. Moreover, the adoption of advanced information technologies within the domain of cultural heritage affects the creative industry, the tourism industry, the public sector, and more.

Recent developments, such as creative interactive digital tools, can improve the access and exploitation of the rich and diverse digital cultural heritage. These can be used in a wide range of cultural-heritage-related areas and can include digitization, intelligent curation, re-use, reinterpretation, understanding, personalization, adaptation, protection, restoration, archiving, and preservation, among other.

Therefore, this Special Issue on “Intelligent Interaction in Cultural Heritage” welcomes submissions of original research works related to the application of interactive digital tools and methodologies to the concept of cultural heritage. The call is open to a broad thematic range of papers covering recent innovative results, research projects, case studies, reviews, comparison studies, and developments.

Dr. Tibor Szkaliczki
Prof. Dr. Desislava Paneva-Marinova
Dr. Detelin Luchev
Dr. Nektarios Moumoutzis
Prof. Dr. János Demetrovics
Prof. Dr. Radoslav Pavlov
Guest Editors

Manuscript Submission Information

Manuscripts should be submitted online at www.mdpi.com by registering and logging in to this website. Once you are registered, click here to go to the submission form. Manuscripts can be submitted until the deadline. All submissions that pass pre-check are peer-reviewed. Accepted papers will be published continuously in the journal (as soon as accepted) and will be listed together on the special issue website. Research articles, review articles as well as short communications are invited. For planned papers, a title and short abstract (about 100 words) can be sent to the Editorial Office for announcement on this website.

Submitted manuscripts should not have been published previously, nor be under consideration for publication elsewhere (except conference proceedings papers). All manuscripts are thoroughly refereed through a single-blind peer-review process. A guide for authors and other relevant information for submission of manuscripts is available on the Instructions for Authors page. Applied Sciences is an international peer-reviewed open access semimonthly journal published by MDPI.

Please visit the Instructions for Authors page before submitting a manuscript. The Article Processing Charge (APC) for publication in this open access journal is 2400 CHF (Swiss Francs). Submitted papers should be well formatted and use good English. Authors may use MDPI's English editing service prior to publication or during author revisions.

Keywords

  • cultural heritage
  • user interactions
  • machine learning
  • multimedia
  • content presentation
  • human–computer interaction
  • augmented reality
  • virtual reality

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Published Papers (6 papers)

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Research

18 pages, 9794 KiB  
Article
Evaluation of Cultural Ecosystem Services in the Urban Parks of Macau from a Cultural Heritage Perspective
by Kehui Liu, Pohsun Wang and Jing Liu
Appl. Sci. 2025, 15(7), 3946; https://doi.org/10.3390/app15073946 - 3 Apr 2025
Viewed by 319
Abstract
Cultural ecosystem services (CES) provided by 12 major urban parks on the Macau Peninsula were quantitatively evaluated using social media data. Furthermore, the potential implications of these findings for cultural heritage preservation and landscape design optimization were investigated. A CES evaluation framework consisting [...] Read more.
Cultural ecosystem services (CES) provided by 12 major urban parks on the Macau Peninsula were quantitatively evaluated using social media data. Furthermore, the potential implications of these findings for cultural heritage preservation and landscape design optimization were investigated. A CES evaluation framework consisting of six dimensions was established. User-generated content (UGC) was then collected using web-crawling techniques. A sentiment analysis based on natural language processing (NLP) and a spatial clustering analysis were subsequently performed on the collected data. Significant differences between CES dimensions were identified across Macau’s urban parks (F = 19.45, p < 0.01). Among the CES dimensions, esthetic appreciation (M = 76.04) and landscape experience (M = 72.47) received the highest scores. Moreover, landscape experience was found to have the strongest influence on visitors’ emotional evaluations (β = 0.95, p < 0.01). The spatial autocorrelation analysis indicated that the CES distribution did not exhibit significant clustering patterns (Z = 0.59). Based on these findings, it is recommended that educational functions be enhanced, public facilities upgraded, and local cultural heritage integrated into landscape and spatial planning. This research provides a novel CES quantification method based on social media data. It also offers theoretical and practical frameworks for urban planning and cultural heritage conservation in Macau. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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19 pages, 8279 KiB  
Article
Mobile Pedestrian Navigation, Mobile Augmented Reality, and Heritage Territorial Representation: Case Study in Santiago de Chile
by Jorge Joo-Nagata and Jorge Rodríguez-Becerra
Appl. Sci. 2025, 15(6), 2909; https://doi.org/10.3390/app15062909 - 7 Mar 2025
Viewed by 429
Abstract
Augmented reality and mobile pedestrian navigation are trends in mobile devices that, as a whole, are what mobile augmented reality is. This technology has great potential for the visualisation of content about heritage. Considering the above and the quality of the heritage elements, [...] Read more.
Augmented reality and mobile pedestrian navigation are trends in mobile devices that, as a whole, are what mobile augmented reality is. This technology has great potential for the visualisation of content about heritage. Considering the above and the quality of the heritage elements, it is possible to characterise these aspects territorially, allowing for the analysis of location sensors. These new spatial aspects complement the presentation of information on these resources. In this way, by incorporating territorial indicators of different kinds, it is possible to classify and determine areas with specific characteristics and relate them to particular heritage values. In this research, we worked with a specific sector of the city of Santiago de Chile and its heritage buildings. Through the analysis of its qualities and the incorporation of the location of the devices, it was possible to characterise and territorially classify the behaviour of users in consideration of their displacement and heritage quality. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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18 pages, 4750 KiB  
Article
Raising Awareness of Climate Heritage Resilience and Vulnerability by Playing Serious Video Games
by Boyan Bontchev, Valentina Terzieva, Luciano De Bonis, Rossella Nocera, Dessislava Vassileva and Giovanni Ottaviano
Appl. Sci. 2025, 15(1), 21; https://doi.org/10.3390/app15010021 - 24 Dec 2024
Viewed by 733
Abstract
Contemporary climate change affects not only human beings and natural ecosystems but tangible cultural heritage, too. Understanding and appreciating climate change’s influence on built cultural heritage involves raising awareness of vulnerability and resilience issues. Hence, educators need to develop integrated approaches to teaching [...] Read more.
Contemporary climate change affects not only human beings and natural ecosystems but tangible cultural heritage, too. Understanding and appreciating climate change’s influence on built cultural heritage involves raising awareness of vulnerability and resilience issues. Hence, educators need to develop integrated approaches to teaching the protection and preservation of architectural heritage from climate change, including the creation of educational resources, including serious video games, to teach climate resilience and vulnerability. In this context, the authors developed two 3D maze video games—“Let Us Save Venice” and the Vulnerability game—focused on engaging students and raising awareness of climate heritage issues. The article discusses the results from the experimental validation of the Vulnerability game and tries to answer how game design enhanced by using the revised Bloom taxonomy and active collaboration with domain specialists can improve learning outcomes, learnability factors, and game experience. The findings suggest that the maze games can effectively supplement traditional teaching approaches in raising awareness and teaching climate resilience in cultural heritage contexts. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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28 pages, 7566 KiB  
Article
Construction of Cultural Heritage Knowledge Graph Based on Graph Attention Neural Network
by Yi Wang, Jun Liu, Weiwei Wang, Jian Chen, Xiaoyan Yang, Lijuan Sang, Zhiqiang Wen and Qizhao Peng
Appl. Sci. 2024, 14(18), 8231; https://doi.org/10.3390/app14188231 - 12 Sep 2024
Cited by 2 | Viewed by 2054
Abstract
To address the challenges posed by the vast and complex knowledge information in cultural heritage design, such as low knowledge retrieval efficiency and limited visualization, this study proposes a method for knowledge extraction and knowledge graph construction based on graph attention neural networks [...] Read more.
To address the challenges posed by the vast and complex knowledge information in cultural heritage design, such as low knowledge retrieval efficiency and limited visualization, this study proposes a method for knowledge extraction and knowledge graph construction based on graph attention neural networks (GAT). Using Tang Dynasty gold and silver artifacts as samples, we establish a joint knowledge extraction model based on GAT. The model employs the BERT pretraining model to encode collected textual knowledge data, conducts sentence dependency analysis, and utilizes GAT to allocate weights among entities, thereby enhancing the identification of target entities and their relationships. Comparative experiments on public datasets demonstrate that this model significantly outperforms baseline models in extraction effectiveness. Finally, the proposed method is applied to the construction of a knowledge graph for Tang Dynasty gold and silver artifacts. Taking the Gilded Musician Pattern Silver Cup as an example, this method provides designers with a visualized and interconnected knowledge collection structure. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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20 pages, 1164 KiB  
Article
The Influence of AR on Purchase Intentions of Cultural Heritage Products: The TAM and Flow-Based Study
by Siqin Wang, Weiqi Sun, Jing Liu, Ken Nah, Wenjun Yan and Suqin Tan
Appl. Sci. 2024, 14(16), 7169; https://doi.org/10.3390/app14167169 - 15 Aug 2024
Cited by 3 | Viewed by 2820
Abstract
AR integrates virtual elements with the real world in real-time to enhance interactivity and vividness, which may influence consumers’ perceptions and payment intentions. This study explores the impact of Augmented Reality (AR) on consumer willingness to pay for cultural heritage products, utilizing the [...] Read more.
AR integrates virtual elements with the real world in real-time to enhance interactivity and vividness, which may influence consumers’ perceptions and payment intentions. This study explores the impact of Augmented Reality (AR) on consumer willingness to pay for cultural heritage products, utilizing the Technology Acceptance Model (TAM) and flow theory. This study analyzes 603 responses (quantitative data) to understand consumer perceptions of AR in the purchasing process of cultural heritage products. The findings reveal that perceived usefulness, ease of use, and flow experience significantly enhance consumer purchase intentions, with ease of use also amplifying the effects of perceived usefulness and flow experience. Additionally, the immersive, interactive, and aesthetic aspects of AR contribute positively to ease of use and flow experiences, with immersion notably impacting perceived usefulness. The results support the research model with robust explanatory power, offering practical insights for employing AR to improve marketability and consumer engagement with cultural heritage products. This paper contributes to the existing literature by bridging the gap in understanding the role of AR in enhancing consumer experiences and financial outcomes in the cultural heritage domain. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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22 pages, 747 KiB  
Article
How Do Location-Based AR Games Enhance Value Co-Creation Experiences at Cultural Heritage Sites? A Process Perspective Analysis
by Jiahui Guo, Jiayi Xu and Younghwan Pan
Appl. Sci. 2024, 14(15), 6812; https://doi.org/10.3390/app14156812 - 4 Aug 2024
Cited by 1 | Viewed by 2179
Abstract
The sustainable development of tourism in cultural heritage sites benefits from the active participation of tourists in the co-creation process. Location-based AR games show great potential in tourists’ participation in creation and positive experiences. This study explores the relationship between the stage factors [...] Read more.
The sustainable development of tourism in cultural heritage sites benefits from the active participation of tourists in the co-creation process. Location-based AR games show great potential in tourists’ participation in creation and positive experiences. This study explores the relationship between the stage factors of the co-creation experience and the overall co-creation. Combining the service-dominant logic and process perspective of value co-creation theory, this research proposes a conceptual framework for co-creating experiences in cultural heritage tourism using augmented reality technology through two studies. In the first phase of the study, quantitative research was conducted on 256 visitors to measure the impact of factors in the three processes of pre-co-creation experience, on-site experience, and post-co-creation experience on the overall co-creation experience. In the study’s second phase, follow-up qualitative interviews were conducted based on multiple linear regression analysis results to expand the interpretation of the relationship and importance of factors affecting the co-creation experience process. The results show that psychological engagement, awareness, knowledge, and social relations during pre-visitation help enhance the overall co-creation experience. In contrast, the overall co-creation experience is enriched by real-time storytelling, interaction, and emotional resonance in both on-site and post-experience processes. The proposal of this framework model advances the discussion of augmented reality technology and co-creation experience to the empirical level. It provides a basis for further tourism co-creation experience design practice. Full article
(This article belongs to the Special Issue Intelligent Interaction in Cultural Heritage)
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