Designing immersive experiences for heritage sites: Developing VR-focused guidance based on a case study of Nottingham's caves

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Authors: Desdemona Yaa Asobayire, Glyn Lawson, Setia Hermawati, Christopher King
Cited by: 3
References: 43

Abstract

Immersive technologies such as Virtual and Augmented Reality (VR and AR) are increasingly being adopted by cultural institutions to enhance engagement, learning and emotional connection. However, questions remain around inclusivity, sustainability, and authenticity. This paper reports a qualitative case study of Nottingham’s historic caves, in which prototype VR and AR demonstrators were used as discussion prompts with technology developers, heritage stakeholders, and public visitors. Semi-structured interviews (n=32) explored perceptions of immersion, accessibility, feasibility, educational value, and ethics. Findings show that immersive experiences can deepen emotional connection and foster curiosity, but their impact depends on delivery context, usability, and institutional support. Participants highlighted risks of exclusion, technical fragility, and narrative ambiguity, alongside opportunities for widening access and enhancing learning. The study contributes practical guidance for designing inclusive, authentic, and sustainable immersive heritage experiences, emphasising co-design, hybrid delivery models, and transparent operational planning.

Fields of Study & Subjects

Virtual Reality Applications and Impacts Augmented Reality Applications Spatial Cognition and Navigation

Publication details

Journal / source
Digital Applications in Archaeology and Cultural Heritage
Publisher
Elsevier BV
Volume
40
Pages
e00510–e00510
Publication date
29 January 2026
Language
EN