Editorial
Frontiers in Virtual Reality ·
Volume 7 - 2026 | https://doi.org/10.3389/frvir.2026.1990419
Editorial: AI-driven XR applications in cultural heritage: a new era of interactive museums
- Eslam Nofal1,2
- Ramy Hammady3
- Raffaella De Marco4*corresponding author
- 1Department of Architectural Engineering, University of Sharjah, Sharjah, United Arab Emirates
- 2Department of Architectural Engineering, Assiut University, Assiut, Egypt
- 3Winchester School of Art, Faculty of Arts and Humanities, University of Southampton, Southampton, United Kingdom
- 4Department of Civil Engineering and Architecture, University of Pavia, Pavia, Italy
Abstract
Keywords
The proliferation of virtual and augmented reality technologies in cultural institutions has been described as heralding a paradigm shift, in which the ‘environment’ and ontology of cultural interaction are transformed, reshaping the dialectics of the ‘observer-artefact’ relationship (Shu, 2026). This formulation captures precisely what distinguishes the present moment from earlier phases of museum digitisation. Parry (2007) had already identified the sector’s initial encounter with computing as a set of technologies of change, while Cameron and Kenderdine (2007) argued that digital mediation reconfigures the ontological status of the cultural object itself. What is new is the extent to which this reconfiguration is now driven not by static digitisation but by extended reality (XR) and artificial intelligence (AI) systems that actively decide how, when, and to whom cultural content is delivered.
This shift demands sustained theoretical grounding, since technological capability continues to outpace curatorial and philosophical reflection. Virtual museology has traditionally rested on converting artefacts into networks of digital replicas (scanned, reconstructed, or born-digital) that circulate independently of their physical referents. What began as a hybrid, “phygital” design paradigm (Nofal et al., 2017; Nofal et al., 2020), in which digital layers supplemented tangible collections, has increasingly given way to fully virtual horizons in which the physical referent becomes marginal or absent altogether. This trajectory carries a corresponding shift in the unit of design: where curatorial practice once organised itself around the object, XR-mediated and AI-personalised experiences increasingly organise themselves around the embodied visitor. Whatever narratives, media, and channels this proliferation makes available, the cultural object’s significance must remain legible across them - a condition that is philosophical and ontological before it is technical.
The Metaverse extends this trajectory further, promising accessibility and inclusion unconstrained by geography or institutional gatekeeping. Yet full virtuality also produces a countervailing tendency: as the museum dematerialises, human interaction is not eliminated but relocated (De Marco, 2024), reasserting itself as a necessary complement to storytelling delivered through an otherwise non-human medium. This tension is sharpened by the uncertain role AI is being asked to play. AI-driven personalisation and affective computing systems increasingly claim the capacity to infer visitor states and adapt interpretive content in real time (Iakovaki et al., 2026), raising a question this Research Topic was convened to address: would it constitute a genuine improvement for AI to assume responsibility for curatorial intent, or would this represent a further instance of commercial and infrastructural interest encroaching upon a domain historically governed by scholarly judgement? The four contributions gathered within the Research Topic approach this question from complementary theoretical, infrastructural, and empirical perspectives.
Song and Evans provide the Research Topic’s theoretical foundation, applying Heidegger’s ontology of “the thing” and the fourfold to argue that artefacts acquire significance through gathered relations rather than physical properties alone, establishing curatorial intent as the condition under which XR-extended narratives remain legitimate.
Çakmak and Çekmiş operationalise this concern empirically, deploying an AI Director that adapts pacing and feedback to inferred visitor profiles while fixing artefact identity and narrative structure by design; offering the Research Topic’s clearest evidence that AI improves curatorial practice only when curatorial intent is engineered as a structural constraint.
Cunha et al. examine the opposite pole, documenting Museu XYZ’s blockchain-native, decentralised curatorial model, which substantiates the Metaverse’s accessibility promise while simultaneously illustrating the commercial entanglement flagged at the outset, given its dependence on cryptoart and NFT market logics.
Furusawa et al. demonstrate that aesthetic and emotional response in VR varies substantially with embodied locomotion and artwork scale, independently of visual attention, indicating that any AI-driven personalisation must ultimately model embodiment rather than preference alone.
Considered together, these contributions trace an arc from ontological theorisation, through constrained and unconstrained computational implementation, to embodied empirical evaluation, converging on the conclusion that the significance of cultural heritage in immersive environments remains contingent on embodied human experience rather than technological sophistication alone.
Themes explicitly invited by the call (i.e., gamification, XR-based museum games, and virtual humans or AI avatars) find plausible testbeds within the environments this Research Topic has described, though the Research Topic points to no single verdict. Decentralised, community-curated virtual museums, where curatorial authority is already distributed across artists and algorithmic collaborators, lend themselves to cooperative or competitive gamified mechanics, provided reward structures reinforce rather than dilute their non-hierarchical authorship. AI-directed installations anchored to physical heritage sites, whose real-time visitor profiling already differentiates pacing and feedback, sit close to museum-game mechanics in all but name; formalising this proximity would require explicit objectives and scoring without loosening the curatorial constraints that currently prevent drift into arbitrary content. Virtual humans and AI avatars could operate at either pole: as mediating presences restoring human-facing interaction to fully virtual spaces, or as embodied companions in immersive art-viewing environments, where their own embodiment and proximity would need the same careful design already shown to shape aesthetic response.
Beyond these specific themes, the broader opportunity this Research Topic points toward is a cultural heritage sector in which digital artefacts are treated not as static surrogates for physical originals but as first-class objects of curatorial, educational, and social interaction in their own right. Realising this opportunity will require future research that moves from single-institution deployments toward comparative studies across curatorial models (decentralised and centralised, physically anchored and fully virtual), incorporating non-adaptive baselines, longitudinal evaluation across repeated visits, and sustained critical attention to the economic and regulatory structures within which AI-driven curatorial systems are increasingly embedded. As these technologies mature, the philosophical, infrastructural, and embodied dimensions addressed in this Research Topic will remain essential to ensuring that innovation in cultural mediation serves curatorial and public interest rather than supplanting it.
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Footnotes
Edited and reviewed by: Domna Banakou, Ecole Nationale Superieure d'Arts et Metiers - Campus d'Angers, France
Statements
- Conflict of interest
The author(s) declared that this work was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
The author RH declared that they were an editorial board member of Frontiers at the time of submission. This had no impact on the peer review process and the final decision.
- Funding
The author(s) declared that financial support was not received for this work and/or its publication.
- Author contributions
EN: Writing – original draft, Writing – review and editing. RH: Writing – review and editing, Writing – original draft. RD: Writing – review and editing, Writing – original draft.
References
- Cameron F., Kenderdine S. (2007). Theorizing Digital Cultural Heritage: A Critical Discourse (Cambridge, MA: MIT Press).
- De Marco R. (2024). Integration of digital repositories and spatial design within the metaverse: the evaluation of features and narratives to set learning environments on cultural heritage. Int. Arch. Photogramm. Remote Sens. Spatial Inf. Sci., XLVIII-4-2024, 147 – 154. doi:10.5194/isprs-archives-XLVIII-4-2024-147-2024
- Iakovaki E., Konstantakis M., Aliprantis J., Ordoumpozanis K., Pyroti S., Angioplastis A. (2026). “ The museum that feels: AI-driven affective computing for emotion-adaptive AR experiences,” in 2026 International Conference on Advances in Artificial Intelligence and Machine Learning (AAIML) (IEEE). doi:10.1109/AAIML67890.2026.11498226
- Nofal E., Reffat R. M., Vande Moere A. (2017). Phygital Heritage: an approach for Heritage communication. The 3rd Annual International Conference of the Immersive Learning Research Network (Ilrn2017). Coimbra, Portugal, 220 – 229. doi:10.3217/978-3-85125-530-0-36
- Nofal E., Panagiotidou G., Reffat R. M., Hameeuw H., Boschloos V., Vande Moere A. (2020). Situated tangible gamification of Heritage for supporting collaborative learning of Young Museum visitors. J. on Comput. and Cult. Herit. (JOCCH), ACM 13 (1), 1 – 24. doi:10.1145/3350427
- Parry R. (2007). Recoding the Museum: Digital Heritage and the Technologies of Change. London: Routledge.
- Shu Y. (2026). Virtual tours in digital museums: VR and AR technologies in the modern cultural space. Int. J. Human–Computer Interact. 42 (6), 4318 – 4334. doi:10.1080/10447318.2025.2537799
Citation
Nofal, E., et al. (2026). Editorial: AI-driven XR applications in cultural heritage: a new era of interactive museums. Frontiers in Virtual Reality, Volume 7. https://doi.org/
- Received
- Accepted
- Published
- Volume
- 7 - 2026
Copyright
Copyright © 2026 Nofal, Hammady and De Marco.
License: https://creativecommons.org/licenses/by/4.0/
*Correspondence: Raffaella De Marco
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