Sacred Spaces in the Digital Age: Perceptions of Lutheran Christian Priests on Augmented Reality at Holy Sites

Author:

Laato Samuli1ORCID,Rauti Sampsa2ORCID,Laato Anni Maria3ORCID,Al‐Msallam Samaan1ORCID,Jung Sangwon1ORCID,Sutinen Erkki4ORCID,Hamari Juho5ORCID

Affiliation:

1. Gamification Group, Tampere University, Finland

2. University of Turku, Finland

3. Åbo Akademi University, Finland

4. Future Tech Lab, Campus Windhoek, University of Turku, Namibia and Interaction Design Lab, University of Turku, Finland

5. Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Finland

Funder

Academy of Finland

Publisher

ACM

Reference59 articles.

1. Intelligent cathedrals: Using augmented reality, virtual reality, and artificial intelligence to provide an intense cultural, historical, and religious visitor experience

2. AppleInc.2023. Apple Vision Pro.

3. Virtually (re)constructed reality: the representation of physical space in commercial location-based games

4. Anatolii Belousov, Terho Ojell-Järventausta, Mila Bujić, Joseph Macey, and Juho Hamari. 2023. Digitally-Induced Altered States of Consciousness and Playful HCI: Future Research Agenda of a Novel Perspective. In Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM, Stratford, Canada, 127–134.

5. Răzvan Gabriel Boboc, Florin Gîrbacia, Mihai Duguleană, and Aleš Tavčar. 2017. A handheld Augmented Reality to revive a demolished Reformed Church from Braşov. In Proceedings of the Virtual Reality International Conference-Laval Virtual 2017. 1–4.

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