Page 158 - Studia Universitatis Hereditati, vol 13(2) (2025)
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ment. Proposals to expand the festival through   comprehensive digital heritage infrastructure.
               educational, research-oriented, and interpretive   The increased accessibility and  interactivity of
               programmes have been emphasised as a means   these digital displays can strengthen the connec-
               of strengthening Osor’s role as a year-round ar-  tion  between  heritage  and  individuals,  which
               chaeological and cultural site (Čorak 2013, 23).   contributes to long-term preservation efforts
               In this sense, the Osor Musical Evenings func-  (Pleše 2024, 23).
               tion not only as a cultural event but as a form of   Serious games are designed to combine en-
               archaeological mediation, contributing to place   tertainment with learning, making them very
               branding grounded in the past and local legiti-  useful for heritage education (Mortara et al.
               macy, which must resonate with the communi-  2014, 319; DaCosta and Kinsell 2022). They can
               ty before achieving wider recognition (Cukrov   simulate excavationa, trade networks, or settle-
               2010, 106).                                 ment dynamics, and allow users to experiment
        158    Digital Heritage Tools                      with historical scenarios. This participatory di-
                                                           mension changes and shifts heritage interpre-
               Augmented reality and virtual reality have be-  tation from passive reception to active explo-
        studia universitatis hereditati, letnik 13 (2025), številka 2 / volume 13 (2025), number 2
               come popular tools in heritage interpretation.   ration, providing immediate feedback (Hulin
               Users can visualise lost structures, explore inac-  2021, 2; García et al.  2024; Thise  et al.  2025,
               cessible areas, and engage with historical narra-  318). They can help disseminate archaeological
               tives in immersive ways (Quattrini et al. 2016,   findings and methodologies, encouraging play-
               383; Fazio et al. 2019, 511; De Bonis et al. 2022,   ers to engage with reconstructed historical set-
               92). In archaeological contexts, AR overlays can   tings (Kingsland 2023, 63; Murtas and Lombar-
               superimpose reconstructions onto present-day   do 2024, 1). For Osor, serious games could model
               ruins, and VR environments can simulate entire   Bronze and Iron Age settlemens, maritime trade
               landscapes and urban spaces across time peri-  routes, or urban transformations. Players could
               ods (Kingsland 2023, 63; Rodríguez-Garcia et al.   decide about resource management, defence, or
               2024). These technologies are particularly use-  ritual practice, and this way learn about the log-
               ful for making remote, fragile, or physically in-  ics of past communities. Such simulations would
               accessible sites available to a wider audience, in-  not replace scientific interpretation but trans-
               cluding underwater archaeological sites (Haydar   late it into experiences. Serious games also sup-
               et al. 2011, 312; Bruno et al. 2017, 1). In Osor, AR   port inclusion of younger audiences and using
               and VR have already been implemented in the   different learning styles. When integrated in ed-
               form of the Osorski vremeplov, which allows vis-  ucation, they help develop heritage literacy, his-
               itors to experience reconstructed views of twelve   torical empathy, and perception of archaeology
               locations within the historic town through VR   (Kilis et al. 2025, 1).
               headsets (Pleše 2024, 31). This initiative repre-  Among participatory digital tools, Mine-
               sents an important proof of concept, demon-  craft Education Edition has bacome effective
               strating that digital reconstruction can enhance   platform for heritage interpretation and teach-
               visitor understanding without requiring exten-  ing. Its block-based environment allows users to
               sive physical interventions in protected areas.   reconstruct historical sites collaboratively, base-
               However, current implementations remain site   don archaeological evidence and pedagogical ob-
               bound. A more systematic approach would in-  jectives (Fernández and Medeiros 2019; Hobbs
               tegrate AR and VR into a broader interpretive   et al. 2023, 138; Krappala et al. 2024). Heritage
               ecosystem, linking them with archaeological da-  projects across Europe have used Minecraft to
               tabases, educational content, and tourism plat-  model castles, towns, and landscapes, integrat-
               forms. Such integration would transform iso-  ing history, geography, and environmental stud-
               lated digital experiences into components of a   ies. In Osor, Minecraft could be used to recreate
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