Implementation of Augmented Reality Technologies in Artwork Creating Process




Augmented reality, Digital technology, AR Installation, Virtual reality, Three-dimensional content.


This article investigates the possibility of introducing and refining augmented reality (AR) technologies in the artwork creating process. In this context, the article examines cultural projects that AR technologies. The research methodology is a combination of several methods: analytical – for accounting for historical and fictional literature; theoretical and conceptual method – for analyzing the conceptual and terminological system of research and identifying the specifics of introducing the AR technology into cultural and artistic practice; comparative typological – for comparing AR and VR technologies, analyzing projects aimed at studying AI technologies and art interaction. The author has identified that in the process of creating augmented reality content, it is important to carefully link virtual models with the image of real space using markers. The author proves that the AR-compositions creation does not require significant financial resources and a large number of specialists. On the other hand, augmented reality technology provides significant advantages of viewing the necessary context: visualization, volumetric image, and interactive use of the necessary material. It has been established that virtual content can significantly change the content and ideological content of a work of art. Based on the marker image, a new artistic context is created and organized into an AR installation.

Author Biography

Tetiana Sovhyra, Kyiv National University of Culture and Arts, 36, Konovaltsia, Kyiv, Ukraine, postal code 01133

Кандидат искусствоведения, декан факультета искусств Киевского университета культуры, старший преподаватель кафедры эстрадного искусства и режиссуры массовых мероприятий Киевского национального университета культуры и искусств, ул. Коновальца, 36, Киев, Украина, почтовый индекс 01133 ( STIsovgyra @ gmail .com )


Bonetti, F., Warnaby, G., & Quinn, L. (2018). Augmented reality and virtual reality in physical and online retailing: A review, synthesis and research agenda. Augmented reality and virtual reality. Progress in IS: 119-132.

Chen, Y., Wang, Q., Chen, H., Song, X., Tang H., & Tian, M. (2019). An overview of augmented reality technology. Journal of Physics: Conference Series, 1237 (2). Retrieved from:

Fan, W., & Liang, Zh. (2012). An overview of the development and application of augmented reality technology. Computer Knowledge and Technology, 34: 8319-8325.

Flavian, C., Ibanez-Sanchez, S., & Orus, C. (2019). The impact of virtual, augmented and mixed reality technologies on the customer experience. Journal of Business Research Volume, 100: 547-560.

Freeman, S., Robinson, A., Ehlers, A., Clark, D., Spanlang, B., & Slater, M. (2017). Virtual reality in the assessment, understanding, and treatment of mental health disorders. Psychological Medicine, 47(14): 2393-2400.

Gardabkhadze, I. A. (2019). Augmentation of reality as a factor of genesis of trajes in the fen-industry. Vesnik KNUKiM, 40: 189-196.

Griffin, T., Giberson, J., Lee, S. H., Guttentag, D., Kandaurova, M., Sergueeva, K., & Dimanche, F. (2017). Virtual reality and implications for destination marketing. Proceedings of the 48th Annual Travel and Tourism Research Association (TTRA).

Hongyan, Q., Changbo, W. & Junjun, L. (2008). Research review of vision-based augmented reality technology. Robotics, 4: 379-384.

Joseph, A. S. (2015). Augmented Reality: A Technology for Integrated Learning. XX IDEA Annual Conference (Tamilnadu, India). Retrieved from:

Kerrebroeck, H. Van, Brengman, M., & Willems, K. (2017). Escaping the crowd: An experimental study on the impact of a Virtual Reality experience in a shopping mall. Computers in Human Behavior, 77: 437–450.

Kreutzer., Ralf T., & Sirrenberg, M. (2020). Understanding Artificial Intelligence: Fundamentals, Use Cases and Methods for a Corporate AI Journey. Springer.

Krevelen, Van, D. W. F., & Poelman, R. (2015). A Survey of Augmented Reality Technologies, Applications and Limitations. International Journal of Virtual Reality, 9(2): 1–20.

Kulakoğlu-Dilek, N., Kızılırmak, I., & Dilek, S. E. (2018). Virtual reality or just reality? A SWOT analysis of the tourism industry. Journal of Tourismology, 4(1): 67-74.

Mamontov, D. I. (2009). Enriching reality: Technology AR. Popular Mechanics. Retrieved from:

Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education. A meta-analysis Computers & Education, 70: 29-40.

Mironova, T. (2020). New tool. How technology is changing the art world. Retrieved from:

Rosenberg, L. B. (1993). Virtual fixtures as tools to enhance operator performance in telepresence environments. Proc. SPIE 2057, Telemanipulator Technology and Space Telerobotics.

Ruesseler, A. (2006). The discovery of a Camera obscura in Jan Vermeer van Delft's painting Die Malkunst. Zeitschrift für Kunstgeschichte, 69(4): 541-547.

Steuer, J. (1992). Defining Virtual Reality: Dimensions Determining Telepresence. Journal of Communication, 42(4): 73-93.




How to Cite

Sovhyra, T. (2020). Implementation of Augmented Reality Technologies in Artwork Creating Process. Journal of History Culture and Art Research, 9(4), 111-121.