02816nas a2200301 4500000000100000008004100001653002700042653001700069653002200086653002100108653002300129653001800152653001700170653002600187653003100213653003400244653002100278653001200299653002900311653002800340653001600368653002300384100001800407700002100425245013400446856015100580520178300731 2024 d10aArchitectural heritage10aarchitecture10aAugmented reality10aCharacter models10aDigital characters10aDigital world10aDigitisation10aHistoric preservation10aHuman computer interaction10aIntangible cultural heritages10aLearning systems10aLeather10aMobile Augmented Reality10aPhysical scale modeling10aScale-model10aUsers experiences1 aSophie Galani1 aSpyros Vosinakis00aAn augmented reality approach for communicating intangible and architectural heritage through digital characters and scale models uhttps://www.scopus.com/inward/record.uri?eid=2-s2.0-85186856549&doi=10.1007%2fs00779-024-01792-x&partnerID=40&md5=da1435ee4e3d0aeb83efa2b8b255d0783 aIntangible cultural heritage (ICH) represents living cultural expressions and practices that are part of the heritage of a community, and their preservation and transmission are considered highly important. Various methods and tools have been applied so far for the digitization and dissemination of ICH content including a wide range of technologies. Mobile augmented reality is a promising solution along this path that enables the overlap of digital and real-world information in an engaging and efficient manner. Despite the widespread use of AR in cultural heritage, there are not many studies regarding the user experience, the learning outcomes, and the way in which users observe and interact with the virtual content. This paper presents a mobile augmented reality installation that re-enacts the stages of leather tanning process, adopting a novel approach that augments 3D content upon a physical scale model of an old tannery. This approach pursues to transmit the cultural value of traditional craftmanship to visitors of the building and associate its architectural elements to its history and use. A user evaluation was conducted aiming to measure the users’ engagement, learning, and experience using the installation. The encouraging results led to a follow-up study about the impact of the physical scale model on the experience. Two variations of the experience have been studied, one with a physical scale model and one with a digital-only version in a between-subject design. The results of the two studies provide evidence that the proposed approach generated a positive user experience and evident learning gain and was considered easy to use, highlighting its potential to be widely adopted in buildings with architectural value. © The Author(s) 2024.