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This research investigates how a virtual reality (VR) tour of Sigiriya, a UNESCO World Heritage Site in Sri Lanka, can be used to improve inclusive tourism and history education through Metaverse technology. To address the physical inaccessibility of Sigiriya's steep terrain for people with physical barriers, the project uses the Meta Quest 2 headset, Unity-based VR rendering, and high-resolution 3D modeling to create an immersive digital experience. The virtual environment simulates the site's architectural and cultural value by incorporating interactive features such as audio narration, tour guiding, and recreations of historical surroundings. Essential conclusions from user assessments showed that participants were very immersed in the virtual world and felt more present there, with many comparing it to an in-person visit. Although there were some issues, such as sporadic technical difficulties and the need for more accessible features, the VR tour was commended for its educational value and user engagement. Stable rendering capabilities were validated by technical performance studies, facilitating smooth interaction. The research highlights virtual reality's potential to democratize access to cultural assets, encourage eco-friendly travel, and function as an educational tool. By addressing accessibility gaps, the research demonstrates how Metaverse technology can promote global interaction and preserve historical monuments.
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Thigamparan et al. (2026) studied this question.
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