=Paper= {{Paper |id=Vol-3608/paper11 |storemode=property |title=Determining the Importance of Factors in the Selection of Immersive Technology for Artworks Reproduction |pdfUrl=https://ceur-ws.org/Vol-3608/paper11.pdf |volume=Vol-3608 |authors=Oleksandr Tymchenko,Orest Khamula,Svitlana Vasiuta,Olha Sosnovska,Solomiya Dorosh,Olha Lukovska |dblpUrl=https://dblp.org/rec/conf/scia2/TymchenkoKVSDL23 }} ==Determining the Importance of Factors in the Selection of Immersive Technology for Artworks Reproduction== https://ceur-ws.org/Vol-3608/paper11.pdf
                         Determining the Importance of Factors in the Selection of
                         Immersive Technology for Artworks Reproduction
                         Oleksandr Tymchenko1,2, Orest Khamula2, Svitlana Vasiuta2, Olha Sosnovska2, Solomiya
                         Dorosh2 and Olha Lukovska2
                         1
                                University of Warmia and Mazury, Olsztyn, Poland
                         2
                                Ukrainian Academy of Printing, Lviv, Ukraine


                                             Abstract
                                             This article explores the peculiarities of using immersive technologies in art. This sphere of
                                             human activity is not separated from all the changes that take place in the process of social
                                             informatization. As it is stated in the paper, the main information technologies that are
                                             commonly used by most art institutions and artists today are augmented reality and virtual
                                             reality, which offer a wide range of opportunities to implement their ideas. As for artworks
                                             presented in the form of paintings and exhibits, the use of augmented reality prevails here.
                                             The process of selecting a certain technology for the implementation of augmented reality for
                                             artwork reproduction is quite complex and related to various factors that influence this process
                                             in a certain way. Thus, this study aims to identify and prioritize the most important factors in
                                             the expert opinion. For this, the Analytic Hierarchy Process is used. The application of this
                                             method has shown good results in solving various problems that cannot be described
                                             mathematically and numerically. The obtained data show that the most important factor
                                             influencing the selection of a certain augmented reality technology is its cross-platform
                                             software. Commerciality, external environment, and access to the Internet turn out to be not
                                             significant factors.

                                             Keywords 1
                                             Immersive technology, art, augmented reality, influencing factor, analytic hierarchy process,
                                             connection graph, hierarchical priority model

                         1. Introduction
                             In today's rapidly evolving world, we are transitioning from informatization to digitalization,
                         marking a new phase in the development of modern information technologies. The swift progress of
                         information, communication, and digital technologies has underscored the growing significance of
                         immersive technologies. The key advantage of these technologies lies in the ability to fully immerse
                         oneself in a constructed reality, offering additional opportunities to experience and analyze both the
                         positive outcomes and potential adverse consequences of planned actions, as well as simulate the
                         unfolding of future events. The incorporation of immersive technologies has become an essential
                         component in enhancing our perception of the world around us.
                             In the realm of art, a noticeable trend in recent years is the active shift towards virtualization. One
                         of the reasons was a certain curiosity, the idea of creating a new artistic transmitting platform and
                         attracting more attention. Navigating such a large flow of information became difficult, so they began
                         to create a structured platform for presenting art and cultural objects online. Museums and galleries
                         have contributed to the development of the infrastructure of the online cultural market and brought

                         SCIA-2023: 2nd International Workshop on Social Communication and Information Activity in Digital Humanities, November 9, 2023, Lviv,
                         Ukraine
                         EMAIL: olexandr.tymchenko@uwm.edu.pl (O. Tymchenko); khamula@gmail.com (O. Khamula); svitlanavasyta@gmail.com (S. Vasiuta);
                         olhakh@gmail.com (O. Sosnovska); solomiadorosh@gmail.com (S. Dorosh); olhalukovska@yahoo.com (O. Lukovska)
                         ORCID: 0000-0001-6315-9375 (O. Tymchenko); 0000-0003-0926-9156 (O. Khamula); 0000-0003-0078-9740 (S. Vasiuta); 0000-0001-5413-
                         2517 (O. Sosnovska); 0000-0002-6824-5421 (S. Dorosh); 0000-0002-4074-7454 (O. Lukovska)
                                          ©️ 2023 Copyright for this paper by its authors.
                                          Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
                                          CEUR Workshop Proceedings (CEUR-WS.org)


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some logic to the chaos created in the Internet with the advent of new technologies, quarantines, and
various restrictions.
    The main information technologies commonly used by most art institutions and artists today are
Augmented Reality (AR) and Virtual Reality (VR), which offer a wide range of possibilities to
implement their ideas.
    When comparing various applications, it becomes evident that they share similar functionalities and
offer a broad array of opportunities for utilizing augmented reality. They are user-friendly, but it's
essential to take into account specific nuances in the process of creating objects, such as uploading files
and videos in a particular format. Similarly, during the creation of the final project and the attachment
of reading markers, external factors such as lighting, perspective, and reflective surfaces need to be
taken into account, as the application's camera relies on these markers for accurate recognition.
Augmented reality technology in the specialized training of technical specialists during joint training
can be used to reproduce the equipment operation in real working conditions, simulate emergency
situations, demonstrate structures and processes occurring in complex technical complexes.
    A crucial prerequisite for adopting augmented reality technologies is the feasibility of
implementation and access to the necessary technological resources. This encompasses the availability
of appropriate equipment, established procedures, and compliance with the conditions and methods of
their use. Such measures facilitate the visualization of augmented reality objects specific to their
organization, enabling the seamless fusion of computer-generated elements with the physical
environment.
    Today there are 4 types of augmented reality:
    •     markerless AR is also known as positional AR. The technology uses a compass, GPS,
    gyroscope and accelerometer to transmit the user's location. This is a form of augmented reality
    based on notifications from the user's location. It is used for navigation, notifications, and local
    advertising;
    •     marker-based augmented reality uses images or objects as a basis for content reproduction. An
    example is a QR code scanned by a smartphone. The interaction between the device and the image
    tells AR technologies when and where to transmit the content. After scanning a special image in the
    museum, a person will receive, for example, a 3D model of the exposition;
    •     superimposition-based AR scans the source image for a specific location and replaces it with
    an augmented image. The key point of the technology is the object recognition. The IKEA app uses
    overlay-based augmented reality so that users can see how a certain item will look in the room. The
    technology is also used in the fashion industry, allowing customers to "try on" clothes or shoes
    without physical interaction;
    •     projection-based AR involves projecting light beams onto a physical surface, allowing people
    to see images in the moment. Such holograms are used at concerts and in movies.
    Augmented reality has huge potential and many areas of application, therefore, in our opinion, it is
    relevant.

2. Related works
    Immersive technologies, as mentioned above, have already been widely used in various fields of
human activity, especially in the manufacturing industry [1]. In the paper [2], the authors describe and
indicate that the manufacturing industry is currently experiencing the fourth industrial revolution using
interesting technologies of human-machine interaction, increasing the flexibility of real-time
knowledge exchange between different processes in the development of the product life cycle
management in order to create high-quality and customized products and mass production in the
shortest terms of entering the market. The authors emphasize that augmented reality can significantly
facilitate knowledge transfer during crucial production stages, including assembly, repair, and
maintenance. This paper provides a comprehensive overview of the current literature on the application
of AR technology in product assembly and disassembly, focusing on the perspective of maintenance
and repair. Each module's functionality in augmented reality is thoroughly examined, accompanied by
pertinent illustrations to enhance the user experience on the control platform. The study also delves into
potential areas for future research, such as enhancing lifelike virtual interfaces, developing worker
behavior recognition, and enabling seamless collaboration and information sharing across various
channels within industrial environments.
    Another production industry in which immersive technologies began to be used is the architecture
and construction industry. Thus, in the work [3], the authors state that information technologies used in
architectural and construction design, namely 2D and 3D design, are still very ineffective and reduce
the productivity of this industry. These studies have found that many of the critical problems that arise
in the design sector are directly related to the inability of the personnel, designers, architects, and
engineers to truly test the design before it is executed. In this context, good opportunities for
visualization and interaction have attracted the attention of the immersive technology industry.
    Immersive technologies are also widely used in the medical field, that is, in the educational process.
In the study [4], the authors note that these technologies can help doctors and patients learn the work of
the cardiovascular system, supplementing traditional teaching methods. Surgeons are successfully using
VR to plan complex operations and AR to facilitate complex interventions with specific hardware and
software [5]. One can also see their use in the process of patients’ rehabilitation.
    In recent years, a significant interest can be observed in the use of immersive technologies in art,
which is evidenced by a number of publications and an increase in the holding of purely artistic events
using these technologies.
    One of the interesting, in our opinion, studies of the use of these information technologies is their
use for the preservation of cultural heritage objects and the possibility of their demonstration to all
interested parties. Thus, in the work [6], the authors state that cultural heritage materials, such as
archaeological sites and artifacts, are an expression of the wealth of humanity in the past. Wars, natural
disasters and other negative factors threaten their existence and preservation, due to which many
techniques, and technologies are focused on their preservation, documentation, and dissemination. In
[7], the information is presented that augmented reality (AR), mixed reality (MR), and virtual reality
(VR) have the potential to improve the quality of perception and educational effect of these museums,
stimulating users' senses in a more natural and vivid way. Certain hardware allows visitors to enhance
the experience of cultural sites by digitizing information and integrating additional virtual cues about
cultural artifacts, resulting in a more immersive experience that engages the visitor both physically and
emotionally. It is also stated that the digitization of cultural monuments and museums plays a significant
role in the promotion and dissemination of culture, and it is now becoming a necessity to meet new
societal needs. Works [8] are devoted to the study of the Paleolithic era and the perception of art by
people during this period. Thus, this work describes the use of immersive technologies to simulate
certain natural conditions of this period for a clearer understanding of how people perceived art,
including placement, lighting, sound, and tactility.
    In other works [9, 10], the authors analyze and research the use of immersive technologies as a
marketing tool in exhibition activities. It is noted that there are discussions about the managerial
implications of using augmented reality. At the same time, the authors note that the use of dynamic
visual prompts in augmented reality technologies helps visitors to ensure a high level of willingness to
pay more, this effect, according to the authors' research, allows to increase the effect of virtual presence.
    The authors in their works [10] state that nowadays, the traditional way of holding exhibitions may
not always be possible and now this problem is particularly relevant. Human activity has moved more
from the physical environment to the digital side. Therefore, nowadays, many museums that keep up
with the times are forced to implement computer technologies to attract new visitors and increase
interest, and to make the museums themselves more interactive and attractive to visitors. Another
problem that museums face is that some objects of exposition can have extraordinary dimensions, be
very small, and over time they can also be destroyed. The authors also raise the issue of using augmented
reality in the field of calligraphy, but do not address this issue. Therefore, as the authors note, there is a
hypothesis that the mobile application can be used as a platform for digital exhibitions of calligraphy.
In this way, it is possible to increase public attention to virtual exhibitions and to this field in general.
    At the same time, it is obvious that research data and publications on the use of immersive
technologies are quite rare, so in our opinion, they need more study.
3. Methodology of using the Analytic Hierarchy Process
    The Analytic Hierarchy Process is a systematic approach to decision-making that allows to formulate
and evaluate complex problems, compare different alternatives, and determine their priority based on
the importance of different criteria and sub-criteria. Proposed by the mathematician Thomas Saaty in
the 1970s, the method has gained popularity due to its suitability for solving a variety of problems in
management, economics, engineering, scientific research, and more [11].
    The main steps for using the analytic hierarchy process:
    1. Determination of a problem: The task for which a decision needs to be made is determined. It
    can be a selection between different alternatives, an assessment of the factors’ influence, a strategy
    determination, etc.
    2. A hierarchy construction: The problem is divided into smaller components: criteria, sub-
    criteria, and alternatives. This forms a hierarchical structure, with general categories at the top and
    more specific factors at lower levels.
    3. Pairwise comparison: Experts compare factors at each level of the hierarchy based on their
    importance. They use a scale or numbers to express the relative importance of one factor over
    another.
    4. Calculation of matrices of pairwise comparisons: Pairwise comparison matrices are created for
    each level of the hierarchy, in which each element of the matrix reflects the relative importance of
    one factor relative to another.
    5. Calculation of factor weights: Using mathematical methods such as eigenvalues and vectors,
    the weights for the factors at each level of the hierarchy are calculated.
    6. Synthesis of weights: The weights of the factors at each level are aggregated to calculate the
    overall importance of each alternative or criterion.
    7. Calculation of final results: Total weights help to determine the most prioritized alternatives or
    criteria in the context of solving the given task.
    The main tool that helps to do this is pairwise comparison matrices.
    A pairwise comparison matrix shows the relative importance of one criterion or alternative compared
to others. The relative importance is expressed in numerical rating that the expert assigns to each
element relative to the others. The evaluation can be positive (if one element is more important than
another) or negative (if less important). Usually, a scale is used for evaluation, which can be numerical
or textual (for example, "very important", "more important", "equivalent", etc.) [12].
    Let’s consider the main steps of establishing the actual influences between criteria using the analytic
hierarchy process:
    1. Creating a pairwise comparison matrix: Experts assess how important one criterion is over
    another for achieving the set goal. This might include questions like "How often is criterion A more
    important than criterion B?"
    2. Using an evaluation scale: Experts use a numerical or textual scale to express the relative
    importance of criteria. For example, a numerical scale could be from 1 to 9, where 1 means "not
    important at all" and 9 means "very important".
    3. Determination of criteria weights: Based on the pairwise comparison matrix, mathematical
    methods such as eigenvalues and vectors are applied to calculate the criteria weights. These weights
    indicate the level of importance of each criterion in the context of problem-solving.
    4. Synthesis of criteria weights: Criteria weights at different levels of the hierarchy are aggregated
    to obtain total weights. This helps to determine the overall importance of each alternative or
    criterion.
    The process of creating a pairwise comparison matrix within the Analytic Hierarchy Process
includes the following stages:
    1. Definition of relationships between elements: When initiating work with each level, it is
    essential to establish which elements will be compared with one another. This step involves
    identifying the specific elements that will be subject to comparative analysis or evaluation.
    2. Using a scale of pairwise comparisons: A scale of pairwise comparisons is used to compare the
    importance of elements. This scale usually has numerical or textual values that express how much
   one element is more important than another. The crucial aspect is to assess and determine the degree
   of relative importance or preference for each element in comparison to others.
   3. Pairwise Comparison: To compare each item with the other at the same level. This requires
   pairwise comparisons. For instance, if there are 5 criteria, a total of 10 pairwise comparisons would
   be necessary to evaluate the relative significance or priority of each criterion in the decision-making
   process.
   4. Determining numerical scores: For each pair of items, assign a numerical score according to
   the pairwise comparison scale. These scores indicate the importance of one element over another.
   For example, possible scores: 1 (or "equal"), 3 (or "slightly more important"), 5 (or "much more
   important"), 7 (or "very important"), 9 (or "absolutely important").
   5. Completing the matrix: Scores for each pair of elements are entered into the matrix. The matrix
   is square and symmetric, that is, the importance value of element A compared to element B will be
   the same as the importance value of element B compared to element A.
   6. Generalization of scores: Each column of the pairwise comparison matrix is summed, and this
   sum indicates the overall importance of each item relative to the others.
   Once this process is complete, mathematical techniques such as eigenvalues and vectors can be used
to calculate the weights of the elements at this level of the hierarchy. Thus, the Analytic Hierarchy
Process allows experts to reveal their preferences and relationships between the elements of the
analyzed system [13, 14].

4. Research Results
4.1. Determination of influencing factors
    As previously indicated, the Analytic Hierarchy Process enables the systematic organization and
quantification of diverse elements within intricate and extensive issues. This, in turn, aids in facilitating
improved decision-making through the utilization of expert evaluations and thorough analysis. The task
of determining the influencing factors on the selection of augmented reality implementation technology
for the reproduction of the artwork will be performed. Let the set of factors be the set i={1, 2, 3…}.
Let’s select a subset of the most significant factors from them [15].
    The commercial factor refers to important aspects of a product, service, idea, or concept that affect
its ability to gain popularity and generate the revenue. This factor evaluates how well the product or
service meets the needs and desires of the target audience, as well as how competitive it is compared to
other offers on the market. In general, it can be said that this factor is complex and includes many
aspects that interact with each other. Evaluating this factor helps businesses or organizations make
decisions about developing, marketing, and selling their products or services.
    The next factor that, according to experts, affects the selection of the appropriate augmented reality
technology is the type of markers that refer to objects or features and are used by the augmented reality
system to recognize and interact with a real object. This ultimately allows to overlay computer-
generated content on a real object that is perceived by users through various devices. This factor is
considered quite essential in the existence of an augmented reality system, as it determines how the
system identifies, tracks and interacts with real objects and users.
    Among the highlighted important factors in the determination of augmented reality technology is
the cross-platform factor of the application, that is, whether the application can work on different
platforms and devices without significant changes in the code or development. Of course, this factor,
in turn, depends on the approach to the development and the specific needs of the project, and in turn,
a certain positioning of the augmented reality application on the market.
    Another key factor identified by experts is hardware, encompassing several essential characteristics
that facilitate the creation and interaction with virtual objects within the physical environment. This
hardware component plays a critical role in enabling seamless and effective integration of virtual
elements into the real world. Among its main characteristics, which are required for hardware are: the
performance of the processor and graphics subsystem; tracking sensors; cameras; displays and other
peripherals. These hardware characteristics collectively determine the quality of the AR experience for
users. Accordingly, to achieve the optimal level of augmented reality, it is important to consider all
aspects of the hardware.
    An important factor in the selection of technology for the implementation of augmented reality is
the influence of the external environment, and sometimes it is quite significant. The external
environment can affect the optical conditions and perception of augmented objects. Another feature is
the geospatial context. Some augmented reality applications use geospatial context, so external
landscapes, buildings, and other objects can influence the reproduction of augmented objects. Rooms,
walls, and furniture can also affect the interaction of users with objects of augmented reality. The social
aspect also plays a significant role, some people may feel a certain discomfort if other people use
immersive technologies in public places. Summarizing the characteristics of this factor, it can be noted
that the external environment has a significant impact on the perception and use of augmented reality.
It should also be stated that developers should be attentive to this factor, and users should understand
that the quality of technology may depend on environmental conditions.
    Another factor that experts identified as important is access to the Internet. Access to the Internet
plays an important role in the work of augmented reality since this technology combines the real world
with the virtual one using different devices. Downloading or updating content, interacting with other
users, and data processing will in turn depend on the reliability and speed of the Internet. Thus, access
to the Internet is an important factor that ensures the full and balanced functioning of augmented reality
technology.
    For clarity, let’s assign each a number:
    g1 – commerciality C;
    g2 – cross-platform software CS;
    g3 – hardware HW;
    g4 – external environment EE;
    g5 – type of markers TM;
    g6 – access to the Internet AI.

4.2.    Construction of a graph of connections between influencing factors

                                              g1
                                              C
                                g6                           g2
                                AI                           CS



                                g5                             g3
                               TM                             HW
                                               g4
                                               EE

Figure 1: An example of a graph of connections between influencing factors on the selection of
technology for the implementation of augmented reality for the artwork reproduction


4.3.    Construction of a binary dependency matrix

Based on the above graph, a binary dependency matrix B is constructed for the set of vertices G1 as
follows (please, check
    Table 1) [16]:
                           𝑖𝑓 𝑡ℎ𝑒 𝑓𝑎𝑐𝑡𝑜𝑟 𝑖 𝑑𝑜𝑒𝑠 𝑛𝑜𝑡 𝑑𝑒𝑝𝑒𝑛𝑑 𝑜𝑛 𝑡ℎ𝑒 𝑓𝑎𝑐𝑡𝑜𝑟 𝑗,                   (1)
                   𝑔𝑖𝑗 = {
                           𝑖𝑓 𝑡ℎ𝑒 𝑓𝑎𝑐𝑡𝑜𝑟 𝑖 𝑑𝑒𝑝𝑒𝑛𝑑𝑠 𝑜𝑛 𝑡ℎ𝑒 𝑓𝑎𝑐𝑡𝑜𝑟 𝑗.
Table 1
Dependency matrix B
                   C                CS            HW               EE              TM                AI
       C           0                0              0               0                0                0
      CS           1                0              1               0                1                1
      HW           1                0              0               1                0                1
      EE           0                0              0               0                0                0
      TM           0                0              1               1                0                0
       AI          1                0              0               0                0                0



4.4.    Construction of the reachability matrix
     Using the matrix dependency B, the reachability matrix is constructed.
                              (𝐼 + 𝐵)𝑘−1 ≤ (𝐼 + 𝐵)𝑘 = (𝐼 + 𝐵)𝑘+1 .                               (2)
     Its construction entails the creation of Table 2. Binary elements are determined according to the
following rule [17]:
                                 𝑖𝑓 𝑜𝑛𝑒 𝑐𝑎𝑛 𝑔𝑒𝑡 𝑓𝑟𝑜𝑚 𝑡ℎ𝑒 𝑣𝑒𝑟𝑡𝑒𝑥 𝑖 𝑡𝑜 𝑗,                          (3)
                        𝑔𝑖𝑗 = {
                                 𝑜𝑡ℎ𝑒𝑟𝑤𝑖𝑠𝑒.

Table 2
Reachability matrix
                       C            CS            HW               EE              TM                AI
        C              1            1              1               0                0                1
       CS              0            1              0               0                0                0
       HW              0            1              1               0                1                0
       EE              0            1              1               1                1                0
       TM              0            1              0               0                1                0
        AI             0            1              1               0                1                1



4.5.    Determination of hierarchy levels
     The vertex gі is called reached from the vertex gj if there is a path from gj to gi in the directed graph.
The subset of reached vertices is denoted by R(gі). The vertex gj is called a predecessor of the vertex gi
if there is a reach of gi from gj. The subset of the predecessor vertices is denoted by A(gi). The
intersection of subsets of reached vertices and predecessor vertices will be the subset A(gi)=R(gi)
A(gi). The set of vertices for which the specified unreachability condition is performed can be
determined as a hierarchy level.
     Table 3 is formed with the elements gi, R(gi), A(gi), and R(gi) A(gi). For its formation, the
numbers of the elements that have 1 are written out from the i-th row of the reachability matrix. To
form the subset A(gi), the numbers of elements that have units are written out from the i-th column of
the reachability matrix. The subset R(gi) A(gi) is formed as a logical intersection of the elements of
the subsets R(gi) and A(gi) [18].
     As it can be seen from Table 3, in the first iteration the equality A(gi)=R(gi) A(gi) is performed
for elements 1, 4, and 6. These numbers represent the factors of commerciality, external environment,
and access to the Internet. The rows with numbers 1, 4 and 6 are excluded from Table 3, and in the
second column the numbers 1, 4, and 6 are removed. Thus, the data for the second iteration is received.
Similarly, the following iteration levels are determined (Table 4, Table 5).
Table 3
The first iteration level
        gi                 R(gi)                А(gi)                       R(gi)       A(gi)
        1               1, 2, 3, 5                1                                 1
        2                    2             1, 2, 3, 4, 5, 6                         2
        3                 2, 3, 5             1, 3, 4, 6                            3
        4               2, 3, 4, 5                4                                 4
        5                  2, 5             1, 3, 4, 5, 6                           5
        6               2, 3, 5, 6                6                                 6

     As it can be seen from Table 3, in the first iteration the equality A(gi)=R(gi) A(gi) is performed
for elements 1, 4, and 6. These numbers represent the factors of commerciality, external environment,
and access to the Internet. The rows with numbers 1, 4 and 6 are excluded from Table 3, and in the
second column the numbers 1, 4, and 6 are removed. Thus, the data for the second iteration is received.
Similarly, the following iteration levels are determined (Table 4, Table 5).

Table 4
The second iteration level
       gi               R(gi)                   А(gi)                       R(gi)       A(gi)
        2                 2                    2, 3, 5                              2
        3              2, 3, 5                    3                                 3
        5               2, 5                    3, 5                                5

   As it can be seen from Table 4, in the first iteration the equality A(gi)=R(gi) A(gi) is performed
for element 3. This number represents the factor of hardware. The row with the number 3 is excluded
from Table 4, and in the second column, the number 3 is removed.

Table 5
The third iteration level
       gi                 R(gi)                 А(gi)                       R(gi)       A(gi)
        2                  2                    2, 5                                2
        5                 2, 5                   5                                  5

   As it can be seen from Table 5, in the first iteration the equality A(gi)=R(gi) A(gi) is performed
for element 5. This number represents type of markers factor. The row with the number 5 is excluded
from Table 5, and in the second column the number 5 is removed.

4.6. Construction of the hierarchical priority model of influences between
factors
Based on the results of the previous calculations, we construct a hierarchical model for determining the
priority of the influences between the factors of selection of augmented reality implementation
technology for the artwork reproduction (Figure 2).
Figure 2: Hierarchical model for determining the priority of the influences between the factors of
selection of augmented reality implementation technology for the artwork reproduction

5. Conclusions

     As a result of solving the problem of determining the influencing factors affecting the choice of
augmented reality implementation technology for the artwork reproduction, a well-structured
hierarchical model has been developed (Figure 2). This model clearly demonstrates the prioritization of
the factors under consideration. Notably, the crucial determinants in the selection process of augmented
reality implementation technology include the type of markers and cross-platform software.
     Evidently, the application of the Analytic Hierarchy Process yields favorable outcomes in
addressing complex processes that are difficult to describe in the form of mathematical units.
Consequently, employing this process facilitates a comprehensive evaluation and prioritization of the
factors influencing the selection of augmented reality technology for artwork reproduction.
     The research findings serve as a fundamental groundwork for subsequent studies, enabling the
validation of the accuracy of the results obtained.

6. Acknowledgements
    The authors of this study express their heartfelt gratitude to the students and professors whose
valuable contributions were instrumental in identifying the influencing factors and their
interconnections. These insights, in turn, enabled the formulation of recommendations for the selection
of augmented reality technology in artwork reproduction. A special acknowledgment goes to our
colleagues for their assistance and pertinent suggestions, which significantly enhanced the quality of
the submitted material.

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