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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>VI International Workshop “IT Project Management”, May</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Smart City and Immersive Art Projects: a Bibliometric Analysis ⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tetiana Fesenko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hryhorii Fesenko</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Galyna Fesenko</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kharkiv National University of Radio Electronics</institution>
          ,
          <addr-line>al. Nauki 14, Kharkiv, 61166</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>O. M. Beketov National University of Urban Economy in Kharkiv</institution>
          ,
          <addr-line>st. Chornohlazivska 17, Kharkiv, 61002</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Volodymyr Dahl East Ukrainian National University</institution>
          ,
          <addr-line>st. Ioanna Pavla Druhoho, 17, Kyiv, 01042</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>22</volume>
      <issue>2025</issue>
      <fpage>0000</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>This research aims to identify publications that form knowledge about modern ICT for creating immersive art projects. The analysis shows that immersive technologies change the urban experience due to interactive public art installations. Immersive art projects become iconic and symbolic elements of the smart city ecosystems. A bibliometric analysis of publications available in Scopus on immersive art projects for smart cities was carried out. As a result of the screening, 217 documents were selected for subsequent bibliometric analysis. It was found that the chosen documents belong to 20 areas of knowledge, which are grouped into technical, social, natural, formal, humanities, medicine and health care, and multidisciplinary. The content analysis of publications made it possible to identify documents related to immersive art projects in each branch of knowledge. It was found that documents already exist that present the results of immersive art projects implemented in cities such as Athens, Cardiff, Tokyo, Rome, Seoul, Qingdao, Bagerhat, and others. The selected documents are structured by type, research geography, and authors' affiliation. A “cloud” (using WordItOut) and a “diagram” (using MS Excel) were generated to visualize the frequency of keyword usage. It allowed us to establish the underrepresentation of “Immersive/Immersion, Immers Technology/Immersive Technologies, Immersive Virtual Reality, Immersive Experience” in scientific research on the smart city environment.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;smart sustainable cities</kwd>
        <kwd>information and communication technologies (ICT)</kwd>
        <kwd>immersive art project</kwd>
        <kwd>bibliometric analysis</kwd>
        <kwd>Scopus</kwd>
        <kwd>bibliometric data</kwd>
        <kwd>bibliometric map</kwd>
        <kwd>urban development</kwd>
        <kwd>intelligent environment</kwd>
        <kwd>extended reality (XR) 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Smart technologies are widely used for planning, maintaining, and managing cities. All over the world,
investors, city leaders, and ordinary citizens are paying increasing attention to the results of
integrating digital technologies into urban infrastructure. Global rankings are compiled to assess the
state of a smart city (Smart City Index, Smart City Maturity, Cities in Motion Ranking, Smart City Index
Master Indicators, European Smart Cities Ranking, etc.), and their indicators serve as the basis for
further development and implementation of smart tools, as well as planning relevant projects,
programs, and strategies [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1–3</xref>
        ]. The number of scientific publications on Smart City and interest in
the development of the concept has also been growing over the past 10 years [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
      </p>
      <p>
        At the heart of a smart city is integrating information and communication technologies (ICT) to
expand and improve urban infrastructure and the environment. The “smartness” of cities is not only
about digital technologies “tied to documents”, installing digital interfaces in traditional
infrastructure, or optimizing the city's work, but also the purposeful use of technology and data to
make better decisions and ensure a better quality of life. Municipalities, urban planners, engineers,
and architects are collaboratively leveraging new-age digital technologies to create smart
development strategies a reality [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ]. Big data, artificial intelligence, the Internet of Things, and the
cloud are just some of the technologies that can contribute to the success of city initiatives. The
hallmark of a smart city is its focus on people first and foremost, satisfying their needs [
        <xref ref-type="bibr" rid="ref7 ref8">7–9</xref>
        ].
      </p>
      <p>A smart city is an expression of technology as a socio-technical system. A smart city as an urban
environment is assessed in terms of the application of ICT to increase the benefits and reduce the
disadvantages of urbanization for its residents. Accordingly, the city’s information and
communication infrastructure and digital urban technologies (city portals for online information
services) should be “tied to people” not just digitalizing documents [10–12]. In addition, the modern
vision of a smart city includes a deep fusion of many different technical systems into a single
integrated “intelligent environment” [13]. Smart technologies immerse users in a virtual environment
(including virtual reality (VR), augmented reality (AR), and mixed reality (MR), digital media) and
integrate them with the natural world to provide sensory stimulation, such as visual, auditory, and
tactile, resulting in a simulation of the real world and providing users with an immersive experience
[14].</p>
      <p>Augmented and virtual reality have a huge potential to transform and revolutionize the way of life
of city dwellers, in particular, to provide users with a new and safe experience of navigating the city.
Immersive technologies are aesthetically changing urban everyday life, offering new forms of sensory
experience in urban public space. Smart cities use public art installations (interactive digital artworks)
to create beautiful (aesthetically appealing) public spaces. Immersive art projects in public spaces
also have the potential to foster innovation. Immersive art projects in public spaces are also seen as
a factor in improving the psychological well-being of urban residents [15, 16]. Digital art, placed in
the public urban landscape, is more than just a “feel good factor” as it can foster innovation and
become a significant component of a smart city's creative infrastructure and creative economy [17].
Smart cities use digital platforms to provide opportunities for artistic expression and community
engagement. This can include virtual exhibitions, online galleries, and digital art initiatives that allow
artists to showcase their work to a broader audience. By creating a conducive ecosystem for creativity
and entrepreneurship, smart cities attract and retain talent, stimulate innovation, and foster the
development of cultural and arts industries [18].</p>
      <p>Digital art museums are becoming attractive “tourist magnets”. For example, TeamLab Borderless
Digital Art Gallery (Tokyo, Japan) had more than 2 million visitors from over 160 countries in its first
year of operation (2018), making it the most visited museum in the world [19]. Atelier des Lumières
(Paris, France) had over a million visitors in its first year of operation (2018) [20]. Frameless (London,
UK), the largest permanent multi-sensory center in the UK, exhibits several immersive art projects,
with “Van Gogh: The Starry Night” being the most popular among visitors [21]. Ars Electronica Center
(Linz, Austria) is an important international center for media-sensory art projects [22]. In 2023, Melt
Museum, one of the first immersive art centers in Central and Eastern Europe, opened in Warsaw
(Poland) [23]. Digital artworks are also placed in public places on large screens or media facades and
become part of the city's urban infrastructure, and just like museums with immersive exhibitions,
symbolize the city's
smartness [17]. Figure 1 shows a photo of a multimedia demonstration of the exhibition “Immersive
Shevchenko: Soul of Ukraine” [24] on the media facade of a shopping mall in Kyiv.</p>
      <p>
        Around the world, there is a significant increase in the popularity of this fascinating art. According
to Glimpse, a consumer behavior analysis platform, the number of searches for the term “immersive
art” increased by 22% in the first three months of 2025 worldwide. However, art is sometimes ignored
in discussions about the “smart future” of urban environments, although smart city technologies
without an artistic and cultural component provide one-sided development. Similarly, aspects of
creativity and art are poorly represented in existing smart city indices [26]. Against this background,
there is a need to highlight the extent to which the topic of immersive art in the smart city space is
represented in scientific publications. Existing bibliometric studies of smart cities do not mention this
topic [
        <xref ref-type="bibr" rid="ref4">4, 27–30</xref>
        ]. On the other hand, bibliometric studies of immersive art projects [
        <xref ref-type="bibr" rid="ref4">4, 16, 29–32</xref>
        ] do
not correlate with the smart city. A review of publications on bibliometric studies of smart cities and
immersive art projects allowed us to outline the objectives of this study.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Purpose and objectives of the research</title>
      <p>This research aims to identify publications that form knowledge about modern ICT for creating
immersive art projects.</p>
      <p>To achieve this goal, the following tasks were formulated:
•
•
•
to search for publications that highlight the possibilities and results of using ICT to create
immersive projects;
to analyze publications published in the Scopus scientific and metric database using
visualization tools;
to develop bibliographic maps of keywords using VosViewer Software.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Bibliometric analysis of research related to the implementation of immersive art projects in smart cities</title>
      <p>Bibliometrics is a valuable methodology for quantitative research. It uses statistical and quantitative
data to shed light on publication patterns in a particular field of knowledge. The usefulness of
bibliometric analysis lies in the ability to reflect the state and development of research topics over
time. The epistemological potential of bibliometric analysis lies in its ability to reflect the
development of research disciplines over time. Bibliometric analysis also helps identify relationships
between authors' research interests, academic institutions, and the most influential (cited) studies in
a particular field of knowledge. In addition, bibliometrics can be used to form research teams and
predict new research trends.</p>
      <sec id="sec-3-1">
        <title>3.1. Data collection methodology</title>
        <p>The scientometric database Scopus was used to select the documents. The database search was in
the “Article title, Abstract, Keywords” field with “smart AND city AND immersive”. The “time period”
included all publications from when the first document was created until April 13, 2025.</p>
        <p>The “Subject Area” field showed that the context of the selected documents falls within 20 areas
of knowledge (Figure 2). The most significant number (169 documents) refers to Computer Science.
For subsequent analysis, the 20 areas of knowledge were grouped into branches of knowledge:
•
•
•
•
•
•
•
technical (Computer Science, Engineering) – 192 documents;
social (Social Sciences, Business, Management and Accounting, Economics, Econometrics and
Finance) – 63 documents;
natural (Physics and Astronomy, Chemistry, Biochemistry, Genetics and Molecular Biology,
Earth and Planetary Sciences, Materials Science, Agricultural and Biological Sciences,
Environmental Science, Energy) – 49 documents;
formal (Mathematics, Decision Sciences) – 54 documents;
humanities (Arts and Humanities) – 8 documents;
medicine and health care (Medicine, Neuroscience, Health Professions) – 7 documents;
multidisciplinary – 2 documents.</p>
        <p>By applying content analysis, it was revealed that the topics of immersive art projects are covered
in all branches of knowledge, which are: technical – [26], [33], [34], [35]; social – [33], [34], [36], [37];
natural – [33], [38]; formal – [35], [39]; humanities – [34], [40]; medicine and health care – [33], [37];
multidisciplinary – [41], [42]. In this case, it was revealed that the Scopus database identifies some
documents about immersive art projects in several branches of knowledge, including:
•
•
•
a conference paper on applying metauniverse technology to showcase cities (a virtual
exhibition hall that integrates avatars and intelligent Non-Player Characters) and evaluating
immersive user experience [33] – four branches of knowledge (technical, natural, social, and
medical);
an article on the project of immersive VR/AR visualization of ancient cultural heritage in Rome
[34] – three branches of knowledge (technical, social, and humanities);
a conference paper presents a multisensory interactive installation art project employing
ubiquitous computing technologies for creatively translating the urban data of Athens [35] –
two branches of knowledge (technical and formal);
•
•
a book chapter on applying IoT technology, QR &amp; Mobile Apps and Gamification in tourism (in
religious places) providing immersive experience for users [37] – two branches of knowledge
(social and medical);
a conference paper on applying handheld devices that can feed seamless, authentic
information and augmented visualization to the immersive tour at the ancient heritage of
Khalifatabad (in Bangladesh) [43] – two branches of knowledge (technical and medical).</p>
        <p>Immersive art projects in smart cities are covered in branches of knowledge in different
dimensions and aspects. For example, among the 49 documents selected for the natural branch of
knowledge, there is an article about a virtual planning support theatre for city planning and policy
making [38]. Among the documents selected for the technical branch of knowledge, a conference
poster [44] presents a novel application of extended reality (XR) to advance smart city initiatives and
Immersive Cultural Heritage Tourism in Seoul. The technical branch of knowledge also includes a
conference paper on the plant of the PALM-Cities project, installed at a modern art museum in
Genoa, which offers visitors to the exhibition an immersive experience [26]. Conference paper [36],
included in the social branch of knowledge, presents a systematic review on the use of IoT-escape
room type of games in museums or other cultural places that can provide an immerse visitors in a
cultural/historic environment as active users. In selected documents in the formal branch of
knowledge, there is a conference paper [39] centers around XR technology (a marine XR show),
integrating actual city maritime scenery in Qingdao (China), with augmented reality. In selected
documents in the humanities branch of knowledge, there is an article that analyzes the interactive
digital platforms (transmedia Memory Projects) and art installations of a smart city (Singapore),
allowing players to internalize the knowledge of the city's history through immersive spatialization of
mobile video games.</p>
        <p>The article analyses an ambitious interactive public art project embedding SMART technology on
the coastal fringes of Cardiff, the capital city of Wales (UK), including delivering a stimulating aesthetic
experience in and on a complex site, for a complex audience profile.</p>
        <p>The article [40], also selected to the humanities branch of knowledge, analyzes an ambitious
interactive public art project with the implementation of SMART technology on the seafront of
Cardiff, the capital of Wales (UK), including the provision of a stimulating aesthetic experience in a
complex place and a complex location for a complex audience profile.</p>
        <p>The multidisciplinary branch of knowledge is represented by two articles, both related to
immersive art projects. The article [41] examines how a convolutional neural network (CNN) is used
in the immersive world of digital media art; it explains digital media art in the context of smart cities
and the use of immersive scenarios. The article [42] focuses on applying human-computer interaction
VR technology in urban cultural creative design; it designed an immersive urban design simulation
platform.</p>
        <p>The “Document type” field shows that the selected documents are structured as follows:
conference paper – 88, article, – 65, conference review – 24, book chapter – 19, review – 14, book –
4, editorial – 2, short survey – 1. As a result of the screening, all documents (217) were selected for
further analysis, except for two (1 – erratum and 1 – retracted). According to the “Country/territory”
field, the authors of the documents represent 57 countries: China (36 documents), United States (27
documents), India (27 documents), Italy (22 documents), Australia (15 documents), United Kingdom
(13 documents), Spain (12 documents), South Korea (10 documents) ets., and 26 documents –
“undefined”.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Top-level analysis of bibliometric data</title>
        <p>The analysis demonstrates the priority of the source in which the selected documents are published,
namely: Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence
and Lecture Notes in Bioinformatics (7 documents); Lecture Notes in Networks and Systems (6
documents); Future Internet (5 documents); Sustainability Switzerland (4 documents); Smart
Innovation Systems and Technologies (4 documents); Lecture Notes of the Institute for Computer
Sciences Social Informatics and Telecommunications Engineering Lnicst (4 documents);
Communications in Computer and Information Science (4 documents); ACM International
Conference Proceeding Series (4 documents). The most-cited are six documents in such Source titles:
in Engineering Applications of Artificial Intelligence [45] – 366 citations), in Land Use Policy [46] – 196
citations), in IEEE Communications Surveys and Tutorials [47] – 142 citations, in IEEE Internet of
Things Journal [48] – 118 citations, in Internet of Things [49] – 104 citations, Computational Urban
Science [50] – 101 citations.</p>
        <p>In terms of research geography, the authors of the documents are affiliated with 158
organizations, most of which are scientific and academic institutions (124), and 34 are other
organizations such as Google LLC, Huawei France Research Center, NASA Ames, Insight (Science
Foundation Ireland (SFI) research center for Data Analytics, Ireland), Engineering Ingegneria
Informatica S.p.A. (an Italian company in the IT software and services sector), RAI – Radiotelevisione
Italiana (the national public broadcaster of Italy, owned by the Ministry of Economy and Finance),
National Central Library of Florence (Italy), Darts Engineering (an Italian company in the IT software
and services sector), Open Geospatial Consortium (an international non-profit organization engaged
in the development of standards in the field of geospatial data and services, UK), ets. The affiliation
of these institutions is confirmed by a different number of documents (from 1 to 4). Two universities
have 4 documents each (Deakin University, Australia; Dublin City University, Ireland), nine institutions
have 3 documents each: Università degli Studi di Salerno (Italy); Queensland University of Technology
(Australia); Norges Teknisk-Naturvitenskapelige Universitet (Norway); Oregon State University
((United States, U.S); University of Greenwich (United Kingdom, UK); Università degli Studi della
Campania Luigi Vanvitelli (Italy); Alma Mater Studiorum Università di Bologna (Italy); UNSW Sydney
(Australia); Zayed University. (United Arab Emirates, UAE).</p>
        <p>A significant element of bibliometric analysis is the frequency of keywords used. 160 keywords
were filtered out of 217 documents. The following were excluded for further analysis: ]+ Catalyst,
Antennas, 'current, Students, Systematic Review. Along with that, keywords that are similar in
meaning were grouped together: Smart City/Smart Cities (in 119 documents); Virtual Reality/Virtual
Reality (VR)/VR (in 78 documents); Augmented Reality/Augmented Reality (AR)/AR (in 53
documents); Metaverses/Metaverse (in 48 documents); Internet of Things/ Internet of Things
(IoT)/IoT (in 46 documents); Immersive/Immersion (in 44 documents); Blockchain/Block-chain (in 20
documents); Digital Twin/Digital Twins (in 20 documents); Sustainable City/Sustainability/Sustainable
Development (in 19 documents); 3D Visualization/3D Models/3D Modeling/3d-modeling/ Three
Dimensional Computer Graphics (in 16 documents); User Experience/Users' Experiences (in 14
documents); Education/E-learning (in 13 documents); Immersive Technology/Immersive
Technologies (in 13 documents); Human Computer Interaction/Humaninteraction (in 12 documents);
Mobile Computing/Mobile Edge Computing (in 8 documents); Smart Campus/Smart Home (in 7
documents); Avatar/Avatars (in 6 documents); Co-creation/ Co-design (in 5 documents); Cloud
Computing/Cloud-computing (in 4 documents).</p>
        <p>A keyword cloud was generated using the web tool WordItOut (Figure 3). The keyword frequency
diagram is presented in Figure 4. Such tools as “cloud” and ‘diagram’ visualize the meaningfulness of
terms in relation to “Smart City. Immersive” based on the number of mentions in the analyzed
documents. The I-terms (Immersive/Immersion, Immersive Technology/Immersive Technologies,
Immersive Virtual Reality, Immersive Experience) are visually impaired, reflecting the small number
of existing studies and insufficient scientific representation of the relevant issues.</p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Bibliometric maps and keyword cluster analysis</title>
        <p>The bibliometric analysis of the data was conducted using the VOSviewer software version 1.6.20. To
export data on the selected 217 documents from the Scopus database in CSV format, the following
settings were chosen:</p>
        <p>Citation information (Author(s), Document title, Year, EID, Source title, Volume, issues, pages,
Citation count, Source &amp; document type, Publication stage, DOI, Open access);
Bibliographical information (Affiliations, Serial identifiers (e.g. ISSN), PubMed ID, Publisher,
Editor(s), Language of original document, Correspondence address, Abbreviated source title);
Abstract &amp; keywords (Abstract, Author keywords, Indexed keywords);
Funding details (Number, Acronym, Sponsor, Funding text);
Other information (Tradenames &amp; manufacturers, Accession numbers &amp; chemicals,
Conference information, Include references).</p>
        <p>To create a map based on bibliographic data, the following parameters are set in the VOSviewer
program: Type of analysis – Co-occurrence; Unit of analysis – All keywords; Counting method – Full
counting; Minimum number of occurrences of a keyword – 5, and 3 keywords (Antennas, 'current,
Students) are excluded. As a result of screening, the VOSviewer program selected 51 keywords and
for each word calculated the number of occurrences and the total strength of the co-occurrence links
with keywords. The co-word analysis revealed that the most frequently used keyword was “smart
city”, with 79 occurrences, followed by “virtual reality” (70 occurrences), “augmented reality” (47
occurrences), and «Immersive» (41 occurrences, 211 links). Table 1 displays the top 10 co-occurring
keywords.</p>
        <p>The bibliometric map (Figure 5) contains 51 keywords structured into five clusters, including
“Immersive Virtual Reality” (in Cluster 1), “Immersive” (in Cluster 2), and “Immersive Technologies”
(in Cluster 3):
•</p>
        <p>Claster 1 (red) – 18 items (3D Reconstruction, Big Data, Data Visualization, Decision Making,
Engineering Education, Helmet Mounted Displays, Human Computer Interaction, Immersive
Virtual Reality, Mixed Reality, Simulation, Three Dimensional Computer Graphics, Urban
Environments, Urban Planning, User Interfaces, Virtual Environments, Virtual Reality, Virtual
Reality Technology, Visualization);</p>
        <p>On the bibliometric map (Figure 5), 610 links are marked between 51 items, total link strength – 1669.</p>
        <p>A cluster analysis of keywords (items) showed that:
• Cluster 1 represents a conceptual field of knowledge and forms the basis for creating
interactive, visually rich environments that contribute to making informed decisions,
analyzing complex structures (in particular, cities), improving education, and developing new
formats of interaction with information in real and virtual spaces;
• Cluster 2 creates a synergy of telecommunications, mobility, intelligent environments and
human-centric design aimed at developing digital ecosystems of the future of cities;
• Cluster 3 reflects the integration of digital solutions to create a sustainable future, in which
smart city infrastructure, education, and eco-awareness develop in interconnection;
• Cluster 4 unites technologies that create an interconnected digital reality, in which the
boundaries between physical and virtual, centralized and decentralized, local and global
disappear;
• Cluster 5 includes current approaches to urban development based on innovation, balance of
infrastructure, ecology, and social environment.</p>
        <p>Applying the “Keywords” filter in Scopus allowed the selection of documents related to each
cluster. Table 2 demonstrates the documents with the largest citations for each cluster.</p>
        <p>The analysis of the links between the keywords “Immersive” – “Immersive virtual reality” –
“Immersive Technology” (Figure 6) showed that the lack of connection between immersive
technologies and immersive virtual reality on the bibliometric map is an “epistemic gap”. Considering
that smart cities are focused on creating an integrated environment, it can be assumed that such a
link is not yet sufficiently articulated at the scientific research level and is not represented by
publications in Scopus.
Data Visualization, Three</p>
        <p>Dimensional Computer
Graphics, Visualization,</p>
        <p>Human Computer
Interaction, User Interfaces,
Helmet Mounted Displays,</p>
        <p>Decision Making,</p>
        <p>Virtual Reality, Virtual
Environments, Immersive</p>
        <p>Virtual Reality, Virtual
Reality Technology, Mixed</p>
        <p>Reality,
Urban Environments, Urban</p>
        <p>Planning, Simulation, 3D</p>
        <p>Reconstruction,
Engineering Education, Big</p>
        <p>Data
5G Mobile Communication</p>
        <p>Systems, Edge Computing,
Cluster 2.</p>
        <p>Smart city</p>
        <p>The cluster brings together
modern information and
[45] – 366 citations,
[46] – 196 citations,</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Conclusions</title>
      <p>The analysis showcases that a smart city envisions a deep fusion of different technologies (including
VR, AR, MR, and XR) and a shared intelligent environment where residents and visitors can have an
immersive experience. Immersive technologies change the urban experience due to interactive public
art installations beautifying the space and promoting residents' innovation and psychological
wellbeing. Immersive art projects become iconic and symbolic elements of the smart city ecosystems.</p>
      <p>A bibliometric analysis of publications available in Scopus on immersive art projects for smart
cities was carried out. It included preparing data for selection through the query “smart AND city AND
immersive” in the “Article title, Abstract, Keywords” field. As a result of the screening, 217 documents
(published before April 13, 2025) were selected for subsequent bibliometric analysis. It was found
that the chosen documents belong to 20 areas of knowledge, most of which are related to Computer
Science (169 documents). Twenty fields of knowledge were grouped into branches of knowledge:
technical, social, natural, formal, humanities, medicine and health care, and multidisciplinary. The
content analysis of publications made it possible to identify documents related to immersive art
projects in each branch of knowledge. It was also found that the Scopus database identifies some
documents about immersive art projects in several areas of knowledge. However, the topic of
immersive art in smart cities is presented in different aspects of the knowledge branch. The
documents present the results of immersive art projects implemented in cities such as Athens,
Cardiff, Tokyo, Rome, Seoul, Qingdao, Bagerhat, and others.</p>
      <p>The selected documents are structured by type (article, conference paper, book chapter, others),
geography of research (57 countries, mainly from China, United States, India, Italy, Australia, United
Kingdom, Spain, and South Korea), affiliation of authors (in addition to scientific and academic
institutions (124), 34 are others, such as Google LLC, Huawei France Research Center, NASA Ames,
Engineering Ingegneria Informatica).</p>
      <p>A “cloud” (using WordItOut) and a “diagram” (using MS Excel) were generated to visualize the
frequency of keyword usage. The low visibility of items (Immersive/Immersion, Immersive
Technology/Immersive Technologies, Immersive Virtual Reality, Immersive Experience) reflects the
small number of existing studies and the insufficient level of scientific representation of the
corresponding dimension of the smart city environment. Thus, the epistemological need to expand
the range of research on immersive art projects for smart cities becomes obvious.</p>
      <p>Keywords of publications on “Smart City. Immersive” were structured by clusters, and bibliometric
maps were developed using VOSviewer software version 1.6.20. Five clusters of items described: 1 –
Immersive Technologies for Smart Urban Growth; 2 – Smart city development based on Extended
Reality; 3 – Extended Reality for Sustainable Smart Cities; 4 – Intelligent Digital Ecosystems; 5 – Urban
Development and Growth. A characteristic was compiled for each cluster, and relevant documents
with the most significant number of citations were identified.</p>
      <p>The results of the bibliometric analysis of documents on “Smart City. Immersive” can serve as a
basis for further reflections on improving the methods of compiling global smart city indices, in
particular, in the Smart City Index compiled by the International Institute for Management
Development (in the “Activities” section). A potential area for further investigations is the analysis of
the impact of immersive art projects on smart sustainable cities.</p>
    </sec>
    <sec id="sec-5">
      <title>Declaration on Generative AI</title>
      <p>During the preparation of this work, the authors used Grammarly in order to: Grammar and spelling
check, Paraphrase and reword. After using this service, the authors reviewed and edited the content
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