Technological Transformation of Festive Heritage through Augmented Reality: the ‘Pase del Niño Rey de Reyes’ of Riobamba, Ecuador

Authors

  • Edison Amador Miguez Gordillo Universidad Nacional de Chimborazo, Facultad de Ciencias de la Educación, Humanas y Tecnologías, Riobamba, Chimborazo, Ecuador https://orcid.org/0009-0007-3676-2989
  • Cynthia Carolina Mena Mena Universidad Nacional de Chimborazo, Facultad de Ciencias de la Educación, Humanas y Tecnologías, Riobamba, Chimborazo, Ecuador https://orcid.org/0009-0005-9992-467X
  • Manuel David Isín Vilema Universidad Nacional de Chimborazo, Facultad de Ciencias de la Educación, Humanas y Tecnologías, Riobamba, Chimborazo, Ecuador https://orcid.org/0000-0003-3617-2173

DOI:

https://doi.org/10.33936/isrtic.v10i1.7847

Keywords:

Augmented reality, intangible cultural heritage, scrum, preserve, interactivity

Abstract

This study explores the incorporation of Augmented Reality (AR) as a technological resource for the preservation and promotion of intangible cultural heritage, using the Pase del Niño Rey de Reyes festivity in Riobamba, Ecuador, as a case study. The main objective was to design and evaluate the usability of the TradiRey application, developed to strengthen collective memory and cultural identity through interactive and participatory experiences. The research adopted a quantitative approach and a non- experimental descriptive design, applying the agile Scrum methodology during the development process. The sample comprised 150 participants, including lecturers and students from the National University of Chimborazo, who completed post-testsurveys to assess usability. Results revealed a predominantly positive evaluation, emphasizing the application’s ease of use, animation stability, and aesthetic coherence of the interface. Minor limitations were observed in the start-up time and the loading of interactive activities. The findings demonstrate that the use of technology is viable and effective in the transformation and digital enhancement of the festive heritage of the Pase del Niño Rey de Reyes in Riobamba.

Downloads

Download data is not yet available.

References

Aguilar Vázquez, J. A. (2024). Optimización de la experiencia de usuario (UX) en aplicaciones web: mejores prácticas para el 2024. Medium. https://medium.com/@jabakabaka/optimizaci%C3%B3n-de-la-experiencia-de-usuario-ux-en-aplicaciones-web- mejores-pr%C3%A1cticas-para-el-2024-b18c75583ff8

Al‑Harthi, S. A. (2025). Generative AI in Game Design: Enhancing Creativity or Constraining Innovation? Journal of Intelligence, 13(6), 60. https://doi.org/10.3390/jintelligence13060060

Aydin, G., & Silahtaroglu, G. (2024). Insights into mobile health application market via a content analysis of marketplace data with machine learning. arXiv. https://doi.org/10.48550/arXiv.2402.10789

Bravo Cedeño, T.J., Miguez Gordillo, E.A., Isín Vilema, M.D. y Peñafiel Barros, G.O. 2024. Diseño y usabilidad en una App de realidad aumentada (R-A) para la difusión de piezas cerámicas de cultura PURUHÁ. Informática y Sistemas. 8, 2 (dic. 2024), 111–121. DOI:https://doi.org/10.33936/isrtic.v8i2.7010.

Ecuador Travel. (2024). Riobamba y los Pases del Niño: Una fiesta de fe y tradición andina. Ministerio de Turismo de Ecuador.

Gallo Ricaurte, D., Rivera Guerrero, A., Pinos Cabrera, R., & Torres Castillo, D. (2024). La Revolución Digital en la Industria Turística en Ecuador: Impacto de la Inteligencia Artificial, Realidad Virtual, Aumentada y Automatización. Polo del Conocimiento, 9(10), 671-687. https://polodelconocimiento.com/ojs/index.php/es/article/view/8138/html.

Goraymi. (2024). Pase del Niño Riobambeño. GAD Municipal de Riobamba.

Instituto Nacional de Patrimonio Cultural. (2023). Pase del Niño. Gobierno del Ecuador.

Lapo-Lapo, N. T., Zapata-Álvarez, A. V., & Chiliquinga-García, A. I. (2025). Realidad aumentada como herramienta para promover el trabajo artesanal de Pujilí y su contribución al enriquecimiento cultural: Augmented reality as a tool to promote the artisanal work of Pujilí and its contribution to cultural enrichment. Multidisciplinary Latin American Journal (MLAJ), 3(1), 396-418. https://doi.org/10.62131/MLAJ-V3-N1-019

Lee, W.-T., & Chen, C.-H. (2023). Agile software development and reuse approach with Scrum and software product line engineering. Electronics, 12(15), 3291. https://doi.org/10.3390/electronics12153291

Luna López, T. ., Martínez Cantú, A. G. ., & Patiño Zúñiga, I. A. . (2024). Validación de instrumentos virtuales de recolección de datos por juicio de expertos. Revista Electrónica Sobre Tecnología, Educación Y Sociedad, 11(21). Recuperado a partir de https://ctes.org.mx/index.php/ctes/article/view/816

Majumder, A. S. (2025). The influence of UX design on user retention and conversion rates in mobile apps. arXiv preprint. https://arxiv.org/abs/2501.13407

Mortara, M., et al. (2021). Augmented reality mobile apps for cultural heritage reactivation: A case study in Medellín, Colombia.

Computers & Electrical Engineering. https://doi.org/10.1016/j.compeleceng.2021.107281 Nielsen, J. (1993). Usability engineering. Morgan Kaufmann.

Okonkwo, C. (2024). Assessment of User Experience (UX) Design Trends in Mobile Applications. Journal of Technology and Systems, 6(5), 29–41. https://doi.org/10.47941/jts.2147

Oñate Sinaluisa, Edison Fernando. (2022). Plan de salvaguardia del patrimonio cultural inmaterial referido al pase del niño del cantón Riobamba para la inclusión en la lista representativa del PCI. Escuela Superior Politécnica de Chimborazo. Riobamba. https://dspace.espoch.edu.ec/handle/123456789/17826

Ortiz Cumbal, D. V., Cedeño Vinces, K. L. ., & Ruiz Erazo, V. G. . (2024). Experiencias inmersivas en dark tourism: aplicación de realidad aumentada en Ibarra. Tierra Infinita, 10(1), 26-43. https://doi.org/10.32645/26028131.1304

Setiana, I., & Yunizar. (2025). The Effect of Scrum Implementation and Agile Organization on Project Productivity Mediated by Team Experience. Jurnal Ilmiah Manajemen Kesatuan, 13(5), 3725–3734. https://doi.org/10.37641/jimkes.v13i5.3798

Shivottam, J., & Mishra, S. (2023). Tirtha: An automated platform to crowdsource images and create 3D models of heritage sites. arXiv. https://arxiv.org/abs/2308.01246

Silva, C., Zagalo, N., & Vairinhos, M. (2023). Towards participatory activities with augmented reality for cultural heritage: A literature review. Computers & Education: X Reality, 4, 100044. https://doi.org/10.1016/j.cexr.2023.100044

Sotelo-Martín, J.-A. . (2023). Metodología Scrum con Recursos Educativos Abiertos en Educación Superior Universitaria: Revisión Sistemática en Lengua Española. Educación, 29(2), e3039. Recuperado a partir de https://revistas.unife.edu.pe/index.php/educacion/article/view/3039

Tajik, O. , Golzar, J. and Noor, S. (2025). Purposive Sampling. International Journal of Education & Language Studies, (), 1-9. doi: 10.22034/ijels.2025.490681.1029

Vlachogianni, P., & Tselios, N. (2023). Perceived usability evaluation of educational technology using the Post-Study System Usability Questionnaire (PSSUQ): A systematic review. Sustainability, 15(17), 12954.

https://doi.org/10.3390/su151712954

Yánez Pérez, I., Toma, R. B., & Meneses Villagrá, J. Ángel. (2024). Diseño y usabilidad de IndagApp: una app para la enseñanza de las ciencias por indagación. RIED-Revista Iberoamericana de Educación a Distancia, 27(2), 223–245. https://doi.org/10.5944/ried.27.2.39109

Zhang, Z., & Liu, Y. (2024). Augmented reality in cultural heritage: A dual-model pipeline for artwork recognition and 3D model generation. arXiv. https://arxiv.org/html/2507.13719v1

Zmudczynska, E.W., Chen, HC. (2024). Using Scrum to Build Tourism Information Mobile Application. In: Barolli, L. (eds) Advanced Information Networking and Applications. AINA 2024. Lecture Notes on Data Engineering and Communications Technologies, vol 199. Springer, Cham. https://doi.org/10.1007/978-3-031-57840-3_39

Published

2026-01-01

How to Cite

[1]
Miguez Gordillo, E.A., Mena Mena, C.C. and Isín Vilema, M.D. 2026. Technological Transformation of Festive Heritage through Augmented Reality: the ‘Pase del Niño Rey de Reyes’ of Riobamba, Ecuador. Informática y Sistemas. 10, 1 (Jan. 2026), 1–13. DOI:https://doi.org/10.33936/isrtic.v10i1.7847.

Issue

Section

Regular Papers

Most read articles by the same author(s)