“…The vast majority of immersive technology cultural heritage applications have been developed for archaeological sites and monuments that are visible and physically accessible to the public. Most commonly, further, their content includes 3D reconstructions of how the archaeological sites and monuments would have looked like or would have been used during distinctive moments of their biography (see, for example, Vlahakis et al, 2001;Vlahakis et al, 2002;Reilly et al, 2006;Schöning, Krüger & Müller, 2006;Paelke & Sester, 2010;Eggert, Hücker & Paelke, 2014;Pierdicca et al, 2015;Galatis et al, 2016;Pierdicca et al, 2016;Morandi & Tremari, 2017;Pedersen et al, 2017;Bekele et al, 2018;Bruno et al, 2019;Dragoni et al, 2019;Liritzis, Volonakis & Vosinakis, 2021). Applications for non-accessible sites and monuments are limited in number and they too provide 3D reconstructions of the "invisible' antiquities they promote (Capone, 2011;Martínez et al, 2015;Pierdicca et al, 2015;Unger & Kvetina, 2017).…”