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Arts and Humanities

Lindenwood University

Theses/Dissertations

Virtual reality

Publication Year

Articles 1 - 3 of 3

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Discourses Across Periods Of Time, Amanda Raquel Moreno Dec 2023

Discourses Across Periods Of Time, Amanda Raquel Moreno

Theses

This literature review explores the revolutionary effect of generative artificial intelligence (AI) and virtual reality (VR) on digital art history, specifically concentrating on their capacity to enable dialogical exchanges with historical figures and deepen the understanding of artworks. This study considers the current state of research, detecting key methodologies, areas of improvement, and possible challenges and ethical concerns. The example historical figure used in this analysis is the iconic Mexican artist Frida Kahlo. Kahlo’s refusal to correspond to a specific artistic style makes her an ideal subject for generative AI and VR-based investigation, offering fresh insights into her work. The …


Virtual Reality And Video Game Gatekeeping, Autumn Franke Dec 2022

Virtual Reality And Video Game Gatekeeping, Autumn Franke

Theses

This thesis focuses on the effects of the video game industry being the only influence on the development of virtual reality technology and the hindrance caused by it. The aim of this thesis is to discuss this flaw and recommend a different route to develop the technology through the education and medical fields instead of the video game industry.


Gamification Of Education And Learning: Heuristic Elements, Player Types, And Learning Outcomes For Art History Games, James L. Hutson Jr. May 2022

Gamification Of Education And Learning: Heuristic Elements, Player Types, And Learning Outcomes For Art History Games, James L. Hutson Jr.

Theses

The technology of virtual reality (VR) and the gamification of education and learning has had proven educational benefits, especially in secondary education. However, there remains little to no research on the heuristic elements and mechanics that contribute to learning at the postsecondary level of education. Most research conducted has been refined to science programs, but even in these instances, a study of the effects and interests of different demographics has yet to be considered. Given the visual nature of how the discipline of art history has traditionally been taught, there are a number of virtual reality (VR) applications to assist …