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Social and Behavioral Sciences Commons

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Full-Text Articles in Social and Behavioral Sciences

What Do Students Use? A Review Of Technology In Libraries, Aleshia Huber Oct 2017

What Do Students Use? A Review Of Technology In Libraries, Aleshia Huber

Upstate New York Science Librarians Conference

A review of student use of technologies in libraries, with the research question being "What increases or supports the use of these technologies?" Technologies discussed include 3D printing and scanning, virtual reality, and visualization. Factors impacting student technology usage are: Education and Training, Visibility, Classwork, and Events and Showcases.


Vr Usability From Elderly Cohorts: Preparatory Challenges In Overcoming Technology Rejection, George Coldham, David M. Cook Sep 2017

Vr Usability From Elderly Cohorts: Preparatory Challenges In Overcoming Technology Rejection, George Coldham, David M. Cook

Dr. David M Cook

Virtual Reality (VR) usability is an emerging area that has made rapid progress among early adopters, but has so far failed to address the concerns of late adopters. In particular, elderly cohorts stand to benefit greatly from VR technologies as they enter areas of assistive technology, gerontechnology, and authentic modes of training. This study examined technology rejection criteria from a sample of 19 retired persons by comparing normative and VR practices for the fundamental learning of navigation using Google Earth mapping. This research discovered that three dimensional fear was a major factor in determining the acceptance and rejection of VR …


Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter Sep 2017

Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter

Electronic Thesis and Dissertation Repository

We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the …


Surgical Skill And Video Games: A Meta-Analytic Review, Tyler Anthony Menzies Apr 2017

Surgical Skill And Video Games: A Meta-Analytic Review, Tyler Anthony Menzies

CUP Undergraduate Research

As the popularity of video games has grown over the past decade, so has interest in their capacity to serve as tools for education. The technology behind modern laparoscopic surgery draws strong parallels to modern video games, and as such has inspired initial research into the potential relationship between video game play and surgical performance. To date, a number of researchers have conducted studies on this relationship; however, no structured, statistical review of accessible data has taken place. Thus, the goal of this analysis was to examine the available literature and report the significance of the cumulative findings. Through my …


Virtual Reality: The Game Changer For Residential Real Estate Staging Through Increased Presence, Alexander Julian Brenner Jan 2017

Virtual Reality: The Game Changer For Residential Real Estate Staging Through Increased Presence, Alexander Julian Brenner

CMC Senior Theses

This study proposes a series of 3 experiments to explore how different types of staging, pictures versus virtual reality, impacts potential buyers’ likelihood of wanting to visit a home. Moreover, this study seeks to address how the type of market, hot versus cold, and type of home, luxury versus non-luxury, connects with staging and its impact on wanting to visit a home. In Experiment 1, participants will view 10 total homes, 5 randomly selected with staged pictures first followed by the remaining 5 with virtual reality, either within the hot or cold market. If VR increases presence, then people should …