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Articles 1 - 6 of 6
Full-Text Articles in Arts and Humanities
Vr Let My Creativity Out: Youth Creating With Immersive Learning Technologies, Paula Macdowell Dr.
Vr Let My Creativity Out: Youth Creating With Immersive Learning Technologies, Paula Macdowell Dr.
International Journal of Emerging and Disruptive Innovation in Education : VISIONARIUM
With a greater demand for ingenuity and innovation in today’s creative economy, educators need to be creative practitioners inasmuch as students must be, learn, and grow creatively. This qualitative study explores the affordances and constraints of youth creating with immersive learning technologies at a Youth VR Research Camp. A class of 28 students in grade 8, ages 13 and 14, were invited to participate as the co-researchers. The data collection methods included artifact analysis, student-led pair interviews, sharing circles, surveys, and observation. The process of research-creation involved MultibrushVR and FrameVR design challenges focussed on pro-social and environmental change. Findings …
Haptic Preservation Of Cultural Ephemera: An Extended Reality Solution Using Stereoscopic Experience Replication For Victorian Parlor Culture, Paige Sandheinrich, James Hutson
Haptic Preservation Of Cultural Ephemera: An Extended Reality Solution Using Stereoscopic Experience Replication For Victorian Parlor Culture, Paige Sandheinrich, James Hutson
Student Scholarship
This study presents a solution to the problem of interacting with, while simultaneously preserving, fragile cultural heritage, such as Victorian parlor culture artifacts, which are essential cultural heritage items but at risk of damage and deterioration. The proposed multi-sensory experience uses extended reality (XR) technology, head-mounted displays (HMD) and haptic feedback via haptic gloves, providing an immersive experience that allows people to interact with these artifacts in a virtual environment. By replicating the experience of a Victorian parlor, this study provides a glimpse into the past and provides valuable resources for researchers. The proposed solution not only provides access to …
Building An Immersive Simulation Of The 1785 Parisian Salon In Vr: A Guide To Recreating Historical Interiors And Digital Twins, Charles E. O'Brien
Building An Immersive Simulation Of The 1785 Parisian Salon In Vr: A Guide To Recreating Historical Interiors And Digital Twins, Charles E. O'Brien
Theses
This project aims to identify a workflow for creating digital twins without access to specialized 3D imaging equipment, such as photogrammetry. The process of creating a digital twin without specialized equipment is focused more on research than data analysis. Readily available resources, such as literature, paintings, drawings, and any other historical accounts, need to be considered. The case study for this workflow was reconstructing the Parisian Salon from 1785. The Salons were a haven for men and women to have intellectual discourse. The essence of scholarly thought that was produced through these Salon exhibits makes them perfect historical event candidates …
A Proposed Meta-Reality Immersive Development Pipeline: Generative Ai Models And Extended Reality (Xr) Content For The Metaverse, Jay Ratican, James Hutson, Andrew Wright
A Proposed Meta-Reality Immersive Development Pipeline: Generative Ai Models And Extended Reality (Xr) Content For The Metaverse, Jay Ratican, James Hutson, Andrew Wright
Faculty Scholarship
The realization of an interoperable and scalable virtual platform, currently known as the “metaverse,” is inevitable, but many technological challenges need to be overcome first. With the metaverse still in a nascent phase, research currently indicates that building a new 3D social environment capable of interoperable avatars and digital transactions will represent most of the initial investment in time and capital. The return on investment, however, is worth the financial risk for firms like Meta, Google, and Apple. While the current virtual space of the metaverse is worth $6.30 billion, that is expected to grow to $84.09 billion by the …
Architecting The Metaverse: Blockchain And The Financial And Legal Regulatory Challenges Of Virtual Real Estate, James Hutson, Guarango Banerjee, Naresh Kshetri, Kurt Odenwald, Jeremiah Ratican
Architecting The Metaverse: Blockchain And The Financial And Legal Regulatory Challenges Of Virtual Real Estate, James Hutson, Guarango Banerjee, Naresh Kshetri, Kurt Odenwald, Jeremiah Ratican
Faculty Scholarship
There has been disagreement over the value of purchasing space in the metaverse, but many businesses including Nike, The Wendy’s Company, and McDonald’s have jumped in headfirst. While the metaverse land rush has been called an “illusion” given underdeveloped infrastructure, including inadequate software and servers, and the potential opportunities for economic and legal abuse, the “real estate of the future” shows no signs of slowing. While the current virtual space of the metaverse is worth $6.30 billion, that is expected to grow to $84.09 billion by the end of 2028. But the long-term legal and regulatory considerations of capitalizing on …
The Widow Of Malabar: A Digital Edition, Mariana Starke
The Widow Of Malabar: A Digital Edition, Mariana Starke
OER Student Projects
Mariana Starke’s The Widow of Malabar (1791) is a tragedy set on India’s Malabar Coast. The play depicts a widow reluctantly preparing to commit sati (the practice of a widow immolating herself on her husband’s funeral pyre). She becomes the point of contention in a conflict between a Hindu Brahmin and her former lover, the general leading an invading British force. Throughout the play, the Brahmins are portrayed as vicious barbarians, the British as noble harbingers of a more civilized way of life. The Widow of Malabar thus provides a valuable look into British views of India (and of its …