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Articles 1 - 10 of 10
Full-Text Articles in Arts and Humanities
Bridging The Divide: Improving Digital Humanities Pedagogy By Networking Higher Education And Secondary Education Faculty In St. Louis, Geremy Carnes, Margaret K. Smith
Bridging The Divide: Improving Digital Humanities Pedagogy By Networking Higher Education And Secondary Education Faculty In St. Louis, Geremy Carnes, Margaret K. Smith
Faculty Scholarship
In 2021, faculty at Lindenwood University and Southern Illinois University Edwardsville (SIUE) led the formation of a Saint Louis Digital Humanities (STL DH) Network of faculty and scholars at area universities, schools, and cultural institutions.1 The Lindenwood and SIUE campuses bookend the St. Louis metro area, a region whose strong geospatial presence offers fruitful opportunities for digital humanities (DH) education but which also suffers from long, deeply ingrained economic and racial segregation. While other regional DH networks exist, the STL DH Network is unique in taking undergraduate education and secondary education— and particularly equitable access to education—as its chief focus. …
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 …
Digital Humanities And Virtual Reality: A Review Of Theories And Best Practices For Art History, James Hutson, Trent Olsen
Digital Humanities And Virtual Reality: A Review Of Theories And Best Practices For Art History, James Hutson, Trent Olsen
Faculty Scholarship
The technology of virtual reality (VR) has had proven educational benefits over the last three decades. And yet, most research conducted on these benefits has been confined to science programs, especially in Computer Science. The application of VR technology for the Digital Humanities is only now beginning to receive attention, but more study needs to be conducted on its uses within various humanistic disciplines. In order to expand on the research at a pivotal time in education when modalities expand beyond the dominant face-to-face model to incorporate more hybrid, distance education, and online learning, this study reviews the literature and …
The London Game, Geremy Carnes, Betsy Aldrich, Brielle Amick, Luke Anderson, Cheyenne Burns, Benjamin Burr, Hannah Marie Chisnell, Caitlin Dollins, Jackson Ederer, Julia Fotiadis, Ethan Mathias, Marqueveosha Patton, Kai Ross, Caroline Smith, Jessica Spivey, Andrea Stanford, Lana Kay Tutterow, Castle Wagoner-Smith
The London Game, Geremy Carnes, Betsy Aldrich, Brielle Amick, Luke Anderson, Cheyenne Burns, Benjamin Burr, Hannah Marie Chisnell, Caitlin Dollins, Jackson Ederer, Julia Fotiadis, Ethan Mathias, Marqueveosha Patton, Kai Ross, Caroline Smith, Jessica Spivey, Andrea Stanford, Lana Kay Tutterow, Castle Wagoner-Smith
OER Student Projects
The London Game is an interactive narrative developed by students and their instructor at Lindenwood University using the Twine tool. Players take the role of a time traveler who can experience any of three scenarios based on aspects of London history and culture of the seventeenth and eighteenth centuries: the Great Fire, the theatrical scene, and the struggles of poverty.
Viral – Analyzing Those That Create And Consume Content On Youtube And Social Media, Devin King
Viral – Analyzing Those That Create And Consume Content On Youtube And Social Media, Devin King
Theses
Analyzing content that has become viral through intent or by accident shows the cultural norms of society, personal interests of individuals to better themselves, and how platform algorithms in the form of search engine optimization are being used. Viral content commonly uses popular modern trends or can start them but creating outline content can yield the best results. Through creating viral content, this may lead to a platform where information can spread, revenue can be generated from, and ideas can influence new audiences, which can be useful for any corporation or individual.