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Articles 1 - 8 of 8
Full-Text Articles in Arts and Humanities
The Role Of Virtual Reality In Art Therapy To Mitigate Autism Spectrum Disorder (Asd) Symptoms, James Hutson
The Role Of Virtual Reality In Art Therapy To Mitigate Autism Spectrum Disorder (Asd) Symptoms, James Hutson
Faculty Scholarship
Traditional art therapy sessions are designed for face-to-face engagement with patients as with other mental health services such as counseling. However, the pandemic of 2019 severely limited access to these services and, initially, led to widespread cancelation and postponement until the nature of COVID-19 could be better understood. When treatment resumed, video conferencing was the preferred method of holding therapy sessions one-on-one to diagnose patients and provide services. Similar approaches were taken in art therapy with less efficacy given the hands-on nature of the required activities. With the rise of virtual reality (VR) as a more widely accessible technology since …
Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber
Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber
Faculty Scholarship
The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with …
Virtual Reality And Learning: A Case Study Of Experiential Pedagogy In Art History, James Hutson, Trent Olsen
Virtual Reality And Learning: A Case Study Of Experiential Pedagogy In Art History, James Hutson, Trent Olsen
Faculty Scholarship
While images are central to the discipline of art history, surprisingly little research has been conducted on the uses of digital environments for teaching in the discipline. Over the past decade, more studies have emerged considering the egalitarian space that can be used by students and teachers in web-based applications and social media. A body of literature has begun to emerge out of a small network of scholars and educators interested in digital humanities and art history, providing examples of how new tools can be integrated into the standard slideshow and lecture format of the field. At the same time, …
A Virtual Reality Educational Game For The Ethics Of Cultural Heritage Repatriation, James Hutson, Ben Fulcher
A Virtual Reality Educational Game For The Ethics Of Cultural Heritage Repatriation, James Hutson, Ben Fulcher
Faculty Scholarship
The technology of virtual reality and the gamification of education has had proven educational benefits and has the ability to immerse students in a participatory learning experience. To capitalize on the strengths of the new digital medium, including immersion, engagement, and presence, a new educational game aims to teach the ethics of cultural heritage repatriation through the lens of art history. The use of games to address current issues and conceptualize a framework for understanding the complexities of geopolitics is not new but aligning these considerations with the pressing need to protect cultural heritage as seen in modern-day Ukraine is. …
Augmented Creativity: Leveraging Natural Language Processing For Creative Writing, Daniel Plate, James Hutson
Augmented Creativity: Leveraging Natural Language Processing For Creative Writing, Daniel Plate, James Hutson
Faculty Scholarship
Recent advances have moved natural language processing (NLP) capabilities with artificial intelligence beyond mere grammar and spell-checking functionality. One such new use that has arisen is the ability to suggest new content to writers to inspire new ideas by using “machine-in-the-loop” strategies in creative writing. In order to explore the possibilities of such a strategy, this study provides a model to be adopted in creative writing courses in higher education. An NLP application was created using Python and spaCy and deployed via Streamlit. The AI allowed students to see if their grammar aligned with those principles and techniques taught in …
"For You There Are No Strangers": Albert Schweitzer And The Ethics Of Necessity In Pandemic America, Joel (J.T.) Young
"For You There Are No Strangers": Albert Schweitzer And The Ethics Of Necessity In Pandemic America, Joel (J.T.) Young
Faculty Scholarship
Claiming millions of lives and affecting millions more, the Covid-19 pandemic has thrust humanity into a period of intense reflection on the fragility of life. However, in this time when people have been encouraged to care for their fellow human beings by taking the precautions necessary to protect one another, many have asked the same question as one of Jesus’ antagonistic opponents in the Gospel of Luke: “and who is my neighbor?” In addition to the virus, though, the United States has been plagued by another adversary: non-necessity toward the other. By claiming no responsibility for the well-being and care …
Virtual Reality And Art History: A Case Study Of Digital Humanities And Immersive Learning Environments, James Hutson, Trent Olsen
Virtual Reality And Art History: A Case Study Of Digital Humanities And Immersive Learning Environments, James Hutson, Trent Olsen
Faculty Scholarship
The potential benefits of integrating immersive realities into traditional humanities curricula have been touted over the last two decades, but budgetary and technical constraints of implementation have limited its adoption. However, recent advances in technology, along with more affordable hardware coupled with more user-friendly interfaces, have seen widespread adoption beyond that of the military and healthcare. In fact, higher education institutions are poised to adopt VR on a broader scale to enhance learning with virtual environments. This study seeks to determine the expectations and results of integrating virtual reality into coursework with students and faculty in Art History. The study …
“Change And Become Like Children”: Eschatological Childhood As Critique And Intention Of Ecclesiological Life, Joel Young
Faculty Scholarship
No abstract provided.