VRchaeology: Intro - Ep 14
Media Type |
audio
Categories Via RSS |
Science
Publication Date |
Oct 09, 2020
Episode Duration |
00:50:59

In this weeks episode, start part one of our discussion about archaeology and VR! A very abbreviated explanation of VR, it’s integration into archaeology, and what we think of its impact in archaeology. We will continue our discussion of VR being used in archaeology as well as Archaeogaming in the following parts!

Sources

  • Schroeder, R., 1996. Possible worlds: The Social Dynamic of Virtual Reality Technology. Boulder: Westview Press.
  • Sivan, Y., 2008. 3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce. Journal For Virtual Worlds Research, 1(1). Available at: https://journals.tdl.org/jvwr/index.php/jvwr/article/view/278
  • Sutherland, I.E., 1968. A Head-mounted Three Dimensional Display. In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I. AFIPS ’68 (Fall, part I). New York, NY, USA: ACM, pp. 757–764.
  • Yee, N., 2014. The Proteus Paradox: How Online Games and Virtual Worlds Change Us-And How They Don’t, Yale University Press.

Contact

Affiliates

Find this show on the educational podcast app, Lyceum.fm!

In this weeks episode, start part one of our discussion about archaeology and VR! A very abbreviated explanation of VR, it's integration into archaeology, and what we think of its impact in archaeology. We will continue our discussion of VR being used in archaeology as well as Archaeogaming in the following parts! Sources * Schroeder, R., 1996. Possible worlds: The Social Dynamic of Virtual Reality Technology. Boulder: Westview Press. * Sivan, Y., 2008. 3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce. Journal For Virtual Worlds Research, 1(1). Available at: https://journals.tdl.org/jvwr/index.php/jvwr/article/view/278 * Sutherland, I.E., 1968. A Head-mounted Three Dimensional Display. In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I. AFIPS '68 (Fall, part I). New York, NY, USA: ACM, pp. 757–764. * Yee, N., 2014. The Proteus Paradox: How Online Games and Virtual Worlds Change Us-And How They Don't, Yale University Press. Contact * Show * Twitter: @idigitpodcast [https://www.twitter.com/idigitpodcast] * Email: idigitpodcast@gmail.com * Alyssa * Instagram: aal.archaeology [https://www.instagram.com/aal.archaeology] * Twitter: Lyssakemi [https://www.twitter.com/Lyssakemi] * Michaela * Instagram: mm_digitalized [https://www.instagram.com/mm_digitalized] * Twitter: m_mauriello [https://www.twitter.com/m_mauriello] Affiliates * Wildnote [http://www.wildnoteapp.com/] * TeePublic [https://www.teepublic.com/?ref_id=5724&ref_type=aff] * Timeular [https://timeular.com/ref/chriswebster/] Find this show on the educational podcast app, Lyceum.fm! [http://lyceum.fm/]

In this weeks episode, start part one of our discussion about archaeology and VR! A very abbreviated explanation of VR, it’s integration into archaeology, and what we think of its impact in archaeology. We will continue our discussion of VR being used in archaeology as well as Archaeogaming in the following parts!

Sources

  • Schroeder, R., 1996. Possible worlds: The Social Dynamic of Virtual Reality Technology. Boulder: Westview Press.
  • Sivan, Y., 2008. 3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce. Journal For Virtual Worlds Research, 1(1). Available at: https://journals.tdl.org/jvwr/index.php/jvwr/article/view/278
  • Sutherland, I.E., 1968. A Head-mounted Three Dimensional Display. In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I. AFIPS ’68 (Fall, part I). New York, NY, USA: ACM, pp. 757–764.
  • Yee, N., 2014. The Proteus Paradox: How Online Games and Virtual Worlds Change Us-And How They Don’t, Yale University Press.

Contact

Affiliates

Find this show on the educational podcast app, Lyceum.fm!

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