2022
DOI: 10.33423/jhetp.v22i2.5036
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Virtual Reality and Art History: A Case Study of Digital Humanities and Immersive Learning Environments

Abstract: 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 lear… Show more

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Cited by 17 publications
(10 citation statements)
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“…This would explain why Humanities or Social Sciences professors do not stand out for their high ratings of VR, but Engineering professors (in principle more open, due to their training, to digital technologies) do. This is despite the existence, confirmed in the literature, of notable applications of VR to the teaching of the Humanities (Hutson & Olsen, 2022).…”
Section: Discussionmentioning
confidence: 89%
See 1 more Smart Citation
“…This would explain why Humanities or Social Sciences professors do not stand out for their high ratings of VR, but Engineering professors (in principle more open, due to their training, to digital technologies) do. This is despite the existence, confirmed in the literature, of notable applications of VR to the teaching of the Humanities (Hutson & Olsen, 2022).…”
Section: Discussionmentioning
confidence: 89%
“…Although higher education in technical and health areas are those that most frequently apply VR technologies, VR can be applied in other areas. Among them, higher humanistic and artistic education (González-Zamar & Abad-Segura, 2020; Hutson & Olsen, 2022) or history education (Zhang, 2019), among others.…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, VR facilitates collaboration and peer learning in ways that were previously impossible. Students can share virtual spaces, co-create artworks, and provide feedback to one another regardless of physical distance [12]. This collaborative aspect fosters a sense of community and collective learning, enriching the educational experience for all involved.…”
Section: Introductionmentioning
confidence: 99%
“…And unlike experiences for the scientific and medical communities, which tended to be longer, these were necessarily short to keep visitors moving through exhibition spaces (Carrozzino & Bergamasco, 2010). These site-specific XR experiences quickly gave way to completely virtual museums, such as The Exploratorium, a public science museum, and The CREATE project, an EU funded project that allows users to reconstruct archeological sites (Hutson & Olsen, 2022b). Around the same time, whole museum collections were digitized for viewing using aug- 2014, an inexpensive HMD that was quickly adopted for secondary education (Boel et al, 2021).…”
Section: Introductionmentioning
confidence: 99%