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dc.contributor.advisorStam, Kathryn; Thesis Advisor
dc.contributor.advisorLizardi, Ryan
dc.contributor.authorEwsuk, Christopher
dc.date.accessioned2021-03-23T17:18:29Z
dc.date.available2021-03-23T17:18:29Z
dc.date.issued2020-10
dc.identifier.urihttp://hdl.handle.net/20.500.12648/1665
dc.description.abstractToday, many places and environments are replicated digitally for several different reasons. Some of these popular use-cases include video-games, virtual travel, remote learning, and virtual museums. In some cases, they are purely for entertainment, and in others they are purely for convenience or reaching a wider audience. Digital museums, virtual tours, and even modern video games replicate actual and historical places into “Virtual Worlds” in order to overcome barriers like distance, travel, cost, availability, and even existence. Through studying various literature, case studies, and deployed applications, this project will attempt to understand the history and development of virtual worlds and how we use them today. Using the popular example of Virtual Museums, this paper and the associated project attempt to explore and analyze the value and quality of learning and process involved in the deployment of a virtual world.en_US
dc.language.isoen_USen_US
dc.subjectVirtualen_US
dc.subjectMuseumen_US
dc.subjectVirtual Realityen_US
dc.subjectVRen_US
dc.subjectSerious Gamesen_US
dc.subjectVirtual Worldsen_US
dc.titleModern Virtual Environments and Museumsen_US
dc.typeThesisen_US
dc.description.versionNAen_US
refterms.dateFOA2021-03-23T17:18:29Z
dc.description.institutionSUNY Polytechnic Instituteen_US
dc.description.departmentCollege of Arts and Sciencesen_US
dc.description.degreelevelMSen_US


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