Modern Virtual Environments and Museums
dc.contributor.advisor | Stam, Kathryn; Thesis Advisor | |
dc.contributor.advisor | Lizardi, Ryan | |
dc.contributor.author | Ewsuk, Christopher | |
dc.date.accessioned | 2021-03-23T17:18:29Z | |
dc.date.available | 2021-03-23T17:18:29Z | |
dc.date.issued | 2020-10 | |
dc.identifier.uri | http://hdl.handle.net/20.500.12648/1665 | |
dc.description.abstract | Today, 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.iso | en_US | en_US |
dc.subject | Virtual | en_US |
dc.subject | Museum | en_US |
dc.subject | Virtual Reality | en_US |
dc.subject | VR | en_US |
dc.subject | Serious Games | en_US |
dc.subject | Virtual Worlds | en_US |
dc.title | Modern Virtual Environments and Museums | en_US |
dc.type | Thesis | en_US |
dc.description.version | NA | en_US |
refterms.dateFOA | 2021-03-23T17:18:29Z | |
dc.description.institution | SUNY Polytechnic Institute | en_US |
dc.description.department | College of Arts and Sciences | en_US |
dc.description.degreelevel | MS | en_US |