• Applying Game Learning Principles to Analyze and Identify Improvements for Scuba Training Simulations

      Schaller, Shaun; Yucel, Ibrahim; Thesis Advisor; Kahn, Russell; Second Reader (2018-04)
      The purpose of this project was to analyze whether existing simulations for scuba diving are effective training tools, and to further develop prototype mockups that demonstrate how a simulation embedded with important scuba concepts and procedures can create an effective learning environment. Academic literature is reviewed relating to virtual reality experiences, simulations in training applications, motivational factors for the use of simulations in education, and strategies to embed learning into game simulations. This study uses James Paul Gee’s learning principles for good games (2013) to analyze the scuba simulation game, “Infinite Scuba.” Gee’s learning principles are then applied to develop a series of simulation mockups in which players learn important scuba procedures including: planning a dive, underwater navigation, and underwater communication. The question under investigation is: “What features are needed in a game simulation to be an effective teaching tool and learning experience for open water scuba divers.”
    • The Future Impact of Immersive Virtual Reality Simulations on the Suburban Training Experience of Firefighters in Westchester, NY

      Tatton III, Edward J (2014-12-01)
      This paper describes a prototype of a firefighter training platform utilizing an immersive virtual reality environment. Advances in technology, with the adoption of virtual reality (VR) systems for training purposes, may provide learners with educational environments with life-like simulation interfaces. A prototype was created to simulate interactions a firefighter might experience in a fully immersive environment. The prototype was used to educate firefighters on the cocncept and survey them for feedback on the proposed learning environment. To achieve a fully immersive virtual reality, visual, tactile, auditory, olfactory and gustatory feedback was used. It was found that a fully immersive virtual reality environment would meet the needs of a successful multimedia design as regards cognition and motivation.
    • Modern Virtual Environments and Museums

      Stam, Kathryn; Thesis Advisor; Lizardi, Ryan; Ewsuk, Christopher (2020-10)
      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.