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2022 | OriginalPaper | Chapter

2. Virtual Environments: Constraints and Possibilities

Author : Erik Champion

Published in: Playing with the Past: Into the Future

Publisher: Springer International Publishing

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Abstract

How can we increase awareness and understanding of other cultures using interactive online digital visualizations of past civilizations? In order to answer the above question, this chapter first questions the success of current virtual environments and asks whether they are capable of producing a platform that supports the experience and understanding of place-inscribed culture. To answer this question, a typology of successful virtual environment applications is suggested. These include online communities, virtual reality travel websites, game engines, virtual reality used for training, and virtual reality used as part of therapeutic means to either relax or divert patients, or to cure phobias. Impeding the success of virtual environments in terms of technological constraints, lack of evaluation techniques and results, and a lack of content-specific applications that best utilize desktop computing capabilities and respond to user needs. It suggests that much more work needs to be done on not just usable but also useful content. Specifically, there is a large gap in knowledge on what might constitute useful and appropriate virtual travel environments, and how contextual interaction may affect our cultural understanding in these environments.

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Metadata
Title
Virtual Environments: Constraints and Possibilities
Author
Erik Champion
Copyright Year
2022
DOI
https://doi.org/10.1007/978-3-031-10932-4_2