Abstract
In collaboration with “COST Action Integrating Neandertal Legacy: From Past to Present,”
this project details how to design, validate with field experts, and demonstrate a Virtual
Reality application to be experienced by the wider public, and as a space for making live
the theories of Neanderthal tool crafting.
This merger of Virtual Reality, gamification, and efforts for the protection and
dissemination of the Intangible Cultural Heritage has, as an example, recently been
explored with contemporary indigenous people (Rodil, Maasz and Winschiers-Theophilus,
2020). Yet, the potential impact for better understanding and disseminating the
Neanderthal legacy using VR both in terms of appeal and opportunity to offer alternative
learning materials is quite large.
By utilizing VR, there is a dissemination and engagement potential through embodied
interaction (Winn, 1993). Embodied interaction is human-computer input responding to
the body rather than relying on symbolic interfaces and has been shown to enhance
learning and engagement through the feeling of grounding, immersion, and presence
while accomplishing a task (Lindgren et al., 2016). Focusing on learning through
embodied interaction rather than text or speech enables circumventing the need for
adapting an application to the linguistic patchwork that is Europe, thereby making it as
accessible as possible.
this project details how to design, validate with field experts, and demonstrate a Virtual
Reality application to be experienced by the wider public, and as a space for making live
the theories of Neanderthal tool crafting.
This merger of Virtual Reality, gamification, and efforts for the protection and
dissemination of the Intangible Cultural Heritage has, as an example, recently been
explored with contemporary indigenous people (Rodil, Maasz and Winschiers-Theophilus,
2020). Yet, the potential impact for better understanding and disseminating the
Neanderthal legacy using VR both in terms of appeal and opportunity to offer alternative
learning materials is quite large.
By utilizing VR, there is a dissemination and engagement potential through embodied
interaction (Winn, 1993). Embodied interaction is human-computer input responding to
the body rather than relying on symbolic interfaces and has been shown to enhance
learning and engagement through the feeling of grounding, immersion, and presence
while accomplishing a task (Lindgren et al., 2016). Focusing on learning through
embodied interaction rather than text or speech enables circumventing the need for
adapting an application to the linguistic patchwork that is Europe, thereby making it as
accessible as possible.
Originalsprog | Engelsk |
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Titel | European Association of Archeologists - Widening Horizons : Abstract Book |
Forlag | European Association of Archeologists |
Publikationsdato | 2021 |
ISBN (Elektronisk) | 978-80-907270-8-3 |
Status | Udgivet - 2021 |
Begivenhed | 27th Annual Meeting of the European Association of Archaeologists - Kiel, Tyskland Varighed: 6 sep. 2021 → 11 sep. 2021 https://www.e-a-a.org/eaa2021 |
Konference
Konference | 27th Annual Meeting of the European Association of Archaeologists |
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Land/Område | Tyskland |
By | Kiel |
Periode | 06/09/2021 → 11/09/2021 |
Internetadresse |