VR in Academia

Outline

The applications of VR have grown substantially over the last decades. This is a selection of articles that provide a glimpse of how VR has been applied for academic questions. All the articles below deal with big metal VR environments in different contexts and provide insights of the development of VR over a timespan of two decades. Each article will have a review that provides an abstract with the general jist and some of the main points, as well as some more specific data if available, that will then allow a better comparison.

Kiourt, C., A. Koutsoudis, and G. Pavlidis. 2016. "DynaMus: A fully dynamic 3D virtual museum framework." Journal of Cultural Heritage 22: 984-991. doi: 10.1016/j.culher.2016.06.007.

Review

Portman, M.E., A. Natapov, and D. Fisher-Gewirtzman. 2015. "To go where no man has gone before: Virtual reality in architecture, landscape architecture and environmental planning." Computers, Environment and Urban Systems 54: 376-384. doi: 10.1016/j.compenvurbsys.2015.05.001.

Review

Rua, H., and P. Alvito. 2011. "Living the past: 3D models, virtual reality and game engines as tools for supporting archaeology and the reconstruction of cultural heritage – the case-study of the Roman villa of Casal de Freiria." Journal of Archaeological Science 38 (12): 3296-3308. doi: 10.1016/j.jas.2011.07.015.

Review

Bruno, F., S. Bruno, G. De Sensi, M.-L. Luchi, S. Mancuso, and M. Muzzupappa. 2010. "From 3D reconstruction to virtual reality: A complete methodology for digital archaeological exhibition." Journal of Cultural Heritage 11 (1): 42-49. doi: 10.1016/j.culher.2009.02.006.

Review

Styliani, S., L. Fotis, K. Kostas, and P. Petros. 2009. "Virtual museums, a survey and some issues for consideration." Journal of Cultural Heritage 10 (4): 520-528. doi: 10.1016/j.culher.2009.03.003.

Review