In this weeks episode, start part one of our discussion about archaeology and VR! A very abbreviated explanation of VR, it’s integration into archaeology, and what we think of its impact in archaeology. We will continue our discussion of VR being used in archaeology as well as Archaeogaming in the following parts! Sources

Schroeder, R., 1996. Possible worlds: The Social Dynamic of Virtual Reality Technology. Boulder: Westview Press.

Sivan, Y., 2008. 3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce. Journal For Virtual Worlds Research, 1(1). Available at: https://journals.tdl.org/jvwr/index.php/jvwr/article/view/278

Sutherland, I.E., 1968. A Head-mounted Three Dimensional Display. In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I. AFIPS ’68 (Fall, part I). New York, NY, USA: ACM, pp. 757–764.

Yee, N., 2014. The Proteus Paradox: How Online Games and Virtual Worlds Change Us-And How They Don’t, Yale University Press.

Contact

Show

Twitter: @idigitpodcast

Email: idigitpodcast@gmail.com

Alyssa

Instagram: aal.archaeology

Twitter: Lyssakemi

Michaela

Instagram: mm_digitalized

Twitter: m_mauriello

Affiliates

Wildnote

TeePublic

Timeular

Find this show on the educational podcast app, Lyceum.fm!