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Issue No.05 - September/October (2002 vol.22)
pp: 61-67
Andrew Johnson , University of Illinois
Jason Leigh , University of Illinois
Bryan Carter , Central Missouri State University
Jim Sosnoski , University of Illinois
Steve Jones , University of Illinois
ABSTRACT
<p>Virtual Harlem is a learning environment that lets students experience the Harlem Renaissance of the 1920s and 1930s as a cultural field trip. This virtual reality experience is designed to augment the books, photographs, and documentaries typically used in Harlem Renaissance courses with an environment that encourages active learning. The students are encouraged to form their own opinions while visiting Virtual Harlem and then leave annotations for other students to comment on, spurring discussion and debate in the classroom and in the VR world.</p>
INDEX TERMS
Virtual Reality, Harlem Renaissance, Education, Humanities
CITATION
Andrew Johnson, Jason Leigh, Bryan Carter, Jim Sosnoski, Steve Jones, "Virtual Harlem", IEEE Computer Graphics and Applications, vol.22, no. 5, pp. 61-67, September/October 2002, doi:10.1109/MCG.2002.1028727
REFERENCES
1. J. Sosnoski and B. Carter, eds., Works and Days 37/38 (special issue on the Virtual Harlem Project), vol. 19, nos. 1 and 2, fall 2001.
2. B. Carter, "Virtual Harlem," Proc. Siggraph 99 Conf., ACM Press, New York, 1999, p. 103.
3. D. Pape, Composing Networked Virtual Environments, PhD dissertation, Dept. of Computer Science, Univ. of Illinois at Chicago, 2001.
4. K. Park et al., "CAVERNsoft G2: A Toolkit for High Performance Tele-immersive Collaboration," Proc. ACM Symp. Virtual Reality Software and Technology, ACM Press, New York, 2000, pp. 8-15.
5. T. Imai et al., "Overcoming Time-Zone Differences and Time Management Problem with Tele-Immersion," Proc. Int'l Networking Conf. (INET), 2000, CD-ROM.
6. J. Leigh et al., "AGAVE: Access Grid Augmented Virtual Environment," Proc. Access Grid Retreat, 2001.
7. K. Park et al., "Distance Learning Classroom Using Virtual Harlem," Proc. 7th Int'l Conf. Virtual Systems and Multimedia (VSMM 2001), 2001, pp. 489-498.
8. P. Berger and T. Luckmann, The Social Construction of Reality: A Treatise in the Sociology of Knowledge, Doubleday, Garden City, N.Y., 1967.
9. V. Rajan et al., "A Realistic Video Avatar System for Networked Virtual Environments," Proc. Immersive Projection Technology (IPT), 2002, CD-ROM.
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