Category: Digital Humanities

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Immersive Technology Uses in Interactive Media: A Collection of Case Studies

A collection of case studies that combine immersive technologies such as augmented and virtual reality in various contexts are introduced to outline some of the signals and trends in emerging interactive media. A series of authors share uses of AR/VR/MR in a wide range of fields including tourism, education, archeology, communication, and more. Common themes,

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MMORPG Games as a Way of Coping During the Pandemic: A Study on World of Warcraft

Negative effects of coronavirus expand from physical to mental health, thus finding methods for emotional coping and wellness has become crucial. The act of play is a way to improve one’s wellness and it has been discussed as an intrinsic human activity nested in the culture. During quarantines “play” was in the virtual form more

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Towards Kommos: The Narrative Vessel — A Proposed Construct of Narrative Formation

This paper scaffolds a larger investigation entitled Configuring Kommos: Narrative in event, place, and memory, which explores the tangible formation of narrative generated from the intangibility of a largely undocumented historic event: the Massacre of the Acqui Division on the island of Kefalonia, Greece in 1943. The aim of this project is to investigate a