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Interfacing with the Digital Metaverse: Historical Recreation in Second Life

Interfacing with the Digital Metaverse: Historical Recreation in Second Life

Daniel Soucier

In a 2007 issue of The Chronicle of Higher Education, Andrea L. Foster highlighted how the digital ‘metaverse’ of Second Life was a beneficial tool for educators in the fields of ethnography, composition, architecture, and literature. Of particular interest was a literary scholar who had created a three-dimensional digital environment of the abyss from The Inferno, by Dante. The purpose of this simulation was to combine text with imagery, analog with digital, and education with virtual entertainment. Inspired by this article, I began to imagine how the technology of Second Life could be utilized by an environmental historian to re-create lost historical space through the careful analysis of primary and secondary source evidence. Read More.

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