We are developing an edited volume of the latest in XR (virtual, augmented, and mixed reality) and other interactive technologies being used for liberal arts education, specifically in the Humanities. While these relatively nascent technologies have been applied most visibly in the STEM fields, we seek to show through this volume that the technological divide between sciences and the humanities is not as wide as many believe. Many academics and researchers working in the humanities often utilize these kinds of technologies, even though they are not generally accepted tools for research and teaching in their respective fields. Recent creations involving various humanities disciplines include digital reconstructions of ancient and medieval environments (such as the Globe Theater), archaeological and anthropological projects which seek to digitize material artifacts, language acquisition projects for both modern and ancient languages, and more. XR technologies offer unique opportunities for research, teaching, and learning.
Possible Questions/Angles of Approach:
With technology taking a larger role in the classroom, what role does XR technology play in the development of humanities education in the 21st century, and vice versa?
What discoveries have been found by exploring XR technology in the classroom?
How do projects involving XR technology offer opportunities for faculty-student collaboration and/or interdisciplinary collaboration?
How can XR technology help to advance modes of research in various humanities disciplines?
We welcome other approaches in addition to these questions. If you think your ideas may fit this volume but don’t fit those exact criteria, please feel free to submit.