From cinematograph to 3D model: how can virtual reality support film education hands-on?

Experimental media archaeology is a hands-on approach implemented at the Film Archive & Media Archaeology Lab, embedded at the University of Groningen, the Netherlands. Inspired by Huhtamo's concept of 'thinkering', the aim of this approach is to let students experiment with the different possibilit...

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Published in:Early Popular Visual Culture Vol. 18; no. 1; pp. 70 - 82
Main Authors: Harkema, Gert Jan, Rosendaal, André
Format: Article
Published: Taylor & Francis Ltd Feb2020
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Online Access:View this record in EBSCOhost
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        atl: From cinematograph to 3D model: how can virtual reality support film education hands-on?
      aug:
        au:
          Harkema, Gert Jan
          Rosendaal, André
        affil:
          University of Groningen, Groningen, The Netherlands
          Stockholm University, Stockholm, Sweden
      su:
        Virtual reality
        Rijksuniversiteit te Groningen
        Experimental archaeology
        Interactive learning
        Virtual classrooms
        Educational films
        Academic motivation
        Teams in the workplace
        Netherlands
      sug:
        subj:
          Netherlands
          Virtual reality
          Rijksuniversiteit te Groningen
          Experimental archaeology
          Interactive learning
          Virtual classrooms
          Educational films
          Academic motivation
          Teams in the workplace
      keyword:
        3D
        Experimental media archaeology
        hands-on
        thinkering
        virtual reality
      ab: Experimental media archaeology is a hands-on approach implemented at the Film Archive & Media Archaeology Lab, embedded at the University of Groningen, the Netherlands. Inspired by Huhtamo's concept of 'thinkering', the aim of this approach is to let students experiment with the different possibilities and the diverse usages of (old and new) technological objects of recording and projection, and other forms of (pre-cinematic) representation. Experimental media archaeology is thus used as a practice to let students develop a more critical stance on media heritage, media transition, and media curating. Several years ago, we started experimenting with 3D modelling and Virtual Reality (VR) as complementary strategies to our educational program. As Pantelidis (2009) concludes, VR can add a playfulness to the learning process, encouraging active participation by students, while other studies demonstrate that simulated environments can increase student motivation and stimulate learning. To discover the potential of VR as a tool for thinkering, we recently started an initiative to create an interactive 3D learning environment, designed by a team of Film Study teachers and educational and VR experts of the University. Centered around a 3D model of the Lumière Cinématographe, the application will be realized on a zSpace, a hardware solution that offers a 3D interactive, spatial simulation in which viewers wearing 3D glasses can interact in various ways with simulated objects. This article explores some of the didactic potentials and flaws of Virtual Reality in the classroom setting.
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      src: R
    language: English
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