dc.contributor.author | Headleand, Christopher J. | en_US |
dc.contributor.author | Davies, Bethany | en_US |
dc.contributor.author | Threlfall, Danielle | en_US |
dc.contributor.author | Williams, Benjamin | en_US |
dc.contributor.editor | Xu, Kai and Turner, Martin | en_US |
dc.date.accessioned | 2021-09-07T05:45:00Z | |
dc.date.available | 2021-09-07T05:45:00Z | |
dc.date.issued | 2021 | |
dc.identifier.isbn | 978-3-03868-158-8 | |
dc.identifier.uri | https://doi.org/10.2312/cgvc.20211314 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.2312/cgvc20211314 | |
dc.description.abstract | This paper presents the University of Lincoln Island (TULI), a work-in-progress project where the University of Lincoln campus has been recreated digitally and re-imagined as a fantasy role-playing computer game. Universities have had to respond to a number of key challenges in response to the COVID-19 pandemic. Moving teaching and research online has been facilitated by a number of mature software platforms and tool-sets and the institutional expertise to wield them. However, there are fewer core activities that have digital provisions, thereby requiring a more creative approach. One of these areas is campus familiarisation, traditionally managed through timetabled events such as guided tours and scavenger hunts. However, these activities will be untenable until social distancing measures are lifted, forcing us to consider alternatives. This paper presents gamified virtual environments as a digital solution to support students in this area. We identify a number of key challenges and opportunities in the hopes that it will provide insight for future work in this domain. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Applied computing | |
dc.subject | Education | |
dc.subject | Software and its engineering | |
dc.subject | Virtual worlds software | |
dc.title | The University on Lincoln Island: Reimagining a University Campus as a Role-Playing Video Game | en_US |
dc.description.seriesinformation | Computer Graphics and Visual Computing (CGVC) | |
dc.description.sectionheaders | Education | |
dc.identifier.doi | 10.2312/cgvc.20211314 | |
dc.identifier.pages | 33-38 | |