Ghosts of the Argonne: Immersion, Presence, and Uncertainty in a Virtual Reality History Simulation

Ghosts of the Argonne is an interactive virtual reality (VR) recreation of the World War 1 (WW1) M1897 “French 75” field artillery gun, intended to teach learners about WW1 and its impact on the world, the role of artillery and artillerymen in this war, and the stories of real soldiers who served. The Ghosts of the Argonne project is also an exploration of design-oriented challenges that arise when attempting to transport learners into virtual recreations of the past. In this design case, we address a variety of such challenges, including the realism and authenticity of VR environments and objects, the capabilities and limitations of contemporary VR technology, the difficult relationship between games, play, and historical representation, the impact of multi-user interactivity on virtual historical recreations, and the challenge of contending with historical uncertainty in the design of VR objects, events, and environments.

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Publication Details

Journal
International Journal of Designs for Learning
Published
2024-12-04
DOI
https://doi.org/10.14434/ijdl.v15i3.36335
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
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article

Ghosts of the Argonne: Immersion, Presence, and Uncertainty in a Virtual Reality History Simulation

Nathan Prestopnik
1 citations
International Journal of Designs for Learning
Educational Games and Gamification
0.79
article

Ghosts of the Argonne: Immersion, Presence, and Uncertainty in a Virtual Reality History Simulation

Nathan Prestopnik
article en
1 citations

Abstract

Ghosts of the Argonne is an interactive virtual reality (VR) recreation of the World War 1 (WW1) M1897 “French 75” field artillery gun, intended to teach learners about WW1 and its impact on the world, the role of artillery and artillerymen in this war, and the stories of real soldiers who served. The Ghosts of the Argonne project is also an exploration of design-oriented challenges that arise when attempting to transport learners into virtual recreations of the past. In this design case, we address a variety of such challenges, including the realism and authenticity of VR environments and objects, the capabilities and limitations of contemporary VR technology, the difficult relationship between games, play, and historical representation, the impact of multi-user interactivity on virtual historical recreations, and the challenge of contending with historical uncertainty in the design of VR objects, events, and environments.

International Journal of Designs for LearningVol. 15(3)
Shenandoah University (US)
Openalex Percentile: Top 21%
Educational Games and Gamification
0.79
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Ghosts of the Argonne: Immersion, Presence, and Uncertainty in a Virtual Reality History Simulation — Nathan Prestopnik · International Journal of Designs for Learning (2024) | TGRS Research Map | TGRS