Picture a future where students, faculty, and community members can innovate together, a space with cutting-edge and accessible interactive technology, including Augmented Reality (AR), Extended Reality (XR), Virtual Reality (VR), Augmented Virtuality (AV), and Mixed Reality (MxR). The Immersive Arts and Culture Hub in Lindenwood University’s College of Arts and Humanities is that space—and the future is now.
In fact, our Hub has the first comprehensive educational XR Lab in the region in which we provide the most engaging and immersive educational experience possible, as well as prepare students for the future of work.
Our Hub supports a wide range of creative and scholarly projects from the creation of original content though 360-degree virtual reality to virtual museums and gallery exhibitions powered by game engine technology. Be immersed in the virtual reality of the pyramids in Egypt, the Globe Theatre in London, the Cathedral at Notre Dame. Learn to build digital twins in the metaverse with 360-mapping technology.
The Hub includes the Digital Humanities Lab, Geographic Information Systems (GIS) Lab, MakerSpace, and XR and Gaming Lab. With these resources, students and faculty can complete complex data visualization studies and create original applications for use on various platforms, including Oculus headsets and smartphones for educational and informational purposes across a range of disciplines.
Beyond Arts and Humanities, the College of Science, Technology, and Health uses VRPatients in the Paramedicine program, allowing for virtual simulation scenarios. The College of Education and Human Services’ Center for Innovation & Insight is moving conferences into the metaverse. The Plaster College of Business and Entrepreneurship is also integrating VR in their coursework. The Hub’s multi- and interdisciplinary training resources and expansive immersive realities database bring the future into focus now.
Digital Humanities Lab
Located in LARC 224, our Digital Humanities Lab provides a space for faculty and students to perform analytical and creative digital humanities work collaboratively.
- Eighteen computers, a projector, whiteboard, and meeting table enable the lab to accommodate both full-class lessons or smaller activities and special projects.
- This Lab underlines Lindenwood’s commitment to working at the cutting edge by integrating traditional humanities education with twenty-first century skills.
GIS (Geographic Information Systems) Lab
Located in McCluer Hall, Room 207, the GIS (Geographic Information Systems) Lab is a real geo-community.
- Home-base for the Geographic Information Systems (GIS) Certificate program
- Esri Teaching and Research site licensing gives students access to industry-leading software, including the following:
- ArcGIS Online
- ArcPro
- The Living Atlas
- Story Maps
- Survey 123
- Field Maps
- Experience Builder
- WebApp Builder
- Dashboards
- Esri Training Catalog
- Much more!
- TrimbleR1 GPS (Global Positioning Unit) pairs with smart phones and tablets for real-time, real-world mapping down to one-foot accuracy
TelloEDU drones programable with DroneBlocks, Javascript, or Python
MakerSpace
The MakerSpace in Butler Hall offers training in the most up-to-date strategies, approaches, and hardware in artistic creation.
- AR/VR equipment and software
- 3D Printing
- Laser cutters
- CNC (Computer Numerical Control) Router
- Ceramic kilns
- And more!
XR and Gaming Lab
Located in LARC 322, this lab offers the following:
- Game studio and educational gaming
- VR Headset checkout
- Motion Capture System (Rokoko)
- Training opportunities for Faculty, Staff, and Students
- Virtual Reality Application Database
- Immersive Reality Resources for Educators
- Educational applications for teachers
- Artificial Intelligence Resources for Educators
Publications
- International Journal of Emerging and Disruptive Innovation in Education (iJEDIE): VISIONARIUM.
- Hutson, J. (January, 2022). “A Humanistic Metaverse: Immersive Realities and Digital Humanities,” Spotlight on Humanities, Missouri Humanities Council, January 28, Issue 2022-1.
- Hutson, J. & Olsen, T. (2022). Virtual Reality and Art History: A Case Study of Digital Humanities and Immersive Learning Environments. Journal of Higher Education Theory and Practice. vol 22 (2).
- Hutson, J. & Olsen, T. (2021). Digital humanities and virtual reality: A review of theories and best practices for art history. International Journal of Technology in Education (IJTE), 4(3), 491-500.
- Daniel Plate and James Hutson, Augmented Creativity: Leveraging Natural Language Processing for Creative Writing (publication forthcoming)
- James Hutson, Trent Olsen, “Immersive Reality Pedagogy: A Case Study of the Use of Virtual Reality in Art History Survey Courses.” (publication forthcoming)
- James Hutson, Jason Lively and Joseph Weber, “Immersive Virtual Reality in Art and Design: A Case Study on Best Practices and Innovative Pedagogy” (publication forthcoming)
- Tara Vansell and James Hutson, “GIS and VR: A Case Study of the Integration of Virtual Reality into ArcGIS for Secondary Education” (publication forthcoming)
- James Hutson, Kathi Vosevich, Marcus Smith, Tara Vansell, Geremy Carnes, Erin Martin, Theresa Jeevanjee, Vanessa VanderGraaf, Jason Lively, Joe Weber, Graham Weir, Laura Wehmer-Callahan, Kyle Coble, Peter Weitzel, Sara Bagley, “How Artificial Intelligence is Transforming Higher Education: Leveraging the Rise of Big Data and AI to Prepare Students for Any Future” (publication forthcoming)
- TJ Rains, Karin May, James Hutson, “Developing a Sustainable Model for AI Chatbots in Higher Education” (publication forthcoming)
- James Hutson, “Gamification of Education and Learning: Heuristic Elements for a Virtual Reality Art History Game” (publication forthcoming)
Grants
- Digital Humanities Advancement Grant (National Endowment for the Humanities), Geremy Carnes, 2022-23.
- “Parent-Teacher AI Dialogue System Simulation,” University of Missouri, Saint Louis Templeton Grant for Center for Character and Citizenship, Ben Fulcher and James Hutson, 2022.
- “GEOZOO: Promoting Community Science through GIS and Immersive Technologies,” Tara Vansell, Technology Entrepreneur Center (T-REX), 2022.
- “Virtual Reality and Educational Gaming Project,” President’s Research, Innovation, and Development Towards Excellence (PRIDE) Pride Fund Grant, James Hutson, 2022.
- “Teaching Buried History,” President’s Research, Innovation, and Development Towards Excellence (PRIDE) Fund Grant, Jeffrey Smith, 2021.
- “Immersive Realities Integration and Adoption,” President’s Research, Innovation, and Development Towards Excellence (PRIDE) Fund Grant, James Hutson, 2021.