M2 Entry 2: AR/VR Technologies and Indigenous Practice

In the study by Wallis and Ross (2021), it is mentioned several times that the involvement of Indigenous people when designing, developing and creating Indigenous media is essential, as self-determination and authentic experiences are brought in. After learning about the importance of place-based knowledge and stories related to real experiences with sensory interactions, I started to wonder if the integration of AR/VR technologies can support sharing and creating digital Indigenous media that can also be applied to STEM education.

I’ve found some valuable resources on how AR/VR technologies were utilized by community members, elders, and Indigenous creators to tell their stories and make connections between the past, present and future (Wallis & Ross, 2021), which provided more direction for my final project:

  1. Using AR for Aboriginal Storytelling
  2. Building Indigenous XR Creators
  3. Awavena Full Trailer

I also came across an Indigenous VR game, Ksistsikoom which is a Canadian VR story game made in 2019 that takes you through the journey of a man who must challenge the powerful spirit, Thunder (Ksiistsikom). I would love to try this game out!

References

Wallis, K., & Ross, M. (2021). Fourth VR: Indigenous virtual reality practice. Convergence (London, England), 27(2), 313-329. https://doi.org/10.1177/1354856520943083

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