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Introduction Americas Prisons are a Hyper-realization of American society, and due to the stigmatization surrounding prisons many important stories are lost or ignored. One of those stories is of the 1971 Attica Prison Revolt with the events taking place there a personification of the structural problems of America. Making this history accessible and relatable will help present a more complete understanding of past events and their effects, by using virtual reality people wont be just learning history but experiencing it. Research Goal Conclusion Acknowledgements References This work was supported by Texas Advanced Computing Center(TACC) and the Cyber-Infrastructure for Social Change REU, funded by the National Science Foundation award #1852538. Thompson, H. A. (2017). Blood in the water: The Attica prison uprising of 1971 and its legacy. New York: Vintage Books. Design Methodology The development of a Virtual Reality Experience of the event that took place at Attica Correctional Facility in 1971 using Unity 3D's game engine to create a compelling representation of Attica and the importance of what happened there. In part with the overarching goal of creating a compelling experience is demonstrating how effective virtual reality can be used to tell a well-rounded representation of history. All of the historical information was sourced from Heather Ann Thompsons Blood in The Water in with that came the other question of how well historical narrative from books could be transferred over to virtual reality.. The goal of this project was to see how effectively a Virtual Reality simulation could be used to tell the story of the Attica prison revolt. When considering the time frame the simulation meets that goal of telling the story of Attica. When thinking forward and given more time the environment could be expanded from a single hallway with the only interaction being between a few historically significant objects and audio clips. Each object could be developed to have the user taken through a recreation of the event that the object represents, which would not only enhance the immersion, but the emotional impact of the whole experience. Using Virtual Reality As A Tool To Experience History Jakerra Lance, Anne Bowen, Andrew Solis The University of Texas at Austin, Washington & Jefferson College National Science Foundation award #1852538. Cyberinfrastructure Research 4 Social Change, Texas Advanced Computing Center Development stated with creating a storyboard that was a rough concept of hoe the user would experience the Virtual Reality program. The ultimate goal was to allow the VR user to be immersed into the story of Attica. The main environment was a prison corridor which held interactable object that played audio explaining their importance. One example of an interactable object in the program was a shotgun which represented the retaking and use audio from a live news report from 1971. Attica VR Storyboard Attica VR Shotgun Asset Attica VR Environment Images Attica Prisoners (1971)

Using Virtual Reality As A Tool To Experience History...Using Virtual Reality As A Tool To Experience History Jakerra Lance, Anne Bowen, Andrew Solis The University of Texas at Austin,

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Page 1: Using Virtual Reality As A Tool To Experience History...Using Virtual Reality As A Tool To Experience History Jakerra Lance, Anne Bowen, Andrew Solis The University of Texas at Austin,

IntroductionAmericas Prisons are a Hyper-realization of American society, and due to the stigmatization surrounding prisons many important stories are lost or ignored. One of those stories is of the 1971 Attica Prison Revolt with the events taking place there a personification of the structural problems of America. Making this history accessible and relatable will help present a more complete understanding of past events and their effects, by using virtual reality people wont be just learning history but experiencing it.

Research Goal

Conclusion

Acknowledgements

References

This work was supported by Texas Advanced Computing Center(TACC) and the Cyber-Infrastructure for Social Change REU, funded by the National Science Foundation award #1852538.

Thompson, H. A. (2017). Blood in the water: The Attica prison uprising of 1971 and its legacy. New York: Vintage Books.

Design Methodology

The development of a Virtual Reality Experience of the event that took place at Attica Correctional Facility in 1971 using Unity 3D's game engine to create a compelling representation of Attica and the importance of what happened there. In part with the overarching goal of creating a compelling experience is demonstrating how effective virtual reality can be used to tell a well-rounded representation of history. All of the historical information was sourced from Heather Ann Thompsons Blood in The Water in with that came the other question of how well historical narrative from books could be transferred over to virtual reality..

The goal of this project was to see how effectively a Virtual Reality simulation could be used to tell the story of the Attica prison revolt. When considering the time frame the simulation meets that goal of telling the story of Attica. When thinking forward and given more time the environment could be expanded from a single hallway with the only interaction being between a few historically significant objects and audio clips. Each object could be developed to have the user taken through a recreation of the event that the object represents, which would not only enhance the immersion, but the emotional impact of the whole experience.

Using Virtual Reality As A Tool To Experience History Jakerra Lance, Anne Bowen, Andrew SolisThe University of Texas at Austin, Washington & Jefferson CollegeNational Science Foundation award #1852538. Cyberinfrastructure Research 4 Social Change, Texas Advanced Computing Center

Development stated with creating a storyboard that was a rough concept of hoe the user would experience the Virtual Reality program. The ultimate goal was to allow the VR user to be immersed into the story of Attica.

The main environment was a prison corridor which held interactable object that played audio explaining their importance. One example of an interactable object in the program was a shotgun which represented the retaking and use audio from a live news report from 1971.

Attica VR Storyboard

Attica VR Shotgun Asset

Attica VR Environment Images

Attica Prisoners (1971)