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          <dc:identifier>https://hdl.handle.net/2286/R.2.N.193189</dc:identifier>
                  <dc:rights>http://rightsstatements.org/vocab/InC/1.0/</dc:rights>
          <dc:rights>http://creativecommons.org/licenses/by-nc-sa/4.0</dc:rights>
                  <dc:date>2024-05</dc:date>
                  <dc:format>18 pages</dc:format>
                  <dc:contributor>Reza, Sameer</dc:contributor>
          <dc:contributor>Meuth, Ryan</dc:contributor>
          <dc:contributor>Kobayashi, Yoshihiro</dc:contributor>
          <dc:contributor>Barrett, The Honors College</dc:contributor>
          <dc:contributor>Computer Science and Engineering Program</dc:contributor>
                  <dc:type>Text</dc:type>
                  <dc:description>This paper covers the research details, motivation for, and process of creating a virtual reality (VR) poverty simulation and conventional paper simulation, and testing both for comparison. This was done for a Spring 2024 Barrett Honors College thesis. The resulting simulation is a VR resource scavenging game for one player set in the forests of Russian Karelia, rendered in a PSX style, simulating the resource scarcity of a rural hunter. This simulation was compared against a paper-based simulation of a rural Appalachian family to see if it could be found to be comparable in expanding the understanding of poverty for testers.</dc:description>
                  <dc:subject>Virtual Reality</dc:subject>
          <dc:subject>Poverty Simulation</dc:subject>
          <dc:subject>Education</dc:subject>
          <dc:subject>Social Education Workshop</dc:subject>
                  <dc:title>Simulating Scarcity &amp; Engendering Empathy</dc:title></oai_dc:dc></metadata></record></GetRecord></OAI-PMH>
