04221nam 22006493 450 991057689990332120240201192724.01-4473-6077-X10.56687/9781447360773(MiAaPQ)EBC7011201(Au-PeEL)EBL7011201(CKB)23520745500041EBL7011201(AU-PeEL)EBL7011201(OCoLC)1328134982(MdBmJHUP)musev2_101319(oapen)https://directory.doabooks.org/handle/20.500.12854/84659(DE-B1597)646302(DE-B1597)9781447360773(OCoLC)1328132145(EXLCZ)992352074550004120220610d2022 uy 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierVirtual Reality Methods A Guide for Researchers in the Social Sciences and Humanities1st ed.BristolPolicy Press2022Bristol :Policy Press,2022.©2022.1 online resource (160 pages)Description based upon print version of record.1-4473-6075-3 Front Cover -- Virtual Reality Methods: A Guide for Researchers in the Social Sciences and Humanities -- Copyright information -- Table of contents -- List of figures -- List of abbreviations -- About the authors -- Acknowledgments -- ONE What is VR and why use it in research? -- Introduction -- Defining terms -- Why undertake research using VR? -- Immersion and presence -- The evolution of VR -- Structure of this book -- References -- TWO Working with existing VR material: content analysis -- Introduction -- The absence of content analysis -- Lessons from gaming literature -- Analysing embodied engagement -- Case study: approaching a content analysis of Half-Life: Alyx -- Situating the content -- Documenting the experience -- Analysing the materials -- Conclusion -- References -- THREE Working with existing VR material: activities with participants -- Introduction -- Ethical considerations -- User experience -- Therapeutic and training applications -- Case study: surviving the zombie apocalypse -- Conclusions -- References -- FOUR Working with social VR -- Introduction -- Opportunities for collaboration -- Avatars, social cues and harassment -- Case study: VR Church -- Conclusions -- References -- FIVE Creating 360° imagery -- Introduction -- Travelling through 360° -- 360° therapeutic landscapes -- Sensory VR -- Case study: mismatched sensory stimuli -- Creating the VR environments -- The study -- Conclusion -- References -- SIX Creating original VR content -- Introduction -- Scenario testing -- Reproducing environments -- Case study: building urban landscapes -- Conclusion -- References -- SEVEN Conclusion: next steps in VR research -- References -- Notes -- Index -- Back Cover.Since the mid-2010s, virtual reality (VR) technology has advanced rapidly. This book explores the many opportunities that VR can offer for humanities and social sciences researchers. It provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials.Virtual realityHumanitiesResearchComputer simulationHumanitiesResearchMethodologySocial sciencesResearchComputer simulationSocial sciencesResearchMethodologyCreative research methods; Digital methods; Immersive environments; New technology; Research methods; Social research methods; Virtual realityVirtual reality.HumanitiesResearchComputer simulation.HumanitiesResearchMethodology.Social sciencesResearchComputer simulation.Social sciencesResearchMethodology.Jones Phil1242574Osborne Tess1242575MiAaPQMiAaPQMiAaPQBOOK9910576899903321Virtual Reality Methods2882435UNINA