LEADER 04221nam 22006493 450 001 9910576899903321 005 20240201192724.0 010 $a1-4473-6077-X 024 7 $a10.56687/9781447360773 035 $a(MiAaPQ)EBC7011201 035 $a(Au-PeEL)EBL7011201 035 $a(CKB)23520745500041 035 $aEBL7011201 035 $a(AU-PeEL)EBL7011201 035 $a(OCoLC)1328134982 035 $a(MdBmJHUP)musev2_101319 035 $a(oapen)https://directory.doabooks.org/handle/20.500.12854/84659 035 $a(DE-B1597)646302 035 $a(DE-B1597)9781447360773 035 $a(OCoLC)1328132145 035 $a(EXLCZ)9923520745500041 100 $a20220610d2022 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVirtual Reality Methods $eA Guide for Researchers in the Social Sciences and Humanities 205 $a1st ed. 210 $aBristol$cPolicy Press$d2022 210 1$aBristol :$cPolicy Press,$d2022. 210 4$dİ2022. 215 $a1 online resource (160 pages) 300 $aDescription based upon print version of record. 311 $a1-4473-6075-3 327 $aFront 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. 330 $aSince 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. 606 $aVirtual reality 606 $aHumanities$xResearch$xComputer simulation 606 $aHumanities$xResearch$xMethodology 606 $aSocial sciences$xResearch$xComputer simulation 606 $aSocial sciences$xResearch$xMethodology 610 $aCreative research methods; Digital methods; Immersive environments; New technology; Research methods; Social research methods; Virtual reality 615 0$aVirtual reality. 615 0$aHumanities$xResearch$xComputer simulation. 615 0$aHumanities$xResearch$xMethodology. 615 0$aSocial sciences$xResearch$xComputer simulation. 615 0$aSocial sciences$xResearch$xMethodology. 700 $aJones$b Phil$01242574 701 $aOsborne$b Tess$01242575 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910576899903321 996 $aVirtual Reality Methods$92882435 997 $aUNINA