Virtual Reality Methods : A Guide for Researchers in the Social Sciences and Humanities |
Autore | Jones Phil |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Bristol, : Policy Press, 2022 |
Descrizione fisica | 1 online resource (160 pages) |
Altri autori (Persone) | OsborneTess |
Soggetto topico |
Virtual reality
Humanities - Research - Computer simulation Humanities - Research - Methodology Social sciences - Research - Computer simulation Social sciences - Research - Methodology |
Soggetto non controllato | Creative research methods; Digital methods; Immersive environments; New technology; Research methods; Social research methods; Virtual reality |
ISBN | 1-4473-6077-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 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. |
Record Nr. | UNISA-996517760803316 |
Jones Phil
![]() |
||
Bristol, : Policy Press, 2022 | ||
![]() | ||
Lo trovi qui: Univ. di Salerno | ||
|
Virtual Reality Methods : A Guide for Researchers in the Social Sciences and Humanities |
Autore | Jones Phil |
Edizione | [1st ed.] |
Pubbl/distr/stampa | Bristol, : Policy Press, 2022 |
Descrizione fisica | 1 online resource (160 pages) |
Altri autori (Persone) | OsborneTess |
Soggetto topico |
Virtual reality
Humanities - Research - Computer simulation Humanities - Research - Methodology Social sciences - Research - Computer simulation Social sciences - Research - Methodology |
Soggetto non controllato | Creative research methods; Digital methods; Immersive environments; New technology; Research methods; Social research methods; Virtual reality |
ISBN | 1-4473-6077-X |
Formato | Materiale a stampa ![]() |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 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. |
Record Nr. | UNINA-9910576899903321 |
Jones Phil
![]() |
||
Bristol, : Policy Press, 2022 | ||
![]() | ||
Lo trovi qui: Univ. Federico II | ||
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