Virtual Reality Methods A Guide for Researchers in the Social Sciences and Humanities
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 cre...
Main Author: | |
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Other Authors: | |
Format: | eBook |
Language: | Inglés |
Published: |
Bristol
Policy Press
2022
Bristol : 2022. |
Edition: | 1st ed |
Subjects: | |
See on Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009666901206719 |
Table of Contents:
- 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.