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  • 1
    Online Resource
    Online Resource
    Bristol : Policy Press | Bristol :Policy Press,
    UID:
    almahu_9949317559602882
    Format: 1 online resource (160 pages)
    Edition: 1st ed.
    ISBN: 1-4473-6077-X
    Content: 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.
    Note: Description based upon print version of record. , 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. , English
    Additional Edition: ISBN 1-4473-6075-3
    Language: English
    Subjects: Sociology
    RVK:
    RVK:
    Keywords: Electronic books.
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
    URL: Cover
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  • 2
    UID:
    gbv_1832312755
    Format: 1 Online-Ressource (158 p.)
    ISBN: 9781447360773 , 9781447360759
    Content: ePDF and ePUB available Open Access under CC-BY-NC-ND licence. 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. The book provides a user-friendly, non-technical methods guide to using ready-made VR content and 360° video as well as creating custom materials. It examines the advantages and disadvantages of different approaches to using VR, providing helpful, real-world examples of how researchers have used the technology
    Note: English
    Language: Undetermined
    Library Location Call Number Volume/Issue/Year Availability
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  • 3
    Online Resource
    Online Resource
    Cheltenham, UK ; Northampton, MA, USA :Edward Elgar,
    UID:
    almahu_BV049683837
    Format: 1 Online-Ressource (xviii, 235 Seiten) : , Illustrationen, Diagramme.
    ISBN: 978-1-80220-060-7
    Series Statement: Elgar research agendas
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 978-1-80220-059-1
    Language: English
    Subjects: Geography
    RVK:
    Keywords: Grafik ; Digitalisierung ; Digitale Daten ; Forschungsmethode ; Aufsatzsammlung
    Library Location Call Number Volume/Issue/Year Availability
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  • 4
    Online Resource
    Online Resource
    Bristol : Policy Press | Bristol :Policy Press,
    UID:
    edocfu_9960764498902883
    Format: 1 online resource (160 pages)
    Edition: 1st ed.
    ISBN: 1-4473-6077-X
    Content: 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.
    Note: Description based upon print version of record. , 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. , English
    Additional Edition: ISBN 1-4473-6075-3
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 5
    UID:
    kobvindex_HPB1328134982
    Format: 1 online resource (160 pages)
    ISBN: 9781447360773 , 144736077X
    Content: 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.
    Note: 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
    Additional Edition: Print version: Jones, Phil. Virtual Reality Methods. Bristol : Policy Press, ©2022 ISBN 9781447360759
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 6
    Online Resource
    Online Resource
    Bristol : Policy Press | Bristol :Policy Press,
    UID:
    edoccha_9960764498902883
    Format: 1 online resource (160 pages)
    Edition: 1st ed.
    ISBN: 1-4473-6077-X
    Content: 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.
    Note: Description based upon print version of record. , 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. , English
    Additional Edition: ISBN 1-4473-6075-3
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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