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...

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Detalles Bibliográficos
Autor principal: Jones, Phil (-)
Otros Autores: Osborne, Tess
Formato: Libro electrónico
Idioma:Inglés
Publicado: Bristol Policy Press 2022
Bristol : 2022.
Edición:1st ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009666901206719
Tabla de Contenidos:
  • 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.