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Virtual Reality Methods

出版社
出版日期
2022/06/15
閱讀格式
EPUB
書籍分類
學科分類
ISBN
9781447360766

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EPUB and EPDF 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. The insights drawn from this analysis will inspire scholars to explore the possibilities of using VR in their own research projects.
  • Cover
  • Title Page
  • Copyright Page
  • Table of Contents
  • List of Figures
  • List of Abbreviations
  • About the Authors
  • Acknowledgements
  • 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
  • 出版地 英國
  • 語言 英文

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