Virtual reality methods : a guide for researchers in the social sciences and humanities / Phil Jones and Tess Osborne ; with Calla Sullivan-Drage, Natasha Keen and Eleanor Gadbsy.
Series: Policy Press shorts. Research.Publisher: Bristol, UK : Policy Press, 2022Copyright date: ©2022Description: 1 online resourceContent type:- text
- computer
- online resource
- 9781447360773
- 144736077X
- 9781447360766
- 1447360761
- Social sciences -- Research -- Methodology
- Social sciences -- Research -- Computer simulation
- Humanities -- Research -- Methodology
- Humanities -- Research -- Computer simulation
- Virtual reality
- SOCIAL SCIENCE / Methodology
- Humanities -- Research -- Methodology
- Social sciences -- Research -- Methodology
- Virtual reality
- 001.3072/1 23
- AZ186 .J66 2022
Item type | Current library | Call number | Status | Date due | Barcode | |
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eBooks | Digital Library | Available |
Online resource; title from digital title page (viewed on June 15, 2022).
Open Access EbpS
Front Matter -- Contents -- List of figures -- List of abbreviations -- About the authors -- Acknowledgements -- What is VR and why use it in research? -- Working with existing VR material: content analysis -- Working with existing VR material: activities with participants -- Working with social VR -- Creating 360° imagery -- Creating original VR content -- Conclusion: next steps in VR research -- Notes -- Index
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.
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