Virtual Reality Methods: A Guide for Researchers in the Social Sciences and Humanities

Virtual Reality Methods: A Guide for Researchers in the Social Sciences and Humanities

Virtual Reality Methods: A Guide for Researchers in the Social Sciences and Humanities

Virtual Reality Methods: A Guide for Researchers in the Social Sciences and Humanities

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Overview

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.

Product Details

ISBN-13: 9781447360766
Publisher: Policy Press
Publication date: 06/15/2022
Sold by: Barnes & Noble
Format: eBook
Pages: 158
File size: 3 MB

About the Author

Phil Jones is Reader in Cultural Geography and runs the Playful Methods Lab at the University of Birmingham. Tess Osborne is Lecturer and Researcher in Human Geography at the University of Groningen, the Netherlands. Calla Sullivan-Drage, Natasha Keen and Eleanor Gadsby are independent scholars and former members of the Playful Methods Lab at the University of Birmingham, UK.

Table of Contents

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

What People are Saying About This

From the Publisher

“This book is delightful, deeply informative and suitable for many audiences. It is an eye-opener for all who thought of doing research with virtual reality but did not know where to start.” Alexander Klippel, Wageningen University

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