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Rethinking Virtual Places /

"How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik M. Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more cent...

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Detalles Bibliográficos
Autor principal: Champion, Erik (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Bloomington, Indiana : Indiana University Press, [2021]
Colección:Book collections on Project MUSE.
Temas:
Acceso en línea:Texto completo

MARC

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100 1 |a Champion, Erik,  |e author. 
245 1 0 |a Rethinking Virtual Places /   |c Erik Malcolm Champion. 
264 1 |a Bloomington, Indiana :  |b Indiana University Press,  |c [2021] 
264 3 |a Baltimore, Md. :  |b Project MUSE,   |c 2022 
264 4 |c ©[2021] 
300 |a 1 online resource (264 pages):   |b illustrations 
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490 0 |a The spatial humanities 
505 0 |a Introduction : rethinking virtual places -- A potted history of virtual reality -- Dead, dying, failed worlds -- Architecture : places without people -- Theories of place and cyberspace -- Rats and goosebumps : mind, body, and embodiment -- Games are not interactive places -- Do serious gamers learn from place? -- Cultural places -- Evaluating sense of place, virtual places, and virtual worlds -- Place-making interfaces and platforms -- Conclusion : dwelling, culture, care. 
520 |a "How would the humanities change if we grappled with the ways in which digital and virtual places are designed, experienced, and critiqued? In Rethinking Virtual Places, Erik M. Champion draws from the fields of computational sciences and other place-related disciplines to argue for a more central role for virtual space in the humanities. For instance, recent developments in neuroscience could improve our understanding of how people experience, store, and recollect place-related encounters. Similarly, game mechanics using virtual place design might make digital environments more engaging and learning content more powerful and salient. In addition, Champion provides a brief introduction to new and emerging software and devices and explains how they help, hinder, or replace our traditional means of designing and exploring places. Perfect for humanities scholars fascinated by the potential of virtual space, Rethinking Virtual Places challenges both traditional and recent evaluation methods to address the complicated problem of understanding how people evaluate and engage with the notion of place"--  |c Provided by publisher. 
588 |a Description based on print version record. 
650 7 |a Human-computer interaction.  |2 fast  |0 (OCoLC)fst00963494 
650 7 |a Environmental psychology.  |2 fast  |0 (OCoLC)fst00913431 
650 7 |a Cyberspace.  |2 fast  |0 (OCoLC)fst00885794 
650 7 |a Computer games  |x Design.  |2 fast  |0 (OCoLC)fst00872112 
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650 7 |a cyberspace.  |2 aat 
650 7 |a environmental psychology.  |2 aat 
650 6 |a Realite virtuelle  |x Philosophie. 
650 6 |a Virtual reality  |x Philosophy. 
650 6 |a Psychologie de l'environnement. 
650 6 |a Jeux d'ordinateur  |x Conception. 
650 6 |a Interaction personne-ordinateur. 
650 6 |a Cyberespace. 
650 2 |a Attitude to Computers 
650 2 |a Environmental Psychology 
650 0 |a Computer games  |x Design. 
650 0 |a Cyberspace. 
650 0 |a Environmental psychology. 
650 0 |a Virtual reality  |x Philosophy. 
650 0 |a Human-computer interaction. 
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945 |a Project MUSE - 2023 Annual Backfile - Unpurchased