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010 ▼a 2021022474
020 ▼a 9780253058362 ▼q electronic book
020 ▼a 0253058368 ▼q electronic book
020 ▼a 9780253058379 ▼q (electronic bk.)
020 ▼a 0253058376 ▼q (electronic bk.)
020 ▼z 9780253058348 ▼q hardcover
020 ▼z 9780253058355 ▼q paperback
035 ▼a 3072270 ▼b (N$T)
035 ▼a (OCoLC)1258040527
040 ▼a DLC ▼b eng ▼e rda ▼c DLC ▼d OCLCO ▼d OCLCF ▼d YDX ▼d EBLCP ▼d YDX ▼d N$T ▼d JSTOR ▼d 247004
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05000 ▼a QA76.9.H85 ▼b C43 2021
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072 7 ▼a COM ▼x 034000 ▼2 bisacsh
08200 ▼a 004.01/9 ▼2 23
1001 ▼a Champion, Erik, ▼e author.
24510 ▼a Rethinking virtual places/ ▼c Erik Malcolm Champion.
260 ▼a Bloomington, Indiana: ▼b Indiana University Press, ▼c [2021].
300 ▼a 1 online resource.
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
4900 ▼a The spatial humanities
504 ▼a Includes bibliographical references and index.
5050 ▼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 online resource; title from digital title page (viewed on November 18, 2021).
590 ▼a WorldCat record variable field(s) change: 072
650 0 ▼a Human-computer interaction.
650 0 ▼a Virtual reality ▼x Philosophy.
650 0 ▼a Environmental psychology.
650 0 ▼a Cyberspace.
650 0 ▼a Computer games ▼x Design.
650 7 ▼a Computer games ▼x Design. ▼2 fast ▼0 (OCoLC)fst00872112
650 7 ▼a Cyberspace. ▼2 fast ▼0 (OCoLC)fst00885794
650 7 ▼a Environmental psychology. ▼2 fast ▼0 (OCoLC)fst00913431
650 7 ▼a Human-computer interaction. ▼2 fast ▼0 (OCoLC)fst00963494
650 7 ▼a COMPUTERS / Computer Graphics ▼2 bisacsh
655 4 ▼a Electronic books.
77608 ▼i Print version: ▼a Champion, Erik. ▼t Rethinking virtual places ▼d Bloomington, Indiana : Indiana University Press, 2021 ▼z 9780253058348 ▼w (DLC) 2021022473
85640 ▼3 EBSCOhost ▼u https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=3072270
938 ▼a EBSCOhost ▼b EBSC ▼n 3072270
990 ▼a ***1012033
991 ▼a E-BOOK
994 ▼a 92 ▼b N$T