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007 cr cnu---unuuu
008 210525s2021 inu ob 001 0 eng
010 _a 2021022474
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035 _a3072270
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035 _a(OCoLC)1258040527
037 _a22573/ctv21qvr8z
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042 _apcc
050 0 0 _aQA76.9.H85
_bC43 2021
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082 0 0 _a004.01/9
_223
049 _aMAIN
100 1 _aChampion, Erik,
_eauthor.
245 1 0 _aRethinking virtual places /
_cErik Malcolm Champion.
264 1 _aBloomington, Indiana :
_bIndiana University Press,
_c[2021]
300 _a1 online resource (ix, 249 pages) :
_billustrations
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 0 _aThe spatial humanities
504 _aIncludes bibliographical references and index.
505 0 _aIntroduction : 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"--
_cProvided by publisher.
588 _aDescription based on online resource; title from digital title page (viewed on November 18, 2021).
590 _aWorldCat record variable field(s) change: 650
650 0 _aHuman-computer interaction.
650 0 _aVirtual reality
_xPhilosophy.
650 0 _aEnvironmental psychology.
650 0 _aCyberspace.
650 0 _aVideo games
_xDesign.
650 2 _aEnvironmental Psychology
650 2 _aAttitude to Computers
650 6 _aCyberespace.
650 6 _aInteraction personne-ordinateur.
650 6 _aJeux d'ordinateur
_xConception.
650 6 _aPsychologie de l'environnement.
650 6 _aVirtual reality
_xPhilosophy.
650 6 _aRéalité virtuelle
_xPhilosophie.
650 7 _aenvironmental psychology.
_2aat
650 7 _acyberspace.
_2aat
650 7 _aCOMPUTERS / Computer Graphics
_2bisacsh
650 7 _aComputer games
_xDesign.
_2fast
_0(OCoLC)fst00872112
650 7 _aCyberspace.
_2fast
_0(OCoLC)fst00885794
650 7 _aEnvironmental psychology.
_2fast
_0(OCoLC)fst00913431
650 7 _aHuman-computer interaction.
_2fast
_0(OCoLC)fst00963494
655 7 _ae-books.
_2aat
655 7 _aLivres numériques.
_2rvmgf
776 0 8 _iPrint version:
_aChampion, Erik.
_tRethinking virtual places
_dBloomington, Indiana : Indiana University Press, 2021
_z9780253058348
_w(DLC) 2021022473
856 4 0 _3EBSCOhost
_uhttps://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=3072270
938 _aProject MUSE
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938 _aProQuest Ebook Central
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938 _aYBP Library Services
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_n302530044
938 _aEBSCOhost
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_n3072270
994 _a92
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999 _c257172
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