-
116
pages
-
English
-
Ebooks
-
2021
Description
Indiana University Press is pleased to make this book freely available as an Open Access monograph. 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.
Foreword
Acknowledgments
Introduction: Rethinking Virtual Places
1. A Potted History of Virtual Reality
2. Dead, Dying, Failed Worlds
3. Architecture: Places Without People
4. Theories of Place & Cyberspace
5. Rats & Goosebumps: Mind, Body & Embodiment
6. Games are not Interactive Places
7. Do Serious Gamers Learn From Place?
8. Cultural Places
9. Evaluating Sense of Place, Virtual Places & Virtual Worlds
10. Place-Making Interfaces & Platforms
Conclusion: Dwelling, Culture, Care
Glossary
Index
-
Publié par
-
Date de parution
30 novembre 2021
-
EAN13
9780253058379
-
Langue
English
-
Poids de l'ouvrage
8 Mo