Rethinking virtual places

Bibliographic Information

Rethinking virtual places

Erik Malcolm Champion

(Spatial humanities)

Indiana University Press, 2021

  • : pbk

Available at  / 2 libraries

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Note

Includes bibliographical references and index

Description and Table of Contents

Description

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 Malcolm 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.

Table of Contents

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

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