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Rethinking Virtual Places (The Spatial Humanities)

Erik Malcolm Champion

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مشخصات کتاب

نویسنده
Erik Malcolm Champion
سال انتشار
۲۰۲۱
فرمت
PDF
زبان
انگلیسی
حجم فایل
۱۲٫۳ مگابایت
شابک
9780253058348، 9780253058355، 9780253058362، 9780253058379، 0253058341، 025305835X، 0253058368، 0253058376

دربارهٔ کتاب

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.

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.

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.

"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"-- Provided by publisher Cover 1 Title Page 4 Copyright 5 Contents 6 Foreword 8 Acknowledgments 10 Introduction: Rethinking Virtual Places 14 One. A Potted History Of Virtual Reality 17 Two. Dead, Dying, Failed Worlds 42 Three. Architecture: Places Without People 64 Four. Theories Of Place And Cyberspace 90 Five. Rats And Goosebumps: Mind, Body, And Embodiment 109 Six. Games Are Not Interactive Places 126 Seven. Do Serious Gamers Learn From Place? 152 Eight. Cultural Places 176 Nine. Evaluating Sense Of Place, Virtual Places, And Virtual Worlds 202 Ten. Place-making Interfaces And Platforms 223 Conclusion: Dwelling, Culture, Care 248 Glossary 256 Index 260 About The Author 264

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