Sarah Jones, Steve Dawkins (UK Coventry University), Julian McDougall (UK Bournemouth University)
Understanding Virtual Reality
Challenging Perspectives for Media Literacy and Education
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Sarah Jones, Steve Dawkins (UK Coventry University), Julian McDougall (UK Bournemouth University)
Understanding Virtual Reality
Challenging Perspectives for Media Literacy and Education
- Broschiertes Buch
This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities.
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This book provides critical commentary on key issues around virtual reality, using media technology as a tool to challenge perspectives for learning and understanding cultural diversities.
Produktdetails
- Produktdetails
- Routledge Research in Media Literacy and Education
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 182
- Erscheinungstermin: 30. Dezember 2022
- Englisch
- Abmessung: 155mm x 234mm x 19mm
- Gewicht: 304g
- ISBN-13: 9781032061030
- ISBN-10: 1032061030
- Artikelnr.: 65908821
- Routledge Research in Media Literacy and Education
- Verlag: Taylor & Francis Ltd
- Seitenzahl: 182
- Erscheinungstermin: 30. Dezember 2022
- Englisch
- Abmessung: 155mm x 234mm x 19mm
- Gewicht: 304g
- ISBN-13: 9781032061030
- ISBN-10: 1032061030
- Artikelnr.: 65908821
Sarah Jones is continually excited about new technologies and how they can help us think about future media, future education and different ways of understanding. She holds a PhD in Immersive Storytelling and has published extensively on virtual and augmented reality, whilst continuing to make and create immersive experiences. She has advised the UK Government on Immersive Technologies, contributing to evidence around the ethics of being in virtual spaces. Steve Dawkins is an educator with a background in media education. He has worked at Coventry University in the UK for 20+ years teaching around a range of media, primarily time-based but, increasingly, the production and distribution of content for immersive experiences and those experiences. He is completing a PhD by Publication on experiences of immersive media using a portfolio of outputs that includes original 360-degree documentaries, book chapters and journal articles. Julian McDougall is a professor in Media and Education, Head of the Centre for Excellence in Media Practice and Principal Fellow of Advance HE. He runs the Professional Doctorate (Ed D) in Creative and Media Education at Bournemouth University, UK, and convenes the annual Global Media Education Summit. He is co-editor of the Routledge Research in Media Literacy and Education book series.
List of Contributors
Preface
Acknowledgements
Introduction
Part I: Introducing Reality
1. The Virtual Archives
2. The Virtual Space
3. A Multitude of Literacies
Part II: Understanding VR
4. Understanding VR
5. Virtual Encounters
6. Understanding VR Audiences
7. Teaching XR: Digital Inequalities and Education
8. How to Use Social VR in Higher Education: Case Study of JUXYR Campus in Finland
9. The Moral Metaverse: Establishing an Ethical Foundation for XR Design
10. "Unruly Encounters": Literacies of Error in Immersive Virtual Environments
11. A Virtual Journey Towards New Literacies
Part III: An Immersive Literacy
12. Presenting New Literacies
13. Into the Metaverse
Preface
Acknowledgements
Introduction
Part I: Introducing Reality
1. The Virtual Archives
2. The Virtual Space
3. A Multitude of Literacies
Part II: Understanding VR
4. Understanding VR
5. Virtual Encounters
6. Understanding VR Audiences
7. Teaching XR: Digital Inequalities and Education
8. How to Use Social VR in Higher Education: Case Study of JUXYR Campus in Finland
9. The Moral Metaverse: Establishing an Ethical Foundation for XR Design
10. "Unruly Encounters": Literacies of Error in Immersive Virtual Environments
11. A Virtual Journey Towards New Literacies
Part III: An Immersive Literacy
12. Presenting New Literacies
13. Into the Metaverse
List of Contributors
Preface
Acknowledgements
Introduction
Part I: Introducing Reality
1. The Virtual Archives
2. The Virtual Space
3. A Multitude of Literacies
Part II: Understanding VR
4. Understanding VR
5. Virtual Encounters
6. Understanding VR Audiences
7. Teaching XR: Digital Inequalities and Education
8. How to Use Social VR in Higher Education: Case Study of JUXYR Campus in Finland
9. The Moral Metaverse: Establishing an Ethical Foundation for XR Design
10. "Unruly Encounters": Literacies of Error in Immersive Virtual Environments
11. A Virtual Journey Towards New Literacies
Part III: An Immersive Literacy
12. Presenting New Literacies
13. Into the Metaverse
Preface
Acknowledgements
Introduction
Part I: Introducing Reality
1. The Virtual Archives
2. The Virtual Space
3. A Multitude of Literacies
Part II: Understanding VR
4. Understanding VR
5. Virtual Encounters
6. Understanding VR Audiences
7. Teaching XR: Digital Inequalities and Education
8. How to Use Social VR in Higher Education: Case Study of JUXYR Campus in Finland
9. The Moral Metaverse: Establishing an Ethical Foundation for XR Design
10. "Unruly Encounters": Literacies of Error in Immersive Virtual Environments
11. A Virtual Journey Towards New Literacies
Part III: An Immersive Literacy
12. Presenting New Literacies
13. Into the Metaverse