1.

Record Nr.

UNINA9910878978903321

Autore

Hutson James

Titolo

Art and Culture in the Multiverse of Metaverses : Immersion, Presence, and Interactivity in the Digital Age / / by James Hutson

Pubbl/distr/stampa

Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024

ISBN

9783031663208

9783031663192

Edizione

[1st ed. 2024.]

Descrizione fisica

1 online resource (211 pages)

Collana

Springer Series on Cultural Computing, , 2195-9064

Disciplina

005.437

004.019

Soggetti

User interfaces (Computer systems)

Human-computer interaction

Cultural property

Art - History

Virtual reality

Augmented reality

User Interfaces and Human Computer Interaction

Cultural Heritage

Art History

Virtual and Augmented Reality

Interfícies d'usuari (Sistemes d'ordinadors)

Interacció persona-ordinador

Patrimoni cultural

Història de l'art

Realitat virtual

Llibres electrònics

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Nota di contenuto

Part 1: Location and immersion -- Introduction -- Microcosm of history: Everywhere. Everything. Everyone -- Part 2: Place and presence -- Art in the age of virtual reproduction -- Digital cultural heritage preservation -- Part 3: Identity and interactivity -- Embodiment in



avatars and technoculture -- From simulacra to reanimation: Resurrecting the (un)dead -- Conclusion.

Sommario/riassunto

Drawing on the art historical framing of Location, Place, and Identity, this book will examine how the factors of Immersion, Presence, and Interactivity of XR are shaping our understanding of the world and our place within it. Location refers to the specific geographical or spatial context in which a work of art is created or experienced. Place refers to the social, cultural, and historical context of that location. Identity refers to the ways in which individuals and communities construct and express their sense of self and belonging within those contexts. Through case studies and theoretical analysis, Art and Culture in the Multiverse of Metaverses - Immersion, Presence, and Interactivity in the Digital Age, will explore how the factors of Immersion, Presence, and Interactivity of XR can be aligned with these art historical concepts, providing new opportunities for understanding and engaging with Location, Place, and Identity. For example, XR can be used to create immersive experiences of historical locations and cultural sites, allowing users to explore and engage with them in ways that would otherwise be impossible. Additionally, XR can be used to create interactive artworks that engage with issues of identity and belonging, creating new possibilities for self-expression and exploration. .