04447nam 22008055 450 991087897890332120251114094441.09783031663208(electronic bk.)978303166319210.1007/978-3-031-66320-8(MiAaPQ)EBC31579331(Au-PeEL)EBL31579331(CKB)33601157000041(DE-He213)978-3-031-66320-8(EXLCZ)993360115700004120240802d2024 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierArt and Culture in the Multiverse of Metaverses Immersion, Presence, and Interactivity in the Digital Age /by James Hutson1st ed. 2024.Cham :Springer Nature Switzerland :Imprint: Springer,2024.1 online resource (211 pages)Springer Series on Cultural Computing,2195-9064Print version: Hutson, James Art and Culture in the Multiverse of Metaverses Cham : Springer,c2024 9783031663192 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.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. .Springer Series on Cultural Computing,2195-9064User interfaces (Computer systems)Human-computer interactionCultural propertyArtHistoryVirtual realityAugmented realityUser Interfaces and Human Computer InteractionCultural HeritageArt HistoryVirtual and Augmented RealityInterfícies d'usuari (Sistemes d'ordinadors)thubInteracció persona-ordinadorthubPatrimoni culturalthubHistòria de l'artthubRealitat virtualthubLlibres electrònicsthubUser interfaces (Computer systems)Human-computer interaction.Cultural property.ArtHistory.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-ordinadorPatrimoni culturalHistòria de l'artRealitat virtual005.437004.019Hutson James1191096MiAaPQMiAaPQMiAaPQ9910878978903321Art and Culture in the Multiverse of Metaverses4206245UNINA