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[null,"1.","Record Nr.",null,"UNISALENTO991002642969707536"]
[null,null,"Autore",null,"Frascarelli, Mario"]
[null,null,"Titolo",null,"Le nuove società cooperative : aspetti civilistici, contabili e fiscali : speciale riforma : i nuovi statuti sociali, le modifiche statutarie, il nuovo albo delle cooperative, i ristorni, le nuove regole fiscali - IRES  / Mario Frascarelli"]
[null,null,"Pubbl/distr/stampa",null,"Milano : FAG, 2004"]
[null,null,"ISBN",null,"888233399X"]
[null,null,"Edizione",null,"[11. ed.]"]
[null,null,"Descrizione fisica",null,"448 p. ; 24 cm + 1 CD-ROM"]
[null,null,"Disciplina",null,"346.0668"]
[null,null,"Soggetti",null,"Cooperative - Legislazione"]
[null,null,"Lingua di pubblicazione",null,"Italiano"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,null,"Note generali","Già pubbl. nel 1990, 11. ed. aggiornata"]
[{"$nulls":4},"In cop.: Cesi multimedia"]
[null,null,null,"Nota di bibliografia","Include bibliografia"]
[null,"2.","Record Nr.",null,"UNINA9910878978903321"]
[null,null,"Autore",null,"Hutson James"]
[null,null,"Titolo",null,"Art and Culture in the Multiverse of Metaverses : Immersion, Presence, and Interactivity in the Digital Age / / by James Hutson"]
[null,null,"Pubbl/distr/stampa",null,"Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024"]
[null,null,"ISBN",null,"9783031663208"]
[{"$nulls":4},"9783031663192"]
[null,null,"Edizione",null,"[1st ed. 2024.]"]
[null,null,"Descrizione fisica",null,"1 online resource (211 pages)"]
[null,null,"Collana",null,"Springer Series on Cultural Computing, , 2195-9064"]
[null,null,"Disciplina",null,"005.437"]
[{"$nulls":4},"004.019"]
[null,null,"Soggetti",null,"User interfaces (Computer systems)"]
[{"$nulls":4},"Human-computer interaction"]
[{"$nulls":4},"Cultural property"]
[{"$nulls":4},"Art - History"]
[{"$nulls":4},"Virtual reality"]
[{"$nulls":4},"Augmented reality"]
[{"$nulls":4},"User Interfaces and Human Computer Interaction"]
[{"$nulls":4},"Cultural Heritage"]
[{"$nulls":4},"Art History"]
[{"$nulls":4},"Virtual and Augmented Reality"]
[{"$nulls":4},"Interfícies d'usuari (Sistemes d'ordinadors)"]
[{"$nulls":4},"Interacció persona-ordinador"]
[{"$nulls":4},"Patrimoni cultural"]
[{"$nulls":4},"Història de l'art"]
[{"$nulls":4},"Realitat virtual"]
[{"$nulls":4},"Llibres electrònics"]
[null,null,"Lingua di pubblicazione",null,"Inglese"]
[null,null,"Formato",null,"Materiale a stampa"]
[null,null,null,"Livello bibliografico","Monografia"]
[null,null,"Nota di contenuto",null,"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."]
[null,null,null,"Sommario/riassunto","Drawing on the art historical framing of Location, Place, and Identity, "]
[{"$nulls":4},"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. ."]