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



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Autore: Hutson James Visualizza persona
Titolo: Art and Culture in the Multiverse of Metaverses : Immersion, Presence, and Interactivity in the Digital Age / / by James Hutson Visualizza cluster
Pubblicazione: Cham : , : Springer Nature Switzerland : , : Imprint : Springer, , 2024
Edizione: 1st ed. 2024.
Descrizione fisica: 1 online resource (211 pages)
Disciplina: 005.437
004.019
Soggetto topico: 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
Soggetto genere / forma: Llibres electrònics
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. .
Titolo autorizzato: Art and Culture in the Multiverse of Metaverses  Visualizza cluster
ISBN: 9783031663208
9783031663192
Formato: Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione: Inglese
Record Nr.: 9910878978903321
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Serie: Springer Series on Cultural Computing, . 2195-9064
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