03555nam a22005175i 4500001001800000003000900018005001700027007001500044008004100059020001800100024003500118050001500153050001500168072001600183072002300199072001500222100007600237245015600313250001800469264006900487300006500556336002600621337002600647338003600673347002400709490005400733505037900787520131901166650004002485650003202525650002302557650001802580650002102598650002302619650005202642650002302694650001702717650003502734710003402769773002602803776003602829776003602865776003602901830005402937856004602991978-3-031-66320-8DE-He21320251030112707.0cr nn 008mamaa240802s2024 sz | s |||| 0|eng d a97830316632087 a10.1007/978-3-031-66320-82doi 4aQA76.9.U83 4aQA76.9.H85 7aUYZ2bicssc 7aCOM0790102bisacsh 7aUYZ2thema1 aHutson, James.eauthor.4aut4http://id.loc.gov/vocabulary/relators/aut10aArt and Culture in the Multiverse of Metaversesh[electronic resource] :bImmersion, Presence, and Interactivity in the Digital Age /cby James Hutson. a1st ed. 2024. 1aCham :bSpringer Nature Switzerland :bImprint: Springer,c2024. aXXV, 195 p. 46 illus., 39 illus. in color.bonline resource. atextbtxt2rdacontent acomputerbc2rdamedia aonline resourcebcr2rdacarrier atext filebPDF2rda1 aSpringer Series on Cultural Computing,x2195-90640 aPart 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. aDrawing 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. . 0aUser interfaces (Computer systems). 0aHuman-computer interaction. 0aCultural property. 0aArtxHistory. 0aVirtual reality. 0aAugmented reality.14aUser Interfaces and Human Computer Interaction.24aCultural Heritage.24aArt History.24aVirtual and Augmented Reality.2 aSpringerLink (Online service)0 tSpringer Nature eBook08iPrinted edition:z978303166319208iPrinted edition:z978303166321508iPrinted edition:z9783031663222 0aSpringer Series on Cultural Computing,x2195-906440uhttps://doi.org/10.1007/978-3-031-66320-8