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  <titleInfo>
    <title>Art and Culture in the Multiverse of Metaverses</title>
    <subTitle>Immersion, Presence, and Interactivity in the Digital Age</subTitle>
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    <namePart>Hutson, James.</namePart>
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    <dateIssued encoding="marc">2024</dateIssued>
    <edition>1st ed. 2024.</edition>
    <issuance>monographic</issuance>
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    <extent>XXV, 195 p. 46 illus., 39 illus. in color. online resource.</extent>
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  <abstract>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. .</abstract>
  <tableOfContents>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.</tableOfContents>
  <note type="statement of responsibility">by James Hutson.</note>
  <subject authority="lcsh">
    <topic>User interfaces (Computer systems)</topic>
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  <subject authority="lcsh">
    <topic>Human-computer interaction</topic>
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  <subject authority="lcsh">
    <topic>Cultural property</topic>
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  <subject authority="lcsh">
    <topic>Art</topic>
    <topic>History</topic>
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  <subject authority="lcsh">
    <topic>Virtual reality</topic>
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  <subject authority="lcsh">
    <topic>Augmented reality</topic>
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  <subject>
    <topic>User Interfaces and Human Computer Interaction</topic>
  </subject>
  <subject>
    <topic>Cultural Heritage</topic>
  </subject>
  <subject>
    <topic>Art History</topic>
  </subject>
  <subject>
    <topic>Virtual and Augmented Reality</topic>
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  <classification authority="lcc">QA76.9.U83</classification>
  <classification authority="lcc">QA76.9.H85</classification>
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      <title>Springer Series on Cultural Computing</title>
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  <identifier type="isbn">9783031663208</identifier>
  <identifier type="uri">https://doi.org/10.1007/978-3-031-66320-8</identifier>
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