TY - BOOK AU - Hutson,James ED - SpringerLink (Online service) TI - Art and Culture in the Multiverse of Metaverses: Immersion, Presence, and Interactivity in the Digital Age T2 - Springer Series on Cultural Computing, SN - 9783031663208 AV - QA76.9.U83 PY - 2024/// CY - Cham PB - Springer Nature Switzerland, Imprint: Springer KW - User interfaces (Computer systems) KW - Human-computer interaction KW - Cultural property KW - Art KW - History KW - Virtual reality KW - Augmented reality KW - User Interfaces and Human Computer Interaction KW - Cultural Heritage KW - Art History KW - Virtual and Augmented Reality N1 - 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 N2 - 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. UR - https://doi.org/10.1007/978-3-031-66320-8 ER -