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020 _a9783031663208
_9978-3-031-66320-8
024 7 _a10.1007/978-3-031-66320-8
_2doi
050 4 _aQA76.9.U83
050 4 _aQA76.9.H85
072 7 _aUYZ
_2bicssc
072 7 _aCOM079010
_2bisacsh
072 7 _aUYZ
_2thema
100 1 _aHutson, James.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
_967175
245 1 0 _aArt and Culture in the Multiverse of Metaverses
_h[electronic resource] :
_bImmersion, Presence, and Interactivity in the Digital Age /
_cby James Hutson.
250 _a1st ed. 2024.
264 1 _aCham :
_bSpringer Nature Switzerland :
_bImprint: Springer,
_c2024.
300 _aXXV, 195 p. 46 illus., 39 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aSpringer Series on Cultural Computing,
_x2195-9064
505 0 _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.
520 _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. .
650 0 _aUser interfaces (Computer systems).
_964688
650 0 _aHuman-computer interaction.
_964854
650 0 _aCultural property.
650 0 _aArt
_xHistory.
_968955
650 0 _aVirtual reality.
650 0 _aAugmented reality.
_966815
650 1 4 _aUser Interfaces and Human Computer Interaction.
_966577
650 2 4 _aCultural Heritage.
650 2 4 _aArt History.
_968957
650 2 4 _aVirtual and Augmented Reality.
_966818
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783031663192
776 0 8 _iPrinted edition:
_z9783031663215
776 0 8 _iPrinted edition:
_z9783031663222
830 0 _aSpringer Series on Cultural Computing,
_x2195-9064
_967182
856 4 0 _uhttps://doi.org/10.1007/978-3-031-66320-8
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
999 _c62189
_d62189