| 000 | 03944nam a22006135i 4500 | ||
|---|---|---|---|
| 001 | 978-3-031-66320-8 | ||
| 003 | DE-He213 | ||
| 005 | 20251030112707.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 240802s2024 sz | s |||| 0|eng d | ||
| 020 |
_a9783031663208 _9978-3-031-66320-8 |
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| 024 | 7 |
_a10.1007/978-3-031-66320-8 _2doi |
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| 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. |
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| 300 |
_aXXV, 195 p. 46 illus., 39 illus. in color. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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| 337 |
_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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| 347 |
_atext file _bPDF _2rda |
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| 490 | 1 |
_aSpringer Series on Cultural Computing, _x2195-9064 |
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| 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 |
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| 650 | 0 |
_aHuman-computer interaction. _964854 |
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| 650 | 0 | _aCultural property. | |
| 650 | 0 |
_aArt _xHistory. _968955 |
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| 650 | 0 | _aVirtual reality. | |
| 650 | 0 |
_aAugmented reality. _966815 |
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| 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 |
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