Hutson | Art and Culture in the Multiverse of Metaverses | Buch | 978-3-031-66319-2 | sack.de

Buch, Englisch, 195 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 506 g

Reihe: Springer Series on Cultural Computing

Hutson

Art and Culture in the Multiverse of Metaverses

Immersion, Presence, and Interactivity in the Digital Age
2024
ISBN: 978-3-031-66319-2
Verlag: Springer Nature Switzerland

Immersion, Presence, and Interactivity in the Digital Age

Buch, Englisch, 195 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 506 g

Reihe: Springer Series on Cultural Computing

ISBN: 978-3-031-66319-2
Verlag: Springer Nature Switzerland


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, 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. 

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Zielgruppe


Research


Autoren/Hrsg.


Weitere Infos & Material


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.



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