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Art and Culture in the Multiverse of Metaverses : Immersion, Presence, and Interactivity in the Digital Age / by James Hutson.

Springer Nature - Springer Computer Science eBooks 2024 English International Available online

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Format:
Book
Author/Creator:
Hutson, James.
Series:
Springer Series on Cultural Computing, 2195-9064
Language:
English
Subjects (All):
User interfaces (Computer systems).
Human-computer interaction.
Cultural property.
Art--History.
Art.
Virtual reality.
Augmented reality.
User Interfaces and Human Computer Interaction.
Cultural Heritage.
Art History.
Virtual and Augmented Reality.
Local Subjects:
User Interfaces and Human Computer Interaction.
Cultural Heritage.
Art History.
Virtual and Augmented Reality.
Physical Description:
1 online resource (211 pages)
Edition:
1st ed. 2024.
Place of Publication:
Cham : Springer Nature Switzerland : Imprint: Springer, 2024.
Summary:
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. .
Contents:
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.
Notes:
Description based on publisher supplied metadata and other sources.
Other Format:
Print version: Hutson, James Art and Culture in the Multiverse of Metaverses
ISBN:
9783031663208
OCLC:
1450880712

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