Art and Culture in the Multiverse of Metaverses
Immersion, Presence, and Interactivity in the Digital Age
Series: Springer Series on Cultural Computing;
- Publisher's listprice EUR 192.59
-
79 876 Ft (76 073 Ft + 5% VAT)
The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.
- Discount 20% (cc. 15 975 Ft off)
- Discounted price 63 901 Ft (60 858 Ft + 5% VAT)
Subcribe now and take benefit of a favourable price.
Subscribe
79 876 Ft
Availability
printed on demand
Why don't you give exact delivery time?
Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.
Product details:
- Edition number 2024
- Publisher Springer Nature Switzerland
- Date of Publication 2 August 2024
- Number of Volumes 1 pieces, Book
- ISBN 9783031663192
- Binding Hardback
- No. of pages195 pages
- Size 235x155 mm
- Language English
- Illustrations XXV, 195 p. 46 illus., 39 illus. in color. Illustrations, black & white 584
Categories
Long description:
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.
MoreTable of 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.
More
The First Two Years a Study of Twenty Five Babies
12 293 HUF
11 310 HUF