• Contact

  • Newsletter

  • About us

  • Delivery options

  • Prospero Book Market Podcast

  • Art and Culture in the Multiverse of Metaverses: Immersion, Presence, and Interactivity in the Digital Age

    Art and Culture in the Multiverse of Metaverses by Hutson, James;

    Immersion, Presence, and Interactivity in the Digital Age

    Series: Springer Series on Cultural Computing;

      • GET 20% OFF

      • The discount is only available for 'Alert of Favourite Topics' newsletter recipients.
      • Publisher's listprice EUR 192.59
      • 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.

        79 876 Ft (76 073 Ft + 5% VAT)
      • Discount 20% (cc. 15 975 Ft off)
      • Discounted price 63 901 Ft (60 858 Ft + 5% VAT)

    79 876 Ft

    db

    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.

    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.

    More

    Table 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
    Recently viewed
    previous
    Art and Culture in the Multiverse of Metaverses: Immersion, Presence, and Interactivity in the Digital Age

    The First Two Years a Study of Twenty Five Babies

    Shirley, Mary M.

    12 293 HUF

    11 310 HUF

    next