期刊全稱(chēng) | Art and Culture in the Multiverse of Metaverses | 期刊簡(jiǎn)稱(chēng) | Immersion, Presence, | 影響因子2023 | James Hutson | 視頻video | http://file.papertrans.cn/168/167559/167559.mp4 | 發(fā)行地址 | Presents the change potential of extended reality and spatial computing technologies in understanding art and culture .Offers new ideas for exploring the relationship between location, place, and iden | 學(xué)科分類(lèi) | Springer Series on Cultural Computing | 圖書(shū)封面 |  | 影響因子 | .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 artwor | Pindex | Book 2024 |
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