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Titlebook: Art and Culture in the Multiverse of Metaverses; Immersion, Presence, James Hutson Book 2024 The Editor(s) (if applicable) and The Author(s

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发表于 2025-3-21 18:06:08 | 显示全部楼层 |阅读模式
期刊全称Art and Culture in the Multiverse of Metaverses
期刊简称Immersion, Presence,
影响因子2023James Hutson
视频video
发行地址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
学科分类Springer Series on Cultural Computing
图书封面Titlebook: Art and Culture in the Multiverse of Metaverses; Immersion, Presence, James Hutson Book 2024 The Editor(s) (if applicable) and The Author(s
影响因子.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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发表于 2025-3-21 22:43:52 | 显示全部楼层
Hamiltonian Chaos Beyond the KAM Theorytive digital platforms, users can now traverse vast historical landscapes, experiencing the confluence of art, culture, and technology in shaping historical consciousness. The chapter proposes that these digital experiences can democratize history, making it accessible to a broader audience and ensu
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https://doi.org/10.1007/3-540-05741-2es toward current trends where digital tools empower both creators and consumers of art. By offering a comprehensive analysis of the shift from physical to virtual in the art world, the chapter highlights the changing paradigms in how art is perceived and valued in contemporary society.
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Applications to Bianchi-type universes,lf and others in increasingly interconnected virtual societies. Through detailed analysis of user engagement and the performative aspects of avatars, this chapter contributes to a broader understanding of the digital landscape’s influence on contemporary identity and cultural dynamics.
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Macrocosm of History: Everywhere. Everything. Everyonetive digital platforms, users can now traverse vast historical landscapes, experiencing the confluence of art, culture, and technology in shaping historical consciousness. The chapter proposes that these digital experiences can democratize history, making it accessible to a broader audience and ensu
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