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.
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Immersion, Presence, and Interactivity in the Digital Age
Produktdetaljer
ISBN
9783031663208
Publisert
2024
Utgiver
Springer Nature
Språk
Product language
Engelsk
Format
Product format
Digital bok
Forfatter