Museums and Technologies of Presence
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Museums and Technologies of Presence
Shehade, Maria; Stylianou-Lambert, Theopisti
Taylor & Francis Ltd
12/2024
306
Mole
9781032368856
Pré-lançamento - envio 15 a 20 dias após a sua edição
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Chapter 1 Presence, Museums and Immersive Technologies: An interdisciplinary exploration; Part I: Presence as Immersion, Embodiment, and Multisensory Experiences; Chapter 2 Simulated, Stimulated, and Emulated Presence in 3D Digital Museums; Chapter 3 Presence in immersive museum exhibitions: the role of agency, body-ownership and awareness; Chapter 4 Designing Cultural Experiences within Technosocial Systems; Chapter 5 Multisensory Visitor Engagement: an Analysis of Three Case Studies; Chapter 6 Reconfiguring the Viewer: Modes of Perception and Attention in Immersive Museum Experience; Part II: Affective Presence and Absence; Chapter 7 Affective Presence through 3D Printing: Some Considerations on Materiality, Temporality and Technological Modes of Production; Chapter 8 Technology and presence in a museum of trauma: Therapeutic effects of making danger real Chapter 9 Breathe: Bridging the personal and the planetary through augmented-reality experiences; Chapter 10 Museums and the Power of Absence: Agrippa (A Book of the Dead); Part III: Spatio-temporal Presence; Chapter 11 Digital sensory experiences in museums. Does space matter?; Chapter 12 Museological presence through deep mapping: the Atlas of Maritime Buddhism; Chapter 13 Interwoven Spaces with XR, AI and Robots: Merging Realities in Space and Time; Chapter 14 (Co)-Presence with the Past Using Emerging Technologies in Contemporary Art: Institutional Critique Re-envisioned
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Museums;Immersive experiences;Technologies;Digital Humanities;Immersive aesthetics;Visitor experiences;Vice Versa;AR;Digital Twins;Virtual Museum;Platt Hall;DCH;Manchester Art Gallery;Presence Effects;Affective Presence;Immersive Technologies;Museum Experience;VR Environment;Immersive Media Experiences;LCD;Multisensory Experiences;Museum Studies;Museum Objects;Dense;Digital Museum;Chess;Deep Mapping;Contemporary Visual Art;AR Technology;Advanced Technical Systems;Play Back
Chapter 1 Presence, Museums and Immersive Technologies: An interdisciplinary exploration; Part I: Presence as Immersion, Embodiment, and Multisensory Experiences; Chapter 2 Simulated, Stimulated, and Emulated Presence in 3D Digital Museums; Chapter 3 Presence in immersive museum exhibitions: the role of agency, body-ownership and awareness; Chapter 4 Designing Cultural Experiences within Technosocial Systems; Chapter 5 Multisensory Visitor Engagement: an Analysis of Three Case Studies; Chapter 6 Reconfiguring the Viewer: Modes of Perception and Attention in Immersive Museum Experience; Part II: Affective Presence and Absence; Chapter 7 Affective Presence through 3D Printing: Some Considerations on Materiality, Temporality and Technological Modes of Production; Chapter 8 Technology and presence in a museum of trauma: Therapeutic effects of making danger real Chapter 9 Breathe: Bridging the personal and the planetary through augmented-reality experiences; Chapter 10 Museums and the Power of Absence: Agrippa (A Book of the Dead); Part III: Spatio-temporal Presence; Chapter 11 Digital sensory experiences in museums. Does space matter?; Chapter 12 Museological presence through deep mapping: the Atlas of Maritime Buddhism; Chapter 13 Interwoven Spaces with XR, AI and Robots: Merging Realities in Space and Time; Chapter 14 (Co)-Presence with the Past Using Emerging Technologies in Contemporary Art: Institutional Critique Re-envisioned
Este título pertence ao(s) assunto(s) indicados(s). Para ver outros títulos clique no assunto desejado.
Museums;Immersive experiences;Technologies;Digital Humanities;Immersive aesthetics;Visitor experiences;Vice Versa;AR;Digital Twins;Virtual Museum;Platt Hall;DCH;Manchester Art Gallery;Presence Effects;Affective Presence;Immersive Technologies;Museum Experience;VR Environment;Immersive Media Experiences;LCD;Multisensory Experiences;Museum Studies;Museum Objects;Dense;Digital Museum;Chess;Deep Mapping;Contemporary Visual Art;AR Technology;Advanced Technical Systems;Play Back