000 | 03680nam a22005895i 4500 | ||
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001 | 978-3-031-53865-0 | ||
003 | DE-He213 | ||
005 | 20240730172548.0 | ||
007 | cr nn 008mamaa | ||
008 | 240627s2024 sz | s |||| 0|eng d | ||
020 |
_a9783031538650 _9978-3-031-53865-0 |
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024 | 7 |
_a10.1007/978-3-031-53865-0 _2doi |
|
050 | 4 | _aQA76.9.U83 | |
050 | 4 | _aQA76.9.H85 | |
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_aUYZ _2bicssc |
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_a005.437 _223 |
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245 | 1 | 4 |
_aThe Arts and Computational Culture: Real and Virtual Worlds _h[electronic resource] / _cedited by Tula Giannini, Jonathan P. Bowen. |
250 | _a1st ed. 2024. | ||
264 | 1 |
_aCham : _bSpringer Nature Switzerland : _bImprint: Springer, _c2024. |
|
300 |
_aXXXIII, 746 p. 446 illus., 410 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
||
490 | 1 |
_aSpringer Series on Cultural Computing, _x2195-9064 |
|
505 | 0 | _aIntroduction -- Part I: Prelude to 21st Century Computational Culture: Pioneers of Art and Science -- Part II: Curating Art: A Paradigm Shift from Digital to Computational Culture -- Part III: Art and Emerging Sociocultural Global Movements -- Part IV: The Metaverse -- Part V: Education in the Age of Computational Culture -- Part VI: Human States of Being: Real and Artificial Consciousness -- Part VII: The Arts on the Global Virtual Stage -- Part VIII: The Future of Computational Arts and Life. | |
520 | _aA Paradigm Shift and Defining Moment in the 21st Century: Fuelled by the convergence of computational culture, artificial intelligence, and machine learning, arts and culture are experiencing a revolutionary moment poised to change human life and society on a global scale. There is the promise of the Metaverse, with extended reality (XR) and immersive virtual worlds. For the first time, reality and virtuality are merging with these new developments. The proposed book is among the first to address the context, complexity, and impact of this multi-faceted subject in detail - for up close and personal engagement of the reader, while evoking a landscape view. As digital culture evolves to computational culture, we embark on a digital journey from 2D to 3D, where flat computer screens for the Internet and smart phones are evolving into immersive digital environments. This is while new technologies and AI are increasingly embedded in every aspect of daily life, the arts, and education. | ||
650 | 0 |
_aUser interfaces (Computer systems). _911681 |
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650 | 0 |
_aHuman-computer interaction. _96196 |
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650 | 0 |
_aArts. _934534 |
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650 | 0 |
_aCultural property. _932530 |
|
650 | 1 | 4 |
_aUser Interfaces and Human Computer Interaction. _931632 |
650 | 2 | 4 |
_aArts. _934534 |
650 | 2 | 4 |
_aCultural Heritage. _932531 |
700 | 1 |
_aGiannini, Tula. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9104299 |
|
700 | 1 |
_aBowen, Jonathan P. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _9104300 |
|
710 | 2 |
_aSpringerLink (Online service) _9104301 |
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773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9783031538643 |
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_iPrinted edition: _z9783031538667 |
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_iPrinted edition: _z9783031538674 |
830 | 0 |
_aSpringer Series on Cultural Computing, _x2195-9064 _9104302 |
|
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-3-031-53865-0 |
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