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  1. Playing with the Past: Into the Future
    Published: 2022
    Publisher:  Springer International Publishing, Cham ; Springer International Publishing AG

    Bibliothek der Hochschule Darmstadt, Zentralbibliothek
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783031109324; 3031109325
    Other identifier:
    Edition: 2nd ed. 2022
    Series: Human–Computer Interaction Series
    Subjects: User interfaces (Computer systems); Human-computer interaction; Digital humanities; Interactive multimedia; Multimedia systems; Computer-aided engineering; User Interfaces and Human Computer Interaction; Digital Humanities; Media Design; Multimedia Information Systems; Computer-Aided Engineering (CAD, CAE) and Design
    Scope: 1 Online-Ressource (XXV, 226 Seiten), 54 illus., 45 illus. in color.
  2. Transmedia narratives for cultural heritage
    remixing history
    Published: 2022
    Publisher:  Routledge, Taylor & Francis Group, London ; New York

    "Transmedia Narratives for Cultural Heritage focuses on theoretical approaches to the analysis and creative practice of developing non-fiction digital transmedia narratives in the rapidly growing cultural heritage sector. This book applies a... more

    Universitätsbibliothek Augsburg
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    "Transmedia Narratives for Cultural Heritage focuses on theoretical approaches to the analysis and creative practice of developing non-fiction digital transmedia narratives in the rapidly growing cultural heritage sector. This book applies a media-focused transdisciplinary approach to understand the conventions of emerging digital narrative genres. Considering digital media's impact on narrative creation and reception, the approach, namely remixed transmedia, can aid practitioners in creating strategic non-fiction narratives for cultural heritage. These creations also need to be evaluated and a digital-media focused 'ludonarrative toolkit' allows for the critical analysis of the composition and public participation in interactive digital narratives. This toolkit is applied and exemplified in genres including virtual museums, serious games, and interactive documentaries. The book also includes a seven-phase theoretical framework that can assist future creators (and project managers) of non-fiction transmedia 'mothership' narratives; and a methodology (based on 'big data analysis') for how to invent new cultural heritage narratives through bottom-up remixing that allows for public inclusion. Two transnational case studies on the 11 UNESCO World Heritage Australian Convict Sites and the Irish National Famine Way demonstrate the seven-phase framework's applicability. As many scholars across disciplines are increasingly creating digital narratives on historical topics for public consumption in various forms, the theoretical foundations and practical project management framework will be useful for scholars and project teams in the domains of transmedia studies, interactive narratives, cultural heritage, media studies, comparative literature, and journalism"--

     

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  3. Playing with the Past: Into the Future
    Published: 2022
    Publisher:  Springer International Publishing, Cham ; Springer

    Technische Hochschule Augsburg
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    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783031109324
    Other identifier:
    Edition: 2nd ed. 2022
    Series: Human–Computer Interaction Series
    Subjects: User Interfaces and Human Computer Interaction; Digital Humanities; Media Design; Multimedia Information Systems; Computer-Aided Engineering (CAD, CAE) and Design; User interfaces (Computer systems); Human-computer interaction; Digital humanities; Interactive multimedia; Multimedia systems; Computer-aided engineering
    Scope: 1 Online-Ressource (XXV, 226 p. 54 illus., 45 illus. in color)
  4. Abitare gli ambienti virtuali
    per un'estetica delle tecnologie immersive
    Published: [2022]
    Publisher:  Bulzoni Editore, Roma

    Bayerische Staatsbibliothek
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    Source: Union catalogues
    Language: Italian
    Media type: Book
    ISBN: 9788868972851
    Series: Zootropio ; 7
    Subjects: Virtual reality / Philosophy; Aesthetics; Interactive multimedia; Ästhetik; Immersion <Virtuelle Realität>; Interaktive Medien
    Scope: 244 Seiten, 21 cm
  5. Playing with the Past: Into the Future
    Published: 2022
    Publisher:  Springer International Publishing, Cham ; Imprint: Springer

    Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as... more

     

    Since the turn of this century (and even earlier), a plethora of projects have arisen to promise us bold new interactive adventures and immersive travel into the past with digital environments (using mixed, virtual or augmented reality, as well as computer games). In Playing with the Past: Into the Future Erik Champion surveys past attempts to communicate history and heritage through virtual environments and suggests new technology and creative ideas for more engaging and educational games and virtual learning environments. This second edition builds on and updates the first edition with new game discussions, surveys, design frameworks, and theories on how cultural heritage could be experienced in digital worlds, via museums, mobile phones, or the Metaverse. Recent games and learning environments are reviewed, with provocative discussion of new and emerging promises and challenges

     

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    Source: Union catalogues
    Language: English
    Media type: Ebook; Data medium
    Format: Online
    ISBN: 9783031109324
    Other identifier:
    Edition: 2nd ed. 2022
    Series: Human–Computer Interaction Series
    Subjects: User interfaces (Computer systems); Human-computer interaction; Digital humanities; Interactive multimedia; Multimedia systems; Computer-aided engineering; User Interfaces and Human Computer Interaction; Digital Humanities; Media Design; Multimedia Information Systems; Computer-Aided Engineering (CAD, CAE) and Design
    Scope: 1 Online-Ressource (XXV, 226 Seiten), 54 Illustrationen, 45 Illustrationen
    Notes:

    Virtual Travel: Being Not Quite 'There' -- Virtual Environment: Constraints and Possibilities.-Space and Place in Cyberspace -- Culturally Significant Presence -- What Have We Learnt from Game-Style Interaction? -- Playing With The Past: Case Studies -- Mixed Histories, Augmented Pasts -- 8. Evaluating Virtual Heritage in the Future -- An Open Conclusion -- Index

  6. <<The>> aesthetics of virtual reality
    Published: 2022
    Publisher:  Routledge, Taylor & Francis Group, New York, NY

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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781003107644; 9781000452129; 9781000452082
    Other identifier:
    Series: Routledge research in aesthetics
    Subjects: Virtual reality; Human-computer interaction; Digital media; Interactive multimedia; Aesthetics; PHILOSOPHY / Aesthetics
    Scope: 1 Online-Ressource (xi, 166 Seiten)
    Notes:

    Enthält Literaturverzeichnis Seite: [154]-161

  7. Playing with the Past: Into the Future
    Published: 2022
    Publisher:  Springer International Publishing, Cham ; Imprint: Springer

    Hochschulbibliothek der Fachhochschule Aachen
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783031109324
    Other identifier:
    Edition: 2nd ed. 2022
    Series: Human–Computer Interaction Series
    Subjects: User interfaces (Computer systems); Human-computer interaction; Digital humanities; Interactive multimedia; Multimedia systems; Computer-aided engineering
    Scope: 1 Online-Ressource (XXV, 226 p. 54 illus., 45 illus. in color)
  8. The aesthetics of virtual reality
    Published: 2022
    Publisher:  Routledge, New York

    This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have... more

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    Staatsbibliothek zu Berlin - Preußischer Kulturbesitz, Haus Unter den Linden
    Unlimited inter-library loan, copies and loan

     

    This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781000452129; 1000452123; 9781003107644; 1003107648; 9781000452082; 1000452085
    RVK Categories: ST 323 ; SU 500
    Series: Routledge research in aesthetics
    Subjects: Virtual reality; Human-computer interaction; Digital media; Interactive multimedia; Aesthetics; Aesthetics; PHILOSOPHY / Aesthetics
    Scope: 1 Online-Ressource (xi, 166 Seiten)
    Notes:

    Includes bibliographical references and index

  9. Transmedia narratives for cultural heritage
    remixing history
    Published: 2022
    Publisher:  Routledge, Taylor & Francis Group, London ; New York

    "Transmedia Narratives for Cultural Heritage focuses on theoretical approaches to the analysis and creative practice of developing non-fiction digital transmedia narratives in the rapidly growing cultural heritage sector. This book applies a... more

    Humboldt-Universität zu Berlin, Universitätsbibliothek, Jacob-und-Wilhelm-Grimm-Zentrum
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    Brandenburgische Technische Universität Cottbus - Senftenberg, Universitätsbibliothek
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    "Transmedia Narratives for Cultural Heritage focuses on theoretical approaches to the analysis and creative practice of developing non-fiction digital transmedia narratives in the rapidly growing cultural heritage sector. This book applies a media-focused transdisciplinary approach to understand the conventions of emerging digital narrative genres. Considering digital media's impact on narrative creation and reception, the approach, namely remixed transmedia, can aid practitioners in creating strategic non-fiction narratives for cultural heritage. These creations also need to be evaluated and a digital-media focused 'ludonarrative toolkit' allows for the critical analysis of the composition and public participation in interactive digital narratives. This toolkit is applied and exemplified in genres including virtual museums, serious games, and interactive documentaries. The book also includes a seven-phase theoretical framework that can assist future creators (and project managers) of non-fiction transmedia 'mothership' narratives; and a methodology (based on 'big data analysis') for how to invent new cultural heritage narratives through bottom-up remixing that allows for public inclusion. Two transnational case studies on the 11 UNESCO World Heritage Australian Convict Sites and the Irish National Famine Way demonstrate the seven-phase framework's applicability. As many scholars across disciplines are increasingly creating digital narratives on historical topics for public consumption in various forms, the theoretical foundations and practical project management framework will be useful for scholars and project teams in the domains of transmedia studies, interactive narratives, cultural heritage, media studies, comparative literature, and journalism"--

     

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  10. Playing with the Past: Into the Future
    Published: 2022
    Publisher:  Springer International Publishing, Cham ; Springer

    Freie Universität Berlin, Universitätsbibliothek
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    Volltext (URL des Erstveröffentlichers)
    Source: Philologische Bibliothek, FU Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783031109324
    Other identifier:
    Edition: 2nd ed. 2022
    Series: Human–Computer Interaction Series
    Subjects: User Interfaces and Human Computer Interaction; Digital Humanities; Media Design; Multimedia Information Systems; Computer-Aided Engineering (CAD, CAE) and Design; User interfaces (Computer systems); Human-computer interaction; Digital humanities; Interactive multimedia; Multimedia systems; Computer-aided engineering
    Scope: 1 Online-Ressource (XXV, 226 p. 54 illus., 45 illus. in color)
  11. Playing with the Past: Into the Future
    Published: 2022
    Publisher:  Springer International Publishing, Cham

    Hochschulbibliothek der Fachhochschule Aachen
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    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9783031109324
    Other identifier:
    Edition: 2nd ed. 2022
    Series: Human–Computer Interaction Series
    Subjects: User interfaces (Computer systems); Human-computer interaction; Digital humanities; Interactive multimedia; Multimedia systems; Computer-aided engineering
    Scope: 1 Online-Ressource (XXV, 226 p. 54 illus., 45 illus. in color)
  12. The aesthetics of virtual reality
    Published: 2022
    Publisher:  Routledge, New York

    This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have... more

    Access:
    Resolving-System (lizenzpflichtig)
    Verlag (lizenzpflichtig)
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    E-Book Taylor & Francis
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    This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies.

     

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    Source: Staatsbibliothek zu Berlin
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9781000452129; 1000452123; 9781003107644; 1003107648; 9781000452082; 1000452085
    RVK Categories: ST 323 ; SU 500
    Series: Routledge research in aesthetics
    Subjects: Virtual reality; Human-computer interaction; Digital media; Interactive multimedia; Aesthetics; Aesthetics; PHILOSOPHY / Aesthetics
    Scope: 1 Online-Ressource (xi, 166 Seiten)
    Notes:

    Includes bibliographical references and index

  13. Transmedia narratives for cultural heritage
    remixing history
    Published: 2022
    Publisher:  Routledge, Taylor & Francis Group, London

    Introduction: Transmedia for cultural heritage -- Digital narratives across disciplines -- Mapping and analysing interactive digital narrative genres -- A seven-phase theoretical framework for project teams -- Remixing narratives for cultural... more

    Sächsische Landesbibliothek - Staats- und Universitätsbibliothek Dresden
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    Universitätsbibliothek Heidelberg
    2024 A 6549
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    2024 A 0585
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    Introduction: Transmedia for cultural heritage -- Digital narratives across disciplines -- Mapping and analysing interactive digital narrative genres -- A seven-phase theoretical framework for project teams -- Remixing narratives for cultural heritage - a method of transmedia invention -- UNESCO World Heritage Australian Convict Sites -- The National Famine Way of Ireland -- Conclusion: Final reflections and the future of historical transmedia narratives. "Transmedia Narratives for Cultural Heritage focuses on theoretical approaches to the analysis and creative practice of developing non-fiction digital transmedia narratives in the rapidly growing cultural heritage sector. This book applies a media-focused transdisciplinary approach to understand the conventions of emerging digital narrative genres. Considering digital media's impact on narrative creation and reception, the approach, namely remixed transmedia, can aid practitioners in creating strategic non-fiction narratives for cultural heritage. These creations also need to be evaluated and a digital-media focused 'ludonarrative toolkit' allows for the critical analysis of the composition and public participation in interactive digital narratives. This toolkit is applied and exemplified in genres including virtual museums, serious games, and interactive documentaries. The book also includes a seven-phase theoretical framework that can assist future creators (and project managers) of non-fiction transmedia 'mothership' narratives; and a methodology (based on 'big data analysis') for how to invent new cultural heritage narratives through bottom-up remixing that allows for public inclusion. Two transnational case studies on the 11 UNESCO World Heritage Australian Convict Sites and the Irish National Famine Way demonstrate the seven-phase framework's applicability. As many scholars across disciplines are increasingly creating digital narratives on historical topics for public consumption in various forms, the theoretical foundations and practical project management framework will be useful for scholars and project teams in the domains of transmedia studies, interactive narratives, cultural heritage, media studies, comparative literature, and journalism"--

     

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    Rezension (H-Soz-Kult)
    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9781032071527; 9781032066912
    RVK Categories: LB 35000 ; LB 63000
    Series: Routledge advances in tranmedia studies
    Subjects: Historic sites; Virtual museum exhibits; Digital storytelling; Interactive multimedia; Cultural property; Interpretation of cultural and natural resources
    Scope: ix, 205 Seiten, Illustrationen
    Notes:

    Includes bibliographical references and index

  14. The aesthetics of virtual reality
    Published: 2022
    Publisher:  Routledge, New York

    "This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have... more

    Universitätsbibliothek Hildesheim
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    Kom 38-121/1
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    T2/4--TAV49
    No loan of volumes, only paper copies will be sent

     

    "This is the first book to present an aesthetics of virtual reality media. It situates virtual reality media in terms of the philosophy of the arts, comparing them to more familiar media such as painting, film and photography. When philosophers have approached virtual reality, they have almost always done so through the lens of metaphysics, asking questions about the reality of virtual items and worlds, about the value of such things, and indeed, about how they may reshape our understanding of the "real" world. Grant Tavinor finds that approach to be fundamentally mistaken, and that to really account for virtual reality, we must focus on the medium and its uses, and not the hypothetical and speculative instances that are typically the focus of earlier works. He also argues that much of the cultural and metaphysical hype around virtual reality is undeserved. But this does not mean that virtual reality is illusory or uninteresting; on the contrary, it is significant for the altogether different reason that it overturns much of our understanding of how representational media can function and what we can use them to achieve. The Aesthetics of Virtual Reality will be of interest to scholars and advanced students working in aesthetics, philosophy of art, philosophy of technology, metaphysics, and game studies"--

     

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    Source: Union catalogues
    Language: English
    Media type: Book
    Format: Print
    ISBN: 9780367619251; 9780367620424
    RVK Categories: ST 323 ; SU 500
    Series: Routledge research in aesthetics
    Subjects: Virtual reality; Human-compuer interaction; Digital media; Interactive multimedia; Aesthetics
    Scope: xi, 166 Seiten
    Notes:

    Includes bibliographical references and index