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Produktbild: The Routledge Companion to Immersive Arts and Media
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The Routledge Companion to Immersive Arts and Media

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Beschreibung

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

17.03.2027

Abbildungen

schwarz-weiss Illustrationen, Raster,schwarz-weiss, Zeichnungen, schwarz-weiss, Tabellen, schwarz-weiss

Herausgeber

Sarah Atkinson + weitere

Verlag

Taylor and Francis

Seitenzahl

640

Maße (L/B)

24,6/17,4 cm

Sprache

Englisch

ISBN

978-1-03-282501-4

Beschreibung

Portrait

Sarah Atkinson is Professor of Screen Media at King's College London, Editor of Routledge Resources Online: Screen Studies, and co-editor of Convergence: The International Journal of Research into New Media Technologies. Sarah has published widely on the screen and immersive industries.

Joanna Bucknall is an Associate Professor of Immersive Performance & Experience Design at the University of Birmingham. She co-founded the Immersive Experience Network and is Artistic Director of the Vertical Exchange Performance Collective. Her dramaturgical approaches centre on the ethical, care-driven activation of audiences within immersive and interactive performance.

Helen W. Kennedy is Professor of Creative and Cultural Industries, Director of the Virtual and Immersive Production Studio at the University of Nottingham. Helen has published widely on games, play and immersive experiences and is a committed advocate of more inclusive and sustainable access to and adoption of immersive technologies.

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

17.03.2027

Abbildungen

schwarz-weiss Illustrationen, Raster,schwarz-weiss, Zeichnungen, schwarz-weiss, Tabellen, schwarz-weiss

Herausgeber

Verlag

Taylor and Francis

Seitenzahl

640

Maße (L/B)

24,6/17,4 cm

Sprache

Englisch

ISBN

978-1-03-282501-4

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: The Routledge Companion to Immersive Arts and Media
  • Introduction: Immersive Arts and Media Section I: Genealogies: Histories, Trajectories and Typologies Introduction to Section I 1. Reflections on Immersion: Historical Continuities in Experiential Art from the Fantasmagorie to Punchdrunk 2. Theme Park Gothic: The Evolution of the Ghost Train 3. Cinema of Attractions as Prehistory of Live and Experiential Cinema 4. From Gesamtkunstwerk to Living Room: The Evolution of Early Immersive Theatrical Performance 5. Media in Multiple Dimensions: Fluxus Events and Happenings 6. Immersive Multisensory Dining 7. Casinos, Gaming Parlours and the Globalisation of the Escape Room 8. Festival de Cans: Memories of a Film Festival in Rural Galicia Section II: Activating Audiences: The Practices, Process and Industrialisation Introduction to Section II 9. Beyond Being There: From Presence to Agency in Immersive Performance 10. 'Being at Hand': (Syn)aesthetic Interactions in ZU-UK's Within Touching Distance 11. The Edge: Live-Action Role-Playing 12. Curating Culinary Worlds: Immersion, Emotion, and Sensory Experience in Creative Restaurants 13. Interplay: Unlocking the Potential of Video Games as Museum Interpretation 14. Participation as Production: Secret Cinema and the Labour of Immersion 15. Engaging Art: Immersive Art Environment Experiences Beyond the Museum 16. Being in a Moment: Brand Activation, Experiential Marketing and the Making of an Industry 17. The Algorithmic Brand Culture of San Diego Comic-Con 18. Immersive Marketing Matrix: A Framework and Its Application in Asia 19. Experience First: Intellectual Property and the Making of Immersive Worlds Section III: Managing Immersion: Labouring Bodies and a Finite Planet Introduction to Section III 20. Mapping the Sector: Liminal Space, Play and the Labouring Body in Live Immersive Experience 21. Safety First: Toward a DIY Immersive Theatre 22. Centre Stage: Unlocking the Power of Designing Inclusive and Accessible Immersive Experiences in Performance Arts 23. Neurodivergent Labour: Audience Care on the Spectrum 24. 'I Hope You Think of Me': Immersion, Taylor Swift, Swifties 25. Immersive Spaces and the (Attempted) Management of Fandom 26. Activating Tribal Belonging: Designing Festivals for Social Connection 27. Cult Film Atmospheres: Intense Audience Engagement in Live Cinema Spaces 28. 'In One Sense, the Whole Country Has Turned into Babyn Yar': Russian Memory Culture and Immersive Museology 29. The Materiality of Immersive Media: Environmental Management of Immersive Technologies on Streaming Platforms 30. The Labour of Immersion: Care, Conditions and Collective Organising in Immersive Performance Section IV: Architectures of Immersion: Scenographies, Structures and Mechanics Introduction to Section IV 31. Towards an Immersive Architecture Typology: World Fair and Expo Pavilions 32. Architecture of Fright: The Visceral Theatre and Sensory Immersion of Scare Attractions 33. Spatial Interferences: Site-Specific Strategies for Immersive Placemaking 34. Immersive Activism: A Radical Placemaking Framework 35. Themed Immersive Attractions: Play and Branding in Transmedia Game Experiences 36. Immersive Architectures of Alternate Reality Games 37. From Virtual Reality in Art Museums to Virtual Museums 38. Physical Venues for Virtual Experiences - Charting the Early Days of Immersive Exhibition 39. Architectures of Play: Invitation, Behaviour and Belonging in Immersive Worlds Section V: Emerging Technologies: Applications, Experimentations and Futures Introduction to Section V 40. The Development and Trajectories of Location-Based Virtual Reality within Immersive Arts and Media: An Analysis 41. Failures, Adjuncts, Absences, and Outsourcing: Histories and Attitudes towards VR Experiences at Walt Disney World Resort 42. Spatial and Immersive Audio: Technologies and Creative Possibilities 43. Using 360 Video and Volumetric Capture in Choreographic Performance Practices: Towards an Ethereal Embodiment 44. Holograms, Embodiment, and Live Performance in Contemporary Popular Music 45. Augmented Reality beyond Visual Satisfaction: The Application of Augmented Realities towards Empathy as a Revolutionary Project 46. Expanding the Sensorial through Emerging Technologies: Speculations and Elaborations in Online and Interactive Theatre 47. Edith Finch, Hedonic Experiences and AI Affordances 48. Immersive Art and Embodiment: Emotional Haptic and Immersive XR Storytelling 49. A Short History of Immersive Documentary: Moving from "What Is" to "What If" 50. Binaural Sound and Darkness as Creative Parameters: DARKFIELD's Immersive Audio Practice