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This book provides a broad view on multisensory landscapes from multiple perspectives. It includes theoretical perspectives as well as case studies. Different theoretical perspectives on landscape emerging from research in the last decades also require a differentiated approach to landscape phenomena, going beyond the visual. For example, a social constructivist approach to the social world foregrounds the processes of negotiating social ‚realities‘. This is not limited to visual aspects, and is not based on a clear physical measurability with an accompanying (purely quantitative) recording. A phenomenological approach, for example, places the synesthetic experience of landscape at the c...
The volume deals with the effects of digitization on spatial and especially landscape construction processes and their visualization. A focus lies on the generation mechanisms of 'landscapes' with digital tools of cartography and geomatics, including possibilities to model and visualize non-visual stimuli, but also spatial-temporal changes of physical space. Another focus is on how virtual spaces have already become part of the social and individual construction of landscape. Potentials of combining modern media of spatial visualization and (constructivist) landscape research are discussed.
The book is dedicated to a compilation of diverse and creative landscapes which occur in games. Being part of a game setting, these landscapes trigger social construction processes in specific ways. A selection of twenty-four research articles addresses the social constructions of landscapes represented in analogue, digital and hybrid game formats as well as their theoretical framing and future perspectives.
This comprehensive and well-established cartography textbook covers the theory and the practical applications of map design and the appropriate use of map elements. It explains the basic methods for visualizing and analyzing spatial data and introduces the latest cutting-edge data visualization techniques. The fourth edition responds to the extensive developments in cartography and GIS in the last decade, including the continued evolution of the Internet and Web 2.0; the need to analyze and visualize large data sets (commonly referred to as Big Data); the changes in computer hardware (e.g., the evolution of hardware for virtual environments and augmented reality); and novel applications of t...
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The PIMS Yearbook is the annual yearbook of the International Panorama Council (IPC, Switzerland). It surveys the historical and contemporary landscape of panoramic and immersive media. This interdisciplinary field includes--but is not limited to--360-degree paintings; dioramas and museum displays; gaming; gardens; immersive experience; maps; material culture studies; media archeology; nineteenth-century popular media; optical and haptic devices; performative media; printed matter; public history; and virtual and augmented reality. Whereas the notion of the panoramic describes extensive, expansive and/or all-embracing vistas, immersion refers to porous interfaces between representation and t...
Animal Crossing is an innovative virtual world with a global audience beyond traditional online gamers. The book is the first major study, offering an interdisciplinary exploration of copyright and other laws, user creativity and sociability, psychology, the virtual world’s economic and technological basis, uptake during COVID-19, gamification of offline brands, relationships with past/contemporary computer games, and Animal Crossing as an example of the Japanification of online popular culture. The book provides insights for students, researchers and non-specialist readers.
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