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Metaverse - DOAJ

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Last Updated: 23 April 2022

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Technology-Enhanced Education through VR-Making and Metaverse-Linking to Foster Teacher Readiness and Sustainable Learning

This paper is designed to bring cutting-edge education research into the forefront of sustainable education research by investigating the multi-dimensional aspects of teachers' readiness to create technology-enhanced learning environments. This report explores pre-service English teachers' experiences in instructional Virtual Reality content design of K-12 English digital textbooks in order to achieve this target. This report continues to support the need for teaching professionals with hands-on learning-to-teach experiences with emerging technology as a way to achieve sustainable education, based on the findings.

Source link: https://doi.org/10.3390/su14084786


Metaverse-Empowered Music and Dance: Experience of Emotion and Scene Unification

The arrival of the metaverse has elevated the enjoyment of music and dance to a whole new level. This paper explores the three-dimensional situational experience of music and dance in Virtual Reality, which has been boosted by metaverse to experience the beauty of situational integration. The two-dimensional panoramic video needs to be converted into a spherical video for viewers to enjoy after the spherical video is projected onto a two-dimensional plane to create a panoramic film. According to this, it is more logical to take spherical video distortion as the distortion measure of panoramic video coding. In this paper, spherical video distortion is used as the measure of video quality, and panoramic video coding techniques are optimized. In addition, various interpolation regions' distortion ratio in the estimation process of rate distortion cost estimation is adjusted, and a rate distortion optimization system based on spherical distortion measurement is suggested.

Source link: https://doi.org/10.1155/2022/2455782


Metaverse: Perspectives from graphics, interactions and visualization

The metaverse is a visual world that blends physical world and digital technology. At this point, the metaverse's evolution is still in the early stages, and there is no blueprint for the physical construction and exploration of the metaverse. We describe three primary types of visual elements that make up the metaverse and the two graphical construction methods in a pipeline. We recommend a taxonomy of interaction technologies based on task, user behavior, user feedback, and various media channels, as well as a taxonomy of visualization techniques that improve user recognition.

Source link: https://doi.org/10.1016/j.visinf.2022.03.002


Virtually Real or Really Virtual: Towards a Heritage Metaverse

This paper argues that there is a disconnect between the present reality of virtual heritage and virtual reality, and that it should be disjunctioned, and explores the twin challenges of presence and realism within virtual reality. In order to ensure that virtual history fully engages with inquiry into the past, it is necessary to respond to the allegations that virtual reality represents a new breed of information technology, or metaverse.

Source link: https://doi.org/10.14434/sdh.v4i1.26218


Mobile Augmented Reality Learning Media with Metaverse to Improve Student Learning Outcomes in Science Class

The use of learning technologies and media is influenced by the growth of information and communication technologies. Students can experience learning with objects that can not be seen in person using Augmented Reality. The purpose of the investigation was to see how students responded when they used the metaverse app, which is mobile augmented reality software for science courses. 92 students from many schools in cluster I, Depok Subdistrict, are among the population group. Then the sample was taken using the slovin method until it had 75 samples of grade 5 students. Students will get more learning results from the Metaverse app.

Source link: https://doi.org/10.3991/ijim.v16i07.25727


Educational applications of metaverse: possibilities and limitations

An augmented reality T-shirt that allows students to explore the inside of the human body as an anatomy lab would be an example of the use of augmented reality in medical education. The metaverse's potential as a new educational environment is expected to be as follows: a space for new social interaction; a greater degree of freedom to create and share; and the provision of new experiences and high immersion via virtualization. As a new social media space, the metaverse has infinite potential. Teachers should carefully investigate how students use the metaverse; teachers should design lessons for students to solve problems or execute projects collaboratively and creatively; third, educational metaverse platforms should be developed that prevent misusing student data.

Source link: https://doi.org/10.3352/jeehp.2021.18.32


Metaverse-Powered Experiential Situational English-Teaching Design: An Emotion-Based Analysis Method

The metaverse is the current iteration of visual immersion technology's evolution. The most notable feature of the English-teaching metaverse is that it will provide an immersive and interactive teaching field for teachers and students while simultaneously meeting teacher and students' teaching and learning needs both in physical and virtual worlds. This paper investigates the connection between experiential situational English teaching and convolutional neural networks – new neural networks fusion techniques are used to analyze student emotion electroencephalogram in experiential English teaching in the context of time domain, frequency domain, and geographic region. OpenBCI EEG Cap Kit from students' experiential English-teaching experience is divided into three main groups: sequential analysis, extensive research, and crowd-creation.

Source link: https://doi.org/10.3389/fpsyg.2022.859159


Working in the Metaverse: Does Telework in a Metaverse Office Have the Potential to Reduce Population Pressure in Megacities? Evidence from Young Adults in Seoul, South Korea

Despite the increasing number of teleworkers and the unsustainable challenges facing megacities due to population pressure, no studies have looked at whether teleworking can reduce population pressure in megacities. This report focuses on telework in particular, transforming telework into metaverse telework and non-metaverse teleworking offices, revealing that both types of telework positively influence an individual's decision to relocate from a megacity to a non-megacity, as a result of an increasing number of companies adopting metaverse teleworking offices. This report also finds that metaverse teleworking has a greater effect on an individual's decision to migrate from a megacity to a non-megacity than non-metaverse telework.

Source link: https://doi.org/10.3390/su14063629


Utilizing the Metaverse for Learner-Centered Constructivist Education in the Post-Pandemic Era: An Analysis of Elementary School Students

The term "metaverse" refers to an immersive digital environment in which one can interact with virtual avatars. This research will investigate how closely related this virtual environment is to elementary school students' lives in order to determine how closely related this virtual environment is to elementary school students' lives. This report also looked at how students are becoming the focal point of new educational technologies. The findings revealed that 97 percent of elementary school students had experiences with the metaverse on average, with 95 percent of them discussing it closely related to their everyday life.

Source link: https://doi.org/10.3390/jintelligence10010017


Metaverse

The Metaverse is the post-reality universe, a multiuser environment that blends physical appearance with virtuality, with continuous and stable multiuser environments. It enables seamless user interaction with digital artifacts in real-time and dynamic interactions. The latest iteration of the Metaverse includes social, immersive VR headsets that are compatible with massive multiplayer online video games, open game worlds, and AR collaborative spaces.

Source link: https://doi.org/10.3390/encyclopedia2010031

* Please keep in mind that all text is summarized by machine, we do not bear any responsibility, and you should always check original source before taking any actions

* Please keep in mind that all text is summarized by machine, we do not bear any responsibility, and you should always check original source before taking any actions