Table of Contents

Total Page:16

File Type:pdf, Size:1020Kb

Table of Contents Table of Contents Foreword................................................................................................................................................. x Preface...................................................................................................................................................xii Acknowledgment................................................................................................................................xvii Chapter 1 Teaching.and.Learning.in.the.Networked.Society................................................................................... 1 INTRODUCTION..............................................................................................................................................................1 NETWORKED.SOCIETY.................................................................................................................................................3 INFORMATION.AND.KNOWLEDGE:.TEACHING,.LEARNING,.AND.DEVELOPMENT.......................................9 THE.“HOMO.ZAPPIENS”.GENERATION....................................................................................................................15 Chapter 2 Network.Learning.Culture.and.the.Emerging.Paradigm....................................................................... 28 INTRODUCTION............................................................................................................................................................28 EMERGING.PARADIGM:.REFLECTIONS.ABOUT.REALITY..................................................................................29 SYSTEMIC.THINKING.AND.COMPLEXITY:.THE.EMERGING.PARADIGM........................................................31 EPISTEMOLOGICAL.CONCEPTIONS.........................................................................................................................35 THE.CULTURE.OF.NETWORK.LEARNING...............................................................................................................42 CONCLUSION.................................................................................................................................................................44 Chapter 3 The.Metaverse:.3D.Digital.Virtual.Worlds............................................................................................ 48 INTRODUCTION............................................................................................................................................................48 METAVERSE.TECHNOLOGY.AND.THE.NATURE.OF.3D.DIGITAL.VIRTUAL.WORLDS..................................49 SECOND.LIFE.METAVERSE.........................................................................................................................................63 OPEN.SOURCE.METAVERSES.....................................................................................................................................70 METAVERSES.ON.MOBILE.DEVICES:.POTENTIALS.FOR.MOBILE.LEARNING...............................................72 CONCLUSION.................................................................................................................................................................74 Chapter 4 Avatar:.Building.a.“Digital.Virtual.Self”............................................................................................... 82 INTRODUCTION............................................................................................................................................................82 AVATAR:.A.TECHNOLOGICIZED.BODY...................................................................................................................86 THE.CONSTRUCTION.OF.A.DIGITAL.VIRTUAL.IDENTITY..................................................................................92 AVATAR:.THE.REPRESENTATION/ACTION.OF.THE.“DIGITAL.VIRTUAL.SELF”.THROUGH.THE. TECHNOLOGICIZED.BODY.....................................................................................................................................94 CONCLUSION.................................................................................................................................................................97 Chapter 5 Immersion,.Telepresence,.and.Digital.Virtual.Presence.in.Metaverses............................................... 102 INTRODUCTION..........................................................................................................................................................102 PRESENCE.AND.PROXIMITY....................................................................................................................................103 RELATIONAL.PRESENCE.AND.SOCIAL.PRESENCE............................................................................................105 TELEPRESENCE.AND.DIGITAL.VIRTUAL.PRESENCE.........................................................................................107 IMMERSION.AND.TELE-IMMERSION.....................................................................................................................114 CONCLUSION...............................................................................................................................................................122 Chapter 6 Interaction.and.Interactivity.in.Metaverse........................................................................................... 127 INTRODUCTION..........................................................................................................................................................127 CONCEPTUALIZING.INTERACTION.AND.INTERACTIVITY..............................................................................128 MUTUAL.INTERACTION.AND.REACTIVE.INTERACTION..................................................................................133 TYPES.OF.INTERACTION..........................................................................................................................................135 LANGUAGES.AND.INTERACTION/INTERACTIVITY.FORMS.IN.METAVERSE...............................................136 CONCLUSION...............................................................................................................................................................140 Chapter 7 Autopoietic.Machines.and.Alopoietic.Machines:.The.Structural.Coupling........................................ 145 INTRODUCTION..........................................................................................................................................................145 AUTOPOIETIC.MACHINES:.HUMAN.BEINGS........................................................................................................147 ALOPOIETIC.MACHINES:.THE.NATURE.OF.THE.METAVERSE.........................................................................150 STRUCTURAL.COUPLING.........................................................................................................................................151 LANGUAGE:.MODE.OF.SPEECH.AND.EMOTION..................................................................................................156 CONCLUSION...............................................................................................................................................................159 Chapter 8 Cognition.and.Socio-Cognition.in.Metaverse...................................................................................... 164 INTRODUCTION..........................................................................................................................................................164 HUMAN.CONGNITION...............................................................................................................................................165 PERCEPTION.AND.REPRESENTATION...................................................................................................................169 DOING,.UNDERSTANDING,.AND.AWARENESS.IN.METAVERSE.......................................................................172 COLLABORATION.AND.COOPERATION................................................................................................................175 CONCLUSION...............................................................................................................................................................178 Chapter 9 Online.Education.in.Metaverse:.Novelty.or.Innovation?..................................................................... 183 INTRODUCTION..........................................................................................................................................................183 LEARNING.CONTEXTS.IN.METAVERSE.................................................................................................................187 METHODOLOGIES.IN.METAVERSE.........................................................................................................................190 PEDAGOGICAL.INTERVENTION.IN.METAVERSE................................................................................................201 NOVELTY.OR.INNOVATION?....................................................................................................................................202 CONCLUSION...............................................................................................................................................................210 Chapter 10 Digital.Virtual.Communities.in.Metaverse.........................................................................................
Recommended publications
  • New Realities Risks in the Virtual World 2
    Emerging Risk Report 2018 Technology New realities Risks in the virtual world 2 Lloyd’s disclaimer About the author This report has been co-produced by Lloyd's and Amelia Kallman is a leading London futurist, speaker, Amelia Kallman for general information purposes only. and author. As an innovation and technology While care has been taken in gathering the data and communicator, Amelia regularly writes, consults, and preparing the report Lloyd's does not make any speaks on the impact of new technologies on the future representations or warranties as to its accuracy or of business and our lives. She is an expert on the completeness and expressly excludes to the maximum emerging risks of The New Realities (VR-AR-MR), and extent permitted by law all those that might otherwise also specialises in the future of retail. be implied. Coming from a theatrical background, Amelia started Lloyd's accepts no responsibility or liability for any loss her tech career by chance in 2013 at a creative or damage of any nature occasioned to any person as a technology agency where she worked her way up to result of acting or refraining from acting as a result of, or become their Global Head of Innovation. She opened, in reliance on, any statement, fact, figure or expression operated and curated innovation lounges in both of opinion or belief contained in this report. This report London and Dubai, working with start-ups and corporate does not constitute advice of any kind. clients to develop connections and future-proof strategies. Today she continues to discover and bring © Lloyd’s 2018 attention to cutting-edge start-ups, regularly curating All rights reserved events for WIRED UK.
    [Show full text]
  • Exploring Telepresence in Virtual Worlds
    Exploring Telepresence in Virtual Worlds Dan Zhang z3378568 A thesis in fulfillment of the requirements for the degree of Doctor of Philosophy School of Information Systems and Technology Management UNSW Business School March 2018 PLEASE TYPE THE UNIVERSITY OF NEW SOUTH WALES Thesis/Dissertation Sheet Surname or Family name: Zhang First name: Dan Other name/s: Abbreviation for degree as given in the University calendar: PhD School: School of Information Systems and Technology Management Faculty: UNSW Business School Title: Exploring telepresence in virtual worlds Abstract 350 words maximum: (PLEASE TYPE) Virtual worlds, as the computer-based simulated environments incorporating various representations of real-world elements, have great potential to not only transform the structures and operation modes of various industries but also change the way people work, do business, learn, play, and communicate. However, the existing sharp distinctions between virtual worlds and the real world also bring critical challenges. To address these challenges, the concept of telepresence—the user’s feeling of ‘being there’ in the virtual environments—is adopted as it is considered a direct and essential consequence of a virtual world’s reality. To cultivate this feeling, it is essential to understand what factors can lead to telepresence. However, some literature gaps on telepresence antecedents impede the understanding of telepresence antecedents and affect the adoption of the telepresence construct in the design of virtual worlds. To address these issues, this study explores the concept of telepresence in the context of virtual worlds. Specifically, by adopting means-end chain (MEC) theory, the study aims to investigate the antecedents of telepresence; to reveal the inter-relationships among these antecedents by building a hierarchical structure; and to develop an innovative approach for user segmentation to understand in-depth individual differences in perceiving telepresence.
    [Show full text]
  • Metaverse Roadmap Overview, 2007. 2007
    A Cross-Industry Public Foresight Project Co-Authors Contributing Authors John Smart, Acceleration Studies Foundation Corey Bridges, Multiverse Jamais Cascio, Open the Future Jochen Hummel, Metaversum Jerry Paffendorf, The Electric Sheep Company James Hursthouse, OGSi Randal Moss, American Cancer Society Lead Reviewers Edward Castronova, Indiana University Richard Marks, Sony Computer Entertainment Alexander Macris, Themis Group Rueben Steiger, Millions of Us LEAD SPONSOR FOUNDING PARTNERS Futuring and Innovation Center Graphic Design: FizBit.com accelerating.org metaverseroadmap.org MVR Summit Attendees Distinguished industry leaders, technologists, analysts, and creatives who provided their insights in various 3D web domains. Bridget C. Agabra Project Manager, Metaverse Roadmap Project Patrick Lincoln Director, Computer Science Department, SRI Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst. International Prof. of Communications, Elon University Julian Lombardi Architect, Open Croquet; Assistant VP for Tod Antilla Flash Developer, American Cancer Society Academic Services and Technology Support, Office of Information Technology Wagner James Au Blogger, New World Notes; Author, The Making of Second Life, 2008 Richard Marks Creator of the EyeToy camera interface; Director of Special Projects, Sony CEA R&D Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford University Bob Moore Sociologist, Palo Alto Research Center (PARC), PlayOn project Betsy Book Director of Product Management, Makena Technologies/There;
    [Show full text]
  • Building the Metaverse One Open Standard at a Time
    Building the Metaverse One Open Standard at a Time Khronos APIs and 3D Asset Formats for XR Neil Trevett Khronos President NVIDIA VP Developer Ecosystems [email protected]| @neilt3d April 2020 © Khronos® Group 2020 This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 1 Khronos Connects Software to Silicon Open interoperability standards to enable software to effectively harness the power of multiprocessors and accelerator silicon 3D graphics, XR, parallel programming, vision acceleration and machine learning Non-profit, member-driven standards-defining industry consortium Open to any interested company All Khronos standards are royalty-free Well-defined IP Framework protects participant’s intellectual property >150 Members ~ 40% US, 30% Europe, 30% Asia This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 2 Khronos Active Initiatives 3D Graphics 3D Assets Portable XR Parallel Computation Desktop, Mobile, Web Authoring Augmented and Vision, Inferencing, Machine Embedded and Safety Critical and Delivery Virtual Reality Learning Guidelines for creating APIs to streamline system safety certification This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc. 2020 - Page 3 Pervasive Vulkan Desktop and Mobile GPUs http://vulkan.gpuinfo.org/ Platforms Apple Desktop Android (via porting Media Players Consoles (Android 7.0+) layers) (Vulkan 1.1 required on Android Q) Virtual Reality Cloud Services Game Streaming Embedded Engines Croteam Serious Engine Note: The version of Vulkan available will depend on platform and vendor This work is licensed under a Creative Commons Attribution 4.0 International License © The Khronos® Group Inc.
    [Show full text]
  • Digital Reality: What's Next After Google Glass?
    1 Digital Reality: What’s Next After Google Glass? July 15, 2021 In less than a decade we’ve moved from Google smart glasses to Oculus virtual reality headsets; what’s next? In the third installment of our Convergence series, which examines five growth themes that are shaping the future of investing, Hugo Scott-Gall speaks with Global Research Analysts Bill Benton, CFA, and Drew Buckley, CFA, to discuss a vision of the internet in which the virtual and physical worlds become a seamlessly interconnected realm. Comments are edited excerpts from our podcast, which you can listen to in full below. https://media.blubrry.com/the_active_share/b/content.blubrry.com/the_active_share/The_Active_Share_Metaverse_Episode_Revision.mp3 What is the metaverse? Am I in it? Are you in it? Bill: It’s actually not a simple question. I don’t know if there is one definition. I think of it as effectively doing everything you do in the physical world within a digital ecosystem. People sometimes think about it as a Roblox or Minecraft experience, where you can create things, interact, and spend money virtually. That gets close, but so does the Tencent ecosystem in China. They have a gaming platform, a chatting platform, entertainment payments, and programs that allow you to connect. Do you agree with that, Drew? Drew: Yes. If you’re a science fiction reader, Ready Player One or Ready Player Two are great descriptions of the 2 metaverse. Effectively, at the end point, as Bill was saying, your whole life is lived in digital form. You have a body, of course, and you sustain that life in the physical world, but everything else you do is digital.
    [Show full text]
  • Immersive Tourism
    Immersive Tourism State of the Art of Immersive Tourism Realities through XR Technology The Whitepaper contributes to the BUAS project DigiReal, an IMPULS/Sprong project, which was financed by the Dutch National Funding Organisation for Research SIA. Front page image credit: The WaveXR 1 About the Authors Jessika Weber Sabil, PhD Senior Researcher & Lecturer Games & Tourism [email protected] Dr. Jessika Weber Sabil is senior researcher at the Faculty of Digital Entertainment at BUas under the professorship of Applied Games, Innovation and Society and a senior lecturer at the Academy of Tourism of Breda University of Applied Sciences. Her research focusses on games applied to tourism ecosystems and experience design. Current and previous research projects explore (mobile) location-based AR games for experience enhancement, the application of serious games to understand complex systems and games to facilitate creative processes. Jessika holds a PhD from Bournemouth University, where she explored the game experiences of tourists with location-based augmented reality games in urban environments and a master from the University of Applied Sciences Salzburg on Tourism and Innovation Management. She is a member of the International Federation for Information Technology in Travel and Tourism (IFITT), Digital Games Research Group (DiGRA) and the Interaction Design Foundation. 2 Dai-In Danny Han, PhD Senior Researcher & Lecturer Hotel & Facility [email protected] Dr. Dai-In Danny Han is a professor at the research centre Future of Food at Zuyd University of Applied Sciences and a senior researcher at Breda University of Applied Sciences. He holds a PhD in the area of mobile augmented reality user experience design and has been involved in numerous projects studying the user experience for immersive technologies in the hospitality and tourism context.
    [Show full text]
  • The Expanding Role of Immersive Media in Education
    International Conference e-Learning 2020 THE EXPANDING ROLE OF IMMERSIVE MEDIA IN EDUCATION Emre Erturk and Gabrielle-Bakker Reynolds Eastern Institute of Technology, 501 Gloucester Street, Taradale, Napier 4112, New Zealand ABSTRACT This paper seeks to understand the impact of immersive media, in particular augmented reality, within the education sector. A small experimental methodology was adopted alongside a current literature review. Three research questions were posited as follows: (1) What are the affordances of immersive media within education? (2) What are the barriers to immersive media in education? (3) How may immersive media be implemented? Affordances of immersive media include greater content customisation, increased creativity with less risk, promoting student interaction, enhanced motivation and engagement, and the chance for students to engage in extraordinary experiences. In 2020, many students around the world are staying home and studying in isolation, as a result of the COVID-19 pandemic. In this emergency context, mobile applications can offer interesting experiences that can make life and learning less difficult and more pleasant. The mobile web application Metaverse was used to exemplify in two different ways how immersive media can be appropriately used as a tool in a university level education setting. The first prototype was a short quiz on general knowledge about New Zealand, to help orient new international students. The second prototype was a quick poll to feel the pulse and understand the mood of students while at home and physically away from the campus and their lecturers. In summary, the authors present an updated review of this technology and present their own new examples of applications that serve additional purposes.
    [Show full text]
  • Augmented Reality in Sumerian
    Amazon Sumerian Amazon Sumerian by Tutorials By Brian Moakley & Gur Raunaq Singh Copyright ©2019 Razeware LLC. Notice of Rights All rights reserved. No part of this book or corresponding materials (such as text, images, or source code) may be reproduced or distributed by any means without prior written permission of the copyright owner. Notice of Liability This book and all corresponding materials (such as source code) are provided on an “as is” basis, without warranty of any kind, express or implied, including but not limited to the warranties of merchantability, fitness for a particular purpose, and noninfringement. In no event shall the authors or copyright holders be liable for any claim, damages or other liability, whether in action of contract, tort or otherwise, arising from, out of or in connection with the software or the use of other dealing in the software. Trademarks All trademarks and registered trademarks appearing in this book are the property of their own respective owners. raywenderlich.com 2 Amazon Sumerian Table of Contents: Overview About the Cover...................................................................................... 13 What You Need........................................................................................ 17 Book License............................................................................................. 19 Project Files & Forum............................................................................ 20 Foreword...................................................................................................
    [Show full text]
  • Avatar, Cyborg, Icevorg: Simulacra’S Scion
    Virginia Commonwealth University VCU Scholars Compass Theses and Dissertations Graduate School 2015 AVATAR, CYBORG, ICEVORG: SIMULACRA’S SCION Guido E. Alvarez Virginia Commonwealth University Follow this and additional works at: https://scholarscompass.vcu.edu/etd Part of the Digital Humanities Commons, Fine Arts Commons, Interdisciplinary Arts and Media Commons, Race, Ethnicity and Post-Colonial Studies Commons, and the Sculpture Commons © The Author Downloaded from https://scholarscompass.vcu.edu/etd/4026 This Dissertation is brought to you for free and open access by the Graduate School at VCU Scholars Compass. It has been accepted for inclusion in Theses and Dissertations by an authorized administrator of VCU Scholars Compass. For more information, please contact [email protected]. © Guido Esteban Alvarez 2015 All Rights Reserved AVATAR, CYBORG, ICEVORG: SIMULACRA’S SCION A Dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy at Virginia Commonwealth University by Guido Esteban Alvarez Bachelor of Fine Arts in Design, Universidad del Azuay, Ecuador, 1994 Master of Fine Arts in Design, Virginia Commonwealth University, 2004 Director: Dr. Richard Fine Professor, Department of English Virginia Commonwealth University Richmond, Virginia December 2015 ii For You iii Ave, Scientia, morituri te salutant iv Table of Contents Page Acknowledgements ............................................................................................................. ii List of Figures ......................................................................................................................v
    [Show full text]
  • The Spatial Web and Web 3.0 What Business Leaders Should Know About the Next Era of Computing About the Deloitte Center for Integrated Research
    A report from the Deloitte Center for Integrated Research The Spatial Web and Web 3.0 What business leaders should know about the next era of computing About the Deloitte Center for Integrated Research The Deloitte Center for Integrated Research focuses on developing fresh perspectives on critical business issues that cut across industries and functions, from the rapid change of emerging technologies to the consistent factor of human behavior. We look at transformative topics in new ways, delivering new thinking in a variety of formats, such as research articles, short videos, in-person workshops, and online courses. Connect To learn more about the vision of the Center for Integrated Research, its solutions, thought leadership, and events, please visit www.deloitte.com/us/cir. Chief Information Officer (CIO) To help CIOs and technology leaders keep pace with the latest developments and trends, we offer a mix of innovative thinking, perspectives, and practical advice for CIOs–all designed to help you turn new developments in the IT landscape into more value for your business. To know more, visit Deloitte.com. Digital Reality Digital Reality represents the next digital transformation. It changes how we engage with technology, through augmented, virtual, and mixed reality, 360 video, and immersive experiences that are at once intuitive and data-rich, and which put the human user at the center of design. To know more, explore our digital reality insights on Deloitte.com. Contents Introduction 2 Building the Spatial Web 5 Getting from here to there: A path to the mature Spatial Web 9 Recommendations: Where to begin for business leaders 12 Endnotes 14 The Spatial Web and Web 3.0 Introduction HE ONCE-CRISP LINE between our digital realization of the Spatial Web may be 5–10 years and physical worlds has already begun to blur.
    [Show full text]
  • Augmented Reality Smart Glasses and Knowledge Management: a Conceptual 5 Framework for Enterprise Social Networks
    ! "#$ %&'##())$)#$)* +',-,'&. /0-% # ( % 1 & )2)3 4 5 6 78 936:'+-,'&. +',-,'&. 009/&2':0 9-/ 3 4 " ; )% 936:'+-,'&. +',-,'&. 009/&2':0 -4 79-/ / 4 - #$ Augmented Reality Smart Glasses and Knowledge Management: A Conceptual 5 Framework for Enterprise Social Networks Daniel W. E. Hein und Philipp A. Rauschnabel Inhaltsverzeichnis 5.1 The Complementarity of Enterprise Social Networks and Smart Glasses . 84 5.2 Definition of Augmented Reality Smart Glasses . 85 5.2.1 Prior Research on Augmented Reality Smart Glasses . 86 5.2.2 Value Potentials and Use Cases . 87 5.3 Smart Glasses for Knowledge Sharing ���������������������������������������������������������������������������� 88 5.4 A Conceptual Model �������������������������������������������������������������������������������������������������������� 90 5.4.1 Groundwork . 90 5.4.2 General Characteristics of the Proposed Model . 93 5.4.3 Active and Passive Use as Target Variables . 94 5.4.4 Organizational Level Model �������������������������������������������������������������������������������� 94 5.4.5 Personal Level Model ������������������������������������������������������������������������������������������ 99 5.5 Discussion ������������������������������������������������������������������������������������������������������������������������ 102 5.5.1 Theoretical Contribution �������������������������������������������������������������������������������������� 102 5.5.2 Managerial Contribution ��������������������������������������������������������������������������������������
    [Show full text]
  • Metaverse ETF
    ROUNDHILL INVESTMENTS META The Roundhill Ball Metaverse ETF INVESTOR PRESENTATION JUNE 2021 ROUNDHILL INVESTMENTS FORESIDE FUND SERVICES, LLC: DISTRIBUTOR. Disclaimer Investors should consider the investment objectives, risk, charges and expenses carefully before investing. For a prospectus or summary prospectus with this and other information about The Roundhill Ball Metaverse ETF please call 1-877-220-7649 or visit the website at roundhillinvestments.com/etf/meta. Read the prospectus or summary prospectus carefully before investing. TABLE OF CONTENTS The Metaverse Explained The Metaverse Is a Next Generation Internet We Believe More Virtual Platforms Will Emerge Market Opportunity: Global Market Size Technology Breakthrough Virtual Commerce Future of Work META Seeking Metaverse Winners Case Studies: Nvidia Tencent Roblox ETF Characteristics Top Holdings & Exposures 02 ROUNDHILL INVESTMENTS The Metaverse Explained The Roundhill Ball Metaverse ETF is designed to offer investors exposure to the Metaverse by providing investment results that closely correspond, before fees and expenses, to the performance of the Ball Metaverse Index. The "Metaverse" is best understood as a quasi-successor state of the Internet, just as the mobile Internet has built upon and expanded the hardline Internet of the 1990s and 2000s. The Metaverse will be comprised of countless persistent virtual worlds that interoperate with one another, as well as the physical world, and generate a robust economy that spans labor and leisure, while transforming long-standing industries and markets such as finance and banking, retail and education, health and fitness, sex work, and more. The Metaverse Explained (cont.) The Metaverse is enabled by seven key categories: Compute: companies enabling and supply of computing power to support the Metaverse.
    [Show full text]