Teaching Metaverse. What and How to (Not) Teach Using the Medium of Virtual Reality
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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. -
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. -
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; -
Choosing My Avatar & the Psychology of Virtual Worlds
Kaleidoscope Volume 11 Article 89 July 2014 Choosing My Avatar & the Psychology of Virtual Worlds: What Matters? Jennifer Wu Follow this and additional works at: https://uknowledge.uky.edu/kaleidoscope Click here to let us know how access to this document benefits oy u. Recommended Citation Wu, Jennifer (2013) "Choosing My Avatar & the Psychology of Virtual Worlds: What Matters?," Kaleidoscope: Vol. 11, Article 89. Available at: https://uknowledge.uky.edu/kaleidoscope/vol11/iss1/89 This Summer Research and Creativity Grants is brought to you for free and open access by the The Office of Undergraduate Research at UKnowledge. It has been accepted for inclusion in Kaleidoscope by an authorized editor of UKnowledge. For more information, please contact [email protected]. Choosing My Avatar & the Psychology of Virtual Worlds: What Matters? Student: Jennifer Wu Faculty Mentor: Philip Kraemer Background Virtual worlds began as online environments that provide shared space for a society of users who are primarily engaged in entertainment or social purposes. As these worlds become more pervasive and popular, applications of these worlds and their technologies already show increasing potential for use by educators and researchers. There are currently several different types of virtual worlds growing in popularity that target different demographics: games for real life simulation, education, and user creation. Second Life (SL) is a particular virtual world, created by Linden Labs and available free for download at their website (www.secondlife.com). SL users log in from over a hundred countries and approximately two hundred universities have a presence in SL for education and research purposes. -
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. -
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. -
Complexity of Virtual Worlds' Terms of Service
Complexity of Virtual Worlds’ Terms of Service Holger M. Kienle1, Andreas Lober2, Crina A. Vasiliu3,andHausiA.M¨uller1 1 University of Victoria, Victoria, BC, Canada {kienle,hausi}@cs.uvic.ca 2 RAe Schulte Riesenkampff, Frankfurt am Main, Germany [email protected] 3 University of Victoria MBA Alumni, Victoria, BC, Canada [email protected] Abstract. This paper explores Terms of Service agreements of virtual worlds from the perspective of user complexity. We argue that these terms are too complicated for the average user to fully understand and manage because they exhibit a high technical or legal complexity. We also point out complexity problems that are grounded in size and readability of the texts, keeping track of changes when the terms evolve, and the scope of the terms. Based on these observations we identify approaches to reduce the complexity of Terms of Service agreements. Keywords: virtual worlds, terms of service, legal statements, readabil- ity scores. 1 Introduction This paper explores the complexity of Terms of Service (ToS) and other related legal statements that the ToS refers to. Operators of virtual worlds post the ToS on their web sites; it can be seen as a contract between the operator of the virtual world and its users. The goal of this paper is to explore and understand the complexity of the ToS, but not to analyze it from a legal perspective. Thus, we here take the content of the ToS at face value. The ToS is important from the users’ perspective because the operators use the ToS to put restrictions on users’ rights and conduct. -
The Metaverse and Digital Realities Transcript Introduction Plenary
[Scientific Innovation Series 9] The Metaverse and Digital Realities Transcript Date: 08/27/2021 (Released) Editors: Ji Soo KIM, Jooseop LEE, Youwon PARK Introduction Yongtaek HONG: Welcome to the Chey Institute’s Scientific Innovation Series. Today, in the 9th iteration of the series, we focus on the Metaverse and Digital Realities. I am Yongtaek Hong, a Professor of Electrical and Computer Engineering at Seoul National University. I am particularly excited to moderate today’s webinar with the leading experts and scholars on the metaverse, a buzzword that has especially gained momentum during the online-everything shift of the pandemic. Today, we have Dr. Michael Kass and Dr. Douglas Lanman joining us from the United States. And we have Professor Byoungho Lee and Professor Woontack Woo joining us from Korea. Now, I will introduce you to our opening Plenary Speaker. Dr. Michael Kass is a senior distinguished engineer at NVIDIA and the overall software architect of NVIDIA Omniverse, NVIDIA’s platform and pipeline for collaborative 3D content creation based on USD. He is also the recipient of distinguished awards, including the 2005 Scientific and Technical Academy Award and the 2009 SIGGRAPH Computer Graphics Achievement Award. Plenary Session Michael KASS: So, my name is Michael Kass. I'm a distinguished engineer from NVIDIA. And today we'll be talking about NVIDIA's view of the metaverse and how we need an open metaverse. And we believe that the core of that metaverse should be USD, Pixar's Universal Theme Description. Now, I don't think I have to really do much to introduce the metaverse to this group, but the original name goes back to Neal Stephenson's novel Snow Crash in 1992, and the original idea probably goes back further. -
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. -
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. -
Video Games and English As a Second Language •
Video Games and English as a Second Language The Effect of Massive Multiplayer Online Video Games on the Willingness to Communicate and Communicative Anxiety of College Students in Puerto Rico • Kenneth S. Horowitz The informal setting of online multiplayer video games may offer safe spots for speakers of other languages learning English to practice their communi- cation skills and reduce their anxiety about using a second language. In this study, the author examined the relationship between both these concerns and the time spent playing such games by basic and intermediate English-as-a- second-language (ESL) college students in Puerto Rico. The results indicated a statistically significant relationship between them, supporting previous studies that establish a relationship between online multiplayer video game play and increased confidence and lowered anxiety about using English among second-language learners. Key words: affective filter; communica- tive anxiety (CA); English as a second language (ESL); massive multiplayer online role-playing games (MMORPG); willingness to communicate (WTC) As technology improves and online connectivity pervades many aspects of daily life, the ability to interact with others online grows more and more common- place. Text messaging and the use of social media have become standard means of communication for many individuals, and this level of connectivity carries over to video games. Online multiplayer video gaming is more popular now than ever before, thanks in part to the incredible strides game consoles and home computers have achieved in making online interactions smooth and acces- sible. More than half of those who play video games (53 percent) do so with others, spending more than six hours per week playing online (ESA 2017). -
What Happens When a Cyberworld Ends? the Case of There.Com
What Happens when a Cyberworld Ends? The case of There.com Israel V. Márquez Complutense University of Madrid Av. Seneca, 2 28040 Madrid, Spain [email protected] ABSTRACT This paper is the first in a series presenting findings from a wider ethnography study of players from There.com and what they did when this virtual world closed on March 9th, 2010. Studies of online games and virtual worlds (or cyberworlds, as I prefer to call them) tend to focus in player activities during the time these spaces are open, assuming them as timeless places. But what happens when a cyberworld ends? How do players react to its closure and what they do next? Only a few scholars have investigated such critical events (Pearce 2009; Papargyris and Poulymenakou 2009; Consalvo and Begy 2012) and their findings suggest a determination by players to keep playing together after the closure. Players do not simply disperse and stop playing when a cyberworld ends but they actively work to form groups and relocate their activities elsewhere. I followed the movement of There.com players —or “thereians”, as they refer to themselves— across various cyberworlds, social networks, and forums after There.com closed. They actively worked to keep together gathering in forums, creating Facebook groups, uploading videos on YouTube, and travelling to other cyberworlds such as Second Life, Onverse, Kaneva, Twinity, etc., trying to translate their play identities and activities in these new spaces. In this paper I will focus on the player responses to the There.com closure and what they did after the end of the world.