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PRIZREN SOCIAL SCIENCE JOURNAL
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Since the birth of the internet, its fast development and the introduction of a new technological era with Metaverse recently, transferred many things done by the individuals, to digital world from the real one. All necessities of humans, in this digital world, as shopping to education are done in a 3D virtual setting where payments are done with crypto money instead of real money. Even the artwork is now available to buyers in the digital environment. With Metaverse, new professions have emerged and various money-making means shifted the economy to different dimensions. Metaverse brings conveniences to human lives but there are also some difficulties appearing on the way presented as disadvantages and uncertainties. As a new thing for human life, its positive sides catch more attention. Through the augmented reality and virtual reality technologies, real-life objects can be carried into virtual environments where its users experience a real life feeling. In this study, the historic...
Journal of Economics, Business and Management
Metaverse makes it more connected, transcending the constraints of the real world, doing more activities together. Metaverses are used to generate monetization benefits through activities, trade trades, exchange goods and services, or use them to connect them with others, possibly by collaborating. Learn important points, communicate, exchange and express yourself in ideas. This article would like to present new way of immersive customer experience. The aims of this research were (1) to synthesize and develop the business model canvas of Metaverse; virtual world for digital business (2) to evaluate the business model canvas of Metaverse; virtual world for digital business and (3) to study the results of implementing the model. The research process was therefore divided into 3 parts. The evaluation of the developed model was carried out by 7 experts in related fields and the implementation of the model was carried out by a sample of 48 user.
2021
The concept of metaverse is actually a work on the concept of creating a kind of virtual universe. According to the concept of Metaversem, everything we do on the Internet is about a new use of the Internet, where users can interact with a 3D copy of their own body in a permanent 3D environment.[1,2,3] Metaverse is not just about navigating in a virtual 3D environment, it's virtual Cultural activities that can be done in the environment, new ways on trade routes that we could not imagine before, and intellectual activities that seemed fantastic for many years can make real.[4] I had previously imagined that in the future, people would wander around digital stores, visit exhibitions in virtual museums, and there were environments where virtual NPC entities and real users could chat together, and I tried to design how this could be in its initial state. Even though the design I made at that time was very primitive, I was very excited. We are now on the verge of a greater era. Internet 3.0 combined with virtual reality in many different styles thanks to the term "metaverse" which has become more popular today. We live in a time when application methods are being developed that could be the potential future of the concept. But in order for this interaction to be used by a wider audience, for example, over the age of 30, we must ensure that this environment is open to new types of intellectual uses, and we must make the necessary infrastructure for this system cheap and accessible in order for the concept of metaverse to be accessible. It is very important that it is made and put into practice.
Istanbul University - DergiPark, 2022
Cyber space, which is called the fifth dimension in human life, has started to transform into a different living space with metaverse applications. In its current form, the metaverse universe, where education, games and entertainment, art, architecture, commercial etc. applications are used for field needs, has recently become an area where technology leader organizations focus and invest more. With these investments, 3D technologies, virtual reality, augmented reality and artificial intelligence studies for the metaverse universe have also increased. Based on the developments in this subject, this study emphasizes the importance and necessity of studies in the metaverse universe. In the study, researches and results related to the metaverse were examined. For this purpose, a descriptive research model was used. In terms of research philosophy, the basic research model and document research model related to the application method were created. The universe of the research consists of studies obtained through Google Scholar. Studies on metaverse in the last 20 years have been downloaded with the specified keyword. As a result of the research, it was determined that the studies on the metaverse increased especially after the pandemic, it was used especially in the game industry and it was applied to an increasingly diverse field. It has been stated that countries that want to take place in this universe, which is expected to reach billions of users, should accelerate their studies and decide which of the "user" and "producer" positions they want to take place in.
Metaverse
Although the notion of the metaverse is implicit in some popular video games, its concept is currently being rethought, in addition to adapting it to various activities that have progressively migrated to the digital world, such as work, commerce, education and recreation. It is projected for the coming years a high financial investment in research, development and implementation of technology, whose main feature is virtual reality. According to the technological conglomerate that drives its progress, the main objective is to make digital connections an immersive experience that enhances human relationships. Now, historically, the tech giants are not driven by altruistic purposes but by mass control in addition to their economic benefits, over and above that which is obvious, the question remains as to whether it is a really necessary technology. At first glance, it may offer advantages in the field of education and labor action. However, the technology has some sharp edges that mus...
Springer proceedings in business and economics, 2023
This text analyses the metaverse: its definitions and concepts, its meaning and impact; digital art, fashion and their communication; its performance issues, its failures, and criticism. It compares existing metaverse definitions and concepts, evaluates of their advantages and disadvantages, their chance of coming true, their present degree of evolution. Closer looks are dedicated to the influence of a virtual space on art and fashion, their communication and dissemination and to the metaverse failures, problems, and criticism. Not only the metaverse technology, but also its intended innovation of communication, work, education, healthcare, business, products, and social interactions, suffer from performance, quality and security issues. Today, irreconcilable visions of the metaverse coexist: a valuable, socially useful metaverse and a consumer and entertainment metaverse. It is impossible to predict the future, but any virtual world concept will have to solve these critical issues. Not the metaverse, but the greatest crisis of our times (with climate change, pandemic, war, economic crisis) is altering the products and their communication, undermining the luxury, fashion and art sector. It is changing the value of identity and producing a paradigm shift. Something must end, to allow the growth of something new: because change is life.
Envisioning the Future of Communication - Conference Proceedings vol. 2, 2025
The purpose of this research is to present the Metaverse technology as a digital metamorphosis of reality and to investigate, based on literature review, the possibilities of shaping and experiencing urban social space within a fully or partially controlled virtual environment. In this context, the city transforms into its digital twin, with multiple identities and geographies, where cultural, social, technological, and economic components coexist. Users immerse themselves in this environment and interact with other users and objects in a manner similar to real life. Within a context of an as realistic and integrated as possible experience of a network of multiple exchanges, transactions, and communications at interpersonal, professional, commercial, and political levels, significance lies not only in shaping a userfriendly interface but also in the systematic digitization and integration of material world information with the use of innovative technical means based on Artificial Intelligence, Cloud Computing, Robotics, Augmented Reality, and Internet of Things principles. Conceptually, the properties of Virtual Worlds are examined, focusing on those characteristics related to the Metaverse, the contribution of the aforementioned tools to this effort, followed by examples of application areas across a wide range of activities. The Metaverse offers a renewed perspective on human communication and social relations through immersive interaction methods in the cyberspace, enhancing the digitization of urban environment, commerce, and politics, adaptability to new technologies in view of the Fourth Industrial Revolution, and a sense of participation and collectivity in decision-making.
Zenodo (CERN European Organization for Nuclear Research), 2023
Metaverse is an interactive virtual environment connected to the physical world through immersive technologies in which users can perform everyday tasks. Immersive technologies erase boundaries between the physical and virtual worlds and allow users to experience the feeling of immersion. It is an environment based on core technologies such as web 3.0, blockchain, cryptocurrencies, non-fungible tokens (NFTs) and artificial intelligence (AI), and immersive technologies such as virtual reality (VR), augmented reality (AR), mixed reality (MR), extended reality (XR). However, even though the metaverse is not a new concept, user experience (UX) designers have to design the user experience well in order to make it as intuitive as possible. The paper reflects on main features of the metaverse, such as the design and appearance of the environment, digital identity of its users, accessibility and inclusivity, and interaction. The aim of this paper is to examine the expectations and attitudes of students in the field of information sciences (IS) and employees in the IT field regarding: a) the role of UX designers in the creation of the metaverse; b) the design and appearance of the environment, that is, the nature of activities and interactions in the metaverse; and c) the adaptation of the metaverse to users' expectations and needs. The research is based on the following research questions: a) How do students in the IS field and employees in the IT field perceive the role of UX designers in creating interactive virtual environments like the metaverse? b) What are the expectations of students in the IS field and employees in the IT field regarding the design and appearance of the metaverse environment? c) What are the views and opinions of students in the IS field and employees in the IT field about the potential impact of the metaverse on activities (work, education, entertainment, etc.) and interaction? The research was conducted through the LimeSurvey online questionnaire consisting of 24 closed questions. The questionnaire was conducted via e-mail and social media in October and November 2022, and statistical analysis was performed with SPSS. The respondents are students in How Metaverse Might Have An Impact On User Experience Maurus & Puhek (2023) 2 the field of information sciences at the Faculty of Humanities and Social Sciences, University of Osijek, Croatia and employees of IT companies in Osijek, Croatia. Majority (63.8%) of respondents agreed that the role of UX designer will change with the arrival of the metaverse. Respondents expect that metaverse will have well-thought-out design, especially for users with disabilities. The interaction in the metaverse will occur between avatars and will entail a more complex level of interacting with the environment. Furthemore, the idea and concept of metaverse is quite ambiguous. Respondents believe that the biggest advantages of the metaverse imply connecting the world despite the physical distance. On the other hand, the biggest disadvantages include the loss of connection with the physical world.
Journal of Design for Resilience in Architecture and Planning
Developments in computer and communication technologies, which constitute the starting point of concepts such as decentralization, virtuality, simulation, augmented reality and metaverse, have also brought new forms of expression and designs in art to the agenda. In addition to the decentralized data architecture and metaverse areas that emerged in parallel with the development of network technologies, applications that increase the user's interaction and beleaguered experience such as virtual reality, augmented reality and mixed reality have increased their effectiveness in this field. The metaverse spaces that emerge with the cooperation of software, art and architecture offer their users a more similar life simulation of natural life through augmented reality vehicles or screens. Here, users can perform new experiences for artistic production and consumption as well as daily life practices such as socialization and communication. Metaverse spaces, which include the design of ...
Journal For Virtual Worlds Research, 2015
In this reflective article we discuss the potential of recent developments in virtual worlds for offering novel value propositions for the digital transformation of society and business. In particular, we consider the role of a Metaverse, understood as a globally accessible 3D virtual space and computing infrastructure—and today still a conceptual vision—as a mediator between technology trends and societal and business applications. We outline how current technology trends can be linked with high-value added application scenarios through the Metaverse as a mediating design space. Our insights project both a push effect, i.e. novel technologies fostering radical shifts in society and business, as well as a pull effect, i.e. radical ideas stimulating technology developments. Leveraging both effects for creating high-value added applications however, requires an integrated, mediating design space, which can potentially be obtained through advances of virtual worlds towards a Metaverse.
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