scholarly journals Investigation of Metaverse in cryptocurrency

2021 ◽  
Vol 9 (3) ◽  
pp. 125-128
Author(s):  
Sina Osivand

Metaverse is an immersive 3D virtual environment, a true virtual artificial community in which avatars act as the user's alter ego and interact with each other. If we do not manage the hype for the metaverse, which has recently been receiving a surge in interest, the metaverse will fail to cross the chasm. This article conducts a comprehensive survey on computational arts, in which seven critical topics are relevant to the metaverse, describing novel artworks in blended virtual-physical realities. The topics first cover the building elements for the metaverse, e.g. Virtual scenes and characters, auditory, textual elements. Next, several remarkable types of novel creations in the expanded horizons of metaverse cyberspace have been reflected, such as immersive arts, robotic arts, and other user-centric approaches fuelling contemporary creative outputs.

2013 ◽  
Vol 144 (2) ◽  
pp. 316-323
Author(s):  
Youcef Bouchekioua ◽  
Holly C. Miller ◽  
Paul Craddock ◽  
Aaron P. Blaisdell ◽  
Mikael Molet

2014 ◽  
Vol 24 (4) ◽  
pp. 34-42
Author(s):  
Jorge Alfonso Zúñiga Ortega ◽  
Juan de Jesús Amador Reyes ◽  
Christian Mejía Bañuelos ◽  
Alejandra Morales Ramírez ◽  
Cinthya Ivonne Mota Hernández

2006 ◽  
Vol 31 (3) ◽  
pp. 77-84
Author(s):  
Rabee M. Reffat

This paper introduces an alternative teaching model in a virtual architectural design studio, its application, impacts and constraints. This model aims for achieving collaborative learning through facilitating students to Inhabit, Design, Construct and Evaluate (IDCE) their designs collaboratively in a multi-user real-time 3D virtual environment platform (Activeworlds). The application of this model in virtual design studio (VDS) teaching has favorably impacted students' motivation for active, creative and explorative learning, social dynamics between studio participants. It also fostered learning electronic communication, collaboration techniques and etiquette in addition to design technology. The model assisted in developing collaborative experience and shared responsibility. However, there are some drawbacks of the virtual environment platform that hindered having a responsive design environment to users' needs with especially in modeling and rate of viewing. The advantages and constraints of applying the IDCE teaching model in a multi-user real-time 3D virtual environment for first year students at the University of Sydney are addressed in this paper.


Author(s):  
Simona Ottaviano ◽  
Dario La Guardia ◽  
Mario Allegra ◽  
Manuel Gentile ◽  
Valentina Dal Grande

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