2013
DOI: 10.1145/2480741.2480751
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3D Virtual worlds and the metaverse

Abstract: Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that cons… Show more

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Cited by 756 publications
(247 citation statements)
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References 125 publications
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“…Many descriptions and definitions for a virtual world can be found in literature, but there is no consensus. Dionisio et al 5 state that "virtual worlds are persistent online computergenerated environments where multiple users in remote physical locations can interact in real time for the purposes of work or play," but the description assumes a virtual world accessed by a single player on a local computer, rather than from a remote location, fails to be a virtual world, even if the implementation is unchanged. Bartle 19 updated his criteria with respect to his previous publication.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Many descriptions and definitions for a virtual world can be found in literature, but there is no consensus. Dionisio et al 5 state that "virtual worlds are persistent online computergenerated environments where multiple users in remote physical locations can interact in real time for the purposes of work or play," but the description assumes a virtual world accessed by a single player on a local computer, rather than from a remote location, fails to be a virtual world, even if the implementation is unchanged. Bartle 19 updated his criteria with respect to his previous publication.…”
Section: Related Workmentioning
confidence: 99%
“…Advances in networking, such as host migration of instances, mobile ad hoc networking, and distributed computing, bring into question whether architectures can actually support a virtual world. With concepts, such as virtual reality 4 and the Metaverse, 5 should these contemporary architectures be classified as virtual worlds or something else? When a virtual world is not well defined and without a concrete definition, designing an architecture specifically for a virtual world is problematic, for example, tactics often used in existing publications are refraining from providing a reference to the virtual environment used, naming properties that constitute the virtual environment relative to their publication, or only referring to examples of existing implementations.…”
Section: Introductionmentioning
confidence: 99%
“…According to Dionisio, Iii, and Gilbert (2013), VR is an immersive 3D simulation or computer-generated environment that appears to be real and direct. In other words, it appears to have a physical interaction with the user.…”
Section: Introductionmentioning
confidence: 99%
“…En el 2008, la Academia Nacional de Ingeniería (NAE) identificó la realidad virtual como uno de los 14 grandes desafíos para el siglo XXI, siendo una prioridad tecnológica digna de ser desarrollada [5]. A esto se le puede sumar la metodología de estudio "aprender haciendo" propuesta por Schank, quién la incorporó en un modelo para la enseñanza y el aprendizaje llamado GBS (Goal Based Scenarios) para afrontar los problemas relacionados con los entornos de aprendizaje tradicionales, y en donde los estudiantes persiguen una meta practicando las habilidades necesarias para lograrla [6].…”
Section: Introductionunclassified
“…Todo esto es posible gracias a la generación de imágenes en tiempo real, desplegadas en el área de visualización del usuario, en el mismo instante de interactuar y moverse en el escenario diseñado. Gilbert ha identificado cinco características esenciales que estos entornos deben tener [5]: Poseer una interfaz gráfica 3D con audio integrado, soportar la interacción de múltiples usuarios en forma remota, ser persistente manteniéndose funcional y operable constantemente aunque sus usuarios no estén conectados, ser inmersiva generando la sensación de realismo creando un sentido de presencia y por último, poder enfatizar en las actividades, objetivos y herramientas de creación de contenidos para personalizar en contexto y la experiencia. Castronova a parte de la interactividad y la persistencia, agrega otra característica relacionada con la corporeidad, donde los usuarios se representan por avatares con una altura, peso y características físicas en un espacio sometido a determinadas leyes físicas [8].…”
Section: Introductionunclassified