{"title":"Academic Augmentation: Analyzing Avatar Design in Educational Metaverse","authors":"Preet Kawal Singh Dhıllon, Hasan Tınmaz","doi":"10.57019/jmv.1440122","DOIUrl":"https://doi.org/10.57019/jmv.1440122","url":null,"abstract":"The emergence of Metaverse from the realms of science fiction into a tangible reality marks a transformative epoch in the digital landscape. Avatars, serving as digital embodiments of users, wield significant influence over educational interactions within this burgeoning virtual realm. This qualitative study embarks on an exploration of how avatar design shapes the landscape of virtual education within the nascent Metaverse. Structured interviews were conducted with a diverse cohort of 20 participants, comprising equal representation of 10 males and 10 females from varied educational backgrounds. Through these interviews, the research utilized qualitative analysis methods (namely as thematic coding) and delved into the nuanced perspectives of participants regarding the impact of avatar design on their learning experiences. Findings unveil the multifaceted role of avatars in online interactions, with attributes such as gender, facial features, and attire emerging as pivotal design elements. Participants' individual personalities and external influences wielded significant sway over their avatar choices, while varying emotional connections translated into preferences for either professional demeanor or self-expression within the virtual educational landscape. Amidst mixed opinions surrounding the educational efficacy of avatar design, some participants foresee heightened engagement, while others express skepticism. Despite acknowledging the socialization benefits, lingering uncertainties persist regarding the Metaverse's efficacy as an educational tool. Preferences regarding avatar promotion and customization exhibit variance, with prevalent concerns revolving around privacy and data security. Furthermore, the comprehensive data analysis of participants' demographics revealed a diverse cohort, encompassing individuals from various countries, academic disciplines, and scholastic years. This multifaceted approach facilitated a comprehensive exploration of avatar preferences and user experiences, enriching the study's findings and enhancing its applicability across diverse educational contexts.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":" 32","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140682923","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Meta: XR-AR-MR and Mirror World Technologies Business Impact of Metaverse","authors":"Ayşe Meriç Yazici, Ayşegül Özkan, Hasan Özkan","doi":"10.57019/jmv.1344489","DOIUrl":"https://doi.org/10.57019/jmv.1344489","url":null,"abstract":"Metaverse offers opportunities for companies to create innovative business models by providing a virtual platform where they can sell products and services and interact with customers in new and unique ways. Extended Reality (XR), Augmented Reality (AR), Mixed Reality (MR) and Mirror World technologies are important technological pathways for the metaverse. The metaverse concept is changing organizational structures with new opportunities and shaping the workforce for the future environment. The purpose of this review article is to discuss the concept of metanomics, the business implications of the metaverse in the context of the economy, business and employee-based value, future workforce, B2B opportunities and new business models. The concept of metaptation was associated with the metaverse in later studies to be conceptualized within the framework of adaptation theory. This review concludes by asserting that as the metaverse continues to evolve, driven by advancements in XR, AR, MR, and Mirror World technologies, it will not only revolutionize traditional business models but also necessitate a new paradigm of metaptation, where businesses must continuously adapt to harness the full potential of the metaverse in the realms of economic growth, innovative B2B opportunities, workforce development, and customer engagement. In order to be successful in this dynamic change process, businesses should adopt a strategic approach to adopting these innovative technologies. These strategic steps of businesses will contribute to gaining competitive advantage by enabling them to make the most of the commercial potential of the Metaverse.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"9 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139800342","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Meta: XR-AR-MR and Mirror World Technologies Business Impact of Metaverse","authors":"Ayşe Meriç Yazici, Ayşegül Özkan, Hasan Özkan","doi":"10.57019/jmv.1344489","DOIUrl":"https://doi.org/10.57019/jmv.1344489","url":null,"abstract":"Metaverse offers opportunities for companies to create innovative business models by providing a virtual platform where they can sell products and services and interact with customers in new and unique ways. Extended Reality (XR), Augmented Reality (AR), Mixed Reality (MR) and Mirror World technologies are important technological pathways for the metaverse. The metaverse concept is changing organizational structures with new opportunities and shaping the workforce for the future environment. The purpose of this review article is to discuss the concept of metanomics, the business implications of the metaverse in the context of the economy, business and employee-based value, future workforce, B2B opportunities and new business models. The concept of metaptation was associated with the metaverse in later studies to be conceptualized within the framework of adaptation theory. This review concludes by asserting that as the metaverse continues to evolve, driven by advancements in XR, AR, MR, and Mirror World technologies, it will not only revolutionize traditional business models but also necessitate a new paradigm of metaptation, where businesses must continuously adapt to harness the full potential of the metaverse in the realms of economic growth, innovative B2B opportunities, workforce development, and customer engagement. In order to be successful in this dynamic change process, businesses should adopt a strategic approach to adopting these innovative technologies. These strategic steps of businesses will contribute to gaining competitive advantage by enabling them to make the most of the commercial potential of the Metaverse.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"385 4-6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139860219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Face Warping Deepfake Detection and Localization in a Digital Video using Transfer Learning Approach","authors":"R. Dhanaraj, M. Sri̇devi̇","doi":"10.57019/jmv.1338907","DOIUrl":"https://doi.org/10.57019/jmv.1338907","url":null,"abstract":"Generative AI (GenAI) can generate high-resolution and complex content mimicking the creativity of humans, thereby benefiting industries such as gaming, entertainment, and product design. In recent times, AI-generated fake videos, commonly referred to as deepfakes, have become more commonplace and convincing. An additional deepfake technique, face warping, uses digital processing to noticeably distort shapes on a face. Tracking such warping in images and videos is crucial and preventing its use for destructive purposes. A technique is proposed for detecting and localizing face warped areas in video. The input video is extracted to perform various image pre-processing techniques that refine the video into a format that is more likely to classify the classes efficiently. Transfer learning is employed, and the pre-trained model is adopted to train using Convolutional Neural Network (CNN) with the source videos to identify face warping. Based on the experimental results, it was determined that the proposed model detects and localizes the warped areas of the face satisfactorily with an accuracy of 89.25%.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"26 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138972730","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Abdul Syukur, Pulung Nurtantio Andono, A. M. Syarif
{"title":"Gamelan Land: A Multiplayer Virtual Reality Game based on a Social Presence Approach","authors":"Abdul Syukur, Pulung Nurtantio Andono, A. M. Syarif","doi":"10.57019/jmv.1334412","DOIUrl":"https://doi.org/10.57019/jmv.1334412","url":null,"abstract":"A Multiplayer Virtual Reality Game (MVRG) was developed in order to support experiences in learning and playing orchestral music through a virtual world called the Gamelan Land (GL) game. The GL game was aimed as a virtual place to support interaction between musicians and Gamelan enthusiasts who are spread all over the world. It supports them carrying out Gamelan community activities in the real world into a virtual world through immersive virtual experiences. The story developed in the GL game reflects the real life of the Gamelan community. Oculus Quest 2 which is a Head Mounted Displays (HMD) device that can deliver highly immersive 3D environments was selected as the platform to run the Gamelan music MVRG provided in the GL game. The performance of the Gamelan music MVRG shows promising results. Improvement of audio and visual latency in playing music in orchestra is still a problem to be solved. The problem can be caused by differences in internet network speed and device specifications. So far, low poly 3D models can be an alternative solution. Moreover, although it still requires testing involving more users and longer time, the social presence approach in the GL game can be implemented well and has promising prospects for further development.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"35 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139002658","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"From Fiction to Reality: Harnessing the Power of Imaginative Narratives to Shape the Future of the Metaverse","authors":"Cheng Xu, Rui Zhong, Chenxi Li̇, Xuyou Yan","doi":"10.57019/jmv.1277525","DOIUrl":"https://doi.org/10.57019/jmv.1277525","url":null,"abstract":"This scholarly paper presents an innovative conceptual framework that draws upon insights from fictional narratives to inform the evolution of the metaverse, a burgeoning digital ecosystem with transformative potential. The study examines key elements of fictional works, including world-building techniques, social interaction dynamics, narrative structures, and ethical considerations, to illuminate the complexities of designing immersive virtual environments. Our primary findings indicate that consistency and coherence in world-building significantly enhance user immersion and engagement in virtual environments. Furthermore, the integration of diverse cultural and historical elements in the metaverse can foster inclusivity and enrich user experiences. Additionally, ethical considerations, such as privacy, digital identity, and accessibility, are paramount to the development of a responsible and inclusive metaverse. These findings underscore the importance of fiction as a source of inspiration, foresight, and caution for metaverse development. The proposed framework aims to amalgamate the imaginative realms of fiction with the practical applications of virtual environments, thereby facilitating the creation of a metaverse that is engaging, inclusive, and ethically responsible.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115525254","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kanishka Katari̇a, J. Chandana, Athira Raghumadhavan, Komal Gandhi̇, Kartik Raja, S. Gite
{"title":"Virtual Reality Skateboard Extending Metaverse","authors":"Kanishka Katari̇a, J. Chandana, Athira Raghumadhavan, Komal Gandhi̇, Kartik Raja, S. Gite","doi":"10.57019/jmv.1317562","DOIUrl":"https://doi.org/10.57019/jmv.1317562","url":null,"abstract":"Implementing a virtual reality skateboard which would be further expanded into the Metaverse, a cyberspace where multiple people can come together and interact virtually. Further implementation of this VR experience into the Metaverse will be conceptualized in the research paper published along with the project. The motive behind the project was to let people experience certain activities which are hard to realize in the physical world. Our project consists of 2 parts, hardware, and software. The hardware consists of a skateboard, Arduino, VR headset, jumper wires, mini breadboard, an HC-06 Bluetooth module, an MPU-6050 accelerometer or gyro, and a 9V battery with a battery box that has an on/off switch and a barrel plug (to power the Arduino board). Software is a mobile application that is developed using the Unreal Engine, on which the terrain is built and the user wearing the VR headset can experience the virtual world thus created. The software and hardware will be connected using the plugins which are available in Unreal.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"66 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115050121","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Navigating the Metaverse Business and Legal Challenges: Intellectual Property, Privacy, and Jurisdiction","authors":"Maria Kalyvaki","doi":"10.57019/jmv.1238344","DOIUrl":"https://doi.org/10.57019/jmv.1238344","url":null,"abstract":"The metaverse, a virtual space where users can interact, create, and transact with digital assets, represents a new frontier in human interaction and commerce. However, the legal landscape of the metaverse is complex and still developing, and it presents several challenges and considerations for intellectual property, privacy, and jurisdiction. This paper aims to provide an overview of the legal challenges associated with the metaverse and to identify potential solutions for addressing them. Applying legislation for intellectual property in the metaverse is a complex issue, as virtual worlds and online communities can involve collecting and sharing large amounts of personal data. A combination of technical, organizational, and legal measures may be necessary to protect intellectual property. Finally, it is still being determined who has jurisdiction in the metaverse, as virtual worlds and online communities can cross international boundaries and involve multiple legal systems. Jurisdiction in the metaverse can refer to the authority of a government or legal system to regulate and enforce laws in virtual environments. The paper concludes by highlighting the need for interdisciplinary approaches to understanding and addressing the legal challenges of the metaverse and the importance of creating specific laws, regulations, and policies that will balance the competing interests of different stakeholders.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114348841","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Khandaker R. Rahman, Sholaiman Khan Shi̇tol, Md Sohidul Islam, Kh. Tanveer Iftekhar, Pranto Saha
{"title":"Use of Metaverse Technology in Education Domain","authors":"Khandaker R. Rahman, Sholaiman Khan Shi̇tol, Md Sohidul Islam, Kh. Tanveer Iftekhar, Pranto Saha","doi":"10.57019/jmv.1223704","DOIUrl":"https://doi.org/10.57019/jmv.1223704","url":null,"abstract":"Metaverse is the digital mirror of the physical world where users are connected as individual avatars. The purpose of the virtual surface where it should gather and mirror actual-time global statistics and also inquire for immersion is to link the physical and digital worlds. Users’ physical inputs may be used to train artificial intelligence (AI) systems to provide client users with highly customized offerings. This technology offers an appropriate answer in the sphere of education and training by using its process. By using Metaverse extended reality, education sector will be changed drastically. This study outlined the required principles and approaches for transforming the education sector utilizing the Metaverse. Qualitative method has been used for analyzing. In addition, ten key techniques based on Metaverse’s quality education standards have been outlined. This research will impact the whole education sector by visualizing contents, virtual campus, 3D simulation, and remote quality education which is accessible for all including underdeveloped countries. Additionally, the anticipated developments in the education industry have been highlighted. Finally, a model of classroom has been proposed using Mozilla Hubs platform, which can be used for group discussion, seminar, thesis meeting, presentation and many more which will bring changes to education system eventually. The main purpose of our research is to improve education sector using Metaverse by engaging more students from developing and under-developing countries, as well as providing more facilities and quality education.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-02-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129769175","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"A Second Life for Educators: A Hybrid Extended Reality Education Between Zuckerberg’s Vision and Educational Researchers’ Imaginary","authors":"Mandi Li̇","doi":"10.57019/jmv.1179463","DOIUrl":"https://doi.org/10.57019/jmv.1179463","url":null,"abstract":"While Extended Reality (XR) education is a contested future that consists of diverse discourses, Meta’s monopoly of XR technology leads to the misconception that Mark Zuckerberg’s vision will be the only future of Metaverse education. To address this discursive power imbalance, this paper draws on the Sociology of Knowledge Approach to Discourse to analyze the interests and significance behind different discourses on XR education. In particular, through an exhaustive comparison between Zuckerberg’s vision for Metaverse education and educational researchers’ imaginary of XR education, I identify that the primary difference between these discourses is the extent of users’ digital autonomy. This difference unveils the two parties’ grasping motivations: whereas Zuckerberg uses his utopian vision to cover Meta’s recent economic crisis and to secure Meta’s power in the future education market, educational researchers employ their decentralized imaginary to maximize their degree of freedom to create in the future learning environment. Lastly, I argue that the two radical dreams should learn from one another about digital governance. Thus, a hybrid XR education is proposed.","PeriodicalId":209062,"journal":{"name":"Journal of Metaverse","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126703302","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}