进入Paraverse:挑战虚拟世界中现场音乐的假设

Pat Healy, Hannah Standiford
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引用次数: 1

摘要

在工业界和学术界广为流传的概念和流行语“元宇宙”(Metaverse)并不存在。在本文中,我们对确实存在的对象进行了理论化:Paraverse,一组不相连的虚拟世界和独立工作的虚拟世界平台,以推进虚拟世界技术和文化。我们在Paraverse中提出了一个名为Soundscape的新系统。社交:一个多用户虚拟世界,参与者在其中探索包含独立音乐家在2019冠状病毒病大流行早期预先录制的同步表演的音乐会空间。通过它的设计和实现,我们展示了独立开发者的小团队如何快速地为Paraverse的边缘做出贡献,从而在推动创新中发挥重要作用。我们通过虚拟人种学、游戏内数据收集以及对参与者和表演者的采访,评估了该平台培养公共倾听体验的能力。音景。社交游戏成功地阻止了匿名交流的滥用行为,通过最小化游戏内数据收集来尊重参与者的隐私,通过挑战倾听的等级结构的表演形式来模拟无政府社区,并通过倾听者的自主性和我们称之为“虚拟涂鸦”的新颖异步交流功能来培养对生活的全新理解。我们进一步讨论了未来开发技术的机会,这些技术可以帮助开发人员创建独立的Paraverse应用程序,为虚拟世界的未来做出贡献,甚至可能是Metaverse。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Enter the Paraverse: Challenging Assumptions of Live Music in the Metaverse
The Metaverse, a concept and buzzword echoing throughout industry and academic spaces, does not exist. In this paper we theorize about the object that does exist: the Paraverse, the global set of disconnected virtual worlds and virtual world platforms working independently to advance virtual world technology and culture. We present a novel system within the Paraverse named Soundscape.social: a multi-user virtual world where participants explore concert spaces containing pre-recorded, synchronous performances by independent musicians during the early stages of the COVID-19 pandemic. Through its design and implementation, we demonstrate how small teams of independent developers may quickly contribute to the fringes of the Paraverse, and thus play an essential role in driving innovation. We assessed the platform’s ability to foster communal listening experience through virtual ethnography, in-game data collection, and interviews with attendees and performers. Soundscape.social was successful at preventing abusive behaviour despite anonymous communication, respecting participant privacy through minimal in-game data collection, modelling anarchic community through a performance format that challenged hierarchical structures of listening, and fostering a novel understanding of liveness through listener autonomy and a novel asynchronous communication feature of interest we name "virtual graffiti." We further discuss opportunities for future work developing technologies that aid developers looking to create independent Paraverse applications, contributing to the future of virtual worlds and, perhaps, the Metaverse.
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