Metaverse
Definition
:1. Introduction
2. Extended, Virtual, Augmented and Mixed Reality
Multimodal Metaverse Interactions
3. Limitations of 2D Learning Environments
- Low self-perception: Users experience a very limited perception of the self in 2D environments. They are represented as disembodied entities through a photo or a live webcam head shot feed with no personalization options.
- No presence: Web conferencing sessions are perceived as video calls to join rather than virtual collective meeting places. Participants in long meetings tend to lean out and be distracted.
- Inactivity: 2D platforms offer limited ways of interaction among participants. Unless instructors initiate a learning activity, students are confined to passive participation with few opportunities to act.
- Crude emotional expression: Users have very limited options to express their feelings through smileys and emojis.
4. Brief History of Virtual Media and XR Technologies
5. Virtual Worlds and Virtual Reality in Education
5.1. VR Affordances
5.2. VR in Education
6. Metaverse Contemporary Development
6.1. Literary Origin
6.2. Metaverse Implementations
6.3. Metaverse Challenges
6.4. Meta-Education
6.5. Innovative Immersive Metaverse Applications
7. Conclusions
Funding
Conflicts of Interest
Entry Link on the Encyclopedia Platform
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Mystakidis, S. Metaverse. Encyclopedia 2022, 2, 486-497. https://doi.org/10.3390/encyclopedia2010031
Mystakidis S. Metaverse. Encyclopedia. 2022; 2(1):486-497. https://doi.org/10.3390/encyclopedia2010031
Chicago/Turabian StyleMystakidis, Stylianos. 2022. "Metaverse" Encyclopedia 2, no. 1: 486-497. https://doi.org/10.3390/encyclopedia2010031