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
References
- Kamenov, K. Immersive Experience—The 4th Wave in Tech: Learning the Ropes. Available online: https://www.accenture.com/gb-en/blogs/blogs-immersive-experience-wave-learning-ropes (accessed on 21 May 2021).
- Friesen, N. The Textbook and the Lecture: Education in the Age of New Media; Johns Hopkins University Press: Baltimore, MD, USA, 2017; ISBN 9781421424330. [Google Scholar]
- Milgram, P.; Takemura, H.; Utsumi, A.; Kishino, F. Augmented reality: A class of displays on the reality-virtuality continuum. In Telemanipulator and Telepresence Technologies, Proceedings of the Photonics for Industrial Applications, Boston, MA, USA, 31 October—4 November 1994; Das, H., Ed.; SPIE: Bellingham, WA, USA, 1995; Volume 2351, pp. 282–292. [Google Scholar]
- Slater, M.; Sanchez-Vives, M.V. Enhancing Our Lives with Immersive Virtual Reality. Front. Robot. AI 2016, 3, 74. [Google Scholar] [CrossRef]
- Pellas, N.; Mystakidis, S.; Kazanidis, I. Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature. Virtual Real. 2021, 25, 835–861. [Google Scholar] [CrossRef]
- Pellas, N.; Dengel, A.; Christopoulos, A. A Scoping Review of Immersive Virtual Reality in STEM Education. IEEE Trans. Learn. Technol. 2020, 13, 748–761. [Google Scholar] [CrossRef]
- Ibáñez, M.-B.; Delgado-Kloos, C. Augmented reality for STEM learning: A systematic review. Comput. Educ. 2018, 123, 109–123. [Google Scholar] [CrossRef]
- Klopfer, E. Augmented Learning: Research and Design of Mobile Educational Games; MIT Press: Cambridge, MA, USA, 2008; ISBN 9780262113151. [Google Scholar]
- Mystakidis, S.; Christopoulos, A.; Pellas, N. A systematic mapping review of augmented reality applications to support STEM learning in higher education. Educ. Inf. Technol. 2021, 1–45. [Google Scholar] [CrossRef]
- Speicher, M.; Hall, B.D.; Nebeling, M. What is Mixed Reality? In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, Glasgow, UK, 4–9 May 2019; ACM: New York, NY, USA, 2019; pp. 1–15. [Google Scholar]
- El Beheiry, M.; Doutreligne, S.; Caporal, C.; Ostertag, C.; Dahan, M.; Masson, J.-B. Virtual Reality: Beyond Visualization. J. Mol. Biol. 2019, 431, 1315–1321. [Google Scholar] [CrossRef]
- Hong, J.; He, J.; Lam, B.; Gupta, R.; Gan, W.-S. Spatial Audio for Soundscape Design: Recording and Reproduction. Appl. Sci. 2017, 7, 627. [Google Scholar] [CrossRef]
- Maereg, A.T.; Nagar, A.; Reid, D.; Secco, E.L. Wearable Vibrotactile Haptic Device for Stiffness Discrimination during Virtual Interactions. Front. Robot. AI 2017, 4, 42. [Google Scholar] [CrossRef]
- Cheok, A.D.; Karunanayaka, K. Virtual Taste and Smell Technologies for Multisensory Internet and Virtual Reality; Human–Computer Interaction Series; Springer International Publishing: Cham, Switzerland, 2018; ISBN 978-3-319-73863-5. [Google Scholar]
- Atsikpasi, P.; Fokides, E. A scoping review of the educational uses of 6DoF HMDs. Virtual Real. 2021, 1–18. [Google Scholar] [CrossRef]
- Boletsis, C. The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology. Multimodal Technol. Interact. 2017, 1, 24. [Google Scholar] [CrossRef]
- Jeong, H. Rethinking Open Universities. Int. Rev. Res. Open Distrib. Learn. 2019, 20, 152–166. [Google Scholar] [CrossRef]
- Mishra, S. Open educational resources: Removing barriers from within. Distance Educ. 2017, 38, 369–380. [Google Scholar] [CrossRef]
- Anderson, T.; Rivera-Vargas, P. A Critical look at Educational Technology from a Distance Education Perspective. Digit. Educ. Rev. 2020, 37, 208–229. [Google Scholar] [CrossRef]
- Boltz, L.O.; Yadav, A.; Dillman, B.; Robertson, C. Transitioning to remote learning: Lessons from supporting K-12 teachers through a MOOC. Br. J. Educ. Technol. 2021, 52, 1377–1393. [Google Scholar] [CrossRef]
- Stöhr, C.; Demazière, C.; Adawi, T. The polarizing effect of the online flipped classroom. Comput. Educ. 2019, 147, 103789. [Google Scholar] [CrossRef]
- Gegenfurtner, A.; Ebner, C. Webinars in higher education and professional training: A meta-analysis and systematic review of randomized controlled trials. Educ. Res. Rev. 2019, 28, 100293. [Google Scholar] [CrossRef]
- Bailenson, J.N. Nonverbal overload: A theoretical argument for the causes of Zoom fatigue. Technol. Mind Behav. 2021, 2, 61. [Google Scholar] [CrossRef]
- Jordan, K. Initial trends in enrolment and completion of massive open online courses. Int. Rev. Res. Open Distance Learn. 2014, 15, 133–160. [Google Scholar] [CrossRef]
- Dunn, T.J.; Kennedy, M. Technology Enhanced Learning in higher education; motivations, engagement and academic achievement. Comput. Educ. 2019, 137, 104–113. [Google Scholar] [CrossRef]
- Blascovich, J.; Bailenson, J. Infinite Reality: Avatars, Eternal Life, New Worlds, and the Dawn of the Virtual Revolution; Harper Collins: New York, NY, USA, 2011; ISBN 9780062041692. [Google Scholar]
- Heim, M. The Metaphysics of Virtual Reality; Oxford University Press: Oxford, UK, 1994; ISBN 9780195092585. [Google Scholar]
- Cantril, H. The Invasion from Mars; Routledge: New York, NY, USA, 2017; ISBN 9781351480703. [Google Scholar]
- Jeon, C. The virtual flier: The link trainer, flight simulation, and pilot identity. Technol. Cult. 2015, 56, 28–53. [Google Scholar] [CrossRef]
- Robinett, W. Interactivity and Individual Viewpoint in Shared Virtual Worlds: The Big Screen vs. Networked Personal Displays. ACM SIGGRAPH Comput. Graph. 1994, 28, 127–130. [Google Scholar] [CrossRef]
- Krueger, M.W.; Gionfriddo, T.; Hinrichsen, K. Videoplace—An artificial reality. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems—CHI ’85, San Francisco, CA, USA, 14–18 April 1985; ACM Press: New York, NY, USA, 1985; pp. 35–40. [Google Scholar]
- Lanier, J. Virtual reality: The promise of the future. Interact. Learn. Int. 1992, 8, 275–279. [Google Scholar]
- Barteit, S.; Lanfermann, L.; Bärnighausen, T.; Neuhann, F.; Beiersmann, C. Augmented, Mixed, and Virtual Reality-Based Head-Mounted Devices for Medical Education: Systematic Review. JMIR Serious Games 2021, 9, e29080. [Google Scholar] [CrossRef] [PubMed]
- Girvan, C. What is a virtual world? Definition and classification. Educ. Technol. Res. Dev. 2018, 66, 1087–1100. [Google Scholar] [CrossRef]
- Bartle, R. Designing Virtual Worlds; New Riders: Indianapolis, IN, USA, 2004; ISBN 0131018167. [Google Scholar]
- Dionisio, J.D.N.; Burns, W.G., III; Gilbert, R. 3D Virtual worlds and the metaverse. ACM Comput. Surv. 2013, 45, 1–38. [Google Scholar] [CrossRef]
- Mystakidis, S. Motivation Enhanced Deep and Meaningful Learning with Social Virtual Reality. Ph.D. Thesis, University of Jyväskylä, Jyväskylä, Finland, 2019. [Google Scholar]
- Mystakidis, S.; Berki, E.; Valtanen, J.-P. Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review. Appl. Sci. 2021, 11, 2412. [Google Scholar] [CrossRef]
- Rosenblum, L.; Cross, R. Challenges in Virtual Reality. In Visualization and Modelling; Academic Press: Cambridge, MA, USA, 1997; pp. 325–339. [Google Scholar]
- Dalgarno, B.; Lee, M.J.W. What are the learning affordances of 3-D virtual environments? Br. J. Educ. Technol. 2010, 41, 10–32. [Google Scholar] [CrossRef]
- Messinger, P.R.; Messinger, P.R.; Ge, X.; Ge, X.; Stroulia, E.; Stroulia, E.; Lyons, K.; Lyons, K.; Smirnov, K.; Smirnov, K.; et al. On the Relationship between My Avatar and Myself. J. Virtual Worlds Res. 2008, 1, 4007–4010. [Google Scholar] [CrossRef]
- Yee, N.; Bailenson, J. The proteus effect: The effect of transformed self-representation on behavior. Hum. Commun. Res. 2007, 33, 271–290. [Google Scholar] [CrossRef]
- Lombard, M.; Ditton, T. At the Heart of It All: The Concept of Presence. J. Comput. Commun. 1997, 3, JCMC321. [Google Scholar] [CrossRef]
- Cruz, A.; Paredes, H.; Morgado, L.; Martins, P. Non-verbal Aspects of Collaboration in Virtual Worlds: A CSCW Taxonomy-development Proposal Integrating the Presence Dimension. J. Univers. Comput. Sci. 2021, 27, 913–954. [Google Scholar] [CrossRef]
- Casanueva, J.; Blake, E.H. The Effects of Avatars on Co-presence in a Collaborative Virtual Environment. In Proceedings of the Annual Conference of the South African Institute of Computer Scientists and Information Technologists (SAICSIT2001), Pretoria, South Africa, 25–28 September 2001; pp. 19–28. [Google Scholar]
- Mystakidis, S. Motivation Enhancement Methods for Community Building in Extended Reality. In Augmented and Mixed Reality for Communities; Fisher, J.A., Ed.; CRC Press: Boca Raton, FL, USA, 2021; pp. 265–282. [Google Scholar]
- Bailenson, J. Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do; W. W. Norton: New York, NY, USA, 2018; ISBN 9780393253702. [Google Scholar]
- Bambury, S. The Depths of VR Model v2.0. Available online: https://www.virtualiteach.com/post/the-depths-of-vr-model-v2-0 (accessed on 20 December 2021).
- Pellas, N.; Mystakidis, S. A Systematic Review of Research about Game-based Learning in Virtual Worlds. J. Univers. Comput. Sci. 2020, 26, 1017–1042. [Google Scholar] [CrossRef]
- Ward, T.; Falconer, L.; Frutos-Perez, M. Using online simulation to enhance employability in psychology undergraduates. In Proceedings of the Higher Education Academy STEM Conference, Birmingham, UK, 17–18 April 2013. [Google Scholar]
- Pellas, N.; Mystakidis, S.; Christopoulos, A. A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education. Multimodal Technol. Interact. 2021, 5, 28. [Google Scholar] [CrossRef]
- Mystakidis, S. Combat Tanking in Education—The TANC Model for Playful Distance Learning in Social Virtual Reality. Int. J. Gaming Comput. Simul. 2021, 13, 39. [Google Scholar]
- Mystakidis, S. Distance Education Gamification in Social Virtual Reality: A Case Study on Student Engagement. In Proceedings of the 11th International Conference on Information, Intelligence, Systems and Applications (IISA 2020), Piraeus, Greece, 15–17 July 2020; pp. 1–6. [Google Scholar]
- Mystakidis, S.; Papantzikos, G.; Stylios, C. Virtual Reality Escape Rooms for STEM Education in Industry 4.0: Greek Teachers Perspectives. In Proceedings of the 2021 6th South-East Europe Design Automation, Computer Engineering, Computer Networks and Social Media Conference (SEEDA-CECNSM), Preveza, Greece, 24–26 September 2021; pp. 1–5. [Google Scholar]
- Stephenson, N. Snow Crash: A Novel; Random House Publishing Group: New York, NY, USA, 2003; ISBN 9780553898194. [Google Scholar]
- Mystakidis, S.; Fragkaki, M.; Filippousis, G. Ready Teacher One: Virtual and Augmented Reality Online Professional Development for K-12 School Teachers. Computers 2021, 10, 134. [Google Scholar] [CrossRef]
- Kapp, K.M.; O’Driscoll, T. Learning in 3D: Adding a New Dimension to Enterprise Learning and Collaboration; Pfeiffer: San Francisco, CA, USA, 2010; ISBN 9780470504734. [Google Scholar]
- Parisi, T. The Seven Rules of the Metaverse. Available online: https://medium.com/meta-verses/the-seven-rules-of-the-metaverse-7d4e06fa864c (accessed on 20 November 2021).
- Slater, M.; Gonzalez-Liencres, C.; Haggard, P.; Vinkers, C.; Gregory-Clarke, R.; Jelley, S.; Watson, Z.; Breen, G.; Schwarz, R.; Steptoe, W.; et al. The Ethics of Realism in Virtual and Augmented Reality. Front. Virtual Real. 2020, 1, 1. [Google Scholar] [CrossRef]
- Christopoulos, A.; Mystakidis, S.; Pellas, N.; Laakso, M.-J. ARLEAN: An Augmented Reality Learning Analytics Ethical Framework. Computers 2021, 10, 92. [Google Scholar] [CrossRef]
- Heller, B. Watching Androids Dream of Electric Sheep: Immersive Technology, Biometric Psychography, and the Law. Vanderbilt J. Entertain. Technol. Law 2021, 23, 1. [Google Scholar]
- Chesney, T.; Coyne, I.; Logan, B.; Madden, N. Griefing in virtual worlds: Causes, casualties and coping strategies. Inf. Syst. J. 2009, 19, 525–548. [Google Scholar] [CrossRef]
- Logishetty, K.; Rudran, B.; Cobb, J.P. Virtual reality training improves trainee performance in total hip arthroplasty: A randomized controlled trial. Bone Joint J. 2019, 101-B, 1585–1592. [Google Scholar] [CrossRef]
- Chan, P.; Van Gerven, T.; Dubois, J.-L.; Bernaerts, K. Virtual chemical laboratories: A systematic literature review of research, technologies and instructional design. Comput. Educ. Open 2021, 2, 100053. [Google Scholar] [CrossRef]
- de la Peña, N.; Weil, P.; Llobera, J.; Spanlang, B.; Friedman, D.; Sanchez-Vives, M.V.; Slater, M. Immersive Journalism: Immersive Virtual Reality for the First-Person Experience of News. Presence Teleoperators Virtual Environ. 2010, 19, 291–301. [Google Scholar] [CrossRef]
- Yuste, R.; Goering, S.; Arcas, B.A.y.; Bi, G.; Carmena, J.M.; Carter, A.; Fins, J.J.; Friesen, P.; Gallant, J.; Huggins, J.E.; et al. Four ethical priorities for neurotechnologies and AI. Nature 2017, 551, 159–163. [Google Scholar] [CrossRef] [PubMed]
- Delmerico, J.; Poranne, R.; Bogo, F.; Oleynikova, H.; Vollenweider, E.; Coros, S.; Nieto, J.; Pollefeys, M. Spatial Computing and Intuitive Interaction: Bringing Mixed Reality and Robotics Together. IEEE Robot. Autom. Mag. 2022, 2–14. [Google Scholar] [CrossRef]
- Kim, S.; Lee, S.; Kang, H.; Kim, S.; Ahn, M. P300 Brain–Computer Interface-Based Drone Control in Virtual and Augmented Reality. Sensors 2021, 21, 5765. [Google Scholar] [CrossRef]
- Hamledari, H.; Fischer, M. Construction payment automation using blockchain-enabled smart contracts and robotic reality capture technologies. Autom. Constr. 2021, 132, 103926. [Google Scholar] [CrossRef]
- Salmon, G. May the Fourth Be with you: Creating Education 4.0. J. Learn. Dev. 2019, 6, 95–115. [Google Scholar]
- Mystakidis, S. Deep Meaningful Learning. Encyclopedia 2021, 1, 988–997. [Google Scholar] [CrossRef]
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations. |
© 2022 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
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
APA StyleMystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486-497. https://doi.org/10.3390/encyclopedia2010031