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What is Principles of the Metaverse

Educational Perspectives on Digital Technologies in Modeling and Management
Although there are many advances in the metaverse, there are limitations in the early 20s of the 21st century. The basis of the metaverse started with web 3.0. The second iteration of mixed reality is in full development. Platforms enhance immersive and social experiences in virtual reality and there are efforts to operationalize and make immersive spaces compatible with augmented reality. The metaverse ecosystem is booming in the areas of Marketing and e-commerce and, in higher education, higher education institutions are migrating to immersive spaces with the digital twin. It is possible to interact in the metaverse with avatars and digital humans that are three-dimensional representations. Brands are developing spaces in the metaverse to attract consumers and higher education institutions serve students [three-dimensional representations] with professors and with technical and administrative staff as digital humans in phygital experiences. Mixed realities are constant challenges for developers and designers in interconnection and interoperability. Hardware companies are working on the metaverse with four-dimensionality. There are development proposals based on accumulated experiences from the world wide web and in brand development academies. Artificial intelligences are being included in immersive experiences. As the metaverse is for the whole (cyber) society, accessibility initiatives and the inclusion of human diversity are seeking the possibility of enhancing accessible hardware and software for (cyber) citizens.
Published in Chapter:
Metaverse in Higher Education and the Metaversities: Disruptive Technologies and Innovations in Industry 5.0 for Phygital Transformation
Neli Maria Mengalli (Faculdade São Bernardo do Campo, Brazil) and Antonio Aparecido Carvalho (Faculdade São Bernardo do Campo, Brazil)
DOI: 10.4018/979-8-3693-2314-4.ch011
Abstract
This chapter was written based on an exploratory study, reports, and articles current at the time of writing; however, over time, it tends to have historical characteristics in relation to metaversity. The objective was to highlight the growth mindset and disruptive technologies and innovations for the metaverse in higher education. In the exploratory research, it was revealed, in the metaverse ecosystem, the existence of metaversities, the possibilities of the metaverse for higher education institutions and the presence of phygital transformation in educational contents and activities. It was concluded that new research and new paradigms are needed for disruptive technologies in the metaverse ecosystem and metaversity has the potential to bring together realities, simulations, campus replicas, time and space travel, and meaningful and immersive experiences with augmented reality, virtual reality, mixed reality, and extended reality.
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