3D Virtual worlds and the metaverse: Current status and future possibilities
By John David N. Dionisio, William G. Burns, Richard Gilbert. CSUR, 2013
927 citations recorded by the source corpus.
Moving from a set of independent virtual worlds to an integrated network of 3D virtual worlds or Metaverse rests on progress in four areas: immersive realism, ubiquity of access and identity, interoperability, and scalability. For each area, the current status and needed developments in order to achieve a functional Metaverse are described. Factors that support the formation of a viable Metaverse, such as institutional and popular interest and ongoing improvements in hardware performance, and factors that constrain the achievement of this goal, including limits in computational methods and unrealized collaboration among virtual world stakeholders and developers, are also considered.
Subfields: Control and Systems Engineering, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/3583e343bf8c6709e1df518dda3e77f89b435fac
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In Human-Computer Interaction
Citations in the corpus
- The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics (2022, background): “) that may potentially cause crossnational, cross-racial, cross-religious, or cross-gender ethical challenges, by the appearance of virtual “I” (Dionisio et al., 2013; Park and Kim, 2022).”
- All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda (2021, background): “[50] focuses on the development of the metaverse, and accordingly discusses four aspects of realism, ubiquity, interoperability, scalability.”
- A Survey on Metaverse: Fundamentals, Security, and Privacy (2022, background): “, sub-metaverses) without interruption of the immersive experience [6]; and (ii) digital assets for rendering or reconstruction of virtual worlds are interchangeable across distinct platforms [2].”
- Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis (2022, background): “…and visualization studies related to Metaverse (Zhao et al., 2022); virtual commerce from both application design and consumer behaviour in Metaverse (Shen et al., 2021), digital twin (Cimino et al., 2019; Jones et al., 2020; Liu et al., 2021), 3D virtual worlds (Dionisio et al., 2013).”
- A Metaverse: Taxonomy, Components, Applications, and Open Challenges (2022, neutral): “Dionisio et al. [43] focused on immersive realism, the ubiquity of access and identity, interoperability, and scalability of Metaverse.”
- A Survey on the Metaverse: The State-of-the-Art, Technologies, Applications, and Challenges (2023, background): “Dionisio et al. [1] described the development of virtual worlds from early literary works and text-based games to 2-”