Metaverse for Social Good: A University Campus Prototype
By Haihan Duan, Jiaye Li, Sizheng Fan, Zhonghao Lin, Xiao Wu, Wei Cai. ACM Multimedia, 2021
730 citations recorded by the source corpus.
In recent years, the metaverse has attracted enormous attention from around the world with the development of related technologies. The expected metaverse should be a realistic society with more direct and physical interactions, while the concepts of race, gender, and even physical disability would be weakened, which would be highly beneficial for society. However, the development of metaverse is still in its infancy, with great potential for improvement. Regarding metaverse's huge potential, industry has already come forward with advance preparation, accompanied by feverish investment, but there are few discussions about metaverse in academia to scientifically guide its development. In this paper, we highlight the representative applications for social good. Then we propose a three-layer metaverse architecture from a macro perspective, containing infrastructure, interaction, and ecosystem. Moreover, we journey toward both a historical and novel metaverse with a detailed timeline and table of specific attributes. Lastly, we illustrate our implemented blockchain-driven metaverse prototype of a university campus and discuss the prototype design and insights.
Subfields: Computer Vision and Pattern Recognition, Information Systems, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/38563c99c9671d06172c7db3545ef8aed3071cf5
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Vision and Pattern Recognition
- Carlos Bermejo
- Minrui Xu
- Xuemin Shen
- Jiawen Kang
- Qiang Yang
- Chunyan Miao
- Dusist Niyato
- Wei Yang Bryan Lim
In Information Systems
- Dusist Niyato
- Zehui Xiong
- Jiawen Kang
- Minrui Xu
- Xuemin Shen
- Qiang Yang
- Chunyan Miao
- Wei Yang Bryan Lim
In Human-Computer Interaction
Citations in the corpus
- All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda (2021, background): “Frey11and [32]), demonstrating the evolving understanding of the metaverse once new technological infrastructures are introduced into the metaverse.”
- Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis (2022, background): “The key concept of Metaverse lies in its complex data analysis for understanding, monitoring, regulation, and planning, and the emergence of artificial intelligence can serve as a basis for processing this data (Duan et al., 2021).”
- A Metaverse: Taxonomy, Components, Applications, and Open Challenges (2022, neutral): “Duan et al. [7] presented the representative applications in the aspect of infrastructure, interaction, and ecosystem.”
- The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics (2022, methodology): “In the metaverse, various realistic learning scenes can be simulated and created by modeling and rendering technologies such as digital twins, VR, AR, XR, etc. (Davis et al., 2009; Duan et al., 2021; Lv et al., 2022; Shin, 2022).”
- A Survey on Metaverse: Fundamentals, Security, and Privacy (2022, background): “, chat records and browsing records) will produce certain value in the metaverse [8].”
- A Full Dive Into Realizing the Edge-Enabled Metaverse: Visions, Enabling Technologies, and Challenges (2022, methodology): “It is powered by the blockchain to provide the students with an interactive Metaverse, a hybrid environment in which students’ real-world behaviors can have an impact on the virtual world, and vice versa [16].”
- Metaverse: Perspectives from graphics, interactions and visualization (2022, methodology): “Li et al. summarized seven commonly used animation methods (Li et al., 2021), of which finite state machines (FSM) are the most straightforward and widely adopted model for NPC to respond to players’ behavior (Lau and Kuffner, 2005).”