Metaverse: Perspectives from graphics, interactions and visualization
By Yuheng Zhao, Jinjing Jiang, Yi Chen, Richen Liu, Yalong Yang, Xiangyang Xue, Siming Chen. Visual Informatics, 2022
299 citations recorded by the source corpus.
The metaverse is a visual world that blends the physical world and digital world. At present, the development of the metaverse is still in the early stage, and there lacks a framework for the visual construction and exploration of the metaverse. In this paper, we propose a framework that summarizes how graphics, interaction, and visualization techniques support the visual construction of the metaverse and user-centric exploration. We introduce three kinds of visual elements that compose the metaverse and the two graphical construction methods in a pipeline. We propose a taxonomy of interaction technologies based on interaction tasks, user actions, feedback and various sensory channels, and a taxonomy of visualization techniques that assist user awareness. Current potential applications and future opportunities are discussed in the context of visual construction and exploration of the metaverse. We hope this paper can provide a stepping stone for further research in the area of graphics, interaction and visualization in the metaverse. © 2022TheAuthors.PublishedbyElsevierB.V.onbehalfofZhejiangUniversityandZhejiangUniversity PressCo.Ltd.ThisisanopenaccessarticleundertheCCBY-NC-NDlicense (http
Subfields: Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition, Human-Computer Interaction
View Paper: https://www.semanticscholar.org/paper/7fa91f78a559704fab2dfe212320f0f7859ae9a7
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In Human-Computer Interaction
Citations in the corpus
- “Extending the Technology Acceptance Model (TAM) to Predict University Students’ Intentions to Use Metaverse-Based Learning Platforms” (2023, background): “Constant security concerns in online learning settings make it vital to examine how students perceive online learning related risks (Jiang et al., 2022).”
- Is Metaverse in education a blessing or a curse: a combined content and bibliometric analysis (2022, background): “…conducted related to Metaverse in general (e.g., Narin, 2021) and reviewing graphics, interactions, 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…”
- The metaverse in education: Definition, framework, features, potential applications, challenges, and future research topics (2022, background): “…VR, AR, or XR, learners’ interactions usually involve embodied and multi-sensory participation, as a result, a wide range of learners’ senses (e.g., vision, audition, or kinesthesia) can be greatly stimulated and motivated when they interact in the metaverse (Genay et al., 2021; Zhao et al., 2022).”