1,361 research outputs found

    Malevolent Creativity & the Metaverse: How the immersive properties of the metaverse may facilitate the spread of a mass shooter’s culture

    Get PDF
    The innovation of the Metaverse heralds a new milestone in the Information Age as investors move forward with the plan to bring the metaverse to fruition. The metaverse will offer a heightened experience in terms of interactivity, economics, and platform, while paving the way for greater immersion through virtual reality and augmented reality technologies. It is likely that as the metaverse develops, gaming will offer a unique social experience through its features such as virtual worlds. Based on this, it is important for policymakers to look at extremist subcultures that will operate in the metaverse through these virtual features. Due to the role played by fringe subcultures in facilitating the recent mass shooting event in Buffalo, this article aimed to examine the main features of the metaverse and how its immersive properties could influence the creation of future metaversal subcultures that could act as a gateway towards future mass shooting incidents. To that end, it applied the model of malevolent creativity to the extremist use of online spaces to gain insight on how such properties could aid online extremists towards mobilization. Results show that the concatenation of malevolent creativity, innovation, and subcultural extremism may bridge the gap between ideation of mass shootings and mobilization. Based on this, the implication of this research suggests that tech entrepreneurs for the metaverse should be mindful of the risks that disconnection from the real-world society can create for young, isolated users and aim to implement safeguards in integral areas of the metaverse seven-layer chain, such as spatial computing, discovery, and the creator economy

    Towards Learning ‘Self’ and Emotional Knowledge in Social and Cultural Human-Agent Interactions

    Get PDF
    Original article can be found at: http://www.igi-global.com/articles/details.asp?ID=35052 Copyright IGI. Posted by permission of the publisher.This article presents research towards the development of a virtual learning environment (VLE) inhabited by intelligent virtual agents (IVAs) and modeling a scenario of inter-cultural interactions. The ultimate aim of this VLE is to allow users to reflect upon and learn about intercultural communication and collaboration. Rather than predefining the interactions among the virtual agents and scripting the possible interactions afforded by this environment, we pursue a bottomup approach whereby inter-cultural communication emerges from interactions with and among autonomous agents and the user(s). The intelligent virtual agents that are inhabiting this environment are expected to be able to broaden their knowledge about the world and other agents, which may be of different cultural backgrounds, through interactions. This work is part of a collaborative effort within a European research project called eCIRCUS. Specifically, this article focuses on our continuing research concerned with emotional knowledge learning in autobiographic social agents.Peer reviewe

    Inclusion in Virtual Reality Technology: A Scoping Review

    Full text link
    Despite the significant growth in virtual reality applications and research, the notion of inclusion in virtual reality is not well studied. Inclusion refers to the active involvement of different groups of people in the adoption, use, design, and development of VR technology and applications. In this review, we provide a scoping analysis of existing virtual reality research literature about inclusion. We categorize the literature based on target group into ability, gender, and age, followed by those that study community-based design of VR experiences. In the latter group, we focus mainly on Indigenous Peoples as a clearer and more important example. We also briefly review the approaches to model and consider the role of users in technology adoption and design as a background for inclusion studies. We identify a series of generic barriers and research gaps and some specific ones for each group, resulting in suggested directions for future research

    Enhancing Literacy Education with Narrative Richness in the Metaverse

    Get PDF
    Through an education-centric metaverse learning application, this research aims to assess the use of narrative richness to deliver media, language, and sustainability literacy education. The 21st-century learning needs require teaching and learning resources to be shared and managed more effectively across institutions. The use of metaverse features can help to manage varying narrative richness to boost learning reflection and attitude. Despite its potential, it is unclear how narrative richness in the metaverse can enhance teaching and learning. The study proposed in this research, which includes institutions from four Asian countries, is driven by this knowledge and evidence gap. Module leaders conceptualize and evaluate a purpose-built metaverse-learning application to produce rich and realistic learning experiences. We utilize narratives to enhance the realism of learning experiences and will assess the effects of narrative richness on learning reflection and attitude

    Goggles in the lab:Economic experiments in immersive virtual environments

    Get PDF
    This review outlines the potential of virtual reality for creating naturalistic and interactive high-immersive environments in experimental economics. After explanation of essential terminology and technical equipment, the advantages are discussed by describing the available high-immersive VR experiments concerning economic topics to give an idea of the possibilities of VR for economic experiments. Furthermore, possible drawbacks are examined, including simulator sickness, the costs of VR equipment and specialist skills. By carefully controlling a naturalistic experimental context, virtual reality brings some field into the lab. Besides, it allows for testing contexts that would otherwise be unethical or impossible. It is a promising new tool in the experimental economics toolkit

    Innovative Learning Environments in STEM Higher Education

    Get PDF
    As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education

    The Metaverse evolution: Toward Future Digital Twin Campuses

    Get PDF
    The term 'Metaverse' has been used to refer to the next generation Internet (NextG). New, developing, and recently innovation technologies have enabled the incorporation of digital twins into education's metaverse. This is a shared virtual area that combines all virtual worlds over the Internet. This will enable users represented by digital avatars to interact and cooperate as if they were in the physical world. While the metaverse may seem futuristic, it is accelerating because of emerging technologies such as AI and Extended Reality. This paper explores the technologies utilised to build the metaverse and practical applications on improving the educational experience and offer value by optimising how students are taught. Thus, we shall study in detail eight enabling technologies that are important for the Metaverse ecosystem: Virtual, Augmented, and Mixed Reality. Autonomy of Avatar, Computer Agent, and Digital Twin. Data Storage, Data sharing and Data interoperability. This article will discuss prospective metaverse technology and its difficulties. Finally, we have looked at societal acceptance, privacy, and security challenge

    To Affinity and Beyond: Interactive Digital Humans as a Human Computer Interface

    Get PDF
    The field of human computer interaction is increasingly exploring the use of more natural, human-like user interfaces to build intelligent agents to aid in everyday life. This is coupled with a move to people using ever more realistic avatars to represent themselves in their digital lives. As the ability to produce emotionally engaging digital human representations is only just now becoming technically possible, there is little research into how to approach such tasks. This is due to both technical complexity and operational implementation cost. This is now changing as we are at a nexus point with new approaches, faster graphics processing and enabling new technologies in machine learning and computer vision becoming available. I articulate the issues required for such digital humans to be considered successfully located on the other side of the phenomenon known as the Uncanny Valley. My results show that a complex mix of perceived and contextual aspects affect the sense making on digital humans and highlights previously undocumented effects of interactivity on the affinity. Users are willing to accept digital humans as a new form of user interface and they react to them emotionally in previously unanticipated ways. My research shows that it is possible to build an effective interactive digital human that crosses the Uncanny Valley. I directly explore what is required to build a visually realistic digital human as a primary research question and I explore if such a realistic face provides sufficient benefit to justify the challenges involved in building it. I conducted a Delphi study to inform the research approaches and then produced a complex digital human character based on these insights. This interactive and realistic digital human avatar represents a major technical undertaking involving multiple teams around the world. Finally, I explored a framework for examining the ethical implications and signpost future research areas

    Design bioethics:a theoretical framework and argument for innovation in bioethics research

    Get PDF
    Empirical research in bioethics has developed rapidly over the past decade, but has largely eschewed the use of technology-driven methodologies. We propose "design bioethics" as an area of conjoined theoretical and methodological innovation in the field, working across bioethics, health sciences and human-centred technological design. We demonstrate the potential of digital tools, particularly purpose-built digital games, to align with theoretical frameworks in bioethics for empirical research, integrating context, narrative and embodiment in moral decision-making. Purpose-built digital tools can engender situated engagement with bioethical questions; can achieve such engagement at scale; and can access groups traditionally under-represented in bioethics research and theory. If developed and used with appropriate rigor, tools motivated by "design bioethics" could offer unique insights into new and familiar normative and empirical issues in the field.</p

    Exploring the Darkverse: A Multi-Perspective Analysis of the Negative Societal Impacts of the Metaverse

    Get PDF
    The Metaverse has the potential to form the next pervasive computing archetype that can transform many aspects of work and life at a societal level. Despite the many forecasted benefits from the metaverse, its negative outcomes have remained relatively unexplored with the majority of views grounded on logical thoughts derived from prior data points linked with similar technologies, somewhat lacking academic and expert perspective. This study responds to the dark side perspectives through informed and multifaceted narratives provided by invited leading academics and experts from diverse disciplinary backgrounds. The metaverse dark side perspectives covered include: technological and consumer vulnerability, privacy, and diminished reality, human–computer interface, identity theft, invasive advertising, misinformation, propaganda, phishing, financial crimes, terrorist activities, abuse, pornography, social inclusion, mental health, sexual harassment and metaverse-triggered unintended consequences. The paper concludes with a synthesis of common themes, formulating propositions, and presenting implications for practice and policy
    • …
    corecore