1,287 research outputs found

    LPDT2: La plissure du texte 2

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    This paper will discuss the artistic processes involved in the creation of the three dimensional, virtual art installation La Plissure du Texte 2, which is the sequel to Roy Ascott’s ground breaking telematically networked art work La Plissure du Texte, created in 1983 and shown in Paris at the MusĂ©e de l’Art Moderne de la Ville de Paris during that same year. While the underlying concepts of the original art work, as well as its capability of regenerating itself as an entirely novel manifestation based upon the concepts of distributed authorship, textual mobility, emergent semiosis, multiple identity, and participatory poesis will be underlined, the main focus of the text will be upon the creative strategies as well as the technological means through which the architecture was brought about in the contemporary creative environment of the metaverse. This paper will discuss the artistic processes involved in the creation of the three dimensional, virtual art installation La Plissure du Texte 2, which is the sequel to Roy Ascott’s La Plissure du Texte. While the underlying concepts of the original art work, as well as its capability of regenerating itself as a novel manifestation will be underlined, the main focus of the text will be upon the creative strategies of LPDT2

    Bisociative ludos: the wondrous tales of eupalinos ugajin and naxos loon

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    This text proposes to examine the virtual lives and creative activities of two metaverse avatars, Eupalinos Ugajin and Naxos Loon, by examining the correlations between their acts of creation and the notion of ‘play’. These will be examined against the backgrounds of Arthur Koestler’s book “The Act of Creation” and Johan Huizinga’s “Home Ludens”; involving a scrutiny on how these may apply to a strand of art making involving three dimensionally embodied avatars, which can be observed in online virtual worlds today

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

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    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    Synthetic worlds, synthetic strategies: attaining creativity in the metaverse

    Get PDF
    This text will attempt to delineate the underlying theoretical premises and the definition of the output of an immersive learning approach pertaining to the visual arts to be implemented in online, three dimensional synthetic worlds. Deviating from the prevalent practice of the replication of physical art studio teaching strategies within a virtual environment, the author proposes instead to apply the fundamental tenets of Roy Ascott’s “Groundcourse”, in combination with recent educational approaches such as “Transformative Learning” and “Constructionism”. In an amalgamation of these educational approaches with findings drawn from the fields of Metanomics, Ludology, Cyberpsychology and Presence Studies, as well as an examination of creative practices manifest in the metaverse today, the formulation of a learning strategy for creative enablement unique to online, three dimensional synthetic worlds; one which will focus upon “Play” as well as Role Play, virtual Assemblage and the visual identity of the avatar within the pursuits, is being proposed in this chapter

    PENGALAMAN GAME YANG MENYENANGKAN UNTUK MENGIDENTIFIKASI TIPE DUNIA METAVERSE SEBAGAI MODEL PEMBELAJARAN YANG INOVATIF

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    Metaverse aims to turn imagination into reality through the convergence of different technologies and should be seen as a means of lifelong learning that is not limited in space and time. The aim of this research is to identify the type of world in the metaverse to provide a pleasant user experience. The research method used in this research is descriptive qualitative. In this study, the data collection method used is the study of documentation and literature. Literature study is carried out by searching for various written sources, both in the form of books, archives, magazines, articles, and journals, as well as documents that can assist writers in exploring the types of games in the virtual metaverse world that support online learning. The results of this study can be used by educators to create an innovative learning environment, so that it can provide equal learning opportunities for all students

    Immersive Experience in the Metaverse: Implications for Tourism and Business

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    By providing immersive and interactive experiences, the metaverse has been changing how tourists spend their vacation. It also presents new business challenges, such as gaming, marketing, education, and smart city industries. This research explores the opportunities and challenges presented by the metaverse in the tourism and business industries. This research also discusses the metaverse implications that can transform people's experience and consumption when traveling and consuming. A comprehensive literature review was conducted to explore the implications of the metaverse for the tourism and business industries. This study's findings reveal several examples of applying the metaverse and its implications. In addition, this study also discovered that the emergence of the metaverse significantly impacts the tourism and business sectors. In practice, the review findings make tourism and business stakeholders aware of the potential of this immersive technology. Tourism providers and business leaders might consider using the metaverse to promote tourism destination and their businesses and develop a system that can maximize the benefits of this immersive technology

    Digital play and the actualisation of the consumer imagination

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    In this article, the authors consider emerging consumer practices in digital virtual spaces. Building on constructions of consumer behavior as both a sense-making activity and a resource for the construction of daydreams, as well as anthropological readings of performance, the authors speculate that many performances during digital play are products of consumer fantasy. The authors develop an interpretation of the relationship between the real and the virtual that is better equipped to understand the movement between consumer daydreams and those practices actualized in the material and now also in digital virtual reality. The authors argue that digital virtual performances present opportunities for liminoid transformations through inversions, speculations, and playfulness acted out in aesthetic dramas. To illustrate, the authors consider specific examples of the theatrical productions available to consumers in digital spaces, highlighting the consumer imagination that feeds them, the performances they produce, and the potential for transformation in consumer-players

    When Internet of Things meets Metaverse: Convergence of Physical and Cyber Worlds

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    In recent years, the Internet of Things (IoT) is studied in the context of the Metaverse to provide users immersive cyber-virtual experiences in mixed reality environments. This survey introduces six typical IoT applications in the Metaverse, including collaborative healthcare, education, smart city, entertainment, real estate, and socialization. In the IoT-inspired Metaverse, we also comprehensively survey four pillar technologies that enable augmented reality (AR) and virtual reality (VR), namely, responsible artificial intelligence (AI), high-speed data communications, cost-effective mobile edge computing (MEC), and digital twins. According to the physical-world demands, we outline the current industrial efforts and seven key requirements for building the IoT-inspired Metaverse: immersion, variety, economy, civility, interactivity, authenticity, and independence. In addition, this survey describes the open issues in the IoT-inspired Metaverse, which need to be addressed to eventually achieve the convergence of physical and cyber worlds.info:eu-repo/semantics/publishedVersio
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