Faraway, so Close: Perceptions of the Metaverse on the Edge of Madness

IF 2.6 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Computers Pub Date : 2024-01-08 DOI:10.3390/computers13010019
M. Cruz, Abílio Oliveira, Alessandro Pinheiro
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Abstract

With the evolution of technologies, virtual reality allows us to dive into cyberspace through different devices and have immersive experiences in different contexts, which, in a simple way, we call virtual worlds or multiverse (integrating Metaverse versions). Through virtual reality, it is possible to create infinite simulated environments to immerse ourselves in. Future internet may be slightly different from what we use today. Virtual immersion situations are common (particularly in gaming), and the Metaverse has become a lived and almost real experience claiming its presence in our daily lives. To investigate possible perspectives or concepts regarding the Metaverse, virtual reality, and immersion, we considered a main research question: To what extent can a film centered on the multiverse be associated with adults’ Metaverse perceptions? Considering that all participants are adults, the objectives of this study are: (1) Verify the representations of the Metaverse; (2) Verify the representations of immersion; (3) Verify the representations of the multiverse; (4) Verify the importance of a film (related to the Metaverse and the multiverse) on the representations found. This study—framed in a Ph.D. research project—analyzed the participants’ answers through an online survey using two films to gather thoughts, ideas, emotions, sentiments, and reactions according to our research objectives. Some limitations were considered, such as the number of participants, number of the questionnaire questions and the knowledge or lack of the main concepts. Our results showed that a virtual world created by a movie might stimulate the perception of almost living in that supposed reality, accepting the multiverse and Metaverse not as distant concepts but as close experiences, even in an unconscious form. This finding is also a positive contribution to a discussion in progress aiming for an essential understanding of the Metaverse as a complex concept.
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远在天边,近在眼前:在疯狂边缘感知元宇宙
随着技术的发展,虚拟现实技术使我们能够通过不同的设备潜入网络空间,在不同的环境中获得身临其境的体验,简单地说,我们称之为虚拟世界或多元宇宙(整合了 Metaverse 版本)。通过虚拟现实,我们可以创造出无限的模拟环境,让自己沉浸其中。未来的互联网可能与我们现在使用的互联网略有不同。虚拟沉浸的情况很常见(尤其是在游戏中),而元宇宙已经成为我们日常生活中近乎真实的体验。为了探究有关元宇宙、虚拟现实和沉浸感的可能观点或概念,我们考虑了一个主要的研究问题:一部以多元宇宙为中心的电影在多大程度上与成年人的元宇宙观念相关联?考虑到所有参与者都是成年人,本研究的目标是(1)验证对元宇宙的表述;(2)验证对沉浸感的表述;(3)验证对多元宇宙的表述;(4)验证(与元宇宙和多元宇宙相关的)电影对表述的重要性。本研究以一个博士研究项目为框架,根据我们的研究目标,通过使用两部电影进行在线调查,分析参与者的回答,以收集思想、观点、情感、情绪和反应。我们考虑了一些限制因素,如参与者人数、问卷问题数量以及对主要概念的了解或缺乏。我们的研究结果表明,电影所创造的虚拟世界可能会刺激人们的感知,使他们几乎生活在那个假想的现实中,接受多元宇宙和元宇宙,而不是把它们当作遥远的概念,而是当作近在咫尺的体验,甚至是无意识的体验。这一发现也对正在进行的旨在从根本上理解元宇宙这一复杂概念的讨论做出了积极贡献。
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来源期刊
Computers
Computers COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
5.40
自引率
3.60%
发文量
153
审稿时长
11 weeks
期刊最新文献
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