特邀社论 《元宇宙与教育的未来

IF 2.9 3区 教育学 Q2 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS IEEE Transactions on Learning Technologies Pub Date : 2023-12-15 DOI:10.1109/TLT.2023.3324843
Anasol Peña-Rios;Junjie Gavin Wu
{"title":"特邀社论 《元宇宙与教育的未来","authors":"Anasol Peña-Rios;Junjie Gavin Wu","doi":"10.1109/TLT.2023.3324843","DOIUrl":null,"url":null,"abstract":"The metaverse is seen as an evolution paradigm of the next-generation Internet, able to support a diverse range of persistent and always-on interconnected synchronous multiuser virtual environments where people can engage with others in real time, merging the physical and virtual world [1], [2], [3]. The concept was first mentioned in 1992s Neal Stephenson novel “\n<italic>Snow Crash</i>\n” [4], and it follows the web and mobile Internet revolutions, allowing users to experience virtual environments in an immersive and \n<italic>hyperspatiotemporal</i>\n manner [1]. Thus, it represents a paradigm shift in digital interaction, enabling real-time, multidimensional experiences that transcend the boundaries of physical space with the promise of bringing new levels of social connection and collaboration. The metaverse exists within the Internet, but not in the traditional way of seeing the world through a screen [1]. Instead, the metaverse aims to provide immersive experiences based on the convergence of spatial computing technologies that enable multisensory user interactions [e.g., virtual reality (VR), augmented reality (AR), and mixed reality (MR)] [2], [3] combined with 3-D data and artificial intelligence. The metaverse is also related to the concept of digital twins (DTs), which are digital replicas of elements in the real world (e.g., assets and processes) that mirror and synchronize in real time with their source, creating a bidirectional connection between them. While DTs focus more on the bidirectional connection between real and virtual and the accuracy of the representation toward better decision-making, the metaverse looks at sociotechnical challenges of seamless embodied communication between users and the dynamic interactions with the virtual spaces.","PeriodicalId":49191,"journal":{"name":"IEEE Transactions on Learning Technologies","volume":"16 6","pages":"887-891"},"PeriodicalIF":2.9000,"publicationDate":"2023-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10361565","citationCount":"0","resultStr":"{\"title\":\"Guest Editorial The Metaverse and the Future of Education\",\"authors\":\"Anasol Peña-Rios;Junjie Gavin Wu\",\"doi\":\"10.1109/TLT.2023.3324843\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"The metaverse is seen as an evolution paradigm of the next-generation Internet, able to support a diverse range of persistent and always-on interconnected synchronous multiuser virtual environments where people can engage with others in real time, merging the physical and virtual world [1], [2], [3]. The concept was first mentioned in 1992s Neal Stephenson novel “\\n<italic>Snow Crash</i>\\n” [4], and it follows the web and mobile Internet revolutions, allowing users to experience virtual environments in an immersive and \\n<italic>hyperspatiotemporal</i>\\n manner [1]. Thus, it represents a paradigm shift in digital interaction, enabling real-time, multidimensional experiences that transcend the boundaries of physical space with the promise of bringing new levels of social connection and collaboration. The metaverse exists within the Internet, but not in the traditional way of seeing the world through a screen [1]. Instead, the metaverse aims to provide immersive experiences based on the convergence of spatial computing technologies that enable multisensory user interactions [e.g., virtual reality (VR), augmented reality (AR), and mixed reality (MR)] [2], [3] combined with 3-D data and artificial intelligence. The metaverse is also related to the concept of digital twins (DTs), which are digital replicas of elements in the real world (e.g., assets and processes) that mirror and synchronize in real time with their source, creating a bidirectional connection between them. While DTs focus more on the bidirectional connection between real and virtual and the accuracy of the representation toward better decision-making, the metaverse looks at sociotechnical challenges of seamless embodied communication between users and the dynamic interactions with the virtual spaces.\",\"PeriodicalId\":49191,\"journal\":{\"name\":\"IEEE Transactions on Learning Technologies\",\"volume\":\"16 6\",\"pages\":\"887-891\"},\"PeriodicalIF\":2.9000,\"publicationDate\":\"2023-12-15\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10361565\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"IEEE Transactions on Learning Technologies\",\"FirstCategoryId\":\"95\",\"ListUrlMain\":\"https://ieeexplore.ieee.org/document/10361565/\",\"RegionNum\":3,\"RegionCategory\":\"教育学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Transactions on Learning Technologies","FirstCategoryId":"95","ListUrlMain":"https://ieeexplore.ieee.org/document/10361565/","RegionNum":3,"RegionCategory":"教育学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS","Score":null,"Total":0}
引用次数: 0

摘要

元宇宙被视为下一代互联网的进化范式,能够支持各种持久且始终在线的互联同步多用户虚拟环境,人们可以实时与他人互动,融合物理世界和虚拟世界[1],[2],[3]。这个概念最早是在1992年Neal Stephenson的小说《Snow Crash》中提出的[4],它跟随了网络和移动互联网的革命,允许用户以沉浸式和超时空的方式体验虚拟环境[1]。因此,它代表了数字交互的范式转变,实现了超越物理空间界限的实时、多维体验,有望带来新的社会联系和协作水平。虚拟世界存在于互联网中,但不是通过屏幕看世界的传统方式[1]。相反,虚拟世界旨在提供基于空间计算技术融合的沉浸式体验,实现多感官用户交互[例如,虚拟现实(VR),增强现实(AR)和混合现实(MR)][2],[3]与3d数据和人工智能相结合。元宇宙还与数字双胞胎(digital twins, dt)概念相关,数字双胞胎是现实世界中元素(例如,资产和流程)的数字副本,它们与源镜像并实时同步,从而在它们之间创建双向连接。DTs更多地关注真实与虚拟之间的双向联系,以及为了更好地决策而表现的准确性,而元世界则关注用户之间无缝体现的沟通以及与虚拟空间的动态交互的社会技术挑战。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Guest Editorial The Metaverse and the Future of Education
The metaverse is seen as an evolution paradigm of the next-generation Internet, able to support a diverse range of persistent and always-on interconnected synchronous multiuser virtual environments where people can engage with others in real time, merging the physical and virtual world [1], [2], [3]. The concept was first mentioned in 1992s Neal Stephenson novel “ Snow Crash ” [4], and it follows the web and mobile Internet revolutions, allowing users to experience virtual environments in an immersive and hyperspatiotemporal manner [1]. Thus, it represents a paradigm shift in digital interaction, enabling real-time, multidimensional experiences that transcend the boundaries of physical space with the promise of bringing new levels of social connection and collaboration. The metaverse exists within the Internet, but not in the traditional way of seeing the world through a screen [1]. Instead, the metaverse aims to provide immersive experiences based on the convergence of spatial computing technologies that enable multisensory user interactions [e.g., virtual reality (VR), augmented reality (AR), and mixed reality (MR)] [2], [3] combined with 3-D data and artificial intelligence. The metaverse is also related to the concept of digital twins (DTs), which are digital replicas of elements in the real world (e.g., assets and processes) that mirror and synchronize in real time with their source, creating a bidirectional connection between them. While DTs focus more on the bidirectional connection between real and virtual and the accuracy of the representation toward better decision-making, the metaverse looks at sociotechnical challenges of seamless embodied communication between users and the dynamic interactions with the virtual spaces.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
IEEE Transactions on Learning Technologies
IEEE Transactions on Learning Technologies COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-
CiteScore
7.50
自引率
5.40%
发文量
82
审稿时长
>12 weeks
期刊介绍: The IEEE Transactions on Learning Technologies covers all advances in learning technologies and their applications, including but not limited to the following topics: innovative online learning systems; intelligent tutors; educational games; simulation systems for education and training; collaborative learning tools; learning with mobile devices; wearable devices and interfaces for learning; personalized and adaptive learning systems; tools for formative and summative assessment; tools for learning analytics and educational data mining; ontologies for learning systems; standards and web services that support learning; authoring tools for learning materials; computer support for peer tutoring; learning via computer-mediated inquiry, field, and lab work; social learning techniques; social networks and infrastructures for learning and knowledge sharing; and creation and management of learning objects.
期刊最新文献
Empowering Instructors: Augmented Reality Authoring Toolkit for Aviation Weather Education Guest Editorial Intelligence Augmentation: The Owl of Athena Designing Learning Technologies: Assessing Attention in Children With Autism Through a Single Case Study Investigating the Efficacy of ChatGPT-3.5 for Tutoring in Chinese Elementary Education Settings Impact of Gamified Learning Experience on Online Learning Effectiveness
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1