Publicação
Metapedia: a learning platform in metaverse
| Resumo: | The Metaverse is the new wave of technological innovation following the emergence of personal computers, the Internet, and the development of mobile devices. The Metaverse rises with the ability to provide users with an immersive and spatial experience within a virtual realm. Within this world, there can be different types of events that exist in the physical world, such as artistic exhibitions, concerts, cinema, going to the mall, having a university class, among other possibilities. In addition to replicating activities that already exist in the real world, within the virtual world it is possible to explore creativity, creating dynamic and fantastic objects that do not exist in reality. The user can access this virtual world and have an immersive experience through headsets and glasses. What will define how immersive this experience will be within the digital world are Extended Reality (XR) platforms, which include Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). What makes the Metaverse possible is the convergence of technologies that support this new paradigm, such as Artificial Intelligence (AI), Blockchain, 5G, and 6G, among others. The Metaverse has applications in several areas, such as games, health, manufacturing, and entertainment. This work proposes the development of a VR application in the education sector. The project, named Metapedia, aims to provide a more immersive, engaging, and attractive platform for conducting training courses in the corporate environment. Metapedia consists of a virtual island with an environment for training courses, a social interaction area, and interactive games. This led to the development of the following functionalities: creating an area to host training courses; developing interactive games, including a basketball dart game; creating an environment for presentations and meetings; and improving the audiovisual aspects of the application. Finally, performance tests were conducted, which initially revealed significant bottlenecks and performance issues. To address these problems, a range of performance optimization techniques were applied, resulting in substantial improvements, as demonstrated in the final round of testing, effectively solving the previously identified issues. |
|---|---|
| Autores principais: | Araújo, Pedro Aquino Martins de |
| Assunto: | Metaverse Virtual reality Virtual learning environment Education Interactive games Immersive experience Ambiente de aprendizado virtual Educação Jogos interativos Experiência imersiva |
| Ano: | 2024 |
| País: | Portugal |
| Tipo de documento: | dissertação de mestrado |
| Tipo de acesso: | acesso aberto |
| Instituição associada: | Universidade do Minho |
| Idioma: | inglês |
| Origem: | RepositóriUM - Universidade do Minho |
| Resumo: | The Metaverse is the new wave of technological innovation following the emergence of personal computers, the Internet, and the development of mobile devices. The Metaverse rises with the ability to provide users with an immersive and spatial experience within a virtual realm. Within this world, there can be different types of events that exist in the physical world, such as artistic exhibitions, concerts, cinema, going to the mall, having a university class, among other possibilities. In addition to replicating activities that already exist in the real world, within the virtual world it is possible to explore creativity, creating dynamic and fantastic objects that do not exist in reality. The user can access this virtual world and have an immersive experience through headsets and glasses. What will define how immersive this experience will be within the digital world are Extended Reality (XR) platforms, which include Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR). What makes the Metaverse possible is the convergence of technologies that support this new paradigm, such as Artificial Intelligence (AI), Blockchain, 5G, and 6G, among others. The Metaverse has applications in several areas, such as games, health, manufacturing, and entertainment. This work proposes the development of a VR application in the education sector. The project, named Metapedia, aims to provide a more immersive, engaging, and attractive platform for conducting training courses in the corporate environment. Metapedia consists of a virtual island with an environment for training courses, a social interaction area, and interactive games. This led to the development of the following functionalities: creating an area to host training courses; developing interactive games, including a basketball dart game; creating an environment for presentations and meetings; and improving the audiovisual aspects of the application. Finally, performance tests were conducted, which initially revealed significant bottlenecks and performance issues. To address these problems, a range of performance optimization techniques were applied, resulting in substantial improvements, as demonstrated in the final round of testing, effectively solving the previously identified issues. |
|---|