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Metaverse
The Metaverse is a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent…
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Related topics
Related topics
34 relations
3D computer graphics
Active Worlds
Augmented reality
Avatar (computing)
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Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2016
2016
Comparing properties of massively multiplayer online worlds and the Internet of Things
Kim J. L. Nevelsteen
,
T. Kanter
,
R. Rahmani
International Symposium on Computers and…
2016
Corpus ID: 7498356
A virtual world engine at the massively multiplayer scale is a massively multiplayer online world (MMOW); one thing virtual world…
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2016
2016
Let's get a grip on virtual reality!
Uday Gajendar
Interactions
2016
Corpus ID: 32284740
2013
2013
Immersive Virtual Reality, Presence and Engagement: What is the Pedagogic Value of Immersive Virtual Worlds?
Jane Stone
EC-TEL Doctoral Consortium
2013
Corpus ID: 7005860
This proposal for research sets out the purported generational and technological issues that might influence engagement with…
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2013
2013
A Presença Social no contexto de uma capacitação docente no Metaverso Second Life
S. Maria
,
Larissa Ebeling
,
Maira Bernardi
,
P. A. Behar
2013
Corpus ID: 173673373
O presente estudo discorre sobre os aspectos da Presenca Social no contexto de uma capacitacaodocente no Metaverso Second Life…
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Review
2012
Review
2012
VIRTUAL WORLDS IN EDUCATION: AVATAR, ST.ART AND EUROVERSITY ACTION-RESEARCH INITIATIVES
Mónica Fasciani
,
Cristina Stefanellil
2012
Corpus ID: 51790480
A virtual world is an online community or computer-based simulated environment where users can interact with one another and use…
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Review
2011
Review
2011
The Metaverse1 Case: Historical Review of Making one Virtual Worlds Standard (MPEG-V)
J. Gelissen
,
Yesha Y. Sivan
2011
Corpus ID: 110870954
This paper takes an historical perspective on the Metaverse1 project. A group of about 30 EU-based organizations totalling about…
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2011
2011
The P layful Audience: Professional Wrestling, Media Fandom, and the Omnipresence of Media Smarks
S. Matthew
2011
Corpus ID: 156750110
This dissertation posits a new model for understanding media audiences, bringing the scholarship of game studies to the critical…
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2010
2010
When the game becomes serious; what are the rights and responsibilities for and of the learner’s avatar?
L. Scopes
,
J. Woollard
2010
Corpus ID: 142506706
There is an ever-increasing use of virtual worlds where learners explore, experience, communicate and act. In these 3D immersive…
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2008
2008
Redesigning architecture through photography
Murat Germen
EVA
2008
Corpus ID: 11192176
This paper focuses on the possibility of (re)designing architecture virtually with the help of one of the most important…
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Review
2008
Review
2008
Performa 07 in Second Life: Brave New Metaverse.
Kate Wodell
2008
Corpus ID: 171935401
The article reviews the art exhibitions titled "Synthetic Performances," directed by Eva Mattes and Franco Mattes and "Wrath of…
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