Dynamically Diï¬culty Adjustment (DDA) has been widely used to preserve engagement in serious and entertaining games, reach better learning, and enhance user performance. A variety of studies ...suggests that in DDA, task performance (score) rises until hitting a plateau associated with the skill level. However, the sense of engagement is individual and context-dependent, and the eï¬ect of DDA on other engagement indicators for immersive virtual environments is still unclear. This study measured objective indicators of engagement while study subjects played an immersive virtual game with DDA to ï¬nd evidence of dynamic response, similar to game performance. Participants were demanded to perform repetitive upper-limb motions while recording the following indicators: Response Latency as perceptive engagement (elapsed time after sensory stimulus), Exercise Intensity as motion engagement (hand velocity), and psychophysiological responses as emotional engagement (Heart Rate, Skin Conductance, and Respiratory Rate). In addition, 30 features were extracted from the signals to evaluate their variations between time windows. Results indicate that response latency, vertical hand velocity, and heart rate showed signiï¬cant changes over time during DDA and grew until hitting a plateau, i.e., at the subject's maximum performance. Moreover, some of the features extracted from the signals showed signiï¬cant diï¬erences between time windows, and having strong correlation with the mean of score: max Latency, min velocity on the Y-axis, and mean heart rate, which suggest a promising application for evaluating changes in engagement between diï¬erent experimental conditions in VR.
Many of us have come to depend on the internet and software as part of our daily lives. The virtual world is increasingly an integrated part of our physical world. As such, they tend to mirror one ...another, leveraging similar design approaches and principles. There are patterns and echoes in the digital world of UI/UX that clearly mimic the proven methods of urban planning and architecture practitioners. Today's world of websites, mobile apps, and digital services has permeated nearly every aspect of life. Most applications don't literally interact with our world, but they certainly resemble the ways we move about our physical cities. The user journey of going out into your town or city to find a store to buy new shoes is not all that different from ordering them from an e-commerce site. In fact, the relatively young field of user design unknowingly borrows a lot of fundamentals of urban design that facilitate this type of real-world transaction. As services move to the digital world, the problems they solve are still grounded in reality, as such they often reflect their physical replacement. We have "virtual shopping carts," "home screens," "email," and so many other digital artifacts that mirror their physical counterparts both in name and function. Designers have digitized elements and services of the city and unknowingly, replicated the city in a virtual setting. As a result, the same design values that have grown out of centuries of canonized design are highly applicable to this new digital landscape. Keywords Urban Planning, Urban Design, UI, UX, User Experience, User Interface
Metaverse, which was first defined as fictional about 20 years ago, refers to a virtual universe where people feel entirely mentally with engaged augmented virtual reality devices today. The first ...applications of metaverse were computer games consisting of virtual worlds. Gaming companies were racing to offer more unique experiences to their users. With social media giants and big technology companies announcing the metaverse as the future of the internet, it started to attract the attention of the wider masses. The concept of metaverse has been the subject of academic studies in many different fields, from literature to art, from music to education over the years. In this review article, a total of 40 journal articles containing the "metaverse" keyword in all fields in the Web of Science database were examined in terms of content and method. The outputs of this study provide a piece of brief information about the research area to both researchers and technology developers.
Metaverse can be considered as an example of emerging technologies that has major and diverse legal-economic challenges. A virtual network with a large and free environment in which many people use ...the form of avatars to communicate with each other in the fields of communication, work and business, property, playing games, They interact. Most of these challenges come back to the diverse functions of the metaverse. Functions such as education, entertainment, music, tourism, virtual ownership, virtual economy and jobs, cinema, artificial intelligence, etc. are among the activities of this virtual world. Issues that can be the basis of fundamental disputes in the social body and political and legal challenges of societies. Therefore, explaining the legal and economic challenges of the metaverse for political systems and citizens has made the present research inevitable. In this way, it is necessary to explain the exact nature of the metaverse, the legal challenges of its identification and the real and possible risks of this new technology, and to plan and propose innovative solutions to solve the challenges. Library and field studies are devoted to the analysis of the mentioned topics.
Metaverse can be considered as an example of emerging technologies that has major and diverse legal-economic challenges. A virtual network with a large and free environment in which many people use ...the form of avatars to communicate with each other in the fields of communication, work and business, property, playing games, They interact. Most of these challenges come back to the diverse functions of the metaverse. Functions such as education, entertainment, music, tourism, virtual ownership, virtual economy and jobs, cinema, artificial intelligence, etc. are among the activities of this virtual world. Issues that can be the basis of fundamental disputes in the social body and political and legal challenges of societies. Therefore, explaining the legal and economic challenges of the metaverse for political systems and citizens has made the present research inevitable. In this way, it is necessary to explain the exact nature of the metaverse, the legal challenges of its identification and the real and possible risks of this new technology, and to plan and propose innovative solutions to solve the challenges. Library and field studies are devoted to the analysis of the mentioned topics.
Metaverse, as an evolving paradigm of the next-generation Internet, aims to build a fully immersive, hyper spatiotemporal, and self-sustaining virtual shared space for humans to play, work, and ...socialize. Driven by recent advances in emerging technologies such as extended reality, artificial intelligence, and blockchain, metaverse is stepping from science fiction to an upcoming reality. However, severe privacy invasions and security breaches (inherited from underlying technologies or emerged in the new digital ecology) of metaverse can impede its wide deployment. At the same time, a series of fundamental challenges (e.g., scalability and interoperability) can arise in metaverse security provisioning owing to the intrinsic characteristics of metaverse, such as immersive realism, hyper spatiotemporality, sustainability, and heterogeneity. In this paper, we present a comprehensive survey of the fundamentals, security, and privacy of metaverse. Specifically, we first investigate a novel distributed metaverse architecture and its key characteristics with ternary-world interactions. Then, we discuss the security and privacy threats, present the critical challenges of metaverse systems, and review the state-of-the-art countermeasures. Finally, we draw open research directions for building future metaverse systems.
The purpose of this meta-analysis is to examine overall effect as well as the impact of selected instructional design principles in the context of virtual reality technology-based instruction (i.e. ...games, simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N = 3081) in the category of games, 29 studies (N = 2553) in the category of games, and 27 studies (N = 2798) in the category of virtual worlds were meta-analyzed. The key inclusion criteria were that the study came from K-12 or higher education settings, used experimental or quasi-experimental research designs, and used a learning outcome measure to evaluate the effects of the virtual reality-based instruction.
Results suggest games (FEM = 0.77; REM = 0.51), simulations (FEM = 0.38; REM = 0.41), and virtual worlds (FEM = 0.36; REM = 0.41) were effective in improving learning outcome gains. The homogeneity analysis of the effect sizes was statistically significant, indicating that the studies were different from each other. Therefore, we conducted moderator analysis using 13 variables used to code the studies. Key findings included that: games show higher learning gains than simulations and virtual worlds. For simulation studies, elaborate explanation type feedback is more suitable for declarative tasks whereas knowledge of correct response is more appropriate for procedural tasks. Students performance is enhanced when they conduct the game play individually than in a group. In addition, we found an inverse relationship between number of treatment sessions learning gains for games.
With regards to the virtual world, we found that if students were repeatedly measured it deteriorates their learning outcome gains. We discuss results to highlight the importance of considering instructional design principles when designing virtual reality-based instruction.
•A comprehensive review of virtual reality-based instruction research.•Analysis of the moderation effects of design features in a virtual environment.•Using an advance statistical technique of meta-analysis to study the effects.•Virtual reality environment is effective for teaching in K-12 and higher education.•Results can be used by instructional designers to design the virtual environments.
Although research on three-dimensional virtual environments abounds, little is known about the social and business aspects of virtual worlds. Given the emergence of large-scale social virtual worlds, ...such as Second Life, and the dramatic growth in sales of virtual goods, it is important to understand the dynamics that govern the purchase of virtual goods in virtual worlds. Employing the stimulus—organism—response (S-O-R) framework, we investigate how technological (interactivity and sociability) and spatial (density and stability) environments in virtual worlds influence the participants' virtual experiences (telepresence, social presence, and flow), and how experiences subsequently affect their response (intention to purchase virtual goods). The results of our survey of 354 Second Life residents indicate that interactivity, which enhances the interaction with objects, has a significant positive impact on telepresence and flow. Also, sociability, which fosters interactions with participants, is significantly associated with social presence, although no such significant impact was observed on flow. Furthermore, both density and stability are found to significantly influence participants' virtual experiences; stability helps users to develop strong social bonds, thereby increasing both social presence and flow. However, contrary to our prediction of curvilinear patterns, density is linearly associated with flow and social presence. Interestingly, the results exhibit two opposing effects of density: while it reduces the extent of flow, density increases the amount of social presence. Since social presence is found to increase flow, the net impact of density on flow depends heavily on the relative strength of the associations involving these three constructs. Finally, we find that flow mediates the impacts of technological and spatial environments on intention to purchase virtual products. We conclude the paper with a discussion of the theoretical and practical contributions of our findings.