Human-Centered Metaverse
Concepts, Methods, and Applications
- 1st Edition - November 5, 2024
- Editors: Chang S. Nam, Donggil Song, Heejin Jeong
- Language: English
- Paperback ISBN:9 7 8 - 0 - 4 4 3 - 2 1 9 9 6 - 2
- eBook ISBN:9 7 8 - 0 - 4 4 3 - 2 1 9 9 7 - 9
Human-centered Metaverse: Concepts, Methods, and Applications is a valuable resource in the understanding of the metaverse and the factors that influence human-AI interacti… Read more
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Request a sales quoteHuman-centered Metaverse: Concepts, Methods, and Applications is a valuable resource in the understanding of the metaverse and the factors that influence human-AI interaction. It provides an up-to-date repository of theory, fundamentals, techniques, and diverse applications, and comprehensively addresses recent and rapid changes in the field of human-centered metaverse. Interest in the human-centered metaverse has grown enormously, including from researchers and practitioners in the areas of extended reality (e.g., VR, AR, MR, etc.), learning technologies, human-computer interaction, education, psychology and sociology, and philosophy.
- Offers a unique review of extensive research on human-centered metaverse technology
- Provides an in-depth look at the different methods and techniques used to investigate human-human or human-AI interaction in virtual space
- Features a repository of the open questions and challenges in human cognition (e.g., trust, emotion, motivation, etc.) in human-centered metaverse today
- Explores theories, models, and empirical findings about ways in which human-centered metaverse changes or operates in social interaction in virtual space
- Investigates human factors, human-system integrations, and human-computer interface concerns in the design, development and evaluation of human-centered metaverse applications
- Human-Centered Metaverse
- Cover image
- Title page
- Table of Contents
- Copyright
- Contributors
- About the editors
- Foreword
- Preface
- Chapter 1 A brief history of the Metaverse: From early beginnings to the cutting edge
- Abstract
- Keywords
- 1 Introduction
- 2 Origins and development of virtual worlds
- 3 A short history of the internet and social media
- 4 The emerging Metaverse: Definitions and research before 2021
- 5 Modern history: Post-2021
- 6 Conclusions
- References
- Part 1: Advancement in Metaverse technology
- Chapter 2 What if we have Metaverse GPT? Content singularity and human-Metaverse interaction in the AIGC era
- Abstract
- Keywords
- 1 Retrospect: Experimental Metaverse
- 1.1 Metaverse
- 1.2 AI-generated content (AIGC)
- 2 Content singularity
- 2.1 Harbour
- 3 Human-Metaverse interaction
- 4 Toward AIGM framework
- 5 Concluding remarks
- References
- Chapter 3 Avatar facial emotion recognition based on machine learning techniques
- Abstract
- Keywords
- 1 Introduction
- 2 Literature review
- 3 Preliminaries
- 3.1 Metaverse
- 3.2 Metaverse avatar
- 4 The proposed avatar facial emotional recognition (AFER)
- 4.1 Dataset description phase
- 4.2 Avatar face detection
- 4.3 Classification of avatar emotional phase
- 5 The measures of performance evaluation phase
- 6 Experiments and discussion
- 6.1 Experiments of avatar face detection
- 6.2 Experiments of avatar emotional recognition classification
- 6.3 Discussion
- 7 Conclusion and future work
- References
- Chapter 4 Intelligent virtual characters, AGI, and the future of Metaverse
- Abstract
- Keywords
- 1 Introduction to intelligent virtual characters and the future
- 2 Chatbots and LLMs as the next phase of human interface for the Internet
- 3 AI, virtual characters in science fiction
- 4 Chatbots, LLMs, and virtual characters: A quick look back
- 5 An architecture for virtual characters
- 5.1 Smart NPCs, generative agents, and AI societies
- 6 AGI and consciousness
- 7 AGI via virtual characters and the Metaverse
- 8 Projecting to the future: Not just AGI but Metaverse-centric human interface
- 9 Science fiction fears of superintelligence
- References
- Chapter 5 AI engineering in the Metaverse for human learning and performance
- Abstract
- Keywords
- 1 Delineating boundaries of the Metaverse
- 2 Application cases: Metaverse for human learning and performance improvement
- 2.1 K-12 education
- 2.2 Higher education
- 2.3 Professional and corporate training
- 3 Why Metaverse for human learning and performance?
- 4 AI engineering in the Metaverse for human learning and performance
- 4.1 An example case of AI engineering in the Metaverse: Howdy SMILE
- 5 Future directions and conclusion
- References
- Part 2: Applications of human-centered Metaverse
- Chapter 6 Metaverse applications in South Korean higher education: Evaluation of Metaversity platform based on HCI principles
- Abstract
- Keywords
- 1 Introduction
- 1.1 Metaverse applications in South Korean higher education
- 1.2 Effectiveness studies on South Korean Metaverse platforms
- 1.3 The case of Metaversity platform
- 2 Methods
- 2.1 Research procedure
- 2.2 Instrument
- 2.3 Selection of experts
- 2.4 Expert evaluation (round 1)
- 2.5 Iterative rounds
- 2.6 Data analysis
- 3 Results
- 3.1 Educational usefulness
- 3.2 System usability
- 3.3 Feelings
- 4 Discussion
- 5 Conclusion
- References
- Chapter 7 Application of Metaverse to creative engineering—From Second Life to VR headset projects
- Abstract
- Keywords
- 1 Introduction
- 2 The development of the Metaverse for science
- 3 The application of Metaverse to education
- 4 Trial of creative education using Second Life
- 5 Evaluation methods for Metaverse utilization
- 6 New Metaverse applications using goggles and cardboards
- 7 Future scope
- References
- Chapter 8 Open standards: Design cornerstones of the Metaverse
- Abstract
- Keywords
- 1 From Internet to Metaverse
- 1.1 From ARPANET to dot-com bubble
- 1.2 Rebirth
- 1.3 Hidden (r)evolution
- 1.4 Openness is no accident
- 1.5 How is this related to Metaverse?
- 2 Search for new services
- 2.1 Fortnite: From battle royale to concert
- 2.2 Minecraft, Roblox and animal crossing
- 2.3 Summary
- References
- Chapter 9 Virtual fashion in Metaverse
- Abstract
- Keywords
- 1 Introduction
- 2 Elements of virtual fashion
- 3 Historical background of Metaverse
- 4 Key technologies of Metaverse
- 4.1 Hardware shaping the Metaverse
- 4.2 Artificial intelligence
- 4.3 Blockchain technology
- 5 Virtual avatar and virtual clothing for Metaverse
- 6 Fashion business opportunity in Metaverse
- 6.1 Opportunities for designers
- 6.2 Opportunity for fashion manufacturers and suppliers
- 6.3 Opportunity for brands and retailers
- 6.4 Opportunity for consumers
- 7 Conclusion
- References
- Chapter 10 Robotics in Metaverse
- Abstract
- Keywords
- 1 Operator support
- 2 Simulation
- 3 Robotics manipulation
- 4 Challenges of Metaverse in robotics
- 5 Future and conclusion
- References
- Chapter 11 Towards human digital twins for healthcare agent-based modeling in the Metaverse
- Abstract
- Keywords
- 1 Introduction
- 2 Agent-based modeling for healthcare in the Metaverse
- 2.1 Agent-based modeling in healthcare
- 2.2 Large-scale agent-based modeling in the Metaverse
- 2.3 Human digital twins as the core component of ABM in the Metaverse
- 3 The challenges
- 3.1 Challenges with scaling up ABM
- 3.2 Challenges with human digital twins in the Metaverse
- 4 Methods for identifying improvement areas in HDT cognitive systems
- 5 Results
- 6 Discussions
- 6.1 Cybonto for evaluating large language models’ cognitive computing capabilities
- 6.2 Cybonto for modern cognitive warfare simulations
- 6.3 Limitations
- 6.4 Ethics
- 7 Conclusion
- References
- Part 3: Human factors and standards in Metaverse
- Chapter 12 International standards for the Metaverse
- Abstract
- Keywords
- 1 Introduction
- 2 Terms and definitions
- 3 Concepts
- 4 Metaverse service areas and use cases
- 5 Requirements for Metaverse services
- 6 JTC 1 technology standards for the Metaverse
- 6.1 Virtual world
- 6.2 Humanoid avatar
- 6.3 VR/AR/MR-based information processing
- 6.4 Knowledge and semantic information processing
- 6.5 Cyber security, identity, and authorization for the Metaverse
- 6.6 AI Information processing for the Metaverse
- 6.7 ICT integration technologies within industry areas
- 7 Metaverse governance for safety and security
- 8 Concluding remarks
- References
- Chapter 13 Guidelines for educational uses of Metaverse
- Abstract
- Keywords
- 1 Introduction
- 2 Types and cases of educational Metaverse
- 2.1 Lecture type
- 2.2 Experience type
- 2.3 Discussion type
- 2.4 Problem-solving type
- 2.5 Development type
- 3 Methodology
- 4 Guidelines for educational uses of Metaverse
- 4.1 Understanding and exploration of educational Metaverse
- 4.2 Preparative considerations for educational Metaverse
- 4.3 Implementation of educational Metaverse
- 5 Conclusion
- References
- Chapter 14 Standard human-centric metrics for interpersonal Metaverse
- Abstract
- Keywords
- 1 Overview
- 2 Four scenarios of Metaverses: Virtual worlds, mirror worlds, lifelogging, and augmented reality
- 2.1 Virtual worlds
- 2.2 Mirror worlds
- 2.3 Lifelogging
- 2.4 Augmented reality
- 2.5 Combining multiple scenarios
- 3 Developing human-centric metrics for interpersonal Metaverse
- 3.1 Immersiveness in Metaverse
- 3.2 Usability in Metaverse
- 3.3 Social capability in Metaverse
- 3.4 Creative capability in Metaverse
- 3.5 Perceived privacy & security in Metaverse
- 4 Conclusion
- References
- Index
- No. of pages: 400
- Language: English
- Edition: 1
- Published: November 5, 2024
- Imprint: Morgan Kaufmann
- Paperback ISBN: 9780443219962
- eBook ISBN: 9780443219979
CN
Chang S. Nam
DS
Donggil Song
HJ