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      Applying Metalytics to Measure Customer Experience in the Metaverse : 

      Metaverse in Education

      edited-book
      , ,
      IGI Global

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          Abstract

          This chapter details the usage and benefits in the implementation of metaverse in the education industry. Metaverse is an enormous term that contains every digital aspect of the future. As a result, spheres like education must have the systems readdressed to adopt this technology to retain their accessibility and prolonged existence. There are numerous benefits of digital resources, comprising interactive features and portability. Still, a number of barriers exist. Additionally, there are certain technical, infrastructural, and managerial limitations to it as well. This chapter gives an overview of several aspects of metaverse in education.

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          Metaverse

          The Metaverse is the post-reality universe, a perpetual and persistent multiuser environment merging physical reality with digital virtuality. It is based on the convergence of technologies that enable multisensory interactions with virtual environments, digital objects and people such as virtual reality (VR) and augmented reality (AR). Hence, the Metaverse is an interconnected web of social, networked immersive environments in persistent multiuser platforms. It enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts. Its first iteration was a web of virtual worlds where avatars were able to teleport among them. The contemporary iteration of the Metaverse features social, immersive VR platforms compatible with massive multiplayer online video games, open game worlds and AR collaborative spaces.
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            Educational applications of metaverse: possibilities and limitations

            This review aims to define the 4 types of the metaverse and to explain the potential and limitations of its educational applications. The metaverse roadmap categorizes the metaverse into 4 types: augmented reality, lifelogging, mirror world, and virtual reality. An example of the application of augmented reality in medical education would be an augmented reality T-shirt that allows students to examine the inside of the human body as an anatomy lab. Furthermore, a research team in a hospital in Seoul developed a spinal surgery platform that applied augmented reality technology. The potential of the metaverse as a new educational environment is suggested to be as follows: a space for new social communication; a higher degree of freedom to create and share; and the provision of new experiences and high immersion through virtualization. Some of its limitations may be weaker social connections and the possibility of privacy impingement; the commission of various crimes due to the virtual space and anonymity of the metaverse; and maladaptation to the real world for students whose identity has not been established. The metaverse is predicted to change our daily life and economy beyond the realm of games and entertainment. The metaverse has infinite potential as a new social communication space. The following future tasks are suggested for the educational use of the metaverse: first, teachers should carefully analyze how students understand the metaverse; second, teachers should design classes for students to solve problems or perform projects cooperatively and creatively; third, educational metaverse platforms should be developed that prevent misuse of student data.
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              The convergence of GIS and social media: challenges for GIScience

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                Book Chapter
                June 24 2022
                : 135-142
                10.4018/978-1-6684-6133-4.ch012
                a88f15c5-f32c-4e75-a233-c0e96be29c5a
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