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Foundational principles & technologies for the metaverse

Published: 28 July 2019 Publication History

Abstract

Science-fiction notions of "the metaverse" are slowly becoming a reality as products such as Fortnite, Minecraft, and Roblox bring immersive social experiences to hundreds of millions of people and blur the boundaries between games and social networks. This talk will explore the foundational technologies, economies, and freedoms required to build this future medium as a force for good.

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MP4 File (gensubcur_137.mp4)

Cited By

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  • (2024)The Application of Metaverse in the Tourism Sector as a Tool for Enhancing Sustainability—Case Study: A Medieval ‘Perfume Burner’ of the Local Historical Museum of Montilla (Cordoba, Spain)Sustainability10.3390/su1616696616:16(6966)Online publication date: 14-Aug-2024
  • (2024)A Technology Acceptance Model Perspective on the Metaverse-Fueled Educational Systems in the Higher Educational Institutions of IndiaSmart Trends in Computing and Communications10.1007/978-981-97-1320-2_33(407-420)Online publication date: 14-Jun-2024
  • (2023)Deep Learning-Based Motion Reconstruction Using Tracker SensorsJournal of the Korea Computer Graphics Society10.15701/kcgs.2023.29.5.1129:5(11-20)Online publication date: 1-Dec-2023
  • Show More Cited By

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Information & Contributors

Information

Published In

cover image ACM Conferences
SIGGRAPH '19: ACM SIGGRAPH 2019 Talks
July 2019
143 pages
ISBN:9781450363174
DOI:10.1145/3306307
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 July 2019

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Author Tags

  1. augmented reality
  2. economics
  3. gaming
  4. metaverse
  5. social networks

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  • Invited-talk

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SIGGRAPH '19
Sponsor:

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Overall Acceptance Rate 1,822 of 8,601 submissions, 21%

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Cited By

View all
  • (2024)The Application of Metaverse in the Tourism Sector as a Tool for Enhancing Sustainability—Case Study: A Medieval ‘Perfume Burner’ of the Local Historical Museum of Montilla (Cordoba, Spain)Sustainability10.3390/su1616696616:16(6966)Online publication date: 14-Aug-2024
  • (2024)A Technology Acceptance Model Perspective on the Metaverse-Fueled Educational Systems in the Higher Educational Institutions of IndiaSmart Trends in Computing and Communications10.1007/978-981-97-1320-2_33(407-420)Online publication date: 14-Jun-2024
  • (2023)Deep Learning-Based Motion Reconstruction Using Tracker SensorsJournal of the Korea Computer Graphics Society10.15701/kcgs.2023.29.5.1129:5(11-20)Online publication date: 1-Dec-2023
  • (2023)Application of Immersive Virtual Environment Through Virtual Avatar Based On Rigid-body TrackingJournal of the Korea Computer Graphics Society10.15701/kcgs.2023.29.3.6929:3(69-77)Online publication date: 25-Jul-2023
  • (2023)A Survey on Metaverse: Technologies, Applications, Future Trends and Challenges2023 IEEE Smart World Congress (SWC)10.1109/SWC57546.2023.10449330(1-9)Online publication date: 28-Aug-2023
  • (2023)XAVE: Cross-Platform Based Asymmetric Virtual Environment for Immersive ContentIEEE Access10.1109/ACCESS.2023.329439011(71890-71904)Online publication date: 2023
  • (2023)Edu-Metaverse: concept, architecture, and applicationsInteractive Learning Environments10.1080/10494820.2023.219856732:8(4352-4379)Online publication date: 17-Apr-2023
  • (2023)Application of Virtual Avatar using Motion Capture in Immersive Virtual EnvironmentInternational Journal of Human–Computer Interaction10.1080/10447318.2023.225460940:20(6344-6358)Online publication date: 10-Sep-2023
  • (2022)DAVE: Deep Learning-Based Asymmetric Virtual Environment for Immersive Experiential Metaverse ContentElectronics10.3390/electronics1116260411:16(2604)Online publication date: 19-Aug-2022
  • (2022)Metaverse and education: the pioneering case of Minecraft in immersive digital learningEl Profesional de la información10.3145/epi.2022.nov.10Online publication date: 24-Nov-2022
  • Show More Cited By

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