Abstract
Metaverse is posed to change the world and revolutionalize the way we work, play, and socialize with one another. In recent years, both capital circles and large technology companies have started to pay attention to this emerging field, setting off a wave of metaverse upsurge. The academic world can and should also contribute to the development and evolution of metaverse. In this paper, we put forward a technology framework of metaverse from a macro perspective to discuss technical support for realizing the vision of large-scale and massive human-computer interaction in metaverse. We trace the latest technology and related applications that enable the development of metaverse. We also compare them with the proposed technical framework to determine the current gaps, which point out the direction for further research in the future.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Nah, F.F.H., Schiller, S.Z., Mennecke, B.E., Siau, K., Eschenbrenner, B., Sattayanuwat, P.: Collaboration in virtual worlds: impact of task complexity on team trust and satisfaction. J. Database Manag. 28(4), 60–78 (2017)
Lee, L.-H., et al.: All one needs to know about metaverse: a complete survey on technological singularity, virtual ecosystem, and research agenda. arXiv preprint arXiv:2110.05352 (2021)
Chen, X., Siau, K., Nah, F.F.-H.: Empirical comparison of 3-D virtual world and face-to-face classroom for higher education. J. Database Manag. 23(3), 30–49 (2012)
Siau, K., Nah, F.F.-H., Mennecke, B.E., Schiller, S.Z.: Co-creation and collaboration in a Virtual World: a 3D visualization design project in second life. J. Database Manag. 21(4), 1–13 (2010)
Rospigliosi, P.: Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interact. Learn. Environ. 30(1), 1–3 (2022)
Wang, F.-Y., Qin, R., Wang, X., Hu, B.: Metasocieties in metaverse: metaeconomics and metamanagement for metaenterprises and metacities. IEEE Trans. Comput. Social Syst. 9(1), 2–7 (2022)
Syberfeldt, A., Danielsson, O., Gustavsson, P.: Augmented reality smart glasses in the smart factory: product evaluation guidelines and review of available products. IEEE Access 5, 9118–9130 (2017)
Malik, A.A., Brem, A.: Digital twins for collaborative robots: a case study in human-robot interaction. Robotics and Comput. Integr. Manuf. 68, 102092 (2021)
Eschenbrenner, B., Nah, F.F.-H., Siau, K.: 3-D virtual worlds in education: applications, benefits, issues, and opportunities. J. Database Manag. 19(4), 91–110 (2008)
Wang, Y., Grant, S., Grist, M.: Enhancing the learning of multi-level undergraduate Chinese language with a 3D immersive experience -–An exploratory study. Comput. Assist. Lang. Learn. 34(1–2), 114–132 (2021)
Ibáñez, M.-B., Delgado-Kloos, C.: Augmented reality for STEM learning: a systematic review. Comput. Educ. 123, 109–123 (2018)
Siyaev, A., Jo, G.-S.: Towards aircraft maintenance metaverse using speech interactions with virtual objects in mixed reality. Sensors 21(6), 2066 (2021)
Shen, B., Tan, W., Guo, J., Zhao, L., Qin, P.: How to promote user purchase in metaverse? A systematic literature review on consumer behavior research and virtual commerce application design. Appl. Sci. 11(23), 11087 (2021)
Trunfio, M., Campana, S.: A visitors’ experience model for mixed reality in the museum. Curr. Issue Tour. 23(9), 1053–1058 (2020)
Bec, A., Moyle, B., Schaffer, V., Timms, K.: Virtual reality and mixed reality for second chance tourism. Tour. Manage. 83, 104256 (2021)
Mitrasinovic, S., et al.: Clinical and surgical applications of smart glasses. Technol. Health Care 23(4), 381–401 (2015)
Flavián, C., Ibáñez-Sánchez, S., Orús, C.: The impact of virtual, augmented and mixed reality technologies on the customer experience. J. Bus. Res. 100, 547–560 (2019)
Ghobaei-Arani, M., Khorsand, R., Ramezanpour, M.: An autonomous resource provisioning framework for massively multiplayer online games in cloud environment. J. Netw. Comput. Appl. 142, 76–97 (2019)
Zhao, Y., Wang, W., Li, Y., Colman Meixner, C., Tornatore, M., Zhang, J.: Edge computing and networking: a survey on infrastructures and applications. IEEE Access 7, 101213–101230 (2019)
Wang, W., Siau, K.: Artificial intelligence, machine learning, automation, robotics, future of work and future of humanity. J. Database Manag. 30(1), 61–79 (2019)
Siau, K., Wang, W.: Artificial intelligence (AI) ethics: ethics of AI and ethical AI. J. Database Manag. 31(2), 74–87 (2020)
Hyder, Z., Siau, K., Nah, F.: Artificial intelligence, machine learning, and autonomous technologies in mining industry. J. Database Manag. 30(2), 67–79 (2019)
Zhang, C., Lu, Y.: Study on artificial intelligence: the state of the art and future prospects. J. Ind. Inf. Integr. 23, 100224 (2021)
Tian, Y.: Artificial intelligence image recognition method based on convolutional neural network algorithm. IEEE Access 8, 125731–125744 (2020)
Szolovits, P., Patil, R.S., Schwartz, W.B.: Artificial intelligence in medical diagnosis. Ann. Intern. Med. 108(1), 80–87 (1988)
Vrontis, D., Christofi, M., Pereira, V., Tarba, S., Makrides, A., Trichina, E.: Artificial intelligence, robotics, advanced technologies and human resource management: a systematic review. Int. J. Hum. Resour. Manag. 33(6), 1237–1266 (2022)
Dionisio, J.D.N., Burns III, W.G., Gilbert, R.: 3D virtual worlds and the metaverse. ACM Comput. Surv. 45(3), 1–38 (2013)
Kress, B.C., Chatterjee, I.: Waveguide combiners for mixed reality headsets: a nanophotonics design perspective. Nanophotonics 10(1), 41–74 (2021)
Bimber, O., Emmerling, A., Klemmer, T.: Embedded entertainment with smart projectors. Computer 38(1), 48–55 (2005)
Muhanna, M.A.: Virtual reality and the CAVE: taxonomy, interaction challenges and research directions. J. King Saud Univ. Comput. Inf. Sci. 27(3), 344–361 (2015)
Biocca, F.: Virtual reality technology: a tutorial. J. Commun. 42(4), 23–72 (1992)
Carmigniani, J., Furht, B., Anisetti, M., Ceravolo, P., Damiani, E., Ivkovic, M.: Augmented reality technologies, systems and applications. Multimed. Tools Appl. 51(1), 341–377 (2011)
Oh Kruzic, C., Kruzic, D., Herrera, F., Bailenson, J.: Facial expressions contribute more than body movements to conversational outcomes in avatar-mediated virtual environments. Sci. Rep. 10(1), 20626 (2020)
Cheok, A.D., Qiu, Y., Xu, K., Kumar, K.G.: Combined wireless hardware and real-time computer vision interface for tangible mixed reality. IEEE Trans. Industr. Electron. 54(4), 2174–2189 (2007)
Harrison, C., Ramamurthy, S., Hudson, S.E.: On-body interaction: armed and dangerous. In: Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction, pp. 69–76. Association for Computing Machinery, Kingston, Ontario, Canada (2012)
Adapa, A., Nah, F.F.-H., Hall, R.H., Siau, K., Smith, S.N.: Factors influencing the adoption of smart wearable devices. Int. J. Hum.-Comput. Interact. 34(5), 399–409 (2018)
Sridhar, S., Markussen, A., Oulasvirta, A., Theobalt, C., Boring, S.: WatchSense: on- and above-skin input sensing through a wearable depth sensor. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 3891–3902. Association for Computing Machinery, Denver, Colorado, USA (2017)
Ojuroye, O.O., Torah, R.N., Komolafe, A.O., Beeby, S.P.: Embedded capacitive proximity and touch sensing flexible circuit system for electronic textile and wearable systems. IEEE Sens. J. 19(16), 6975–6985 (2019)
Dobbelstein, D., Winkler, C., Haas, G., Rukzio, E.: PocketThumb: a wearable dual-sided touch interface for cursor-based control of smart-eyewear. Proc. ACM Interact. Mob. Wearable Ubiquitous Technol. 1(2), 1–17 (2017)
Terrace, J., Cheslack-Postava, E., Levis, P., Freedman, M.J. (eds.): Unsupervised conversion of 3D models for interactive metaverses. In: 2012 IEEE International Conference on Multimedia and Expo. IEEE (2012)
Danielsson, O., Holm, M., Syberfeldt, A.: Augmented reality smart glasses in industrial assembly: current status and future challenges. J. Ind. Inf. Integr. 20, 100175 (2020)
Choi, H., Kim, S.: A content service deployment plan for metaverse museum exhibitions—centering on the combination of beacons and HMDs. Int. J. Inf. Manag. 37(1), 1519–1527 (2017)
Gamelin, G., Chellali, A., Cheikh, S., Ricca, A., Dumas, C., Otmane, S.: Point-cloud avatars to improve spatial communication in immersive collaborative virtual environments. Pers. Ubiquit. Comput. 25(3), 467–484 (2020). https://doi.org/10.1007/s00779-020-01431-1
Liu, H., Bowman, M., Chang, F.: Survey of state melding in virtual worlds. ACM Comput. Surv. 44(4), 1–25 (2012)
Coelho, H., Melo, M., Martins, J., Bessa, M.: Collaborative immersive authoring tool for real-time creation of multisensory VR experiences. Multimed. Tools Appl. 78(14), 19473–19493 (2019). https://doi.org/10.1007/s11042-019-7309-x
Park, S.R., Nah, F., DeWester, D., Eschenbrenner, B., Jeon, S.: Virtual world affordances: enhancing brand value. J Virtual Worlds Res. 1(2), 1–18 (2008)
Nah, F., Eschenbrenner, B., DeWester, D.: Enhancing brand equity through flow and telepresence: a comparison of 2D and 3D virtual worlds. MIS Q. 35(3), 731–747 (2011)
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 Springer Nature Switzerland AG
About this paper
Cite this paper
Wang, Y., Siau, K.L., Wang, L. (2022). Metaverse and Human-Computer Interaction: A Technology Framework for 3D Virtual Worlds. In: Chen, J.Y.C., Fragomeni, G., Degen, H., Ntoa, S. (eds) HCI International 2022 – Late Breaking Papers: Interacting with eXtended Reality and Artificial Intelligence. HCII 2022. Lecture Notes in Computer Science, vol 13518. Springer, Cham. https://doi.org/10.1007/978-3-031-21707-4_16
Download citation
DOI: https://doi.org/10.1007/978-3-031-21707-4_16
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-031-21706-7
Online ISBN: 978-3-031-21707-4
eBook Packages: Computer ScienceComputer Science (R0)