A metaverse: Taxonomy, components, applications, and open challenges

SM Park, YG Kim - IEEE access, 2022 - ieeexplore.ieee.org
Unlike previous studies on the Metaverse based on Second Life, the current Metaverse is
based on the social value of Generation Z that online and offline selves are not different …

UTAUT in metaverse: An “Ifland” case

UK Lee, H Kim - Journal of Theoretical and Applied Electronic …, 2022 - mdpi.com
Since 2021, big tech companies have been interested in metaverse platforms and services.
Metaverse is the permanent, immersive mixed-reality world where people and people and …

Metaverse key requirements and platforms survey

A Abilkaiyrkyzy, A Elhagry, F Laamarti… - IEEE Access, 2023 - ieeexplore.ieee.org
The growing interest in the metaverse has led to an abundance of platforms, each with its
own unique features and limitations. This paper's objective is two-fold. First, we aim at …

Mulsemedia vs. Multimedia: State of the art and future trends

Y Sulema - 2016 International conference on systems, signals …, 2016 - ieeexplore.ieee.org
Multimedia has become an ordinary component of modern software and hardware. Sound,
graphics, and animation are present at almost every application of both desktop and mobile …

'Co-creating'experiential learning in the metaverse-extending the Kolb's learning cycle and identifying potential challenges

E Sinha - The International Journal of Management Education, 2023 - Elsevier
The metaverse has the potential to expand our understanding of the physical world by
enabling seamless avatar-based interaction between users in both real and virtual contexts …

Mulsemedia communication research challenges for metaverse in 6G wireless systems

IF Akyildiz, H Guo, R Dai, W Gerstacker - arXiv preprint arXiv:2306.16359, 2023 - arxiv.org
Although humans have five basic senses, sight, hearing, touch, smell, and taste, most
multimedia systems in current systems only capture two of them, namely, sight and hearing …

Interfacing cyber and physical worlds: Introduction to IEEE 2888 standards

K Yoon, SK Kim, SP Jeong… - 2021 IEEE International …, 2021 - ieeexplore.ieee.org
The IEEE 2888 standard is in the process of development to provide common platform for
digtial twin space or metaverse plus. There are four parts of the standard designed to …

Methodologies and trends in multimedia systems: a systematic literature review

CA Peláez, A Solano, T Granollers… - … 2019, Held as Part of the …, 2019 - Springer
The studies about systematic literature review (SLR) related with Multimedia and produced
between 2011 and early of 2018, we found that are focused in the Multimedia Systems (MS) …

The influence of human factors on 360∘ mulsemedia QoE

EB Saleme, A Covaci, G Assres, IS Comsa… - International Journal of …, 2021 - Elsevier
Abstract Quality of Experience (QoE) is indelibly linked to the human side of the multimedia
experience. Surprisingly, however, there is a paucity of research which explores the impact …

A mulsemedia framework for delivering sensory effects to heterogeneous systems

EB Saleme, CAS Santos, G Ghinea - Multimedia Systems, 2019 - Springer
Technological advances in computing have allowed multimedia systems to create more
immersive experiences for users. Beyond the traditional senses of sight and hearing …