Μάθημα : METAVERSE

Κωδικός : 9050180164

9050180164  -  ΔΗΜΗΤΡΙΟΣ ΜΑΓΕΤΟΣ

Ενότητες - Παράρτημα

Παράρτημα

Επιπλέον υλικό για το metaverse μπορείτε να βρείτε στους παρακάτω ιστότοπους:

https://metaverse.acm.org/

 

Αρθογραφία

  1. Avsar, B. (2023). Historical Process and Theoretical Foundations of Metaverse Starting from Web 1.0.
    In Metaverse: Technologies, Opportunities and Threats (pp. 1-18). Singapore: Springer Nature Singapore.
  2. Ball, M. Framework for the Metaverse. (2024). Available online:
    https://www.matthewball.vc/all/forwardtothemetaverseprimer (accessed 12 January 2024).
  3. Bartle, R. A. (2004). Designing virtual worlds. New Riders.
  4. Bulu, S. T. (2012). Place presence, social presence, co-presence, and satisfaction in virtual worlds.
    Computers & Education, 58(1), 154-161.
  5. Çelik, I. (2020). Social media-specific epistemological beliefs: A scale development study. Journal of
    Educational Computing Research, 58(2), 478-501.
  6. Chen, Z. (2022). Exploring the application scenarios and issues facing Metaverse technology in education.
    Interactive Learning Environments, 1-13.
  7. Cui, L., Zhu, C., & Hare, R. MetaEdu: a new framework for future education. Discov Artif Intell. 2023.
  8. Demir, G., Argan, M., & Halime, D. ?. N. Ç. (2023). The Age Beyond Sports: User Experience in the
    World of Metaverse. Journal of Metaverse, 3(1), 19-27.
  9. Díaz, J., Saldaña, C., & Avila, C. (2020). Virtual world as a resource for hybrid education. International
    Journal of Emerging Technologies in Learning (iJET), 15(15), 94-109.
  10. Dwinggo Samala, A., Usmeldi, T. A., Bojić, L., Indarta, Y., Tsoy, D., Denden, M.,& Parma Dewi, I. (2023).
    Metaverse technologies in education: A systematic literature review using PRISMA. International
    Journal of Emerging Technologies in Learning (iJET), 18(5).
  11. Elfakki, A. O., Sghaier, S., & Alotaibi, A. A. (2023). An Efficient System Based on Experimental
    Laboratory in 3D Virtual Environment for Students with Learning Disabilities. Electronics, 12(4),
    989.
  12. European Commission. (2020). The Virtual and Augmented Reality Industrial Coalition. Available
    online: https://digital-strategy.ec.europa.eu/en/policies/virtual-and-augmented-realitycoalition (accessed on 12 January 2024).
  13. European Commission. Digital Education Action Plan (2021-2027). Available at:
    https://education.ec.europa.eu/el/focus-topics/digital-education/action-plan.
  14. European Commission. (2022). People, technologies & infrastructure – Europe's plan to thrive in the
    metaverse. https://ec.europa.eu/commission/presscorner/detail/en/STATEMENT_22_5525.
  15. European Parliament. (2022). Virtual worlds – opportunities, risks and policy implications for single market.
    Available at: https://www.europarl.europa.eu/doceo/document/IMCO-PR-751902_EL.pdf.
  16. Falloon, G. (2010). Using avatars and virtual environments in learning: What do they have to
    offer?. British Journal of Educational Technology, 41(1), 108-122.
  17. Flavián, C., Ibáñez-Sánchez, S., Orús, C., & Barta, S. (2024). The dark side of the metaverse: The role of
    gamification in event virtualization. International Journal of Information Management, 75, 102726.
  18. Gartner. (2022). What’s New in the 2022 Gartner Hype Cycle for Emerging Technologies.
    https://www.gartner.com/en/articles/what-s-new-in-the-2022-gartner-hype-cycle-for-emergingtechnologies.