Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse

被引:137
作者
Nevelsteen, Kim J. L. [1 ]
机构
[1] Stockholm Univ, Dept Comp & Syst Sci, Immers Networking, NOD Bldg,Borgarfjordsgatan 12, S-16455 Kista, Sweden
关键词
definition; mixed reality; Metaverse; MANet; virtual world; video games;
D O I
10.1002/cav.1752
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
There is no generally accepted definition for a virtual world, with many complimentary terms and acronyms having emerged implying a virtual world. Advances in networking techniques such as host migration of instances, mobile ad hoc networking, and distributed computing, bring in to question whether architectures can actually support a virtual world. Without a concrete definition, controversy ensues and it is problematic to design an architecture for a virtual world. Several researchers provided a definition but aspects of each definition are still problematic and simply can not be applied to contemporary technologies. The approach of this article is to sample technologies using grounded theory and to obtain a definition for a virtual world that is directly applicable to technology. The obtained definition is compared with related work and used to classify advanced technologies such as a pseudo-persistent video game, a MANet, virtual and mixed reality, and the Metaverse. The results of this article include a break down of which properties set apart the various technologies; a definition that is validated by comparing it with other definitions; an ontology showing the relation of the different complimentary terms and acronyms; and the usage of pseudo-persistence to categories those technologies, which only mimic persistence.
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页数:22
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