PSI - Issue 64
Umberto Ceccarelli et al. / Procedia Structural Integrity 64 (2024) 2214–2221 Umberto Ceccarelli / Structural Integrity Procedia 00 (2019) 000 – 000
2221
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digital ecosystems. The project underscores the importance of multidisciplinary collaboration and innovation in utilizing emerging technologies to address both practical needs and enhance human experiences across the globe. Moving forward, the exploration and expansion into the metaverse are expected to spur further innovations that challenge our current perceptions of space, community, and connectivity. This progression promises to usher in a new era of digital interaction that leverages cutting-edge technology to improve and expand human experiences worldwide, reshaping how we live, work, and interact with each other and our environments. References Abrol, A., 2024, Decentraland Metaverse A Complete Guide, in “Blockchain Council Blog”. Bailenson, J., 2018. "Experience on Demand: What Virtual Reality Is, How It Works, and What It Can Do." W. W. Norton & Company. Bell, J., Zisch, F., Virtual Futures: Architecture and Digital Theory, in “Architectural Design”, vol. 89, no. 2, 2019, pp. 12-17. Canny, W., 2021. Goldman Sachs Says Blockchain Is Key to Metaverse and Web 3 Development, in “CoinDesk Blog”. Ceccarelli, U., 2022. Architecture: Communication and social interaction, in “Metaverse Real Estate Course” – Swiss Institute for Disruptive Innovation. Ceccarelli, U., 2023. Virtual Shift, in “Metaverse Generation Summit”, Milan. Cutting Edger, 2023. Common Challenges in 3D Product Rendering and Solutions, in “Cutting Edger Blog”. Davies-Filleur, C., Is the metaverse a tool for sustainable development?, in “Polytechnique Insights” Davila Delgado, J. M., Oyedele, L., Demian, P., & Beach, T., 2020. A research agenda for augmented and virtual reality in architecture, engineering, and construction. Automation in Construction. 54, 376-384. Ethereum.org, 2024., Gas fees on Ethereum: how do they work?, in “Ethereum.org Blog”. Figas, N., 2023. What Technologies Will Empower The Gaming Metaverse?, in “Clearcode Blog”. Fonseca, D., Cavalcanti, J., Peña, E., Valls, V., Sanchez-Sepúlveda, M., Moreira, F., & Navarro, I., 2021. Mixed assessment of virtual serious games applied in architectural and urban design education. Sensors . 21, 3102. Fonseca, D., Redondo, E., Valls, V., & Moreira, F., 2023. Enhancing public engagement in architectural design: A comparative analysis of advanced virtual reality approaches in building information modeling and gamification techniques. Buildings . 13(5), 1262. Grachek, A., 2023. Blender vs Maya vs 3Ds Max: Which 3D Software to Choose, in “Vagon Blog”. Heydarian, A., et al. (2022). Understanding the challenges of immersive technology use in the architecture and construction industry: A systematic review, Automation in Construction. 137(4), 104228. Hnin, T., 2024. Everything You Need to Know About Parametric Modelling, in “Novatr Blog”. Ijsselsteijn, W., Riva, G., 2003. Being There: The Experience of Presence in Mediated Environments, in “Being There: Concepts, Effects and Measurements of User Presence in Synthetic Environments ”, IOS Press. Jenkins, H., 2006. “Convergence Culture: Where Old and New Media Collide ”, New York University Press. Kaber, D., Li, Y., Clamann, M., Lee, Y., 2012. Investigating Human Performance in a Virtual Reality Haptic Simulator as Influenced by Fidelity and System Latency, in “ IEEE Transactions on Systems, Man, and Cybernetics” - Part A: Systems and Humans ( Volume: 42, Issue: 6, November 2012, pp.1562 – 1566. Kadio-Morokro, D., Holmes, A., 2024. Navigating beyond the hype: the metaverse, take two, in “EY - US”. Kaur, G., What is metaverse in blockchain? A beginner's guide on an internet-enabled virtual world, in “Cointelegraph”. Kostakis, V., The Creative Potential of the Metaverse for Digital Art, in “Leonardo”, vol. 53, no. 4, 2020, pp. 438-442. Norman, D. A., 2013. The Design of Everyday Things: Revised and Expanded Edition, in “Basic Books”. Odom, W., Exploring the Impact of Virtual Reality on Architectural Space: A Multisensory Approach, in “Journal of Architectural Computing”, vol. 18, no. 3, 2020, pp. 305-320. Petkov, M., 2023. A Sustainable Metaverse? Virtual reality and the environment, in “Metaverse Marketing”. In LinkedIn. Pratt, M., Metaverse Pros and Cons: Top Benefits and Challenges, in “TechTarget”. Schuemie, M. J., van der Straaten, P., Krijn, M., & van der Mast, C. A., 2001. Research on Presence in Virtual Reality: A Survey, in “CyberPsychology & Behavior”, vol. 4, no. 2, pp. 183-201. Shemesh, A., Talmon, R., Karp, O., Amir, I., Bar, M., Grobman, Y.J., 2019. Affective response to architecture – investigating human reactions to spaces with different geometry, in “NeuroImage” 2019, 199, 408 – 417. Sotheby’s, 2021., NFTs: Redefining Digital Ownership and Scarcity, in “Sotheby's Metaverse” Sutcliffe, A., Gault, B., 2004. Heuristic evaluation of virtual reality applications, in “Interacting with Computers”, vol. 16, no. 4, 2004, pp. 831 849. Thomas, D., Brown, J. S., 2011. "A New Culture of Learning: Cultivating the Imagination for a World of Constant Change." CreateSpace Independent Publishing Platform.
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