Open Access
Editorial
Article ID: 1862
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by Yina Xu
Metaverse 2020, 1(1);    1295 Views
Abstract Have you heard of metaverse? Everyone knows what is the universe, but what is the metaverse? As we can see, the metaverse comprises two parts: meta and universe.
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Open Access
Article
Article ID: 1782
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by Liliana Vanessa Espinoza–Guzmán, Darwin Gabriel García–Herrera, Juan Carlos Erazo–Álvarez, Cecilia Ivonne Narváe–Zurita
Metaverse 2020, 1(1);    9263 Views
Received: 18 February, 2020; Accepted: 10 March, 2020; Available online: 15 March, 2020;
Issue release: 30 June, 2020
Abstract The purpose of this study is to analyze the application of immersion edu cation in the subject of entrepreneurship and management in the unified general high school of jadan education unit, jadan Parish, guaracio, azuai province. Hybrid methodology. 88.5% of the students agreed to use immersive technology in the process of learning. Teachers said that it was difficult for them to use technology, so they needed training in information and communication technology, virtual platform, use and management of these digital educational resources, such as meta-database, in order to achieve immersive education in educational institutions.
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Open Access
Article
Article ID: 1781
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by Diego Bonilla, Helena Galán Fajardo
Metaverse 2020, 1(1);    11848 Views
Received: 17 February, 2020; Accepted: 22 March, 2020; Available online: 10 April, 2020;
Issue release: 30 June, 2020
Abstract The possibility of recording in 360° has aroused the interest of entrepreneurs and researchers in the potential narrative powers of virtual reality in different fields. However, there are still some questions that have not been sufficiently confirmed, such as the higher level of narrative involvement of the viewer in this new form of storytelling. In order to make up for this lack, this research presents the design of an experimental analysis in different phases. It is a quantitative-qualitative pilot project based on the MNEQ scale [1]  that allows us to evaluate and compare the viewing experience of a narrative story through virtual reality presentation and different types of two-dimensional screens to a minimum of 100 people divided into experimental groups. Under the assumption that each treatment or each technology (independent variable) has different impacts on the viewer’s narrative involvement (dependent variable), the aim is to analyze empathy (EP), sympathy (S), cognitive perspective taking (CP), loss of time (LT), loss of self-awareness (LS), narrative presence (NP), narrative involvement (NI), distraction (D), ease of cognitive access (EC) and narrative realism (NR). Four different types of analysis (statistical, variance, observational, open-ended) are included. We offer a new model of self-developed analysis for complete Spanish-language cinematic virtual reality works. The experimental design seeks to establish a comprehensive research model in order to discuss whether virtual reality offers, as it is believed, greater engagement.
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