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Asia Pacific Academy of Science Pte. Ltd. (APACSCI) specializes in international journal publishing. APACSCI adopts the open access publishing model and provides an important communication bridge for academic groups whose interest fields include engineering, technology, medicine, computer, mathematics, agriculture and forestry, and environment.
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The integration of generative artificial intelligence (AI) tools in art and design has disrupted the traditional creative landscape, leading to debates on the legitimacy of AI-generated art and the emergence of new markets such as non-fungible tokens (NFTs). The US Copyright Office’s February 21, 2023, ruling withdrawing copyright protection for AI-generated comic artwork, while protecting the accompanying text and arrangement, highlights the contested nature of AI art and suggests that significant human intervention in the creative process will be required for monetization. Whether considered content interpolation or content creation, AI generative content for the creation of art and design is here with human-AI collaboration. To explore the potential of AI tools in creative practice, this study introduced students in a digital art course to Craiyon and Midjourney generative AI tools, with DALL-E 2 selected as the primary tool due to its varied output. The students were tasked with selecting a preferred prompt from one tool and then reproducing the output from both tools. The results revealed significant variations in replicating the outputs of different AI tools and limited exploration of prompt engineering, leading to restrictions in the iterative process of artmaking. The students agreed that generative AI tools are not a substitute for human creativity and should be used for final projects. The study demonstrates the potential and limitations of integrating AI tools in art and design and suggests the need for further research in developing effective prompt engineering strategies.
Immersive cultural performances with virtual-real fusion effects are the future development trend in the exhibition and stage industry. However, current virtual-real stage performances heavily rely on traditional sequential design and arrangements. During the performance, actors must move to specific positions based on the musical beat and execute predetermined actions with a pre-designed amplitude and frequency to synchronize with the fixedly played stage visual effects; otherwise, major performance accidents such as plot inconsistencies or continuity errors may occur. To address the problem, this paper introduces a real-time generation system for stage visual effects based on multi-view multi-person 3D motion capture. The system utilizes multi-view 3D motion capture technique to achieve non-intrusive real-time interaction perception of target actors in the stage space. By perceiving the spatial position and performance actions of the target actors, corresponding stage visual effects are generated in real-time. This is followed by the seamless integration of sound effects and immersive high-definition display, ultimately realizing multidimensional real-time interaction between real actors and virtual visual effects in the stage space. We conducted an experimental virtual-real stage performance, lasting approximately two minutes, in a physical theater to validate the effectiveness of our proposed method. The experiment not only produced a unique innovative effect of blending stage and technology but also effectively enhanced the sense of presence and interactivity of the stage performance, providing actors with more freedom and control in their performances.
by
Yina Xu
Metaverse
2021
,
2(2);
1576 Views
Abstract
The widespread use of artificial intelligence (AI) has caused a discussion wave of possible ethical, ontological, and legal problems.
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by
Pablo Javier Ortega-Rodriguez
Metaverse
2021
,
2(2);
4335 Views
Abstract
Augmented reality is a concept that includes virtual reality, augmented reality and hybrid reality. It has made remarkable progress in recent years and has a great impact on understanding education. Based on two key concepts: immersion and existence, the study of extended reality is helpful to improve teaching. However, these contributions need to be reviewed on a key theoretical basis to avoid falling into technophobia without scientific evidence. The purpose of this article is to understand and evaluate the contribution of a wide ra nge of realities to education and the educational challenges faced before the development of M etaverse. To the end, RST defines each type of reality and critically evaluates their application in the field of education. Second, it puts forward critical arguments on the advantages and disadvantages of these technologies in educational p ra ctice. Third, it describes the challenges faced by M etaverse in education. This analysis shows that augmented reality contributes to the innovative development and improvement of the teaching process, despite the lack of teacher t ra ining to design the learning experience according to augmented reality, and the lack of interdisciplinary coope ra tion in technology and education. These results have affected the development of M etaverse, which is another step in expanding the evolution of reality and will have a significant impact on the field of education. The survey results show that it is necessary to design an ethics code, develop a culture and protect the identity of users.
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by
Xinrong Huang
Metaverse
2021
,
2(2);
2712 Views
Abstract
Metaverse is a word of great concern in the second half of 2021. What is Metaverse, what is its technical essence and what kind of philosophical significance? These problems are not clear at present. In terms of connotation, the Metaverse is a broader space formed by the integration of the natural universe and the virtual universe. In the future, human beings will walk freely between the natural universe and the virtual universe. From the technical perspective, Metaverse is a general term for the comprehensive integration of information space-time formed by a series of new information technologies such as Internet, big data, artificial intelligence and blockchainfrom the perspective of philosophical essence, the Metaverse gives full play to people’s subjective initiative, so that people can use the world’s data and information to reconstruct a virtual new universe, surpass various natural and social constraints of the natural universe and carry out free ideological innovation. People can even become a new “creator”, resulting in new cosmology, body and mind, creation, cognition and ethics
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by
Ke Lang, Xiaoying Nie, Yongjian Huai, Yuanyuan Chen
Metaverse
2021
,
2(2);
1584 Views
Abstract
Many studies focus on only one aspect while placing objects in virtual reality environment, such as efficiency, accuracy or interactivity. However, striking a balance between these aspects and taking into account multiple indicators is important as it is the key to improving user experience. Therefore, this paper proposes an efficient and interactive object placement method for recognizing controller trajectory in virtual reality environment. For creating user-friendly feedback, we visualize the intersection of the ray and the scene by linking the controller motion information and the ray. The trajectory is abstracted as point-clouds for matching, and the corresponding object is instantiated at the center of the trajectory. To verify the interactive performance and user satisfaction with this method, we carry out a study on user experience. The results show that both the efficiency and interaction interest are improved by applying our new method, which provides a good idea for the interactive design of virtual reality layout applications.
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by
Feng Wang
Metaverse
2021
,
2(2);
2758 Views
Abstract
In 2021, the rapid rise of the Metaverse caused a lot of cultural and humanistic concerns. Some people believe that the Metaverse challenged the humanistic connotation of existing culture and caused humanistic rupture. This concern is not unreasonable, but there are also misunderstandings. The connotation of humanity should be defined as various aspects of humanity, that is, humanity should not be regarded as a whole, but as various aspects with both fluidity and imbalance. From the existing technology-based culture to the meta cosmic culture, the humanities have changed successively, forming a form of topological change. All aspects of humanity always present themselves in challenges and changes, and there is no rigid solidification of the whole of humanity. The Metaverse will shape new humanistic values and connotations. It is not an involution of human self - consumption. Therefore, the “rupture” of the humanistic aspects of the Metaverse is not a fact, but an idea imagination. The “Reconstruction” of the humanistic aspects is a form of the combination of fact promotion and the elimination of misleading ideas, and its mechanism is a topological migration .
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by
Arbeláez-Campillo Diego Felipe, Villasmil Espinoza Jorge Jesus, Rojas-Bahamón Magda Julissa
Metaverse
2021
,
2(2);
1930 Views
Abstract
In the 21st century , artificial intelligence is constituted as a force that in many ways surpasses fiction, because in a certain way it is already present in all areas of social life, from internet search engines to determine tastes and preferences in accessing digital information, to intelligent refrigerators capable of issuing purchase orders to maintain the availability of certain foods as they run out. The aim of this essay is to analyze the possible ethical, ontological and legal issues arising from the widespread use of artificial intelligence in today’s societies, as a preliminary attempt to resolve the question posed in the title. Methodologically, it is an essay developed using written documentary sources, such as: Literary works, international press articles and refereed articles published in scientific journals. It is concluded, that AI have the potential to disrupt the lifestyles of civilization in general in many ways reaching, even, to alter the human condition in a negative way by changing its identity and genetic integrity and weakening the protagonist of people in the construction of their own realities.
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by
Maryana Schenfelder Schneider, Camila Maldonado Huanca
Metaverse
2021
,
2(2);
1958 Views
Abstract
The adoption of the Common National Curricular Base and the New High School Law necessitates a cultural shift in basic education, with a focus on skill and competency development. Considering this, the purpose of this study was to research in the literature the contributions of immersive environments as an educational tool for competency-based teaching. Articles from the CAPES database and the key journals dealing with information technology in education in Brazil were collected using an integrated literature review. The articles examined provided several techniques for leveraging immersive settings in teaching, such as “virtual worlds”. It was discovered that innovative proposals have the potential to develop competencies and skills.
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Academic Supporter
Editor-in-Chief
Prof. Zhigeng Pan
Director, Institute for Metaverse, Nanjing University of Information Science & Technology, China
Honorary Editor-in-Chief
Prof. Jianrong Tan
Academician, Chinese Academy of Engineering, China
Processing Speed (2023)
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- <7 days: submission to screening review decision
- 36 days: received to accepted
- 56 days: received to online
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News & Announcements
2024-10-08
Submission Deadline Extension Announcement!
Submission deadline: November 11, 2024, 23:59, GMT time zone (updated!)...
2024-09-19
14 members of our esteemed editorial team have been recognized on "The World's Top 2% Scientists" list.
On September 16, 2024, Stanford University, in collaboration with the Elsevier Data Repository, proudly unveiled the seventh edition of the prestigious list: The World's Top 2% Scientists....
2024-09-17
19th ACM SIGGRAPH International Conference on Virtual Reality and Continuum (VRC) and its Applications in Industry
In our ongoing commitment to foster advancements in Virtual Reality and Computer Graphics (VRC), ACM SIGGRAPH proudly presents VRCAI 2024.