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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
Danna-Camila Claros-Perdomo, Edwin-Eduardo Millán-Rojas, Adriana-Patricia Gallego-Torres
Metaverse
2022
,
3(2);
4547 Views
Abstract
Augmented reality, gamification and m-learning occupy today an important place in education, given the advantages that the use of mobile technologies has brought, independently or in combination with other technological scenarios and different devices that affect the teaching and learning of disciplines or that serve as a bridge to improve various processes mediated by ICT in teaching and/or learning. In this sense, the article presented here shows an analytical study that was developed under an exploratory, descriptive and interpretative methodology of the categories augmented reality, gamification and m-learning, based on a characterization in the databases, a literature review was conducted in the main databases such as Science direct, Scopus and web Science, obtaining 100 reference articles. Thus, it was found that these three categories determined as teaching strategies significantly influence motivation, interest in knowledge, retention and understanding of information for the development of teaching and learning processes. The method used allowed to develop the description of the panorama about the use of augmented reality, m-learning and gamification in elementary, middle and higher education.
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by
Jhonier David Anacona Ortiz, Edwin Eduardo Millán Rojas, Carlos Alberto Gómez Cano
Metaverse
2022
,
3(2);
5411 Views
Abstract
The objective of this article is to develop a literature review on the use of Metaverse and virtual reality focused on education. Taking into account that education lives a continuous process of change in search of quality, the use of new tools favors this process, therefore, the use of virtual platforms focused on virtual reality and Metaverse are in essence tools that energize the teaching and learning processes, contribute to organize and update the contents, and allow the student and learner to interact within the virtual environment. In this context, the present work was developed based on an exploratory, descriptive methodology; using the categories Metaverse, virtual reality and teaching, a search was carried out in the Science, Scopus and web Science databases, obtaining one hundred reference articles, from which the above categories are analyzed.
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by
Jesús Erazo, Pablo Sulbarán
Metaverse
2022
,
3(2);
2974 Views
Abstract
Although the notion of the metaverse is implicit in some popular video games, its concept is currently being rethought, in addition to adapting it to various activities that have progressively migrated to the digital world, such as work, commerce, education and recreation. It is projected for the coming years a high financial investment in research, development and implementation of technology, whose main feature is virtual reality. According to the technological conglomerate that drives its progress, the main objective is to make digital connections an immersive experience that enhances human relationships. Now, historically, the tech giants are not driven by altruistic purposes but by mass control in addition to their economic benefits, over and above that which is obvious, the question remains as to whether it is a really necessary technology. At first glance, it may offer advantages in the field of education and labor action. However, the technology has some sharp edges that must be treated with great care. In that sense, this essay, in addition to exposing the technology, offers ideas for debate about its desirability and social impact.
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by
Mayra Yadira Mejía Sierra, Alexandro Escudero-Nahón, Ricardo Chaparro Sánchez
Metaverse
2022
,
3(2);
1906 Views
Abstract
This article presents a systematic review of the specialized literature using the meta-synthesis method to learn about the theoretical and empirical trends that can be found in the scientific literature on game learning analytics. The search was carried out in 17 databases and 153 results were obtained. After applying certain exclusion criteria, 17 scientific research articles were admitted for analysis. The information was classified into design, validation and implementation trends. The design findings suggest a tendency to simulate real environments with the aim of validating not only the serious game, but also the learning obtained by applying pre- and post-test measurements. A varied implementation was observed between educational purposes, training or support for people with disabilities. Likewise, pre-designed games and author’s games with individual interactions were used.
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by
Ocaña-Fernández Yolvi, Valenzuela-Fernández Luis Alex, Vera-Flores Miguel Angel, Rengifo-Lozano Raúl Alberto
Metaverse
2022
,
3(2);
3436 Views
Abstract
The implementation of systems based on artificial intelligence (AI) has passed the barrier of the academic field and due to its potentialities has been developing in other fields such as public management so there is an urgent need to have an updated overview in this regard. This article aims to address the analysis of AI by highlighting its transcendence in the field of management, public administration and government, highlighting the significant opportunities, impact assessment and the potential posed by AI. The present review provides a panoramic and significative overview about AI and its impact on the field of management and public administration, about its achievements, as well as sensitive controversies. Finally, the critical opportunities and challenges of AI application in the public sector are shown.
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by
Maribel Mendez, Oscar Boude
Metaverse
2022
,
3(2);
2996 Views
Abstract
It shows the results of a research developed at the University of La Sabana, with the aim of identifying the uses that have been given to video games in primary education in the world. A systematic review of literature published in scientific journals between 2000 and 2019 was carried out. The results show that the area of greatest use of video games is natural sciences, and that their use favors interaction and innovation in educational practices.
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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.