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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
Zhigeng Pan
Metaverse
2022
,
3(1);
719 Views
Abstract
The metaverse has been described as the third Internet revolution, a virtual society and social network that mirrors real scenarios through a decentralized architecture. It is a new future form of the Internet that integrates various new technologies, and its combination with the education field has great potential. In the post-epidemic era, the shape of education has undergone significant changes, evolving continuously towards large-scale, digital, virtualized and intelligent.
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by
Karla Karina Ruiz Mendoza, Azucena Yoselin González García
Metaverse
2022
,
3(1);
7024 Views
Abstract
The purpose of this work is to analyze the relationship between the consumption of collective goods and a new digital market. In this case, from the use of blockchain technology (such as cryptocurrency and crypto art) to understanding how education can develop with the rise of digital multiculturalism. Therefore, in the current work, we have analyzed what is the conceptual relationship of collection in history. Now, at the second moment, we have developed the description of cryptocurrency blockchain, and then analyzed NFT. Finally, it reviews metaverse’s education and vision and how to use these new digital technologies in order to put forward typical suggestions and reflections in the field of education.
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by
Douglas Pastor Barráez-Herrera
Metaverse
2022
,
3(1);
5790 Views
Abstract
An important approach to the use of emerging technologies is the virtual ecosystem in the field of education, which ensures the creation of an interactive and multi-sensor immersive environment connected to multi-user online applications, resulting in events with extraordinary technological developments on the Internet. The purpose of this demonstrative article is to explore the characteristics and influence of 3D tools in the teaching process. The survey is divided into two main formal parts: the first part is the emerging destructive technology trends, including the emergence of technology, mobile devices and innovative digital training scenarios; the second part describes the virtual world as a multi-sensor tool, because the potential provided by the initial scene of virtual reality is used as a training resource in the culture of educational network. Writing is carried out under the explanatory paradigm supported by the viewpoint of qualitative methodology; the technique of calculating reading through heuristics. Similarly, a comprehensive review of printed and digital resources has been carried out, such as books, magazines, dictionaries, papers, online newspapers, web pages, audio-visual document management, illustrations, videos, etc. Finally, the question was raised: to what extent does meta text affect the teaching process based on virtual education background? The development of the whole survey is revealed by combining key words.
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by
Yilun Yang, Zhou Hao, Weilong Peng, Keke Tang, Meie Fang
Metaverse
2022
,
3(1);
481 Views
Abstract
It is a challenging task to handle the vector field visualization at local critical points. Generally, topological based methods firstly divide critical regions into different categories, and then process the different types of critical regions to improve the effect, which pipeline is complex. In the paper, a learning based multi-task super resolution (SR) method is proposed to improve the refinement of vector field, and enhance the visualization effect, especially at the critical region. In detail, the multi-task model consists of two important des igns on task branches: one task is to simulate the interpolation of discrete vector fields based on an improved super-resolution network; and the other is a classification task to identify the types of critical vector fields. It is an efficient end-to-end architecture for both training and inferencing stages, which simplifies the pipeline of critical vector field visualization and improves the visualization effect. In experiment, we compare our method with both traditional interpolation and pure SR network on both simulation data and real data, and the reported results indicate our method lower the error and improve PSNR significantly.
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by
Xiangping Shen
Metaverse
2022
,
3(1);
2118 Views
Abstract
The explosion of the “metaverse” provides an opportunity to reflect on the impact of intelligent digital virtual technology on contemporary humanity. While the metaverse opens new worlds of possibility for humanity, the extreme reality. The world and the people in it have been rewritten as a result of the inversion of reality and the obscuring of so-called “augmented reality”, which has led to the retreat of the original reality. In the metaverse, the world is grasped more by perceptual perceptions, the objects are informational and symbolic ideas, and the subjects of grasp are increasingly becoming twin digital doppelgangers, digital beings. The metaverse will bring about the tribalization of public life and the territorialization of public space. The construction of a metaverse order is essentially a governance of the human imagination, which will require a shift in political philosophy. The metaverse is the inevitable consequence of the so-called “humanization” of technology. The increasing “staying” and “involution” of people in the world of intentionality, their domination by instrumental reason, their anti-intellectualization and their dumbing down, all of which are the paradox of “human, too human”. The interaction between individual intentionality and extensiveness, as well as the risk of serious consequences brought by technological innovation, make the individual’s free choice involve problems, so we must appeal to re-moralization, and the basis of re-moralization is individual cultivation. Philosophic workers should not only keep an open attitude, but also keep a thinking attitude towards the metaverse.
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by
Jianguo Jiang
Metaverse
2022
,
3(1);
1259 Views
Abstract
Although the metaverse may bring technological and consumer revolution, from the perspective of cultural model, the metaverse does not lead to significant changes in social emotional structure. The metaverse is still a new form of network technology development. It strengthens visual experience and weakens tactile, taste and auditory experience from this perspective, the biggest feature of the metaverse is the violence of visual culture, which makes the “light rhyme” disappear and makes people form a homogeneous experience in the simulated world. Therefore, we should not superstitious and blindly follow the “meta cosmic culture”.
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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.