Academic literature on the topic 'Virtual worlds'

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Journal articles on the topic "Virtual worlds"

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Gogolin, Greg, Erin Gogolin, and Hwee-Joo Kam. "Virtual Worlds and Social Media." International Journal of Artificial Life Research 4, no. 1 (2014): 30–42. http://dx.doi.org/10.4018/ijalr.2014010103.

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The use of virtual worlds and social media has grown to the point that more than one-quarter of the world's population utilize it in some manner. Security and privacy concerns regarding the use and capabilities of current and emerging technologies such as gaming, blogging, podcasting, virtual meetings, virtual worlds and Web 3.0 is examined. Security and privacy concerns are investigated in the context of exploits, vulnerabilities, and related security risks; confidential access control; communication trends and patterns in the use of massive communication strategies; intellectual property and
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Vasseleu, Cathryn. "Virtual bodies/virtual worlds." Australian Feminist Studies 9, no. 19 (1994): 155–69. http://dx.doi.org/10.1080/08164649.1994.9994730.

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Williams, J. Patrick Williams. "Community, Frame of Reference, and Boundary: Three Sociological Concepts and their Relevance for Virtual Worlds Research." Qualitative Sociology Review 5, no. 2 (2009): 3–16. http://dx.doi.org/10.18778/1733-8077.5.2.01.

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Virtual-worlds research is a dynamic and growing interdisciplinary area in the social sciences and humanities. Sociological theory can play an important role in how virtual worlds are conceptualized and studied. Drawing on data from ethnographic projects on two distinct types of virtual worlds, an asynchronous text-based internet forum and a massively-multiplayer online game, I consider what social and cultural similarities these two types of virtual worlds have with one another, despite their radically different forms and functions. My comparative analysis is framed in terms of three question
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Bray, David A., and Benn R. Konsynski. "Virtual worlds." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 38, no. 4 (2007): 17–25. http://dx.doi.org/10.1145/1314234.1314239.

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Cajvaneanu, Doina. "Virtual worlds." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 38, no. 4 (2007): 104–5. http://dx.doi.org/10.1145/1314234.1314254.

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Castronova, Edward, and Matthew Falk. "Virtual Worlds." Games and Culture 4, no. 4 (2009): 396–407. http://dx.doi.org/10.1177/1555412009343574.

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Collinson, Alan. "Virtual Worlds." Cartographic Journal 34, no. 2 (1997): 117–24. http://dx.doi.org/10.1179/caj.1997.34.2.117.

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Pannicke, Danny, and Rüdiger Zarnekow. "Virtual Worlds." Business & Information Systems Engineering 1, no. 2 (2008): 185–88. http://dx.doi.org/10.1007/s12599-008-0016-1.

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Guthrie, Kathy L., Kirstin Phelps, and Steve Downey. "Virtual worlds." Journal of Leadership Studies 5, no. 2 (2011): 6–13. http://dx.doi.org/10.1002/jls.20214.

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Flowers, Arhlene A., and Kimberly Gregson. "Theoretical and Practical Aspects of Conducting Meetings and Events in Virtual Worlds." International Journal of Strategic Information Technology and Applications 3, no. 4 (2012): 48–64. http://dx.doi.org/10.4018/jsita.2012100104.

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Whether businesses will make use of virtual worlds for meetings, training, and events is not just an academic question. Use of existing and newly developed virtual worlds is expected to grow for the near future. International companies are entering a variety of virtual worlds to promote collaboration among their geographically dispersed workforce for training and meetings, as well as for business-to-business and business-to-consumer applications with internal and external audiences. These worlds provide engaging experiences that can be enjoyable and memorable. This article addresses opportunit
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Dissertations / Theses on the topic "Virtual worlds"

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Khan, Hammad. "Monitoring distributed virtual worlds." Thesis, McGill University, 2013. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=114557.

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Recent years have seen a huge growth in the demand for online virtual worlds. The type of these online systems can range from virtual meeting setups, to a more video game like competitive environment. An equally large number of virtual worlds have been developed to meet this demand, and the competition between these system is very strong. Developers of such systems can benefit from any edge they can get in terms of technical quality of the system or the enjoy ability of the online experience.We propose that a monitoring system designed especially for virtual worlds will be able to provide that
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Erlank, Wian. "Property in virtual worlds." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/71649.

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Thesis (LLD)--Stellenbosch University, 2012.<br>Includes bibliography<br>ENGLISH ABSTRACT: This dissertation analyses and investigates how virtual property functions inside virtual worlds. It also determines if, within that context, virtual property is similar to, or should be treated like real world property. The questions that are addressed include the following. What is the (real world) legal status of property in virtual worlds? Is it worthwhile to recognise and protect virtual property in real world law? Is it possible to recognise and protect virtual property in real world law, given the
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Saba, Riad. "Language learning in virtual worlds." Thesis, University of Nottingham, 2013. http://eprints.nottingham.ac.uk/14011/.

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Language Learning has utilized technology for decades, and while world-wide social dynamics place more demands for language learning, there has not been a widespread use of a specific technology as the dominant medium for language learning. In the meanwhile, Virtual Worlds technology emerged during the last two decades as an immersive technology that offers an online representation of reality, allowing user interaction with the surrounding environment including objects and other users through Internet-enabled desktop personal computers. Since their introduction, Virtual Worlds have grown in po
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Green, Nicola. "Becoming virtual: Bodies, technologies, worlds." Thesis, University of Canterbury. Sociology, 1999. http://hdl.handle.net/10092/4592.

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This thesis addresses how virtual reality technologies are being developed to shape a cultural politics of embodiment and subjectivity across local and global contexts. The research considers a number of approaches to understanding the techno-cultural changes and political dilemmas presented by virtual systems. Undertaking a critical consideration of these approaches, the thesis argues that virtual systems are neither 'demonic' technologies, nor transcendent cultural forms, but rather complex and deeply embedded social and cultural networks. Employing multi-sited ethnographic methods, the the
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Johnston, Benjamin M. "Desktop sharing in virtual worlds." CardinalScholar 1.0, 2010. http://liblink.bsu.edu/uhtbin/catkey/1567414.

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This thesis details the integration of a common collaboration technique, desktop sharing, into a virtual world environment. Previous literature shows no intersection between these fields. This thesis will illustrate that existing collaboration technology can be integrated into virtual worlds with a minimal amount of effort. Outlined in this thesis are the developmental and procedural challenges encountered in demonstrating seamless desktop sharing in a virtual environment and a stress test of the integrated system revealing that the inclusion of desktop sharing resulted in minor performance lo
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Chang, Francis. "Towards Constructing Interactive Virtual Worlds." PDXScholar, 2014. https://pdxscholar.library.pdx.edu/open_access_etds/1650.

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Networked virtual reality environments including virtual worlds devoted to entertainment, online socializing and remote collaboration have grown in popularity with the rise of commercially available consumer graphics hardware and the growing ubiquity of the Internet. These virtual worlds are typified by a persistent simulated three-dimensional space that communicates over a computer network, where users interact with the environment and each other through digital avatars. Development of these virtual worlds challenges the limits of the networking infrastructure, 3D streaming graphics technique
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Jakobsson, Mikael. "Virtual worlds & social interaction design /." Umeå : Department of Informatics,Umeå University, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.

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Jakobsson, Mikael. "Virtual worlds and social interaction design." Doctoral thesis, Umeå University, Informatics, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-750.

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<p>This dissertation is a study of social interaction in virtual worlds and virtual world design. A virtual world is a synchronous, multi-user system that offers a persistent spatial environment for iconically represented participants. Together, these form an example of social interaction design. I have applied an arena perspective on my object of study, meaning that I focus on these socio-technical systems as places.</p><p>I have investigated the persistent qualities of social interaction in virtual worlds. What I have found is that virtual worlds are as real as the physical world. They are f
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Keown, Lachlan. "Virtual 3D worlds for enhanced visualization." Thesis, University of Canterbury. Computer Science and Software Engineering, 2000. http://hdl.handle.net/10092/9615.

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3D visualizations of software can be used to highlight relationships between system components, and also allow focussing on the internals of software, particularly when applied to object oriented software. Such visualizations allow software engineers to comprehend larger software systems, due to more information being available through the use of a third dimension. An architecture has been designed to carry out such visualizations. Major features of this architecture are a meta language to describe object oriented systems, a description language to generate generic visualizations, and an autom
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Young, Robert John. "Playing politics : warfare in virtual worlds." Thesis, University of Leeds, 2018. http://etheses.whiterose.ac.uk/22035/.

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Recent academic scholarship has resulted in the production of a broad body of interdisciplinary research that explores the representation of different political and spatial phenomena within popular culture, often focussed upon the analysis of film and television. Whilst video games now rival the popularity of these more established media forms, the different spaces that are represented within this medium have remained comparatively under-explored. This thesis addresses this lacuna and will show that military-themed video games are constitutive of particular spatial and political imaginaries, a
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Books on the topic "Virtual worlds"

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Heudin, Jean-Claude, ed. Virtual Worlds. Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x.

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Heudin, Jean-Claude, ed. Virtual Worlds. Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-45016-5.

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Dean, Groom, ed. Virtual worlds. ACER Press, 2010.

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Diehl, Stephan. Distributed Virtual Worlds. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/978-3-662-04519-0.

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illustrator, Tavendale Graeme, ed. Zak's virtual worlds. The Literacy Tower Pty Ltd, 2014.

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Grossir, Anthony. What are virtual reality and virtual worlds?. Oxford Brookes University, 2001.

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Thalmann, Nadia Magnenat, and Daniel Thalmann, eds. Communicating with Virtual Worlds. Springer Japan, 1993. http://dx.doi.org/10.1007/978-4-431-68456-5.

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Cornelius, Kai, and Dieter Hermann, eds. Virtual Worlds and Criminality. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-20823-2.

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Thalmann, Nadia Magnenat. Communicating with Virtual Worlds. Springer Japan, 1993.

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Dieter, Hermann, and SpringerLink (Online service), eds. Virtual Worlds and Criminality. Springer-Verlag Berlin Heidelberg, 2011.

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Book chapters on the topic "Virtual worlds"

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Bainbridge, William Sims. "Virtual Worlds." In Human–Computer Interaction Series. Springer London, 2013. http://dx.doi.org/10.1007/978-1-4471-5604-8_8.

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Heinrich, Paul. "Virtual Worlds." In When role-play comes alive. Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-5969-8_1.

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G. Green, David, Nicholas Klomp, Glyn Rimmington, and Suzanne Sadedin. "VIRTUAL WORLDS." In Complexity in Landscape Ecology. Springer Netherlands, 2006. http://dx.doi.org/10.1007/1-4020-4287-6_9.

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Gruenbaum, Ronan. "Virtual Worlds." In Making Social Technologies Work. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137024824_14.

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Wolf, Mark J. P. "Virtual Worlds." In The Routledge Companion to Imaginary Worlds. Routledge, 2017. http://dx.doi.org/10.4324/9781315637525-24.

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Bauman, Sheri, and Ian Rivers. "Virtual Worlds." In Mental Health in the Digital Age. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137333179_8.

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Jung, Bernhard, and Arnd Vitzthum. "Virtual Worlds." In Virtual and Augmented Reality (VR/AR). Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-79062-2_3.

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Schmidt, Ansgar. "Virtual worlds." In Technology Guide. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-540-88546-7_49.

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Bodum, Lars, and Erik Kjems. "Mapping Virtual Worlds." In Virtual Space. Springer London, 2002. http://dx.doi.org/10.1007/978-1-4471-0225-0_4.

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Kisseleva, Olga. "Art and Virtual Worlds." In Virtual Worlds. Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/3-540-68686-x_34.

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Conference papers on the topic "Virtual worlds"

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Ng, Chaki, David C. Parkes, and Margo Seltzer. "Virtual worlds." In the 4th ACM conference. ACM Press, 2003. http://dx.doi.org/10.1145/779928.779977.

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"VIRTUAL MACHINES FOR VIRTUAL WORLDS." In 2nd International Conference on Cloud Computing and Services Science. SciTePress - Science and and Technology Publications, 2012. http://dx.doi.org/10.5220/0003932701080113.

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Bendis, Jared E., and Larry Hatch. "'Pocket' virtual worlds." In ACM SIGGRAPH 2005 Educators program. ACM Press, 2005. http://dx.doi.org/10.1145/1187358.1187413.

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Campbell, Joey, Trevor Hogan, and Mike Fraser. "Feeling Virtual Worlds." In TEI '18: Twelfth International Conference on Tangible, Embedded, and Embodied Interaction. ACM, 2018. http://dx.doi.org/10.1145/3173225.3173281.

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Feiner, S. K., and Clifford Beshers. "Worlds within worlds: metaphors for exploring n-dimensional virtual worlds." In the 3rd annual ACM SIGGRAPH symposium. ACM Press, 1990. http://dx.doi.org/10.1145/97924.97933.

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Martin, Carlos Sanchez, Yu-Ju Lan, and Tsun-Ju Lin. "Learning, Engagement, and Virtual Worlds: Virtual Worlds Pedagogy and Learning Design." In 2014 IEEE 14th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2014. http://dx.doi.org/10.1109/icalt.2014.198.

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Smoleňová, Katarína, and Reinhard Hemmerling. "Growing virtual plants for virtual worlds." In the 24th Spring Conference. ACM Press, 2010. http://dx.doi.org/10.1145/1921264.1921280.

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Danilicheva, Polina, Stanislav Klimenko, Yury Baturin, and Alexander Serebrov. "Education in Virtual Worlds: Virtual Storytelling." In 2009 International Conference on CyberWorlds. IEEE, 2009. http://dx.doi.org/10.1109/cw.2009.57.

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Diaconu, Raluca, and Joaquin Keller. "Kiwano: Scaling virtual worlds." In 2016 Winter Simulation Conference (WSC). IEEE, 2016. http://dx.doi.org/10.1109/wsc.2016.7822230.

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Oliver, Iain A., Alan H. D. Miller, and Colin Allison. "Virtual worlds, real traffic." In the first annual ACM SIGMM conference. ACM Press, 2010. http://dx.doi.org/10.1145/1730836.1730873.

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Reports on the topic "Virtual worlds"

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Airey, John M., and F. P. Brooks. Walkthrough-Exploring Virtual Worlds. Defense Technical Information Center, 1989. http://dx.doi.org/10.21236/ada208087.

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Chang, Francis. Towards Constructing Interactive Virtual Worlds. Portland State University Library, 2000. http://dx.doi.org/10.15760/etd.1649.

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Su, Jin. Conceptual Framework for Virtual Apparel Consumption in Gaming Virtual Worlds. Iowa State University. Library, 2019. http://dx.doi.org/10.31274/itaa.10234.

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Lakkaraju, Kiran, Jonathan H. Whetzel, Jina Lee, Asmeret Brooke Bier, Rogelio E. Cardona-Rivera, and Jeremy Ray Rhythm Bernstein. Validating agent based models through virtual worlds. Office of Scientific and Technical Information (OSTI), 2014. http://dx.doi.org/10.2172/1147200.

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Morie, Jacquelyn F. Coercive Narratives, Motivation and Role Playing in Virtual Worlds. Defense Technical Information Center, 2002. http://dx.doi.org/10.21236/ada460689.

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Nissen, Mark E. Command and Control in Virtual Environments: Using Contingency Theory to Understand Organization in Virtual Worlds. Defense Technical Information Center, 2010. http://dx.doi.org/10.21236/ada530793.

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Feiner, Steven. Automated Generation of Three-Dimensional Virtual Worlds for Task Explanation. Defense Technical Information Center, 1991. http://dx.doi.org/10.21236/ada247859.

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Feiner, Steven. Automated Generation of Three-Dimensional Virtual Worlds for Task Explanation. Defense Technical Information Center, 1992. http://dx.doi.org/10.21236/ada254664.

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Feiner, Steven. Automated Generation of Three-Dimensional Virtual Worlds for Task Explanation. Defense Technical Information Center, 1992. http://dx.doi.org/10.21236/ada254722.

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Latorre, Lucia, Ignacio Cerrato, Mariana Gutierrez, et al. Tech Report: Metaverse. Inter-American Development Bank, 2023. http://dx.doi.org/10.18235/0005255.

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The metaverse is defined as a set of technologies that create an interconnected web of highly immersive virtual worlds. The use cases and opportunities offered by this new and evolving concept are still being defined, but it is already demonstrating promising potential observed in efforts underway at the Inter-American Development Bank (IDB) Group.
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