Klajdi Myftari
Study on the use of social networks for the creation of gaming experiences.
Rel. Andrea Sanna. Politecnico di Torino, Corso di laurea magistrale in Ingegneria Informatica (Computer Engineering), 2021
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Abstract
Imagine if you were in a world where you could sit on the same couch with a friendwho lives miles and miles away, or set up a virtual version of your workplace whilelaying on the beach. The metaverse origins are a stuff of science-fiction: the termwas coined by Neal Stephenson in his 1992 novel “Snow Crash”, in which people usevirtual reality headsets to interact inside a virtual world. Nowadays itbecame again famous thanks to the movie “Ready Player One”, directed by StevenSpielberg. During the beginning of the COVID-19 lockdown, many people started tosuffer the forced isolation into their homes. Furthermore, the necessary long lastingvideo calls for school lessons or for work meetings were digitally exhausting and itdid not recreate the same feelings of real life interactions.
So, different companiesstarted to exploit the idea of the metaverse to create digital worlds that evoked thosesensations
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