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Immersive Entertainment Environments - From Theme Parks to Metaverse

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Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 13325))

Abstract

This paper explores the interaction between the virtual world and the real world through the integration of the analysis of the metaverse and the theme park. At the same time, case studies of the application of the concept of metaverse in games and movies are conducted to explore the current manifestations of metaverse and critically explore the ethical issues it raises. The theme park here represents not only an IP, but also a broader cultural symbol. Under the development trend of metaverse, how real world theme parks should convey their cultural symbols, and in what form we can bring real world theme parks into the world of metaverse will become urgent issues to be solved. This paper will illustrate the process of a real theme park elements by transforming them into digital artworks through a design concept. This transformation not only enables virtualization of the real world, but also enables cultural dissemination to the world while virtualizing.

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References

  1. Chou, Y.: Actionable Gamification: Beyond Points, Badges, and Leaderboards, pp. 8–9. Packt Publishing Ltd., Birmingham (2019)

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  2. Crawford, G., Gosling, V.K., Light, B.: Gamers: The Social and Cultural Significance of Online Games. Taylor & Francis., Abingdon-on-Thames (2013)

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  3. Yu, G.: The evolution logic of future media: the iteration, reorganization and sublimation of human connection–from the age of context to the metaverse to the future of the mental world. Journal. Mass Commun. (10), 54–60 (2021)

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Correspondence to Xueying Niu .

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Niu, X., Feng, W. (2022). Immersive Entertainment Environments - From Theme Parks to Metaverse. In: Streitz, N.A., Konomi, S. (eds) Distributed, Ambient and Pervasive Interactions. Smart Environments, Ecosystems, and Cities. HCII 2022. Lecture Notes in Computer Science, vol 13325. Springer, Cham. https://doi.org/10.1007/978-3-031-05463-1_27

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  • DOI: https://doi.org/10.1007/978-3-031-05463-1_27

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-05462-4

  • Online ISBN: 978-3-031-05463-1

  • eBook Packages: Computer ScienceComputer Science (R0)

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