Skip to main content

Research on Metaverse Multi-person Linkage Using Mobile Edge Computing Based on Extended Reality Under the Immersive Experience of Zhijiang Peace Culture Memorial Hall

  • Conference paper
  • First Online:
Wireless Internet (WiCON 2023)

Abstract

This study aims to deeply explore the impact of mobile edge computing based on extended reality technology on the multi-person linkage of the Zhijiang Peace Culture Memorial Hall under the immersive experience. In the part of research background and significance, it discusses the rise of the application of XR technology in the field of culture and education, emphasizing the importance of education on the history of revolution and its value in the social sense. Then, it expounds the core topic of this research aimed at integrating XR technology with education on the history of revolution, and presenting visitors with more realistic and immersive historical scenes by creating an immersive experience of multi-person linkage. The use of these technologies enables visitors to transcend time and space barriers, directly participate in historical events, and deeply appreciate the intrinsic value of red culture. In order to achieve multi-person linkage, this study adopts mobile edge computing technology to ensure that multiple visitors can realize real-time interaction in the virtual scene and jointly build a collective experience of the Metaverse. This research has achieved positive results in the fields of XR technology application, education on the history of revolution, and mobile edge computing. It provides a useful reference for the modernization and upgrading of the Zhijiang Peace Culture Memorial Hall, and also provides a new paradigm for the cultural promotion of multi-person linkage experience in Metaverse.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Xu, L.: Digital protection and innovative development path of red cultural resources. People’s Forum (01), 139–141 (2021)

    Google Scholar 

  2. Li, F., Yang, H.: New development of new tourism formats under the background of cultural and technological integration. J. Tongji Univ. (Soc. Sci. Ed.) 32(01), 16–23 (2021)

    Google Scholar 

  3. Zwaan, R.A.: The immersed experiencer: toward an embodied theory of language comprehension. Psychol. Learn. Motiv. 44(1), 35–62 (2003)

    Article  Google Scholar 

  4. Singh, R.P., et al.: Significant applications of virtual reality for COVID-19 pandemic. Diabetes Metab. Syndr. Clin. Res. Rev. 14(4), 661–664 (2020)

    Article  Google Scholar 

  5. Pantelidis, C.: Exploring VR experiences of tourists’ attachment to a rural destination. Int. J. Technol. Mark. 13(3–4), 376–400 (2020)

    Google Scholar 

  6. Kyrlitsias, C., et al.: Corrigendum: a virtual tour of a hardly accessible archaeological site: the effect of immersive virtual reality in user experience, learning and attitude change. Front. Comput. Sci. 21–45 (2021)

    Google Scholar 

  7. Tsivitanidou, O.E., Georgiou, Y., Ioannou, A.: A learning experience in inquiry-based physics with immersive virtual reality: student perceptions and an interaction effect between conceptual gains and attitudinal profiles. J. Sci. Educ. Technol. 30(6), 841–861 (2021)

    Article  Google Scholar 

  8. Cao, Y., Luo, Z., Wang, M.: “Body presence”: technology and sensual thinking in the age of immersive communication. Press (07), 18–24 (2018)

    Google Scholar 

  9. Wan, Y.: Museums as a medium of cultural dissemination—taking the museum of modern art as an example. Cult. Relics Appraisal Appreciation (15), 116–117 (2019)

    Google Scholar 

  10. Bo, L.: VR image dissemination of local red culture. Film Lit. (15), 34–36 (2018)

    Google Scholar 

  11. Rui, C., Lin, L.: Red culture communication and its path construction under the background of convergent media. J. Jilin Normal Univ. (Human. Soc. Sci. Ed.) 49(02), 111–116 (2021)

    Google Scholar 

  12. Ming, Z., Juan, C.: The influence of ACM/IEEECC2020 competence model on the development of computer education in China. Comput. Educ. (04), 3–8+14 (2023). https://doi.org/10.16512/j.cnki.jsjjy.2023.04.019

  13. Lillian, C., Alan, C., Gordon, D., et al.: Computer Science Curriculum 2008: An Interim Revision of CS 2001. ACM, New York (2008)

    Google Scholar 

  14. Joint Task Force on Computing Curricula, Association for Computing Machinery (ACM) and IEEE Computer Society. Computer Science Curricula 2013: Curriculum Guidelines for Undergraduate Degree Programs in Computer Science. Association for Computing Machinery, New York (2013)

    Google Scholar 

  15. Samsung. The Next Hyper--Connected Experience for All. https://chinaflashmarket.com/Uploads/Report/20200714145321809946.pdf

  16. Myrden, A., Chau, T.: Effects of user mental state on EEG-BCI performance. Front. Hum. Neurosci. 9, 308 (2015). https://doi.org/10.3389/fnhum.2015.00308

    Article  Google Scholar 

  17. Rashkov, G., Bobe, A., Fastovets, D., Komarova, M.: Natural image reconstruction from brain waves: a novel visual BCI system with native feedback. bioRxiv (2019)

    Google Scholar 

Download references

Acknowledgment

This work was supported by Project of Hunan Provincial Social Science Foundation (No. 21JD046).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Jinrong Fu .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2024 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Liu, Y., Fu, J., Yan, H., Gao, Y., Peng, L., Qu, T. (2024). Research on Metaverse Multi-person Linkage Using Mobile Edge Computing Based on Extended Reality Under the Immersive Experience of Zhijiang Peace Culture Memorial Hall. In: Maglaras, L.A., Douligeris, C. (eds) Wireless Internet. WiCON 2023. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 527. Springer, Cham. https://doi.org/10.1007/978-3-031-58053-6_13

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-58053-6_13

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-58052-9

  • Online ISBN: 978-3-031-58053-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics