3.9 Article

Digital Virtuality and Autopoiesis: the transformation from world elements of literature and arts to metaverse

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ROUTLEDGE JOURNALS, TAYLOR & FRANCIS LTD
DOI: 10.1080/02560046.2023.2289579

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Metaverse; metaversal elements of literature and art; actual world; virtual world; autopoiesis

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The paragraph discusses the concept of the metaverse in the context of a multiverse and proposes a four worlds paradigm for its understanding. It highlights the development of the metaverse through online games, the internet, and virtual reality, and emphasizes the virtual potential of metaversal elements in digital space.
Currently, the metaverse points to the human world in the context of a multiverse. Historically, large-scale multiplayer online games, the iteratively developed internet, and virtual reality have constructed the metaverse from different dimensions, but none of them alone can be equated with the metaverse. Based on the arguments of predecessors, this paper proposes the four worlds paradigm, which implies a synchronic structure and diachronic development for the metaverse. One of the four elements of literature and art proposed by theorists such as M. H. Abrams (1912-2015) and James J. Y. Liu (1926-1986) is the universe; after encountering the metaverse, this universal element has been rewritten, forming the metaversal elements of literature and art. Digital space enables the virtual potential of the metaversal elements to be fully released in the form of information, and potential information about reality is extracted to constitute a self-sustaining digital system.

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