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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Metaverse through the Eyes of University Students</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Giuseppe D'Ambrosio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daniele De Vinco</string-name>
          <email>ddevinco@unisa.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Università degli Studi di Salerno</institution>
          ,
          <addr-line>Via Giovanni Paolo II, 132, Fisciano, Salerno, Italy, 84084</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <fpage>20</fpage>
      <lpage>22</lpage>
      <abstract>
        <p>The Metaverse is perceived as a promising approach that can possibly transform HCI guaranteeing high engagement and promoting participation and cooperation even at a distance. Its adoption is increasing in the last few years, with diferent areas and domains starting to use it and exploring if the Metaverse can be beneficial for them. This article explores university students' opinions regarding contexts and applications that can take advantage of the Metaverse and which benefits can be achieved. According to the results, students are aligned with the literature, considering the Metaverse useful in many application contexts thanks to its immersiveness and engaging environment promoting high-quality collaboration. However, their optimistic point of view should be mitigated by making them aware of the challenges the Metaverse poses in terms of (economic) sustainability and security concerns. CCS CONCEPTS Empirical studies in collaborative and social computing, Open source software ∗Corresponding author.</p>
      </abstract>
      <kwd-group>
        <kwd>Metaverse</kwd>
        <kwd>survey</kwd>
        <kwd>university</kwd>
        <kwd>student</kwd>
        <kwd>application</kwd>
        <kwd>context</kwd>
        <kwd>advantages</kwd>
        <kwd>challenges</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>
        Since the first appearance of the term Metaverse in 1992, multiple definitions have been proposed
without reaching an agreement [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Among them, some common aspects exist, including
the possibility of experiencing embodied online and virtual worlds where people can work
collaboratively and socialize with avatars [2], promoting cooperation and interaction [3], sharing
experiences and creating new value without any time and space constraint [4]. The Metaverse
gained significant importance in the last years thanks to some of its peculiarities. For instance,
it allows achieving a higher engagement than traditional tools [5], providing a sense of reality
even in remote settings through immersive environments [
        <xref ref-type="bibr" rid="ref1">6, 1</xref>
        ]. The perception of immersion is
obtained with a combination of digital technologies like augmented reality, Virtual Reality (VR),
and mixed reality [7]. Specifically, the Metaverse creates a virtual environment without space
and time constraints granting users a multi-sensory experience merging the physical world
and virtual reality [8]. This multi-dimensional environment has proven to increase users’
motivation and stimulate interactions, resulting in better knowledge acquisition and in-depth
understanding [5].
      </p>
      <p>TURIN, ITALY
CEUR
Workshop
Proceedings</p>
      <p>© 2023 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>The Metaverse creates a profoundly connected and interactive, immersive spatial platform
surrounding the real world, the virtual world, and people thanks to its immersiveness, enhanced
spatial temporality, and high interactivity [9]. Nowadays, the Metaverse is reshaping how
Human-Computer Interaction (HCI) is conceived, enabling users to interact with physical and
virtual objects in a multi-dimensional environment of an online network of virtual worlds
and revolutionizing how users interface and control the computer and digital objects. In
the Metaverse, the mouse and keyboard become almost useless, and users act mainly using
gesture control or eye movement [10]. Using wearable devices and headsets, users are placed
in a virtual reality where digital objects and information materialize and enhance the real
world. The Metaverse realizes a full-immersive experience involving audio, images, and haptic
feedback to involve diferent senses and provide an augmented reality where users can feel
and act as in the real world. These characteristics also enhance communication with other
users enabling high interactivity thanks to the possibility to replicate facial expressions and
track body movements using avatars [11]. Finally, any spatial and time constraint is removed,
enabling the interconnection of users residing anywhere in the world.</p>
      <p>Thanks to its key characteristics and the ability to enable massive multi-user online
interactions, the Metaverse has been recognized as a helpful technology in diferent fields and contexts
already permeated of HCI elements, ranging from healthcare [12], education [13, 5, 14], and
training [15, 16], to tourism [17] and customer experience [18, 19].</p>
      <p>This contribution explores the Metaverse through the eyes of university students, those who
will be called to have direct experience of the Metaverse as end-users or even programmers.
We analyzed their opinions regarding contexts and applications that can take advantage of the
Metaverse and which benefits can be achieved. According to the results, students are aligned.
26 university students belonging to Computer Science or Humanistic departments have been
challenged to hypothesize application contexts and tasks that can exploit the Metaverse to the
best. While the experimentation is reported in Section 2, results are presented in Section 3 and
discussed in Section 4, showing that the participants implicitly characterized the advantages
of experiencing the Metaverse. However, their optimistic point of view does not consider the
challenges and obstacles of the Metaverse, which are reported in Section 5.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Experiment - Data exploration in the Metaverse</title>
      <p>In the context of this experiment, we propose a data exploration and presentation via the
Metaverse using a VR-based application accessing already available data structured as Knowledge
Graphs (KGs). A KG represents a network of real-world entities, such as objects, events, and
concepts, connected by named relationships modeled as edges [20]. The application places
the users in a Metaverse where they can navigate and explore the KG collaboratively, having
real-time interaction with other users (represented by avatars) using gestures and voice
communication. Participants are invited to explore the proposed application and then reply to a
single-question survey to collect application contexts that can take advantage of the Metaverse.
Participants A total of 26 participants joined the survey, 30% females. All of them are
university students enrolled in Computer Science or Communication degree with knowledge
about KGs. While Computer Science students know graphs as a data modeling approach,
Communication students recognize KGs as an approach to represent knowledge semantically.
Most of the participants approached VR for the first time. None experienced the use of a VR
headset for educational purposes. Participants’ ages were heterogeneous, with mean M=24
years, maximum equals 35 years, minimum equals 21 years, and standard deviation SD=4.06.
Interested participants voluntarily joined the survey for free. A total of three researchers
moderated the evaluation. They anonymously collected the answers to meet data protection
requirements and constraints. The evaluation took place in April 2023 as in-person activity.
Tool The survey employed in this study is based on the participant’s experience using a VR
application that transports users in a thematic virtual room where they can collaboratively
explore and present data in the form of KG, called VRKG-CollaborativeExploration 1,2 [21].
In detail, the application has been developed for the Meta Quest Pro, a VR headset consisting
of a lightweight head-mounted device. Launching VRKG-CollaborativeExploration, users
enter a meta-world where they can join a thematic room. Each room contains a 3D KG modeling
a topic of interest. For example, the room involved in this experimentation includes data
about Van Gogh’s life retrieved using DBpedia. Within the room, users can examine the KG
content, inspect nodes to access their details, navigate their relations (materialized as edges),
and physically move the graph to better use it as a shared object of discussion. The
VRKGCollaborativeExploration also provides collaborative functionalities to enable real-time
interactions using gestures and voice communication when users are in the same virtual room.
The application has two usage modes: i) the exploration mode that allows users to explore
the KG freely; ii) the presentation mode where the navigation is preconfigured as a node path
resembling an order of slides intended to be shown to an audience. Figure 1 shows users who
joined a thematic virtual room where they can collaboratively discuss using a 3D representation
of the KG. The screen projects what each participant can see.</p>
      <p>Procedure First, the moderator introduces the survey notifying that by joining, participants
agree on the usage of collected data in anonymous form for research purposes. Second, the
moderator introduces the survey goal, i.e., collect participants’ opinions concerning which
contexts can take advantage of the Metaverse in general and the proposed collaborative
exploration in particular. Then, the moderator configures the environment by opening the Van
Gogh room first in exploration and then in the presentation mode. Each participant explored
the graph, envisioning the collaborative options, assisted by the moderator when needed. The
demo session took ten minutes per person, five minutes in exploration mode, and five minutes
in presentation mode.</p>
      <sec id="sec-3-1">
        <title>2.1. Data collection</title>
        <p>A single open-question questionnaire was administered to collect participants’ opinions about
contexts that can take advantage of the Metaverse or a VR collaborative exploration of KGs.
1VRKG-CollaborativeExploration Source code: https://github.com/DanieleBubb/VRKG-CollaborativeExploration
2VRKG-CollaborativeExploration APK: http://www.isislab.it:12280/submission/VRKG.apk</p>
        <p>Participants replied by writing a short text in English or their native language resulting in 26
answers. Two researchers collaboratively processed the data. First, they translated the replies
in English with the support of a translation tool. Then, the researchers proceeded manually
and iteratively with their tokenization until reaching an agreed outcome. They collaboratively
identified the keywords within the text and uniformed them, aggregating diverse words with
the same meaning in a single token.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Results</title>
      <p>The tokens extracted by the open-question survey are reported in Figure 2. Word size reflects
the rate of use of each word. We clustered tokens according to application contexts and tasks
that can take advantage of the Metaverse by analyzing verbs in the participants’ replies and
the envisioned advantages of the Metaverse experience by analyzing adjectives used in their
replies. Figure 3 reports a quantitative overview of the tokens’ occurrence, split by gender, and
organized in terms of application contexts, tasks, and expected advantages.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Discussion</title>
      <sec id="sec-5-1">
        <title>4.1. Application contexts</title>
        <p>Participants perceive the proposed approach as particularly suitable for formal learning in
educational contexts, both at school and university levels, and in informal learning, such as in
visiting museums. They also report interesting use in dissemination activities, mainly related to
academia, like conferences or project presentations in the workplace, such as during product
placement and advertisement.</p>
        <p>Applications contexts are strictly related to enabled tasks. Participants consider the Metaverse
suitable for presenting lessons and content, mainly in educational settings. Furthermore, they
acknowledge the utility of presenting data via the Metaverse, enabling data presentation,
information extraction, and knowledge acquisition (shortened as DIKM in Figure 3 referring to
the data-information-knowledge pyramid). Besides learning moderated by an educator, they
envisioned autonomous learning, also in an informal setting, such as the one experienced in
museums. Finally, product advertisement is strictly related to the workplace.</p>
        <p>It is interesting to look at the distribution of opinions split by gender. They agree on the role
played by the Metaverse in education and the workplace, coherently with current developments
of the Metaverse. However, females envisioned more application contexts than males
demonstrating the ability to think out of the box. It is worth noting that while males mainly belong to
computer science, females belong to humanistic departments. Hence, it is interesting to see
how they try to bring the Metaverse into their field, such as proposing to exploit it in museums.</p>
      </sec>
      <sec id="sec-5-2">
        <title>4.2. Advantages</title>
        <p>Alternative learning. The most recurrent advantage, mainly underlined by males, is the
opportunity to explore and present content in an alternative and innovative way by enhancing
the overall experience. It is reported in 8/26 cases. A participant literally stated “An interesting
context might be to show a particular information or data in several ways, to better highlight certain
characteristics that might be missed with traditional tools.”. This benefit is strictly connected to
the enhanced accessibility provided to people with attention deficit and the ability to easily
engage participants, reported as further advantages. Some participants explicitly reported the
game-based approach ofered by the Metaverse as a promising alternative learning method.
Flexibility. In 7/26 cases, participants appreciated the flexibility of the Metaverse, easily
adaptable to any content and application. It is evident that education is the most recurrent
application context. Participants recognize the usefulness of the Metaverse in any subject,
explicitly reporting art and history as examples, probably biased by the experienced KG in
the evaluation, i.e., Van Gogh’s life. It is worth noting that the literature widely reflects this
feeling [13, 5, 14].</p>
        <p>Absence of barriers. Participants perceived the Metaverse as easy to use, able to welcome
users with disabilities, and supporting accessibility and inclusiveness. This is crucial since
accessibility is one of the critical aspects of social sustainability [22, 23]. Looking at Figure 2,
participants explicitly stated that people with disabilities can easily access and take advantage
of the Metaverse. By using it, firstly, people are not constrained by their geographical location
or motor disabilities. Secondly, access to haptic sensors, audio, and images allows applications
to be designed for hearing or visually-impaired persons. Finally, the increased engagement
granted by augmented reality enhances interactions with others or the environment, possibly
making it easier to keep attention high in users with neurodevelopmental disorders like ADHD.
Thanks to these advantages, the Metaverse can positively impact education, enhancing the
experience of distance learning, training, and remote therapy, making cultural activities more
accessible, and allowing more and more people to access museums and exhibitions.
Active contribution rather than passive. Participants agree on the possibility of
experiencing the Metaverse in the first person as an active contributor rather than a passive spectator.
The Metaverse supports free and collaborative exploration and interactions with others without
physical or geographical constraints.</p>
        <p>Engaging experience. Ease of use, active learning, and alternative access modes make the
Metaverse extremely engaging, more than traditional means. Looking at Figure 2, we merged
in this advantage all the adjectives stating that it is an interesting, enjoyable, or useful
experience. The results show a strong utility in data and content presentation in diferent situations.
Participants reported contexts like workplace and product placement, project presentations,
teaching activities, including formal learning at school and university or informal learning
at museums, and dissemination activities during conferences. Moreover, they explicitly
highlighted the advantage of the high immersiveness and engagement of the environment, granting
the audience a clear overview of the topic of interest and the possibility of exploring details
on demand. This result might be justified by their personal experience during the pandemic,
where keeping engagement and attention high was challenging during remote activities.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Overall vision and complexity management. By removing barriers related to 2D desktop</title>
        <p>applications, participants perceive that they have more possibility to deal with data complexity,
such as 3D objects or big amounts of data, by overviewing both data and content. Some of them
explicitly referred to the utility of dealing with enormous KGs via incremental exploration of
relations in a multifacet and multimedial fashion.</p>
        <p>Collaboration. Surprisingly, collaboration is explicitly cited only once. Our feeling is that
it has been given for granted in the context of the Metaverse, as it is implicitly collaborative.
Moreover, during the experiments, the moderators repeatedly stressed that the exploration could
be collaborative and that the graph would be a shared object among all the participants. Hence,
we hypothesize that they do not consider it necessary to explicitly state it in the questionnaire.
However, further efort should be invested in exploring it better in future directions.
Immersiveness. As for collaboration, also the immersiveness is probably given for granted.
It is reported only once.</p>
        <p>Online nature. Explicitly stated only once, users have the possibility to join a virtual room
without the need to be physically co-located and can easily interact with each other via audio
streams.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Conclusions and Open Challenges</title>
      <p>The Metaverse is trying to become the next revolutionary step in HCI thanks to enhanced
immersiveness, spatial temporality, and high interactivity. Diferent areas are already
successfully adopting this technology, finding advantages like increased engagement, more personal
interactions, and removing geographical constraints. Education, training, collaboration, and
information presentation are some contexts where the Metaverse brings meaningful benefits.
This article explores the envisioned application contexts and advantages of the Metaverse via
university students’ eyes. The results of the survey are coherent with most of the advantages
of Metaverse reported in the literature. Participants refer to the application contexts already
taking advantage of the Metaverse, mainly related to education and workplace. They correctly
identified all the advantages supported by the Metaverse, such as inclusiveness, the ability to
provide an engaging environment even in online settings, the possibility to ofer an immersive
and enjoyable experience, and a precise and valuable method to visualize complex concepts.
However, not everything that glitters is gold. The optimistic feeling of participants should be
mitigated by the open challenges of the Metaverse that must be addressed. We summarize them
in the following.</p>
      <p>Sustainability. The Metaverse poses some challenges in terms of sustainability since it
involves advanced technologies not always easy to use. Moreover, the equipment needed to
access the Metaverse is still expensive, needing a reliable, high-speed, and high-bandwidth
Internet connection and becoming a critical economic barrier.</p>
      <p>Sickness and alienation. Additional concerns regard physical and psychological health.
The Metaverse can cause a disconnection from reality, afecting users’ mental health, which
could lead to addiction and social isolation. The Metaverse application’s prolonged use may
lead to discomforts like motion sickness and headache. Some studies are already investigating
guidelines to avoid such physical issues [24, 25]. Zhihan et al. [26] found a correlation between
the performance of the virtual world and sociality; the more the Metaverse is similar to the real
world, the more users behave like in a real environment.</p>
      <p>
        Security. Privacy and security may be one of the major limiting factors for adopting the
Metaverse due to the amount and type of information the devices collect during use. In addition
to the data collected by sensors like microphones and cameras, the Metaverse has access to
additional biometric data leading to the need for an even more secure protocol to protect the
data [
        <xref ref-type="bibr" rid="ref1">11, 1, 9</xref>
        ]. On the one hand, the Metaverse must provide reliable built-in security protocols
that the developers can implement in their applications easily. On the other hand, companies
developing Metaverse-based applications must ensure users that their sensitive data are secured
at any time. Data breaches are already a big issue; with the amount and kind of data collected
by Metaverse devices, they can become even harsher to deal with.
      </p>
      <sec id="sec-6-1">
        <title>Limitations of the study and future directions The study presented in this article has</title>
        <p>some limitations. The number of participants is not very high, resulting in a limited sample
size, and the very specific context involved in the survey is familiar to them. Moreover, the
researchers could have influenced the data processing procedure, although not in an impactful
manner. As proposed, the questionnaire asking about the advantages and constraints of the
Metaverse may only partially capture reflections on collaboration. A future direction is to study
how the Metaverse influences collaboration, what opportunities are grasped and missed, and if
this new environment relates to or promises an enriched learning experience.
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