Nota di contenuto |
Intro -- Preface -- Contents -- Chapter 1: Introduction -- The Five Objectives of This Book -- Enhancing Our Understanding of Human Communication -- Explaining New Ways of Expressing One's Identity -- Showing It Is Not a Utopian Space for Communication -- Highlighting Humans' Creativity -- Exposing the Threats Posed by the Metaverse -- Competition with Other Works -- References -- Chapter 2: What Is the Metaverse? -- Definitions of the Metaverse -- Etymology -- AR, VR, MR, and XR -- Objectives of the Metaverse -- Using Artificial Intelligence (AI) to a New Level -- Mimicking Offline Everyday Life Experiences -- Enjoyment -- Requirements for Fully Immersive VR -- References -- Chapter 3: Communication in the Metaverse: General Perspectives -- Interpersonal Communication -- What It Means for the Metaverse -- An Imaginary Space of Interpersonal Communication -- Intercultural Communication -- Adopting Multiple Ways of Communicating -- The Effect of Ideology -- Health Communication -- Enhanced Collaboration -- AR in Health Communication -- Social Presence in the Metaverse -- The Innate Need for Social Connectedness -- Three Categories of Social Presence -- Argument for a Positive Impact of Social Presence -- Immersion -- Social Self-efficacy -- Improving Interactions -- Predicting Users' Feelings of Loneliness -- Case Study 1: Protection Motivation Theory (PMT) to Explain Social Presence in Health Communication -- How Does PMT Apply in the Metaverse? -- Eliciting Higher Social Presence -- Case Study 2: Metaverse Social -- Case Study 3: Real-Time Multisensory Social Interactions (RMSIs) -- Illusion of Non-mediation -- Embodied Cognition Theory -- References -- Chapter 4: Social Construction and Self-presentation -- Context, Structure, and Scripting -- An Ongoing Dialectical Process -- Scripting -- Why It May Still Differ in the Metaverse.
Intersubjectivity and Social Presence -- Social Construction of Content in the Metaverse -- UGC in the Metaverse -- Open-Source Codes -- Cloud Communities in the Metaverse -- Social Construction of Identity in the Metaverse -- Self-concept -- Blurring the Lines Between Physical and Digital Identities -- Interoperability: Making Identities Similar -- Aspects of Selves in the Metaverse -- Self-presentation: Impression Management -- The Expansive Approach vs. the Restrictive Approach -- Implications for the Metaverse -- Self-discrepancy Theory -- Avatar: Descriptions -- Implications for Communication -- Implications for the Long Term -- Case Study 1: Ready Player Me -- Case Study 2: Second Life: Avatars in Place -- References -- Chapter 5: Nonverbal Communication in the Metaverse -- The Importance of Nonverbals in the Metaverse -- Prior Research -- The Voice -- Embodied Social Presence -- Digital Humans -- For Optimal Communication -- Body Language in the Metaverse -- Reasons for Body Language -- Replacing Face-to-Face or Verbal Exchanges? -- Incongruences Between Real and Virtual -- Masahiro Mori -- Decoding Language -- Channels of Feedback -- Avatar Manipulation -- Voice Manipulation -- Multiplexity -- Anthropomorphism -- Deep Synthesis -- Emotions in the Metaverse: A Deeper Look -- Emotional Contagion -- Facial Expressions -- Emoticons -- Enhancing Communication in the Metaverse -- The Benefits of Anonymity -- Emojis -- Enhancing Communication in the Metaverse -- Case Study: Kansei -- References -- Chapter 6: Interaction, Collaboration, and Training in the Workplace -- Estimated Value -- Interaction and Collaboration -- Online Meetings and Virtual Offices -- Real-Time Multisensory Social Interactions (RMSIs) in the Workplace -- Three Outcome Categories -- RMSIs during Conference Meetings -- Case Study: Facebook's Oculus -- Meaningful Connections.
Ford Motor Company -- Surveillance and Data Collection -- Workplace Employee Avatars -- Integration and Participation of Employees -- Perception of Easiness -- Pros and Cons of Privacy Issues -- Digital Twins -- Best Solution for Products and Services? -- Three Stages of Development -- Workplace Training: General Perspectives -- Millennial and Generation Z Employees -- Metaverse Problem-Based Learning -- Industrial Workplace Learning -- Industry 4.0 -- Positive Characteristics -- Workplace Training: Impact on Organizations -- References -- Chapter 7: Education in the Metaverse -- Centennials: New Generations of Students -- General Examples of Education in the Metaverse -- From Few-to-Few to Many-to-Many -- Other Advantages of Metaverse-Based Education -- Communication Boundaries -- A More Three-Dimensional Way -- Interaction Between Real and Digital -- Linguistic Perspectives -- Digital Literacy -- On Metaverse-Based Platforms -- Blended Learning -- The Importance of Keeping Traditional Literacy -- Case Study: The "We Work" Alternative -- Past Studies Demonstrating the Success of the Educational Metaverse -- Merchant et al.'s (2014) Study -- Jensen and Konradsen's (2018) Study -- Wu et al.'s (2020) Study -- Tan's (2023) Study -- Current Concerns with Distance Learning -- Social Cognitive Theory (SCT) -- SCT in the Metaverse -- Applying It to Learning -- The Immersive, First-Person Perspective of VR -- Social Agency Theory -- Self-Efficacy: A Foundation of SCT -- Social Self-efficacy -- Enhancing Social Competence -- References -- Chapter 8: Deception in the Metaverse -- Deception: Definitions -- The Ability to Detect Falsity -- Fake News -- Misinformation Vs. Disinformation -- Conspiracy Theory -- Selective Exposure Theory -- The Dangers of False Information in the Metaverse -- The Danger of Anonymity -- The Danger of Virtual Humans.
The Danger of the Editability Affordance -- The Danger of the Association Affordance -- The Theory of Weak Ties -- Moral Panic Theory -- Social Engineering in the Metaverse -- How Does It Work? -- In Relation to False Information -- Recommendation Algorithms -- Injection of False Data and Data Tampering -- Case Study: The Zero-Trust Architecture as a Solution? -- Step One: Verification and Registration -- Step Two: Identity Management and Authentication -- Step Three: Access Management -- Step Four: Control, Trust, and Reputation Management -- Other Solutions -- References -- Chapter 9: Other Problems: Privacy Concerns, Surveillance, and Hate Speech -- Privacy Concerns -- How Could Attacks Technically Work? -- In the Healthcare-Based Metaverse -- Six Categories of Privacy Concerns -- Context Collapse -- Privacy Leakage During Data Transmission -- Privacy Leakage During Data Processing -- Compromised or Rogue End Devices -- Unlawful Monetization of Data -- Stalking -- Surveillance Capitalism -- At the Heart of the Metaverse -- Wiretapping Issues -- Monitoring Public Opinion -- Monitoring Body Language -- Case Study: Metaverse Authoritarianism in China -- The Chinese Communist Party (CCP) -- Compliance and Punishment -- Possible Solution: Virtual Realist Governance -- How Is It Accessible? -- Not Just Against Surveillance -- Hate Speech -- Minority Groups as Targets -- Mobbing -- Diversity and Inclusivity as Solutions -- References -- Chapter 10: Discussion and Future Directions -- A Complex Interactive Environment -- A Socially Shaped Environment -- A Controlled Media Environment -- A Disruptive Innovation -- Disruptive Communication -- A Higher Capacity for Deception -- Social Engineering -- Privacy Concerns and Surveillance -- Directions for Future Research -- Communication in the Workplace -- Tackling the Digital Divide -- Final Thoughts.
References -- Index.
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