This essay reflects the metaverse as a virtual reality system created byaffective and aesthetic computing and its digital morphology through visual mathematics. An appropriate system and its structures can move, changing their shapes as a whole, and produce responsive 3D assemblages answering in simple ways to emotions. The study of behavior and cognition in virtual environments, and to interact with them as a collaborator, is valuable, but we also need someone who gets right into the code to see how it all works and how it may be adapted to his own world, as well as keeping the study focused on the necessity to organize the known geometries in systematized morphological sets to apply them for the creation of affective and aesthetic systems for virtual worlds in 3D platforms, which change and grow, becoming symbiotic assemblages. Certainly, there is a long journey to go on to investigating conditions and evolutionary iterations which may assist the affective computing to approximate to the real world, to go ahead and conquermore and more ambitious digital architectural spaces, but it all are like vectors pointing to such direction.
CITATION STYLE
Louro, D., Fraga, T., & Pontuschka, M. (1970). Metaverse: Building Affective Systems and Its Digital Morphologies in Virtual Environments. Journal For Virtual Worlds Research, 2(5). https://doi.org/10.4101/jvwr.v2i5.950
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