Work place: Department of Computer Science, American International University-Bangladesh, Dhaka, 1219, Bangladesh
E-mail: 19-40788-2@student.aiub.edu
Website:
Research Interests: Software Engineering, Data Mining, Big Data Analytics
Biography
Kaniz Fatema Kanta is a student of the Department of Computer Science and Engineering at American International University- Bangladesh (AIUB). She is interested in the research fields of Data Mining, Software Engineering, and Data Analytics.
By Namira Khorshed Khan Kaniz Fatema Kanta Tabammum Haque Pranty Dip Nandi
DOI: https://doi.org/10.5815/ijeme.2024.04.05, Pub. Date: 8 Aug. 2024
The Metaverse is an emerging virtual universe that combines technologies such as VR, AR, AI, and IoT, to captivate the user in an artificial universe that blends reality and technology seamlessly. The metaverse provides a plethora of opportunities to vastly expand and realize the capabilities of our imagination as technology materializes ideas into intractable objects for an enhanced experience. The metaverse can also impact the education sector offering a unique opportunity to revolutionize education by providing immersive and interactive learning experiences through 3D avatars. In traditional libraries, students read books to learn about a vast array of topics and can visualize those topics through 2D images provided in the books, but such images might not always be the best stimulus to enhance the reader’s imagination. The introduction and integration of “Digital Libraries” through the Metaverse enable school students to explore various subjects in 3D environments, providing a practical approach to knowledge and improving comprehension, resulting in enjoyable and effective learning experiences. Metaverse enables seamless embodied user communication in real-time and dynamic interactions with digital antiquities. Besides, a digital library is defined as an online database of digital collections. It contains a lot of papers and resources which are arranged digitally. Its benefits include effectiveness, accuracy, authenticity assurance, simpler plagiarism management, easy accessibility, and high convenience. However, it has its drawbacks too such as copyright issues, distractions due to notifications, and various health hazards. In response to those drawbacks, how a digital library may use the Metaverse to add visual and auditory effects to enrich information provided in books has been illustrated, and how digital libraries in the Metaverse have the potential to revolutionize education while also addressing and potentially solving the problems that afflict traditional libraries has been highlighted by suggesting a prototype of the digital library in the Metaverse.
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