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Meta-art: art of the 3-D user-created virtual worlds
8 references·4 citing·38 second hop
Meta-art: art of the 3-D user-created virtual worlds (2010)Meta-art: art of the 3-D user-created vir…Avatars, Second Life, and New Media Art: The Challenge for Contemporary Art Education (2008)Avatars, Second Life, and New…Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency (2003)Windows and Mirrors: Interact…Windows and Mirrors (2003)Windows and MirrorsTelematic Embrace: Visionary Theories of Art, Technology, and Consciousness (2003)Telematic Embrace: Visionary …Multimedia: from Wagner to virtual reality (2002)Multimedia: from Wagner to vi…Responsive environments (1977)Responsive environmentsUnderstanding Media: The Extensions of Man (1964)Understanding Media: The Exte…The Gutenberg Galaxy: The Making of Typographic Man (1963)The Gutenberg Galaxy: The Mak…Immersive Wine Pedagogy in the Metaverse: NFTs as Potential Rewards for Graduation (2025)Immersive Wine Pedagogy in th…Exploring the use of AI avatars by marriage and family therapists practitioners as a therapeutic intervention (2025)Exploring the use of AI avata…RETRACTED: Factors affecting the adoption of metaverse in healthcare: The moderating role of digital division, and meta-culture (2024)RETRACTED: Factors affecting …Digital Transformation 4.0: Integration of Artificial Intelligence & Metaverse in Marketing (2023)Digital Transformation 4.0: I…Life on the Screen: Identity in the Age of the Internet (1997)Feminism and Visual Culture Reader (2003)The Second Self (2005)There's no I in YouTube: social media, networked identity and art education (2009)Visual Culture in Art Education, Circa 2009 (2009)Avatar customization orientation and undergraduate-course outcomes: Actual-self avatars are better than ideal-self and future-self avatars (2022)Predicting User Intentions: Comparing the Technology Acceptance Model with the Theory of Planned Behavior (1991)User acceptance of information technology: system characteristics, user perceptions and behavioral impacts (1993)The Media and Technology Usage and Attitudes Scale: An empirical investigation (2013)Collaborative Driving Mode of Sustainable Marketing and Supply Chain Management Supported by Metaverse Technology (2023)Tech-Business Analytics in Secondary Industry Sector (2023)Emociones políticas y narrativas prototípicas: TikTok en las campañas políticas, estudio de caso (2024)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)An Integrative Model of Organizational Trust (1995)Trust and TAM in Online Shopping: An Integrated Model1 (2003)Examining the impact of trust on customer intention to use metaverse payments: A next-gen transactions strategic outlook (2025)Metaverse adoption and its implications for entrepreneurial innovation management: the influence of Gen Z’s perception of innovation, privacy and trust (2025)Intensities of feeling: towards a spatial politics of affect (2004)Da cultura das mídias à cibercultura: o advento do pós-humano (2008)Learning and Teaching Art through Social Media (2012)What is multimedia journalism1? (2004)Designing persuasive destination websites: A mental imagery processing perspective (2011)Common Metrics to Benchmark Human-Machine Teams (HMT): A Review (2018)Club cultures: music, media and subcultural capital (1996)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)Social Implications of the Internet (2001)The educated mind : how cognitive tools shape our understanding (1997)Neighboring in Netville: How the Internet Supports Community and Social Capital in a Wired Suburb (2003)The Social Affordances of the Internet for Networked Individualism (2006)"VIDEOPLACE": A Report from the ARTIFICIAL REALITY Laboratory (1985)A Test of Character: Regulating Place-identity in Inner-city Melbourne (2009)Human Sustainable Urbanism: In Pursuit of Ecological and Social-Cultural Sustainability (2012)Digital Material : Tracing New Media in Everyday Life and Technology (2009)A philosophy of cinematic art (2010)Mobile screens: the visual regime of navigation (2012)A history of virtual reality in performance (2006)New Media and the Permanent Crisis of Aura (2006)Ethical issues of social media in museums: a case study (2011)
this work references cited by second hop

References

  • 1964Understanding Media: The Extensions of Man12,311 cited
  • 1963The Gutenberg Galaxy: The Making of Typographic Man3,339 cited
  • 2002Multimedia: from Wagner to virtual reality303 cited
  • 2003Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency246 cited
  • 2003Telematic Embrace: Visionary Theories of Art, Technology, and Consciousness162 cited
  • 1977Responsive environments162 cited
  • 2003Windows and Mirrors128 cited
  • 2008Avatars, Second Life, and New Media Art: The Challenge for Contemporary Art Education42 cited

Cited by

  • 2023Digital Transformation 4.0: Integration of Artificial Intelligence & Metaverse in Marketing51 cited
  • 2024RETRACTED: Factors affecting the adoption of metaverse in healthcare: The moderating role of digital division, and meta-culture23 cited
  • 2025Exploring the use of AI avatars by marriage and family therapists practitioners as a therapeutic intervention10 cited
  • 2025Immersive Wine Pedagogy in the Metaverse: NFTs as Potential Rewards for Graduation0 cited

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