Rizqi, Pranata, Khairul, Umam
This material has been presented on 1st International Conference on Communication and Digital Multimedia ( ICCDM ) 2025, 19 November, 2025
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Rizqi, Pranata, Khairul, Umam
This material has been presented on 1st International Conference on Communication and Digital Multimedia ( ICCDM ) 2025, 19 November, 2025
Samuel Ejiro Uwhejevwe-Togbolo, Ajueyitse Martins Otuedon, Jacob Martins Sigah, Theresa Nkechi Ofor · 6 authors
The study examined optimized design of digital ledger posting based on virtual reality technology. The convention of Virtual Reality (VR) and Distributed Ledger Technology (DLT) is a revolutionary change in the design and interaction of digital systems. The study finds that there are several design principles and technological considerations that were critical to the implementation of VR-enhanced digital ledger systems to succeed by a thorough examination of the existing literature and case studies. This research design is a qualitative study and will involve an exploratory approach to research the topic of Virtual Reality (VR) implementation with digital ledger posting systems. The study mainly includes a literature review and case study analysis of the existing literature and case studies in order to draw best practice and practical information. Case studies are also used as one of the main methodological instruments to provide the real-life examples of VR in financial, accounting, and the sphere of supply chains. The research is aimed at gaining insight into the way VR would maximize digital ledger posting, and not the quantification of predetermined variables. It was revealed in the study that VR provides users with many chances to perceive multidimensional datasets in a way that is not possible in a traditional 2D interface. The study concluded that the ongoing development of the digital economy, these systems will be able to increase the levels of transparency, minimize errors, and promote more efficient and cooperative and resilient organizational processes.
Sunil Thaker, Maxi Heitmayer
Extended reality holds the potential to alter human experiences. This project explores user perceptions of peak experience (PE), a state of self-actualization and fulfillment, within augmented spaces and the potential role it can play for designers and developers to effectively engage immersive World Wide Web (Web3) communities. Semi-structured interviews, including an interactive experience stimulus, with key stakeholders in the Web3 space (staff from global immersive technology entities, brand collaborators, and community members, n = 15) were conducted. The findings reveal rich opportunities for users to experience surprise, delight, and a sense of connection and belonging in these spaces. They further suggest the potential to reshape and extend current user experiences by moving the focus of design toward crafting PEs. This holds great value for users to achieve a fuller sense of self-actualization and for content creators to connect to their communities in more meaningful ways.
Abdul Razzaq, Tao Zhang, Muhammad Numair, Abdulrahman Alreshidi · 9 authors
Abstract Metaverse—a three‐dimensional computational environment—combines physical and virtual reality to enable social relationships and immersive experiences by mimicking real‐world scenarios. Metaverse is considered the third wave of the internet revolution (exploiting Web 3.0), leveraging upcoming technologies such as extended reality and artificial intelligence shaping a new era of human–‐machine interactions. In recent years, increased research and development on educational technologies (EduTech) based on blockchain technology has seen substantial growth of metaverse‐based solutions within the higher education context. This research aims to synergize blockchain technology and metaverse environments to conduct online exams (metaExam) in a trustworthy, reliable, and secure way. The synergy between blockchain and the metaverse brings various benefits, such as improved security, cost effectiveness, and increased efficiency in the online examination process. One of the central features of the proposed solution metaExam is to leverage cryptographic protocols via blockchain to control data access, making verification faster and protecting against misuse. Exam scores and grades are stored on a blockchain ledger using a digital signature method to enhance security. We validated the proposed solution by testing a prototype on the Ethereum platform using the Sepolia Testnet network using Microsoft Windows environment. Evaluation results indicate (i) query response time (10–50 ms), (ii) and query execution performance (CPU utilization between 1%–5%) offering computationally feasible solution. This research contributes by integrating blockchain and metaverse technologies to offer a solution metaExam that can offer improved security and immersive user experience for exam management. The proposed solution and its validation can provide insights into transforming online exams, offering a fresh perspective on addressing concerns about exam grade authenticity and verifying academic credentials in EduTech.
Fiona Fui‐Hoon Nah, Brenda Eschenbrenner, Langtao Chen
No abstract is available for this record.
Authors unavailable
GameFi's integration with omnichain non-fungible token initiatives marks a major advance in the gaming and blockchain sectors.This integration brings together the dynamic aspects of decentralised finance (DeFi) with the creative possibilities of non-fungible tokens (NFTs) across numerous blockchain platforms.In the developing industry of GameFi, which combines gaming with financial incentives, non-fungible tokens (NFTs) are used to generate one-of-a-kind in-game assets that may be exchanged, sold, or utilised inside a variety of games and ecosystems.
Ruiqiang Li, Brian Yecies, Qin Wang, Shiping Chen · 5 authors
The Non-Fungible Tokens (NFTs) has the transformative impact on the visual arts industry by examining the nexus between empowering art practices and leveraging blockchain technology. First, we establish the context for this study by introducing some basic but critical technological aspects and affordances of the blockchain domain. Second, we revisit the creative practices involved in producing traditional artwork, covering various types, production processes, trading, and monetization methods. Third, we introduce and define the key fundamentals of the blockchain ecosystem, including its structure, consensus algorithms, smart contracts, and digital wallets. Fourth, we narrow the focus to NFTs, detailing their history, mechanics, lifecycle, and standards, as well as their application in the art world. In particular, we outline the key processes for minting and trading NFTs in various marketplaces and discuss the relevant market dynamics and pricing. We also consider major security concerns, such as wash trading, to underscore some of the central cybersecurity issues facing this domain. Finally, we conclude by considering future research directions, emphasizing improvements in user experience, security, and privacy. Through this innovative research overview, which includes input from creative industry and cybersecurity sdomain expertise, we offer some new insights into how NFTs can empower visual artists and reshape the wider copyright industries.
Suthee Ruangwises
Tatami puzzles are pencil puzzles with an objective to partition a rectangular grid into rectangular regions such that no four regions share a corner point, as well as satisfying other constraints. In this paper, we develop a physical card-based protocol called Tatami printer that can help verify solutions of Tatami puzzles. We then use the Tatami printer to construct zero-knowledge proof protocols for two such puzzles: Tatamibari and Square Jam. These protocols enable a prover to show a verifier the existence of the puzzles' solutions without revealing them.
Shreyasi Jindal
This paper analyzed the increasing use of Blockchain Technology in the ownership of Non-Fungible Tokens (NFT) and Digital Art. It brings into perspective the advantages of Blockchain and Articial Intelligence (AI) in the realm of collectibles, like art, music, and virtual reality. As they are NFTs, they can neither be traded nor exchanged, unlike cryptocurrencies. This opens up opportunities for new-age companies like OpenSea and Magic Eden amongst others who have achieved the status of Unicorns. An attempt was made to understand the process through which such status was achieved.
Alvon Danilo Sukardi, Gerry Guinardi, Gerry William Nanlohy, Vanessa Tjandra · 6 authors
The global crisis brought on by COVID-19 is unparalleled. Tourism is one of the many industries that have been made public by the recent COVID-19 epidemic. Indonesia itself was affected by the impact that caused a decrease in both foreign and domestic tourists. Smart tourism through the metaverse concept is one of the proposed solutions to deal with this problem, considering that metaverse has been booming lately, so it can attract the attention of tourists who cannot come directly to the tourist attractions. This paper aims to provide new insights regarding how to improve the Indonesian economy through tourism, so people realize the importance of the metaverse in the future. Moreover, we believe that the future of this metaverse will be very bright because the advantages of technology used in the metaverse are very beneficial for users (Blockchain, Crypto, Non-Fungible Token).
Ash Murphy
No abstract is available for this record.
Universitas Mulawarman, Enggal Triya Amukti, Erna Susanti, Lily Triyana · 6 authors
The development of technology nowadays seems to reach all aspects of life, includes the realm of art, especially digital illustration. However, these developments were not followed by regulatory developments so that there was a legal vacuum in them. This study is intended to analyze the legal vacuum of limiting an act that can be categorized as piracy and legal protection for the creator of the piracy of digital illustrations which are tokenized in the form of NFT using doctrinal research methods. Based on the results of the study, it is concluded that the Standard of Copyright Ability and substantial similarity can be used as criteria for piracy of digital illustrations. There are still vacancies in the regulations regarding the limitations of piracy of a work and the provisions governing NFT. The copyright protection system for digital illustrations in the current regulations consists of preventive and repressive protection. Due to this legal vacuum, it is hoped that regulation about NFT and fine art can be added, and awareness of all parties can be made to avoid infringement of other peoples copyrights.
Amulya Singh, Aayushi Bhatnagar, K. B. Bhatnagar, Dr. Rajesh Kumar
Abstract: In the real world, we enjoy showing off our art collections through images and films to express our personalities and interact with others in the neighborhood. However, there aren’t many methods in the NFT community outside updating the profile image for us to show others how much we love our collections. Adding any NFT to your camera is quite simple with this project. This merely needs an OpenSea connection to access the associated material because of the compatibility with web3. And whether it is 3D or 2D, a superb AR experience will be created based on the NFT. The NFT can be used as a background if it’s a JPEG. However, if the 3D model is set up, you may control it by moving your body.
A.P. Budi, A. Harditya
During the pandemic, the new culture of working from home ignited new interests and hobbies to help entertain people from the monotony of lockdown. Horticultural activity has seen a surge in popularity over the past year. Unsurprisingly, horticultural activity has indeed helped people to stay physically and mentally well. The wave of new horticulturalists has led to a growth in sales of house plants, especially succulents. Unfortunately, many plants died due to a struggle in finding proper care. Therefore, it is necessary to provide education and guidance on succulent plant cultivation through the Succupedia book. Succupedia is an augmented reality-driven (AR) book that aims to provide knowledge about succulents for beginners. In parallel, the pandemic has left the creative industry devastated to seek new sources of income, as many projects and events are cancelled, and the discovery of Non-Fungible Token (NFT) is becoming popular. Conceptually, this article extends how AR objects inspired by horticultural activity could potentially become an NFT object inside of the Metaverse as meta-species.
Nitin Rane, Saurabh Choudhary, Jayesh Rane
No abstract is available for this record.
Abide KATIRCIOĞLU
Amaç: Global ticari markalar son yıllarda metaverse ile ilgili hedef kitleleri ile etkileşime girmek, marka imajını kuvvetlendirmek için çeşitli projelere imza atmaktadırlar. Bu makalenin amacı biri orta segmentte hızlı, ikincisi ise lüks segmentte moda markası olan 2 giyim markasının metaverse alanına giriş yaparak yönettikleri projelerin marka imajlarına ve takipçileri ile olan etkileşimlerine katkı sağlayıp sağlamadıklarının incelenmesi ve analizlerini içermektedir. Gereç ve Yöntem: Zaman içerisinde sınırlandırılmış birkaç durumu çoklu kaynakları içeren veri toplama araçları ile derinlemesine incelendiği, durumların ve duruma bağlı temaların tanımlandığı nitel bir araştırma yaklaşımı olarak özgün vaka incelemesi yöntemi ile değerlendirilerek açıklayıcı format kullanılmıştır. Bulgular: Metaverse için gerekli altyapıyı destekleyecek enerji kaynakları ve ekipman ürünlerinin yönetimi gibi sorunların aşılması gerekmektedir. Meta veri tabanının bileşenleri olan AR/VR teknolojileri, çevrimiçi çok oyunculu oyunlar, dijital sanal ikizler ve blok zincir uygulamaları bir süredir aktif olarak kullanılmaktadır. Ayrıca son dönemde oldukça popüler olan Non Fungible Token (NFT) tabanlı olan sanat eserlerinin, hediyelik eşyaların ve arazilerin alınıp satılmasına olanak sağlayan teknolojik gelişmeler, vaat edilen evrenin bir adım daha yakın olduğunu gösteriyor. Ancak bu kurgusal evrenin tam anlamıyla gerçekleşebilmesi için 5G teknolojisinin devreye girmesi, AR/VR donanım ve içeriğinin yaygınlaşması, peer2peer teknolojilerinin kullanımının artması gerekmektedir. Metaverse tasarlandığı gibi hayata geçirildiğinde, dijital bir evrende 3D avatar oluşturarak çalışmak, seyahat etmek, alışveriş yapmak, okula gitmek, eğlenmek gibi birçok günlük aktiviteyi gerçekleştirmek mümkün olacaktır. Kullanıcıların meta veri deposunda yaptığı herhangi bir değişiklik, neredeyse herkes tarafından kalıcı olarak görülebilecek ve böylece kullanıcılara daha fazla kimlik ve deneyim sürekliliği sağlanacaktır. Bu değişimlerin sosyo-kültürel ve psikolojik etkileri de incelenecek bir konu olacaktır. Sonuç: Metaverse şu an başlangıç aşamasında olup bu platformda istikrarlı ve belli bir stratejiye dayalı projeler üreten çok az marka vardır. Bunların çoğu da popüler olan global markalardır. Metaverse evreninin daha büyük kitleleri kendisine çekme yönünde gelişmesi için bu büyük global markaların yanı sıra lokal markaların da çok katman oluşturacak şekilde var olması gerekiyor ki bu evren daha hızlı bir şekilde gelişsin.
Marianne Poser
The goal was to develop a concept for the useful application of tokens in the learning platform of the Blockchain Academy Mittweida (BCAM). Thereby, imparted knowledge about the blockchain should become tangible for users. Based on the research of existing concepts, different ideas were developed and their use was tested. In the process, the specifics of the e-learning sector as well as those of blockchain technology are considered. Combining tokenization, e-learning, and gamification, a token model was finally developed, which is technically based on a smart contract of the Ethereum Blockchain. The model includes tokens that users can collect and exchange for badges. The badges are in turn represented as NFTs.
Fatma AKYÜZ, Selçuk Gülten
Son yıllarda bilgisayar, yazılım ve internet teknolojisinde hızlı bir dönüşüm yaşanmaktadır. Kuşkusuzki bu dönüşüm birçok alanda farklı yansımalara ve yeni kavramların kullanılmasına neden olmaktadır.Nesnelerin interneti, blok zincir, büyük veri, yapay zeka, kripto para, arttırılmış sanal gerçeklik,değiştirilemeyen dijital varlık (NFT-Non Fungible Token), merkezi olmayan finans (Defi), endüstri 4.0gibi kavramlar bunlardan birkaçı olarak ifade edilebilir. Dijitalleşmenin hız kazanmasıyla meslekler debu değişimden etkilenmekte olup, bazı meslekler bütünüyle yok olmakta, bazı meslekler ise değişimve dönüşüm geçirerek yeni meslek alanlarının ortaya çıkmasına sebebiyet vermektedir. Bu durumgelecekte muhasebe bilim alanın ve muhasebe eğitimlerinin dijitalleşme sürecinden etkileneceğinigöstermektedir. Dijitalleşmenin bir sonucu olarak yeni para birimlerinin ortaya çıkması, muhasebepolitikalarının gözden geçirilmesi, muhasebe meslek mensuplarının farklı bilgi ve becerilere sahipolması beklentisi, gelecekte yaşanacak değişimin habercisi olarak kabul edilebilir. Bu çalışmadametaverse kavramı ele alınmış olup, metaverse’nin muhasebe bilim alanına yansımaları incelenmiştir
Carol Alexander
Examines all the hype about profile picture (PFP) NFTs
Kevin Mccoy
I’m going to talk from an artist’s perspective about “Art and NFTs—Past and Future.” There are a lot of surprising details in the short history of non-fungible tokens (NFTs) and some pretty interesting ideas that are ready to unfold in the future. As an artist, the work I’ve done has always been media-based, including video, software, and related forms. Not so long ago, I was making video artworks, akin to short, experimental, independent films. Along with my partner, Jennifer McCoy, I have produced “net art”—art made for viewing and audience participation on the Internet. Since all of the work that I—along with my friends and other artists in the community—made was digital and intangible, there was very little way to participate in the art market. There were no tangible works that could be made and sold. A digital media-based artwork could circulate in non-commercial contexts such as art or film festivals or museum curations, but rarely could it participate in the traditional art market like a painting could. For example, in 2001, the Whitney Museum of American Art acquired a JavaScript-based project of ours called 201—A Text Algorithm. A code-based piece can enter the museum, but it is usually through donations and commissions rather than sales. That was the experience for my friends and me for a long time. Working with an intangible form are always on the sidelines of the greater visual arts community. As a result, I—along with many other artists—adopted a strategy of physicalization: you make your work sculptural and turn your media ideas into objects. We made physical media sculptures that were met with success. In 2001, the Metropolitan Museum of Art purchased an early work of ours Every Shot, Every Episode, which was recently part of the exhibition Pictures Revisited. Although Every Shot, Every Episode is a media art piece, it is exhibited sculpturally in the form of a small, wall-mounted suitcase. In other projects, we created sculptures that included video and kinetics, such as miniature film sets made with small cameras. One of these is in the Museum of Modern Art (MoMA) collection and another was purchased by the Grand Duke Jean Museum of Modern Art (MUDAM) in Luxembourg. Although the projects contain software and media, their embodiment as physical objects allows them to be displayed and collected in traditional ways. This was the course of my practice in the early 2000s. To be sure, I used the transition from digital to physical not only as a way to participate in the art market but also for artistic and aesthetic reasons. This choice certainly allowed my works to be collected and, as a result, a broader conversation about who was buying and supporting new media art began. It was an exciting time. But there lingered a real question about how one might make and sell work that is natively digital.
David Lee Kuo Chuen, Lo Swee Won
In this essay, we innovatively put forward the idea of “NFT-ing the NFT.” A standard on “divisible NFTs” will allow hundreds of millions of future metaverse inhabitants to share ownership and collectively be the user and creator of metaverse items. The first idea of “NFT-ing the NFT” is to NFT non-fungible tokens with a single, consistent representation. These NFTs include music, movies, virtual real estate, club membership, and so on. For example, a song’s NFT can be divided into 25 NFTs, allowing 25 buyers to own the piece jointly. For an NFT representing virtual real estate, separating a 100 sqm NFT land into ten 10 sqm of NFT lands enables more residents to own a piece of land. It promotes land transfers, which are conducive to the overall metaverse economy.
Florian M. Arnold, Gordon Lemme, M Hess, S Witt · 5 authors
Abstract The effort for checking and correcting the spatial movement accuracy of a processing machine with 5 axes is very high. Calibration and recalibration must be carried out directly on the machine by the machine supplier or a company specializing in this. This is associated with high personnel and long machine downtimes. These constraints can be improved by using modern methods. A consistent approach of an AR-supported measurement procedure for the preparation and execution of a required measurement run and the execution of the calibration itself as a digital service is presented. This enables rapid execution by the machine operator himself using a DoubleBallBar measurement system without the need of the presence of the machine manufacturer. The determination of the calibration parameters on the basis of the measurement data is then carried out by the machine manufacturer and provided as a service. The basis for such a secure and auditable service is a digital service platform. This serves as an intermediary between the user and the machine manufacturer and uses distributed ledger technology. The approach presented is the subject of current development work.
Dw Putu Alit Denbagus Rafli
NFT can help art creators to easily register their works for sale using a smart contract system where if the ownership of the work changes hands, the work will become the property of the new owner with proof of a digital certificate. With the steps of making the work so that it can be published in the NFT marketplace media platform and NFT offline gallery. In addition, NFT also has advantages and disadvantages. With that, NFT might be a solution for copyright of a work in the future. However, there are still many questions because NFT is still relatively new and not everyone knows this technology.
Güzden Varinlioğlu, Kaya Oğuz, Doruk Türkmen, İrem Ercan · 5 authors
The creation of artworks in the metaverse as unique files that exist on a blockchain world of the non-fungible tokens (NFTs) have revitalized discussions over the uniqueness of a work of art. Similar to the art world market in Second Life, this has presented a novel way to collect imported or natively digital art. This raises the following questions: What are the processes that artwork undergoes in the web 3.0 or metaverse? What constitutes the reproduction/recreation of a work of art? Which tools can be exploited to create more content for this universe? How does this new approach affect ownership, scarcity and authenticity? Unlike art productions that find a place in museums or galleries, Daragaç Art Collective independently uses the streets both as their location, and as their canvas. This creates the need to store the artworks as fully as possible in any form available. With this aim, a team of architects, designers and software engineers designed, implemented and tested a mobile application to represent and recreate the experience of the artworks in the digital environment. The artworks of independent artists were collected virtually and compiled in a relational database over the years, and are displayed in their geographical coordinates, and represented in the 3D world. After discussion on how to represent the artworks, it was decided that some only exist in videos and photographs, therefore, we decided to use the archaeology of digital data and present them in 3D space, to ensure their continued existence once they had been performed or exhibited. Illustrated by the case of our augmented application, this paper discusses the reproduction of ownership and scarcity of artworks in terms of preserving a cultural heritage in the metaverse.