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Digital, virtual environments and the metaverse are rapidly taking shape and will generate disruptive changes in the areas of ethics, privacy, safety, and how the relationships between human beings will be developed. To uncover some of some of the implications that will impact those areas, this study investigates the perceptions of 101 younger people from the generations Y and Z. We present a first exploratory analysis of the findings, focusing on knowledge and self-perception. Results show that these young generations are seriously doubting their knowledge on the metaverse and virtual worlds – regarding both the definition and the usage. It is interesting to see only a medium confidence level, considering that the participants are young and from an academic environment, which should increase their interest in and the affinity towards virtual worlds. Males from both generations perceive themselves as significantly more knowledgeable than females. Regarding a fitting definition, almost 40% agreed on the metaverse as a “universal and immersive virtual world that is made accessible using virtual reality and augmented reality technologies”. Regarding the topic in general, several participants (almost 40%) considered themselves sceptics or “just” users (38%). Interestingly, generation Y participants were more likely than the younger generation Z participants to identify themselves as early adopters or innovators. In result, the considerable amount of “mixed feelings” regarding digital, virtual environments and the metaverse shows that in-depth studies on the perception of the metaverse as well as its ethical and integrity implications are required to create more accessible, inclusive, safe, and inclusive digital, virtual environments.
Restoring hand motion to people experiencing amputation, paralysis, and stroke is a critical area of research and development. While electrode-based systems that use input from the brain or muscle have proven successful, these systems tend to be expensive and di¨cult to learn. One group of researchers is exploring the use of augmented reality (AR) as a new way of controlling hand prostheses. A camera mounted on eyeglasses tracks LEDs on a prosthetic to execute opening and closing commands using one of two different AR systems. One system uses a rectangular command window to control motion: crossing horizontally signals “open” along one direction and “close” in the opposite direction. The second system uses a circular command window: once control is enabled, gripping strength can be controlled by the direction of head motion. While the visual system remains to be tested with patients, its low cost, ease of use, and lack of electrodes make the device a promising solution for restoring hand motion.