As the most popular art category in the contemporary art field, visual art is no longer limited to traditional art categories such as painting, sculpture and photography, but develops into more diverse forms of expression with the continuous iteration of science and technology. As the most cutting-edge and popular concept in the world today, the research, development and application of science and technology have attracted close attention from all walks of life, including management, economy, transportation, education and teaching. However, there is no in-depth and clear research between the concept of metaverse and the concept of metaverse in the art field, especially in the visual art field. We believe that visual art creation under the background of the metaverse will be an important direction of art development in the future, and will also greatly promote the improvement of the visual presentation quality of the metaverse. Therefore, we focus our research in this study on the issue of visual art quality assessment and propose a theory and method for assessing the quality of visual art in a future-oriented metaverse. This method is based on the G1 entropy method in fuzzy mathematics. In our research, we have built a visual art field architecture based on the metaverse. Considering the difference between the traditional visual art evaluation index system and the index system after the introduction of the concept of the future metaverse, we have built a brand-new visual art quality evaluation index system facing the future metaverse. This indicator is composed of four first-class indicators and twelve second-class indicators. We combine the subjective and objective weighting G1 entropy method as the method basis for the quantitative calculation results of the indicator weight. On the basis of quantitative analysis, we propose three-point countermeasures for improving the visual art quality of the future metaverse. Our research makes up for the gap in the theory of visual art quality evaluation after the introduction of the concept of the future metaverse, innovates the analysis of new concepts and the improvement of old methods, builds a new scene of organic combination of new technology and traditional visual art, and provides a new idea for the improvement of visual art quality in the future at home and abroad, It can also provide experience and theoretical support for the academic topic of similar art quality evaluation research at home and abroad.
As the latest and hottest concept in the international arena, the metaverse concept has attracted the attention of various industries including information, economy, art, management, education and teaching for its application and technology integration research, but whether to define metaverse as a technology or a scenario has not yet reached a unified understanding in the academic and scientific communities. We believe that metaverse should be used as a key concept and emerging theory in building the future intelligent field. Therefore, we introduce the concept of metaverse in future film and animation teaching as a novel, strategic and disruptive teaching field with great potential, and the constructed metaverse self-directed learning field will become an important part of school education resource optimization. In this study, we focus on the quality improvement path of film and animation teaching in the context of metaverse, and conduct a study on the assessment method of teaching quality after the introduction of metaverse concept. Specifically, we discuss the quality improvement measures in the future teaching of film and animation, construct a teaching field of film and animation based on the metaverse, and propose a related teaching quality assessment model and establish an index system for the quality assessment of film and animation teaching in the context of the metaverse. The index system is composed of 3 primary indicators, 9 secondary indicators and 27 tertiary indicators, and the quantitative calculation is carried out by the Analytic Hierarchy Process (AHP) in fuzzy mathematics, and the weighting results of the indicators are calculated. The research goal of combining quantitative analysis and qualitative research was achieved. What can be seen through our research is that the metaverse online classroom built with virtual reality and other technologies will have more advantages than the traditional teaching classroom. In the future, similar learning devices can be introduced in film and animation teaching, and diversified learning modules can be established. Not only can the learning efficiency of offline classroom be improved, but also more learning space can be opened for online classroom. This study bridges the gap in the theory of quality assessment of film and animation teaching after the introduction of the future metaverse concept, innovates the analysis of the new concept and the improvement of the old method, builds a new scenario of organic combination of new technology and traditional education teaching, and provides a new idea for international and domestic future education research.
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