Metaverse and Immersive Technologies -  - E-Book

Metaverse and Immersive Technologies E-Book

0,0
173,99 €

-100%
Sammeln Sie Punkte in unserem Gutscheinprogramm und kaufen Sie E-Books und Hörbücher mit bis zu 100% Rabatt.
Mehr erfahren.
Beschreibung

METAVERSE AND IMMERSIVE TECHNOLOGIES The book covers the multidimensional perspectives of the metaverse through the prism of virtual reality, augmented reality, blockchain, artificial intelligence, and IoT, ranging from rudimentary to advanced applications. This book provides a thorough explanation of how the technology behind metaverse and other virtual reality technologies are changing the world. The primary objective is to present the revolutionary innovation of the 21st century--the metaverse--and exhibit its wide range of applications in different domains. Although blockchain and VR/AR were the first popularly known applications of the metaverse, several other applications also exist. While some still believe the metaverse is overhyped, in reality, it is transforming almost every industry--healthcare, 3D, 4D, industry, game industry, business management, artificial intelligence, and IoT, just to name a few. This technological breakthrough not only paved the way for virtual reality but also provided useful solutions for other areas of technology. The unique nature of the technology, which is a single, shared, immersive, persistent, 3D virtual space where humans experience life in ways not possible in the physical world, makes it suitable for all real-world applications; it has great potential to transform business, and companies are already in the race for different product offerings. Audience AI and computer science researchers, engineers and graduate students, IT personnel in business as well as entrepreneurs and policymakers.

Sie lesen das E-Book in den Legimi-Apps auf:

Android
iOS
von Legimi
zertifizierten E-Readern

Seitenzahl: 756

Veröffentlichungsjahr: 2023

Bewertungen
0,0
0
0
0
0
0
Mehr Informationen
Mehr Informationen
Legimi prüft nicht, ob Rezensionen von Nutzern stammen, die den betreffenden Titel tatsächlich gekauft oder gelesen/gehört haben. Wir entfernen aber gefälschte Rezensionen.


Ähnliche


Table of Contents

Cover

Table of Contents

Series Page

Title Page

Copyright Page

Dedication

Preface

Acknowledgment

1 Metaverse: A Study on Immersive Technologies

1.1 Introduction

1.2 Related Works and Contributions

1.3 The Metaverse Architecture, Developments, and Tools

1.4 Advantages and Disadvantages of Metaverse

1.5 The Metaverse Challenges and Countermeasures

1.6 Future Research Directions

Conclusion and Future Directions

References

2 Metaverse and Blockchain

2.1 Introduction

2.2 Preparatories of Blockchain

2.3 Technical Understanding of Blockchain

2.4 Advanced Applications of Blockchain in Various Sectors

2.5 Web3 Technology

2.6 Metaverse and Blockchain Technology

2.7 Augmented Reality, Virtual Reality, and Mixed Reality

2.8 The Metaverse Projects

2.9 Conclusion

References

3 Blockchain in the Development of Metaverse

3.1 Introduction

3.2 Related Work

3.3 Consensus Algorithms for Blockchain

3.4 Practical Byzantine Fault Tolerance (PBFT)

3.5 Blockchain in Metaverse

3.6 Blockchain Metaverse

3.7 Obstacles and Unresolved Problems

3.8 What Other Problems in the Metaverse Can Blockchain Help With?

3.9 Conclusion and Future Research Directions

References

4 Revolution of the Metaverse and Blockchain Technology

4.1 Introduction

4.2 Blockchain

4.3 The Metaverse

4.4 Blockchain-Powered Metaverse

4.5 Overview of Blockchain Use Cases in the Metaverse

4.6 Conclusion

References

5 Metaverse: The New Era in Medical Field

5.1 Introduction

5.2 Discussion

5.3 Medical Cloud Plus

5.4 The Metaverse's Benefits and Drawbacks

5.5 Applications of Metaverse in Various Fields

5.6 Definition and Clinical Significance of Metaverse in Medicine

5.7 Conclusions

References

6 The Role of Immersive Reality (AR/VR/MR/XR) in Metaverse

6.1 Introduction

6.2 Related Works

6.3 VR, AR, and MR's Responsibilities in the Metaverse

6.4 The Contribution of AR/VR to the Metaverse Development

6.5 How to Use the Metaverse Right Now

6.6 Unresolved Issues

6.7 Application for XR

6.8 Challenges in the Metaverse

6.9 Conclusion and Future Directions

References

7 Advances in Design and Manufacturing of VR Headset

7.1 Introduction

7.2 Literature Survey

7.3 Technically Enriched Advance Computation Technologies

7.4 Arc Welding

7.5 Virtual Manufacturing

7.6 Virtual Reality

7.7 Virtual Welding: An Innovation Towards Virtual Reality for Welding and Training

7.8 Virtual Reality Metal Arc Welding System (VRMAWS)

7.9 Software's and Hardware Used in VRMAW

7.10 Virtual Design and Manufacturing

7.11 Conclusion

References

8 Augmented Reality in Computer-Aided Design (CAD)

8.1 Introduction

8.2 AR System

8.3 Case Studies

8.4 Applications

8.5 Conclusions

References

9 Metaverse: Post-Pandemic Impact in Education

9.1 Introduction

9.2 Background of the Study

9.3 Significance of the Study

9.4 Metaverse in Education

9.5 Research on Metaverse and Education Systems

9.6 Research Questions

9.7 Delimitations of the Study

9.8 Proposed Methodology

9.9 Characteristics of the Metaverse of Virtual Reality in Education

9.10 Modern Social Interaction

9.11 Using Virtualization to Produce Innovative Experiences That Are Highly Immersive

9.12 Limitation

9.13 Conclusions

References

10 Inspection of Defects through Corneal Topography of a Healthy Retina

10.1 Introduction

10.2 Structure of the Eye

10.3 Perspective Scale Model of Eye

10.4 Extended Reality Metaverse (XR)

10.5 Computer-Aided Geometrical Design

10.6 Human Eye Ball Model

10.7 Keratoconus Characteristic Topographical Patterns

10.8 Conclusion

Bibliography

11 The Metaverse in Industry and Logistics

11.1 Introduction: Metaverse – State-of-the-Art

11.2 Metaverse as Creative Freedom

11.3 Development of Industrial Metaverse

11.4 Typical Products/Services in Metaverse

11.5 Role of Metaverse in Supply Chain

11.6 Forecast of the First Application Areas

11.7 Industrial Metaverse for Remote Manufacturing

11.8 Impact of Industrial Metaverse in Manufacturing Industry

11.9 Six Cases of Early Industrial and Commercial Metaverse Application

11.10 Issues in Metaverse

11.11 Challenges of Industrial Metaverse in Engineering Applications

11.12 Metaverse Accelerates Economic Development for Emerging Economies

11.13 The Metaverse in Logistics

11.14 Conclusion

References

12 Augmented Reality Applications in Gaming

12.1 Introduction

12.2 Augmented Reality Technology

12.3 History of AR

12.4 Types of Augmented Reality

12.5 Types of AR

12.6 Monitor-Based

12.7 Virtual Reality vs. Augmented Reality

12.8 Issues in Augmented Reality

12.9 Applications of Augmented Reality

12.10 Advertisement

12.11 Simulations

12.12 Navigation

12.13 Unity3D

12.14 CAD

12.15 Video Fames

12.16 Theme Park

12.17 Introduction of Unity3D

12.18 About Augmented Reality Based on Unity3D

12.19 The Main Technical Problem

12.20 Conclusion

References

13 Real-Time Applications of Virtual Reality

13.1 Introduction

13.2 History of VR

13.3 Virtual Reality (VR)

13.4 Uses of VR in Different Industrial Sectors

13.5 VR in Gaming

13.6 Benefits of VR in the Gaming Industry

13.7 VR Technology for Business and Game Development

13.8 Global Virtual Reality (VR)

13.9 VR in the Indian Business Market

13.10 Virtual Reality Technology

13.11 Virtual Reality (VR) in Unity

13.12 VR (Virtual Reality) Games

13.13 Conclusion

References

14 Real-Time Applications of Mixed Reality

14.1 Introduction

14.2 Technical Challenges

14.3 Mixed Reality Research in Switzerland

14.4 Current Challenges and Trends

14.5 Peek into the Future

14.6 Hologram Lens

14.7 Pros and Cons of Mixed Reality

14.8 Architecture of MR Systems

14.9 Unity Development for VR and Windows Mixed Reality

14.10 Future Research

14.11 Conclusion

References

15 Artificial Intelligence in the Development of Metaverse

15.1 Introduction

15.2 Related Works

15.3 Artificial Intelligence

15.4 Artificial Intelligence for the Metaverse: A Focus on Technical Aspects

15.5 Artificial Intelligence for the Metaverse: Application Aspect

15.6 The Metaverse's Artificial Intelligence Future

15.7 Conclusion and Future Directions

References

16 The Internet of Things in Developing Metaverse

16.1 Introduction

16.2 Related Works

16.3 The Connection Between the Metaverse and the Internet of Things

16.4 The Importance of Metaverse in the IoT

16.5 IoT's Contribution to the Creation of the Metaverse

16.6 Applications, Advantages and Challenges of IoT-Based Metaverse

16.7 Conclusion

References

Index

End User License Agreement

List of Tables

Chapter 13

Table 13.1 Chart for expected CAGR for VR gaming market in India from 2017-202...

List of Illustrations

Chapter 1

Figure 1.1 Core attributes of a metaverse.

Figure 1.2 Seven layers of metaverse.

Figure 1.3 The metaverse architecture tools and technology.

Chapter 2

Figure 2.1 Introduction to blockchain technology.

Figure 2.2 Working of consensus mechanism of blockchain.

Figure 2.3 Architecture of each block in a blockchain.

Figure 2.4 Merkle tree in blockchain.

Figure 2.5 Components of a block in a blockchain.

Figure 2.6 Depiction of Web1.0, Web2.0, and Web3.0.

Figure 2.7 Hologram using the virtual reality and extended reality.

Figure 2.8 Decentraland theme and logo.

Figure 2.9 Axie Infinity logo and theme.

Chapter 3

Figure 3.1 Traditional economy and metaverse economy.

Figure 3.2 Layered architecture of blockchain.

Chapter 4

Figure 4.1 Evolution of the web.

Figure 4.2 The flow of proof of work protocol.

Figure 4.3 The flow of proof of stake protocol.

Figure 4.4 The seven layers of Metaverse.

Chapter 5

Figure 5.1 Metaverse key applications in medical fields.

Figure 5.2 Doctors using Metaverse technology in operation theatre.

Figure 5.3 Layers of metaverse technology.

Figure 5.4 Connect to metaverse.

Figure 5.5 Metaverse as integrated design space [23].

Figure 5.6 Holographic diagnostic approach flow chart, A shows the Regular app...

Chapter 6

Figure 6.1 Metaverse extended reality.

Figure 6.2 The reality–virtuality continuum of AR and VR.

Chapter 7

Figure 7.1 A VR system consists of input from the user, the application, rende...

Figure 7.2 Some head-mounted displays and viewers over time [44].

Figure 7.3 Albert Pratt’s head-mounted targeting and gun-firing interface [44]...

Figure 7.4 Vision of virtual manufacturing [43].

Figure 7.5 Flowchart of VR welding [45].

Figure 7.6 Virtual reality metal arc welding system.

Figure 7.7 Protective leather gloves for welding [45].

Figure 7.8 Tool for removing slag from a weld bead, a slag hammer [45].

Figure 7.9 VR welding simulation screen [45].

Figure 7.10 VR welding simulation screen [45].

Chapter 8

Figure 8.1 Architecture of AR interface [1].

Figure 8.2 Three-dimensional mechanical objects are converted into an AR envir...

Figure 8.3 AR-assisted mental rotation test [7].

Figure 8.4 Results of the mental rotation test-comparison [7].

Figure 8.5 AF concept and process of construction [9].

Figure 8.6 AR9 (a1-a3) and augmented foam for all purposes (b1-b6) [9].

Chapter 9

Figure 9.1 Metaverse in education.

Chapter 10

Figure 10.1 Inspection of defects through corneal topography of a healthy reti...

Figure 10.2 Inspection of defects through corneal topography of a healthy reti...

Figure 10.3 Inspection of defects through corneal topography of a healthy reti...

Figure 10.4 Inspection of defects through corneal topography of a healthy reti...

Figure 10.5 Inspection of defects through corneal topography of a healthy reti...

Figure 10.6 Inspection of defects through corneal topography of a healthy reti...

Figure 10.7 Inspection of defects through corneal topography of a healthy reti...

Figure 10.8 Inspection of defects through corneal topography of a healthy reti...

Figure 10.9 Inspection of defects through corneal topography of a healthy reti...

Figure 10.10 Inspection of defects through corneal topography of a healthy ret...

Figure 10.11 Inspection of defects through corneal topography of a healthy ret...

Figure 10.12 Inspection of defects through corneal topography of a healthy ret...

Figure 10.13 Inspection of defects through corneal topography of a healthy ret...

Figure 10.14 Inspection of defects through corneal topography of a healthy ret...

Figure 10.15 Inspections of defects through corneal topography of a healthy re...

Figure 10.16 Inspection of defects through corneal topography of a healthy ret...

Figure 10.17 Inspection of defects through corneal topography of a healthy ret...

Figure 10.18 Inspection of defects through corneal topography of a healthy ret...

Figure 10.19 Inspection of defects through corneal topography of a healthy ret...

Figure 10.20 Smart KC.

Figure 10.21 Eye tracking methodology.

Figure 10.22 New proposed method for eye tracking.

Figure 10.23 Eye gaze recognizer with camera.

Figure 10.24 Memory enhancement.

Figure 10.25 Human memory enhancement.

Figure 10.26 Q value of anterlor vs posterlor surface.

Figure 10.27 Q value of anterlor vs posterlor surface.

Chapter 11

Figure 11.1 The progression of communication technologies.

Figure 11.2 Environment, interface, communication, safety, and privacy in the ...

Figure 11.3 A novel form of perception that accepts deception.

Figure 11.4 Metaverse as a machine – applications.

Figure 11.5 Metaverse as a target - applications.

Figure 11.6 Layout of cyber-physical industrial metaverse systems.

Figure 11.7 Three modules of machine learning-enabled digital twin framework.

Figure 11.8 Data flow pattern of digital twin learning engine.

Figure 11.9 Hybrid intelligence for augmented reality combines machine and hum...

Chapter 12

Figure 12.1 History of augmented reality.

Figure 12.2 Types of augmented reality.

Figure 12.3 Marker-based AR.

Figure 12.4 Marker-less AR.

Figure 12.5 Projection-based AR.

Figure 12.6 Superimposition-based AR.

Figure 12.7 Monitor-based working principle.

Figure 12.8 Virtual vs. augmented reality.

Figure 12.9 Presentations.

Figure 12.10 Entertainment.

Figure 12.11 VR/AR weather reports.

Figure 12.12 Virtual studio.

Figure 12.13 AR/VR clips from movies.

Figure 12.14 AR ads.

Figure 12.15 AR ads.

Figure 12.16 Driving simulation.

Figure 12.17 AR car simulation.

Figure 12.18 Airplane simulation.

Figure 12.19 Airplane simulation.

Figure 12.20 AR car navigation.

Figure 12.21 AR CAD.

Figure 12.22 AR video games.

Figure 12.23 AR theme park.

Figure 12.24 Unity logo.

Figure 12.25 A look at unity interface.

Chapter 13

Figure 13.1 1950 – VR HMD.

Figure 13.2 1961 – VR HMD.

Figure 13.3 1989 – NASA “VIEW” Project VR simulator.

Figure 13.4 1993 SEGA VR headset.

Figure 13.5 United States VR market chart from 2020-2030 [5].

Figure 13.6 AR/VR market in India.

Figure 13.7 Different aspects using VR.

Figure 13.8 Valve index.

Figure 13.9 Oculus Rift S.

Figure 13.10 HTC Vive Pro.

Figure 13.11 Oculus Quest 2.

Figure 13.12 Playstation VR.

Figure 13.13 Oculus Go.

Figure 13.14 Vive Cosmos.

Figure 13.15 Unity VR.

Figure 13.16 Graphics of unity VR.

Figure 13.17 Use of steam VR.

Figure 13.18 View of Unity VR.

Figure 13.19 Game of unity.

Figure 13.20 Preview of unity tutorial interface for developing VR games.

Figure 13.21 Fruit ninja VR.

Figure 13.22 Job simulator VR.

Figure 13.23 Beat Saber VR game.

Figure 13.24 Superhot VR game.

Figure 13.25 Tetris effect game view.

Figure 13.26 Batman Arkham VR game.

Figure 13.27 Vader immortal game.

Figure 13.28 Resident Evil 4 VR game.

Figure 13.29 Elite: Dangerous VR game.

Figure 13.30 Half-Life VR game.

Chapter 14

Figure 14.1 Mixed reality algorithm.

Figure 14.2 Reality–virtuality continuum.

Figure 14.3 Path flow of the MR.

Figure 14.4 Sony head mounted display.

Figure 14.5 Initial stages of handheld displays.

Figure 14.6 Acer ambient projector.

Figure 14.7 Handheld projectors.

Figure 14.8 GPS satellites.

Figure 14.9 Mixed reality and AI Zurich lab launch.

Figure 14.10 Future of GPS.

Figure 14.11 Model of hologram.

Figure 14.12 Advanced model of 3D hologram.

Figure 14.13 3D hologram in construction field.

Figure 14.14 Downloading unity.

Figure 14.15 Loading all the features in unity.

Figure 14.16 Some of the advance capabilities.

Figure 14.17 Prototype of Acer head held projections.

Chapter 15

Figure 15.1 Technical aspects in the metaverse.

Chapter 16

Figure 16.1 Importance of metaverse in the IoT.

Guide

Cover Page

Series Page

Title Page

Copyright Page

Dedication

Preface

Acknowledgment

Table of Contents

Begin Reading

Index

WILEY END USER LICENSE AGREEMENT

Pages

ii

iii

iv

v

xxi

xxii

xxiii

xxiv

xxv

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

21

22

23

24

25

26

27

28

29

30

31

32

33

34

35

36

37

38

39

40

41

43

44

45

46

47

48

49

50

51

52

53

54

55

56

57

58

59

60

61

62

63

64

65

66

67

68

69

71

72

73

74

75

76

77

78

79

80

81

82

83

84

85

86

87

88

89

90

91

92

93

94

95

96

97

98

99

100

101

102

103

104

105

106

107

108

109

110

111

112

113

114

115

116

117

118

119

120

121

122

123

124

125

127

128

129

130

131

132

133

134

135

136

137

138

139

140

141

142

143

144

145

146

147

148

149

150

151

152

153

154

155

156

157

159

160

161

162

163

164

165

166

167

168

169

170

171

172

173

174

175

176

177

178

179

180

181

182

183

184

185

186

187

188

189

191

192

193

194

195

196

197

198

199

200

201

202

203

204

205

206

207

208

209

210

211

212

213

214

215

216

217

218

219

220

221

222

223

224

225

226

227

228

229

230

231

232

233

234

235

236

237

238

239

240

241

242

243

244

245

246

247

248

249

250

251

252

253

254

255

256

257

259

260

261

262

263

264

265

266

267

268

269

270

271

272

273

274

275

276

277

278

279

280

281

282

283

284

285

286

287

288

289

290

291

292

293

295

296

297

298

299

300

301

302

303

304

305

306

307

308

309

310

311

312

313

314

315

316

317

318

319

320

321

322

323

325

326

327

328

329

330

331

332

333

334

335

336

337

338

339

340

341

342

343

344

345

346

347

348

349

350

351

352

353

354

355

356

357

358

359

360

361

362

363

364

365

366

367

368

369

370

371

372

373

374

375

376

377

378

379

380

381

382

383

384

385

386

387

388

389

390

391

392

393

394

395

396

397

398

399

400

401

402

403

404

405

407

408

409

410

411

412

413

414

415

416

417

418

419

420

421

422

423

424

425

426

427

428

429

430

431

432

433

434

435

436

437

438

439

440

441

442

443

444

445

446

447

448

449

450

451

452

453

454

455

456

457

458

459

460

461

462

463

464

465

467

468

469

470

471

472

473

Scrivener Publishing100 Cummings Center, Suite 541JBeverly, MA 01915-6106

Industry 5.0 Transformation Applications

Series Editor: Dr. S. Balamurugan and Dr. Sheng-Lung Peng

Scope: The increase in technological advancements in the areas of artificial intelligence (AI), machine learning (ML) and data analytics has led to the next industrial revolution, “Industry 5.0”. The transformation to Industry 5.0 collaborates human intelligence with machines to customize efficient solutions. This book series aims to cover various subjects under promising application areas of Industry 5.0 such as smart manufacturing, green ecology, digital medicine, supply chain management, smart textiles, intelligent traffic, innovation ecosystem, cloud manufacturing, digital marketing, real-time productivity optimization, augmented reality and virtual reality, smart energy consumption, predictive maintenance, smart additive manufacturing, hyper customization and cyber physical cognitive systems. The book series will also cover titles supporting technologies for promoting potential applications of Industry 5.0, such as collaborative robots (Cobots), edge computing, Internet of Everything, big data analytics, digital twins, 6G and beyond, blockchain, quantum computing and hyper intelligent networks.

Publishers at ScrivenerMartin Scrivener ([email protected])Phillip Carmical ([email protected])

Metaverse and Immersive Technologies

An Introduction to Industrial, Business and Social Applications

Edited by

Chandrashekhar A, Shaik Himam Saheb, Sandeep Kumar Panda

ICFAI Foundation for Higher Education, Hyderabad, Telangana, India

S. Balamurugan

Albert Einstein Engineering and Research Labs Coimbatore, Tamilnadu, India

and

Sheng-Lung Peng

Department of Creative Technologies and Product Design National Taipei University of Business, Taiwan

This edition first published 2023 by John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, USA and Scrivener Publishing LLC, 100 Cummings Center, Suite 541J, Beverly, MA 01915, USA© 2023 Scrivener Publishing LLCFor more information about Scrivener publications please visit www.scrivenerpublishing.com.

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, except as permitted by law. Advice on how to obtain permission to reuse material from this title is available at http://www.wiley.com/go/permissions.

Wiley Global Headquarters111 River Street, Hoboken, NJ 07030, USA

For details of our global editorial offices, customer services, and more information about Wiley products visit us at www.wiley.com.

Limit of Liability/Disclaimer of WarrantyWhile the publisher and authors have used their best efforts in preparing this work, they make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation any implied warranties of merchantability or fitness for a particular purpose. No warranty may be created or extended by sales representatives, written sales materials, or promotional statements for this work. The fact that an organization, website, or product is referred to in this work as a citation and/or potential source of further information does not mean that the publisher and authors endorse the information or services the organization, website, or product may provide or recommendations it may make. This work is sold with the understanding that the publisher is not engaged in rendering professional services. The advice and strategies contained herein may not be suitable for your situation. You should consult with a specialist where appropriate. Neither the publisher nor authors shall be liable for any loss of profit or any other commercial damages, including but not limited to special, incidental, consequential, or other damages. Further, readers should be aware that websites listed in this work may have changed or disappeared between when this work was written and when it is read.

Library of Congress Cataloging-in-Publication Data

ISBN 978-1-394-17454-6

Cover image: Pixabay.ComCover design by Russell Richardson

Dedication

Dedicated to my sisters Susmita, Sujata, Bhaina and Sukanta; nephew Surya Datta; wife Itishree (Leena); my son Jay Jagdish (Omm); and Late father Jaya Gopal Panda, and Late mother Pranati Panda.

Sandeep Kumar Panda

Preface

The 1990s brought the proliferation of the internet throughout the world. Researchers developed various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds, augmented reality applications, and Non-Fungible Token games. The term ‘metaverse’ has been coined to encompass the digital transformation in every aspect of our physical lives. At the core of the metaverse is the vision of an immersive internet as a gigantic, unified, persistent, and shared realm. While metaverse may seem futuristic, it is catalyzed by emerging technologies, such as extended reality, human-computer interaction, artificial intelligence, blockchain, computer vision, IoT and robotics, edge and cloud computing, and future mobile networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. The metaverse is a virtual and visual world that combines physical and digital experiences. At present, the development and implementation of the metaverse is in the nascent stage and lacks a framework for visual construction and scrutiny. Therefore, this book offers a 360-degree exploration of the metaverse, with a focus on avatars, content creation, virtual economy, social acceptability, security, privacy, trust, and accountability.

This book provides a thorough explanation of how the technology behind metaverse and other virtual reality is changing the world. The primary objective is to present the revolutionary innovation of the 21st Century—the metaverse—and exhibit its wide range of applications in different domains. Although blockchain and VR/AR were the first popularly known applications of the metaverse, several other applications also exist. While some still believe the metaverse is overhyped, in reality, it is transforming almost every industry—healthcare, 3D, 4D, industry, game industry, business management, artificial intelligence, and IoT, just to name a few.

This technological breakthrough not only paved the way for virtual reality, but provides useful solutions for other areas of technology. The unique nature of the technology, which is a single, shared, immersive, persistent, 3D virtual space where humans experience life in ways not possible in the physical world, makes it suitable for all real-world applications. The technology has great potential to transform business, and companies are already in the race for different product offerings.

The book is organized to cover all aspects of the metaverse, including its fundamentals, features, working principles, and application in different sectors.

Chapter 1 presents an in-depth analysis of the technologies used in the metaverse and provides a solid foundation from which to further study this fascinating field. Specifically, the chapter presents the fundamental characteristics of a novel-distributed metaverse architecture in terms of ternary-world interactions. The benefits and drawbacks of the metaverse are explored, along with the current pressing problems faced by metaverse systems and their most cutting-edge solutions. Finally, the chapter proposes new avenues for the study of metaverse system developments.

Chapter 2 investigates the expected utilization of blockchain innovation in the metaverse, explicitly in the spaces of AR, VR, and MR. The specialized parts that utilize blockchain in these virtual conditions are examined, including how it tends to be leveraged to get client data and works with exchanges inside the virtual world. Also analyzed are the difficulties and amazing possibilities that come from coordinating blockchain innovation in the metaverse, like issues of versatility, interoperability, and reception. Also discussed is the potential for future development and the latest headway in the combination of blockchain innovation with the metaverse, as well as likely roads for additional examination in this field.

Chapter 3 provides basic information about blockchain, its consensus algorithms, its usage and problems in the metaverse, how it can used for solving metaverse issues, and future directions.

Chapter 4 describes how the metaverse relies upon blockchain technology and its components, such as data acquisition, data interoperability, data storage, privacy, and security.

Chapter 5 provides a clear understanding about the usage of the metaverse in healthcare industries and day to day healthcare applications. The metaverse is important in many healthcare innovations, for example the ophthalmology spectacle frame selection is easier in online applications because the lenskart uses metaverse technologies.

Chapter 6 discusses many topics related to the metaverse, including its characteristics and immersive reality, the functions of VR, AR, and MR, why extended reality serves as its foundation, how to access it now, open issues, the creation of apps, obstacles, and its advantages over 2D learning settings. Finally, the chapter suggests a future research agenda that will be helpful to academics, industry experts, and decision-makers alike.

Chapter 7 explains how VRMAW is a one-of-a-kind, cutting-edge welding solution that promotes digital technology for teaching inexperienced welders. It outlines how to use metal arc welding while also being cost-effective, environmentally friendly, and clean.

Chapter 8 thoroughly explores the potential of creating 3D parametric computer-aided models using the AR technique.

Chapter 9 introduces a metaverse-based platform that was designed with the online education ecosystem in mind. This platform shows that online teaching and educational activities can be performed within the immersive metaverse, as well as holistic educational activities like learning, communication, and empathy.

Chapter 10 pertains to eye diseases, Keratoconus, and the use of corneal topography to inspect for various defects in the eye.

Chapter 11 addresses the latest findings of a study on the possible uses of the metaverse in the industrial sector, and the significance of applying it to the industrial supply chain.

Chapter 12 clearly describes various applications of augmented reality in multiple domains, including gaming, construction, tourism, and many more.

Chapter 13 expresses the importance of virtual reality (VR) in various manufacturing industries. VR is a powerful invention and interactive technology that significantly impacts our lives. Often known as immersive multimedia, VR replicates a physical presence for the audience in both the real and virtual worlds.

Chapter 14 explores the exciting world of mixed reality (MR). MR combines elements of both virtual and augmented reality to create a truly immersive and interactive experience. The chapter discusses the technologies used in MR, its current applications in multiple industries (e.g., entertainment and education), and its potential for future developments in fields such as healthcare and manufacturing.

Chapter 15 provides basic information about the technical aspects of artificial intelligence (AI), its role and importance in the metaverse, and suggested research directions.

Chapter 16 gives basic information about IoT, its relationship and importance to the metaverse, and the contribution of IoT in the creation of the metaverse. The chapter looks at IoT applications, the advantages and challenges of an IoT-based metaverse, and possible research directions.

Topics presented in each chapter are unique to this book and are based on the unpublished work of its esteemed contributors. The editors attempted to cover all the new trends and experiments in regards to the metaverse. This book should serve as a reference for a larger audience, such as system architects, practitioners, developers, and researchers.

Our thanks go to Wiley and Scrivener Publishing for their continuous support and guidance in the production of this volume.

Chandrashekhar A

Department of Mechatronics, Faculty of Science and Technology (IcfaiTech), ICFAI Foundation for Higher Education (IFHE), Deemed to be University, Hyderabad, Telangana, India

Acknowledgment

The preparation of this edited book was like a journey that we had undertaken for several months. We wish to express our heartfelt gratitude to Director Prof. (Dr.) K. L. Narayana, Faculty of Science and Technology (IcfaiTech), ICFAI Foundation for Higher Education, Hyderabad, Telangana, India, ICFAI Society, our families, friends, colleagues, and well-wishers for their constant support throughout this journey. We express our gratitude to all the chapter contributors, who allowed us to quote their remarks and work in this book. We would like to acknowledge the hard work of the authors and their cooperation during the revisions of their chapters. We would also like to acknowledge the valuable comments of the reviewers which have enabled us to select these chapters out of the so many chapters we received and improve the quality of the chapters. We wish to acknowledge and appreciate the Wiley-Scrivener team especially Martin Scrivener for their continuous support throughout the entire process of publication. Our gratitude is extended to the readers, who gave us their trust, and we hope this work guides and inspires them.

1Metaverse: A Study on Immersive Technologies

Dileep Kumar Murala1 and Sandeep Kumar Panda2*

1 Computer Science and Engineering, Faculty of Science and Technology, ICFAI Foundation for Higher Education, Hyderabad, Telangana, India

2 Data Science and Artificial Intelligence, Faculty of Science and Technology, ICFAI Foundation for Higher Education, Hyderabad, Telangana, India

Abstract

The Metaverse is a concept that is currently being developed for the future generation of the Internet. It aims to provide an autonomous, completely immersive, and spatiotemporal virtual community where people can work, play, and interact. Recent advancements in cutting-edge technology such as augmented reality, Artificial Intelligence, and blockchain are making the once-fantastical metaverse seem more like a plausible reality. This paper presents an in-depth analysis of the technologies utilized in the Metaverse, providing a solid foundation from which to further study this fascinating field. To be more specific, we look into the fundamental characteristics of a novel distributed metaverse architecture in terms of ternary-world interactions. The benefits and drawbacks of the metaverse are then explored, along with the current pressing problems that metaverse systems face and the most cutting-edge solutions to those problems. Finally, we propose new avenues for metaverse system development study.

Keywords: Augmented reality, artificial intelligence, blockchain, metaverse

1.1 Introduction

1.1.1 The Emergence of the Metaverse

The term “metaverse,” which was first used by author Neal Stephenson in his science fiction novel Snow Crash, was first published in 1992 [1]. “Meta” comes from the Greek for “beyond,” and “verse” means “universal.” The novel depicted the metaverse as a virtual counterpart to the real world or a dystopian version of the internet. Shared term “metaverse” is also used to describe virtual worlds where users can enter as digital avatars and conduct business or social interactions with other users. The metaverse is intended to be an alternative to the World Wide Web that is more immersive. There have been several expansions of the Metaverse. In the late 1970s, text-based interactive games like MUD (Multi-User Dungeon) were released, depicting a multiplayer virtual environment with role-playing, interactive narrative, and online conversation. At the time, the term “Metaverse” didn’t exist. These games might be considered the forerunners of the Metaverse. Commercial virtual worlds like Second Life were created during the post-millennial era, which marked the start of the second phase. After that, a fully virtualized 3D environment was approved, such as OpenSimulator, which is normally compatible with Second Life [2].

The metaverse is an ever-present, cooperative online environment where users can participate in interactive narratives. It combines several technologies, including Mixed Reality (MR), Virtual Reality (VR), Extended Reality (XR), Augmented Reality (AR), the Internet of Things (IoT), Artificial Intelligence (AI), Non-Fungible Tokens (NFTs), and Information and Communications Technology (ICT) infrastructure. The Metaverse is currently being developed by IT firms as the successor to the mobile Internet. The Metaverse will eventually surpass the Internet in terms of transforming new service ecosystems in all spheres of human endeavor, including healthcare, education, entertainment, e-commerce, and smart industries. The excitement surrounding the Metaverse is primarily driven by two factors. First off, the COVID pandemic has caused a paradigm shift in how people currently engage in work, entertainment, and socializing. As more individuals get used to doing these physical activities in virtual reality, the Metaverse will become necessary. Second, the Metaverse is becoming a more real prospect thanks to newly developed technical enablers [3, 32].

1.1.2 Core Attributes of a Metaverse

The basic characteristics of the Metaverse include:

Synchronous and live: The Metaverse will be a living experience for everyone, just like “real life,” with pre-scheduled and self-contained events.

Persistent: It simply keeps going without ever pausing, restarting, or stopping.

Available individually and concurrently: Everyone can join the Metaverse and participate in an event, venue, or activity with their agency. In a well-functioning economy, people and corporations should be able to create, own, invest in, sell, and be reimbursed for many acts that create value. These actions include creating, selling, and being remunerated for goods and services.

An experience: All aspects of the user’s environment, including online and offline spaces, closed and open systems, and public and private networks, should be considered [33, 71].

A wide range of contributors: There should be a wide variety of content and activities, with many different people (some of whom work independently, others for for-profit enterprises) involved [4].

Offer unprecedented interoperability: There needs to be seamless sharing of information, digital assets, content, and other elements throughout the various platforms; for instance, a car built for Rocket League (or even Porsche’s website) may be adapted for use in Roblox. The way things work in the digital world of today is comparable to the way a shopping mall operates, with each establishment having its own money, ID cards, proprietary units of measurement for items such as shoes or calories, and separate dress requirements, among other things [5, 72].

1.1.3 Key Features of Metaverse

Infrastructure: Answers to the question “What are the key characteristics of the metaverse?” would emphasize infrastructure. In the context of the metaverse, infrastructure refers primarily to the technological infrastructure supporting the metaverse. In addition to utilizing high-tech components such as GPUs, the infrastructure consists of communication technologies such as Wi-Fi, cloud computing, and 5G. The continued expansion of the metaverse is one of its defining features. Therefore, the metaverse architecture must offer ultra-low latency, tremendously fast speeds, and expanded capacity [34, 35]. A robust infrastructure serves as the basis for smooth, value-based experiences for all metaverse users. Recent endeavors make the emphasis on infrastructure as a crucial entrance among metaverse elements abundantly clear. The ICT Ministry of South Korea laid the groundwork for an alliance between seventeen distinct enterprises and eight distinct industry organizations. To promote the growth of the metaverse ecosystem, the industry alliance offers crucial opportunities for enhancing the metaverse’s infrastructure [6, 73].

Human Interface Technologies: When discussing infrastructure as one of the primary metaverse characteristics, it is natural to resort to human interface technologies. For joining the metaverse, users can utilize technology such as VR headsets, haptics, AR glasses, and many more. The human interface technologies aid in transferring users to the metaverse’s endless immersive places. However, advances are being made to human interface technology for the metaverse. Smartphones, laptops, tablets, and personal computers can also function as metaverse access points when equipped with the necessary features [7, 74].

Digital Avatars: Avatars are a key feature among the significant characteristics of the metaverse. Digital avatars are one of the core components of the metaverse’s design. Users can develop digital avatars for unconventionally expressing their thoughts and feelings in the metaverse. You can use the metaverse features to create personalized digital avatars, allowing you to create a digital version of your favorite superhero. Intriguingly, the ability to create and modify digital avatars in the metaverse also provides new opportunities for gamification. Consequently, digital avatars build the foundation for an engaging and immersive experience within the metaverse. Imagine 4.66 billion internet users creating digital avatars, exploring the metaverse, exchanging knowledge, and engaging with other avatars. Isn’t this a truly revolutionary experience?

Decentralization: Decentralization would be the second most prominent response to the question, “What are the key characteristics of the metaverse?” The metaverse is envisioned as an open, shared reality in which users can travel fluidly between platforms. Users of the Metaverse might generate their own virtual experiences and assets with monetary worth and sell them without the need for centralized authorities [37]. This is where decentralization, a prominent aspect of the metaverse, would be found. Some of the most important technologies promoting the democratization of the metaverse are blockchain, edge computing, and AI [8]. Users can obtain complete control and ownership over their assets and experiences in the metaverse through decentralization. Consequently, the decentralized character of the metaverse plays a significant role in deciding the freedom of users. Therefore, the decentralization aspect differentiates the metaverse from the current Internet [36].

Figure 1.1 Core attributes of a metaverse.

Experiences: The metaverse is essentially an open, featureless virtual environment devoid of experiences. The most significant highlight of the metaverse’s essential aspects is that the experiences facilitate the transfer of multiple physical events under a virtual roof. Most importantly, the metaverse promises to link together all physical and digital experiences. For instance, students and professionals could remotely collaborate in shared learning and working areas. In the metaverse, it is possible to create more interactive user experiences by combining disparate events under a single context. Teachers can take kids on a field trip without actually traveling to the location [9].

Security: There is no reason to forsake metaverse security precautions, though. One of the most significant difficulties that organizations all around the world face today is ensuring their networks are secure. Therefore, security problems also offer negative issues for the metaverse. To address such problems, the metaverse provides ecosystem-wide ethical and privacy rules as security measures. Although the metaverse is still under development, the importance of security as one of its defining characteristics cannot be emphasized. The metaverse requires improved user protection measures and user IDs. It is reasonable to emphasize the relevance of ethical behavior given the number of companies working on the creation of the metaverse [10].

Persistence: You would also remark on another notable element of the metaverse in the form of persistence. A popular misconception about the metaverse is that it is a virtual reality universe. You must don your VR headsets to access the metaverse’s virtual universe. However, what happens when the headset is removed? Does the universe within the metaverse end there? No. The metaverse continues to function even when you are unplugged. Imagine playing an online multiplayer game in which the other players continue to play even when you are not present. VR experiences are exclusive to the company or brand that offers the experience. In contrast, the metaverse is an infinite, open realm that never sleeps, exactly like the physical universe. Therefore, persistence stands out as one of the most significant features of the metaverse, as it is always accessible [11].

Production Economy: In terms of value, the creator economy has precedence over all other aspects of the metaverse. How will the metaverse provide users with value? Games, in general, are certainly entertaining to try out for a while. However, this does not justify the purchase of pricey devices to engage in the metaverse.

What About Work and Education?

You could still access Zoom meetings on your mobile device and interact in virtual workplaces using your laptops and desktop computers. The creator economy provides metaverse users with access to design tools for the creation of digital products and experiences that they may own and trade on markets. Therefore, the creator economy is one of the most noticeable metaverse characteristics demonstrating its future significance [12, 38, 39]. Figure 1.1 shows the core attributes of a metaverse.

1.1.4 Layers of Metaverse

Jon Radoff is an entrepreneur, author, and game designer who has written extensively about “Building the Metaverse.” The seven layers of his conceptual framework explain the metaverse market’s value chain. Infrastructure is the foundation layer, so without a suitable framework, subsequent advancements are not possible [12]. As a result, technical operations are situated smack dab in the middle of the metaverse’s various layers. Figure 1.2 explain the seven layer of the Metaverse. The stages involved in the framework are gaining experience, making discoveries, establishing a creator economy, conducting spatial computing, decentralizing power, and interacting with humans.

Figure 1.2 Seven layers of metaverse.

Layer 1: Experience

The majority of firms and individuals are now focusing on this layer. In digitally-driven environments, users interact with content such as gaming, retail, NFTs, e-sports, and theatre. The metaverse is not only a three-dimensional depiction of reality. It will be the pinnacle of the virtualization of physical space, goods, and distance. When physical space dematerializes, the limitations that are imposed physically will be lifted. As a result, the metaverse will provide everyone with an abundance of experiences they cannot currently enjoy. Multiple Interactive Live Events (MILEs) hosted on platforms such as Decentraland and Roblox exemplify how the metaverse will make these events available to anyone. Live entertainment-inspired events, such as music concerts and immersive theatre, which have already been featured in Fortnite, Roblox, and Rec Room will become more prevalent in video games. Social entertainment will supplement e-sports and internet groups. According to Jon Radoff, customers are increasingly becoming content providers [12]. Not only in the obsolete sense of “user-generated content,” but also as events and social interactions.”

Layer 2: Exploration

The discovery layer is concerned with the pulls and pushes that expose new experiences to humans. “Pull” refers to an incoming system in which users actively seek information and experiences, whereas “push” is more outgoing and consists of procedures that alert users of upcoming metaverse encounters [13, 40]. In truth, the discovery layer is the most profitable for businesses. Among the inbound and outbound discovery methods are:

Inbound: Marketing strategies include user-generated content, search engines, real-time presence, app stores, and earned media.

Outbound: social media, paid media, and earned media.

Outbound: Display advertising, email, and social media, as well as notifications

Community: Generated content is a significantly more cost-effective method of discovering new things than traditional marketing. As content becomes easier to exchange, barter, and share across an increasing number of metaverse contexts, it becomes a marketing asset. Content markets will replace application marketplaces as a discovery mechanism.

Real-time presence is a crucial facilitator of incoming discovery. The discovery of metaverse experiences will not rely solely on content, but also on knowledge of what other metaverse enthusiasts are doing right now. In the end, interpersonal interactions through shared experiences are what the metaverse is all about. When a person joins Steam, Battle.net, Spotify, Xbox, or PlayStation, they may be able to view the games their friends are playing. These gaming systems have skillfully utilized real-time presence to boost in-game engagement [41].

The metaverse can digitize social institutions and develop a decentralized identity ecosystem, moving authority from a few monolithic entities to social groupings to facilitate the frictionless flow of knowledge and experiences. Display advertising, alerts, emails, and social media are the most effective outbound channels for discovery. Metaverse experiences can also be discovered as a result of metaverse developers distributing relevant content to the public through outbound channels.

Layer 3: Creator Economy

“Creators receive access to tools, templates, and content marketplaces that reorient development from a bottom-up, code-centric approach to a top-down, creatively-centered one,” says Jon Radoff. The creator economy includes design tools, software, and workflow platforms used to create metaverse experiences [14, 42, 43]. Content creators will shape this atmosphere. They have had great success on social media and will continue to be a prominent metaverse development engine. They will create metaverse venues for audiences to interact, socialize, and engage. Creators can offer commercial products, NFTs, and IRL products and showcase and sell NFT collections to make money in the metaverse [15]. Throughout history, creator economies have developed in predictable ways, whether in the metaverse or games, the establishment of websites, or even e-commerce

Pioneer Era:

Because the first people to build experiences for a particular technology lacked the appropriate tools, they were forced to create each experience from scratch. The earliest websites were written in HTML, while users created shopping carts for online stores and game developers wrote code directly to the graphic hardware [

16

].

Engineering Era:

The initial market tools are meant to help overworked engineers save time by supplying SDKs and middleware. In games, the introduction of graphics frameworks such as OpenGL and DirectX enables developers to create 3D visuals without using low-level programming. Ruby on Rails has facilitated the creation of data-driven websites by developers. In the current period, the number of creative individuals is expanding at an alarming rate. Creators are provided with tools, templates, and content marketplaces that transform development from a code-centric, bottom-up process to an aesthetically-driven, top-down one. Using game engines such as Unity and Unreal, it is possible to create 3D visuals without having to rely on the fundamental rendering of their studios’ visual interfaces [

15

].

Creator Era:

The experiences that content creators have within the metaverse are now primarily focused on centralized platforms such as Roblox, Rec Room, and Manticore. An unprecedented number of people have been given the ability to create user experiences as a result of these platforms’ complete sets of integrated tools and discovery, social network, and monetization functions [

44

].

Layer 4: Spatial Computing

Combining the real and the virtual, spatial computing blurs the boundaries between the actual and ideal worlds. Spatial computing has evolved into a large category of technology that enables the exploration and modification of 3D locations and the addition of extra data and experiences to the real environment. The key characteristics of this layer include 3D engines such as Unity and Unreal. In addition to mapping and analyzing the inner and outside worlds, geospatial mapping with Cesium, Descartes Labs, and Niantic Planet-Scale AR also aids in mapping the inner world. Integration of device data (Internet of Things) and human biometrics is already prevalent in the health and fitness industries. Incorporating speech and gesture recognition into spatial computing software is the final step [17, 45].

Level 5: Decentralization

In a perfect scenario, the metaverse would be decentralized, open, and diffuse - administered by a single entity and belonging to no one and everyone simultaneously. Choices are maximized when systems are interoperable and developed in a competitive market, which increases experimentation and development. Moreover, creators have ownership over their data and products. Decentralization encompasses the blockchain, smart contracts, open-source platforms, and, eventually, the possibility of a digital identity that is fully autonomous. Developers may use online capabilities more easily using distributed computing and microservices. The most famous decentralized metaverse is Decentraland. It’s a blockchain-based virtual world administered by a Decentralized Autonomous Organization whose laws may be changed by voting. In the metaverse’s decentralized regions, people and businesses are buying land [18, 46–48].

Layer 6: Human Interface

Human interaction is a crucial aspect of the hardware layer of the metaverse. Moreover, biosensors and neurological links between brains and computers are currently being evaluated. However, neural networks and haptic technologies are also included. This layer also contains haptics, which enable the transmission of information via touch even when no physical items are present. Using haptics, it is possible to control electronic devices in mid-air without touching buttons or a display [18, 46–48].

Layer 7: Infrastructure

The seventh layer ‘infrastructure’ consists of the technology that makes the preceding items possible. 5G and 6G networks, Wi-Fi, cloud architecture, AI, AR/VR/MR, blockchain, and graphics processing units enable the metaverse (GPUs). 5G networks will exponentially increase capacity while simultaneously reducing competition and latency.

1.1.5 Look into the Metaverse Technologies

The metaverse world is made up of seven main technologies.

Technology 1: VR, AR, and XR

Virtual Reality (VR): VR is by far the most well-known and used of Metaverse Technologies. This is an experience that makes you feel like you’re in the real world. This technology is used in the real world for things like online games, social media, education, and job training, among other things. The Metaverse has the potential to upend several businesses by making available VR-based technologies that can whisk people away from their living rooms and into an alternative virtual world. Facebook Horizons lets users meet new people from around the world, participate in exciting activities, and construct their virtual worlds. It’s a global gathering area where individuals may collaborate in real-time. The finest VR headsets are Oculus Quest, HTC Vive, Cosmos, Sony, Playstation VR, and Valve Index [19].

Augmented Reality (AR): The real world is made clearer to us through the use of a technology known as AR, which superimposes information generated by a computer on top of what we see. These days, augmented reality apps for smartphones rely heavily on the user holding the device in front of them. The software can show contextual information or provide realworld gaming and social activities by processing the camera image in realtime. Smartphone AR has progressed greatly in the previous decade, but its applications are still limited. Wearable smart glasses are becoming an increasingly important tool for giving an AR experience that is more comprehensive. These devices need to have a form factor that is light enough to be worn for long periods, as well as a processor that uses a very minimal amount of power. Additionally, they need to have several sensors, including ones for depth perception and tracking [19, 49].

Extended Reality (XR): The term “XR” refers to the metaverse in which AR, VR, and MR exist. Popular Extended Reality Metaverse games on TVs include Fortnite, Roblox, and ZEPETO. In addition to its use in video games, extended reality has many other applications. Evidence-based examples of educational materials that take advantage of augmented and virtual reality simulations and tools with Artificial Intelligence, location services, and language translation capabilities have been developed. For example, the United States Army has been using a VR dome for years to teach soldiers. 120,000 HoloLens augmented reality devices were purchased by the military for use in both training and battle [20].

Technology 2: AI and ML

Artificial Intelligence (AI): AI may help create Metaverse elements including characters, landscapes, buildings, character routines, and more. Unreal Engine may soon have sophisticated AI. AI could automate software development, allowing users to generate more complex Metaverse items with less effort. On the blockchain, smart contracts may also be created, audited, and protected with the assistance of AI. Without artificial intelligence, it will be difficult to develop a Metaverse experience that is appealing, lifelike, and scalable. To lessen the risks of artificial intelligence while maintaining its potential, businesses like Meta collaborate with think tanks and ethics organizations.

Metaverse Uses AI in Various Forms

Avatars: The concept of an avatar is one of the most intriguing and hotly debated topics in the Metaverse. Artificial intelligence can analyze 2D user images or 3D scans to build Avatars that are very accurate and lifelike. Artificial intelligence is already being used by some companies, such as Ready Player One, to help in the creation of Avatars for the Metaverse.

Digital Human: In the Metaverse, digital humans are three-dimensional chatbots that respond to users in virtual reality. It’s made of AI technology and is fundamental to the Metaverse’s architecture. NPCs are non-playing characters in virtual reality and games. NPCs are scripted, unlike user-controlled characters [21].

Language Processing: Individuals will have unrestricted access to the Metaverse once artificial intelligence is implemented and put to use for this purpose. An artificial intelligence system can understand human languages such as English and translate them into a format that a machine can read. Following the completion of an analysis, the output, also known as the answer, is translated back into English and delivered to the user.

Technology 3: Blockchain

The Metaverse, which is built on the blockchain, allows users to visit any virtual area without going through any kind of centralized server. The six metaverse categories of digital ownership, collectibility, value transfer, governance, accessibility, and interoperability are where blockchain shines. The metaverse is a good fit for blockchain technology since it is open and affordable. Blockchain technology in the Metaverse may be applied to in-game real estate, virtual currency, non-fungible tokens (NFTs), self-identity authentication, and virtual currency [50–53]. A digital economy can flourish thanks to the existence of virtual currencies in the metaverse. Assets in blockchain games are often validated cryptocurrencies, like NFTs or crypto tokens, and are held on the chain in a decentralized way due to the games’ decentralized and Web3-oriented nature. Each participant independently controls and owns their copy of the game. In the gaming Metaverse, MetaBlaze stands out as a GameFi x Defi utility coin with broad applicability across the entire web3 ecosystem. Players may build and immerse themselves in a high-level, 3D, play-to-earn RPG with unique content, stunning visuals, and incredibly thrilling gameplay, all within the first Blockchain-gaming Metaverse to offer players permanent rewards [22, 54–56].

Technology 4: IoT

Metaverse IoT apps collect and share data. IoT can connect a huge number of real-world devices to 3D. Metaverse simulations are real-time. AI and machine learning may help IoT manage data and improve the Metaverse. Metaverse will analyze and interact with the real world using IoT. Metaverse will customize IoT user experiences in 3D. Metaverse and the Internet of Things will enable data-driven decisions with minimal mental effort and training.

Technology 5: Brain-Computer Interfaces (BCI)

Technological advancements in the field of brain-machine interfaces In the Metaverse, technology can take the reins from the human brain, allowing for the control of avatars, a wide variety of digital products, and digital transactions. Markets for video games and employee efficiency are seen as early adopters of this technology. In the early stages of the Metaverse, this technology will not be crucial. However, early adopters may start employing brain-computer interfaces by the mid-2030s to link up with the neocortex. The human brain’s neocortex is where advanced thought is processed. A brain-computer interface device, like the one used in the virtual reality game Awakening by Neurable, uses an electrode-laden helmet connected to an HTC Vive head-mounted display to track brain activity. The software examines game data to identify the proper course of action. The most well-known businesses are Neurolink and Nextmind [23, 57].

Technology 6: Three-Dimensional Reconstruction

Users will be able to virtually tour new constructions from anywhere in the world using 3D models reconstructed in the metaverse. The major problems of the metaverse are solved by this method, which employs 3D reconstruction to build realistic and natural-looking landscapes in a digital environment that mimics the real world as nearly as possible.

By using high-resolution 3D cameras, internet users can digitize their environments in stunning realism. To create a virtual replica for metaverse viewing, the 3D spatial data and 4K HD photos are sent to computers where they are processed. Some people also use the term “digital twin” to refer to these simulations of physical objects [24].

Technology 7 – 5G

Metaverse is the future of real-time communication. The Metaverse requires high bandwidth, latency, and internet connections to join a vast virtual environment with realistic graphics and polygon counts. With 5G’s extremely high millimeter-wave frequencies, users can have immersive, real-time dialogues with artificially intelligent characters in virtual reality (VR) and augmented reality (AR). Roaming features improved render LOD, user-friendly API integration and Developer Platforms would all contribute to a wider audience.

1.1.6 Six Characteristics of the Metaverse

Realistic immersive experience: It gives sensory, object, and environment realism and has fueled Metaverse interest.

A complete world structure: The Metaverse will be an exact duplicate of the physical universe, mimicking all ten of its constituents.

UGC (User-Generated Content): Residents of the Metaverse generate material and apps in their virtual worlds using UGC, a new creative arena.

Huge economic value: Metaverse platform architects will use technology to create scarcity and tamper-proof data. The Metaverse’s lower scarcity allows it to outperform the actual world economically.

Reforms: As a parallel universe, the Metaverse must reduce “central privilege” in the real world.

Significant uncertainty: Governance structure is the central question in the Metaverse, more specifically, who will lead its future governance system. All designers of the Metaverse will have to determine who has the last word in the virtual world and who owns its economic benefits [3].

1.1.7 Accessing the Metaverse

If we accept that the Metaverse is an inevitable extension of our highly linked world and the subsequent iteration of the World Wide Web, then the crucial question will be how to access the Metaverse. Unknowingly, you may be a part of the in-development version of the Metaverse. For instance, if you are a Web3 user, have a crypto wallet, or have purchased an NFT, you are already a part of the Metaverse [7