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From Reality to Virtuality: Re-discussing Cities with the Concept of Metaverse

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DOI: 10.34104/ijma.022.00120020

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International Journal of Management and Accounting, 4(1), 12-20, 2022

Publisher homepage: www.universepg.com, ISSN: 2707-4641 (Online) & 2707-4633 (Print)

https://doi.org/10.34104/ijma.022.012020

International Journal of Management and Accounting

Journal homepage: www.universepg.com/journal/ijma

From Reality to Virtuality: Re-discussing Cities with the Concept of


Metaverse
Abidin Kemec*
Department of Office Services and Secretariat, Uşak University, Karahallı Vocational School, Uşak, Turkey.
*Correspondence: abidinkemec@gmail.com (Abidin Kemec, PhD, Department of Office Services and Secretariat, Uşak
University, Karahallı Vocational School, Uşak, Turkey).

ABSTRACT
The increase in the transaction volume of cryptocurrencies, the widespread use of blockchain technology,
and increase in the number of augmented reality devices (virtual, augmented, and mixed reality) have led to
the formation of a suitable environment for Metaverse. Metaverse is a virtual or augmented reality created
beyond the physical world via an internet connection with augmented reality devices, game consoles,
computers, tablets or mobile phones. This universe may be beyond the real world, or it is created by the
virtualization of real world objects to a certain extent. While Metaverse has the opportunity to be applied
comfortably in all areas of daily life, it can also be designed as an urban policy design tool. In the study, the
conceptual framework of the metaverse will be presented, the metaverse investments of global companies
will be determined, the concept of metaverse will be examined in the context of virtual reality relationship,
the reflections of metaverse applications on the city will be examined, and finally, the effects and role of the
metaverse in urban policy production will be discussed and conclusions and evaluations will be given.

Keywords: Metaverse, City reality, Virtuality, Reality, Augmented Reality, and Metaverse applications.

INTRODUCTION: tings and games. Virtual universes, although per-


The word 'metaverse' was first used by Neal Step- manent and disconnected, have brought different
henson. He described it as a gigantic virtual universe levels of digital transformation to users. The term
parallel to the world, from the metaverse in the dys- "Metaverse" has facilitated digital transformation in
topian and cyberpunk novel Snow Crash (Joshua, all areas of life. At the heart of metadata is an im-
2017). Since then, Facebook CEO Mark Zuckerberg mersive vision of the internet as a huge, joint, shared
has had a significant impact on the concept of the and permanent space. Driven by technologies such
metaverse. Ever since Zuckerberg announced his as augmented reality, blockchain, and artificial intel-
decision to rebrand the company as Meta on October ligence (AI), the metaverse concept big bang is
28, 2021, there has been intense interest in the con- imminent (Lee et al., 2021).
cept of the "metaverse". In addition to Zuckerberg's
statement, developing information and communi- In virtual spaces created in the metaverse, people can
cation technologies, mobile phone applications and connect with each other through digital avatars. The
social media platforms also contributed significantly. digital avatar can act as a close replica of a real per-
son. People can create their digital avatars in virtual
As the number of people using the Internet increa- reality. This technology could allow coworkers to sit
sed, cyberspace began to develop. Virtual universes and chat over coffee, escape worries by attending
have been created through devices in various fields, virtual concerts, and stay in a virtual space that feels
including social media applications, videos, mee- real (Analytics steps, 2021).
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Metaverse Concept plex digital environment based on seven different


On a global scale, an estimated every ten years, tech- layers. These layers (xrtoday.com, 2021a):
nology platforms have undergone a paradigm shift.
1) Infrastructure- 5G, Wi-Fi and processors
Computer communication in the 1990s, in order of
2) Human interface - devices used to connect in
paradigms in the following decades; website, mobile
metadata (VR headsets, AR glasses, haptics,
communication and the “metaverse. In the Metaverse
and other technologies)
concept, digital users/avatars interact with each other
3) Decentralization- Blockchain, edge compu-
socially and economically through 3D virtual and
ting, artificial intelligence
multi-user online environments. Now the real space
4) Spatial computing- 3D visualization and mo-
is connected to the virtual space through metastore
deling frameworks
transformations (Lee, 2021).
5) Creative economy- Various design tools, digi-
Looking at the history of the metaverse, the greatest tal assets and e-commerce establishments
progress has been made from the video game 6) Discovery- Ads, social media, ratings, re-
industry through games such as Wolfenstein 3D, views, etc. A content engine that provides
Duke Nukem 3D, Ever-Quest, Ultima Online and inter-action, including.
Doom. In these games, 3D game playing experience 7) Experiences- Game, event, work, shopping
is provided for the users (Cammack, 2010). Meta- etc. for digital applications.
verse is an advanced form of online gaming. In terms Metaverse is a new investment area for companies.
of the connection between reality and virtuality, the The world's leading global companies carry out
metaverse has a stronger connection between reality R&D studies for different kind of software and hard-
and virtuality. The way Metaverse users participate ware. The goals of the companies on the metaverse
is also different from before. Users can participate Nare shown in the Table 1. Apple virtual reality
more freely than in existing online games, with the equipment; Creating content in the Amazon media
way they create their own stories rather than narra- industry; Creating a virtual city in Decentraland;
tives such as role-playing and drama using the space Google metadata transfer; Facebook invests in pro-
(Han et al., 2021). Caulfield defines the concept of viding unique experiences on social networks.
metaverse as synergistic, jointly and immersive
shared three-dimensional virtual world(s) (Caulfield, Metaverse, Reality-Virtual Relation:
2021). Metaverseis virtual shared spaces that create a Virtual, augmented, augmented and mixed reality
universe, allowing the user to choose an avatar, build applications are the leading technologies that are
homes and businesses, hold meetings, attend classes, effective in the use of Metaverse in many areas
find partners, and do the seemingly impossible today. These reality practices are linked with many
(Srushti, 2021). technological developments in the fields of entertain-
ment, health, education, automotive industry (Ling et
In another study, it was emphasized that the meta-
al., 2020; Zhou et al., 2020; Lawson et al., 2016;
verse serves as a virtual spatial background that
Adikari et al., 2020; Huang et al., 2020; Cammack,
enables users to participate in social, economic and
2010).
cultural activities through avatars (Hendaoui et al.,
2008). I can be used to incorporate intelligence into While in earlier times the use of XR was limited to
the Metaverse for enhanced user experience such as "in the laboratory" or only in private areas, it has
efficient object creation, intelligent chatbots, and now led to wider acceptance in society, such as in
user-generated content. For example, Epic Games civil defense, aviation, emergency preparedness and
company's Meta Human project used AI to quickly evacuation planning, and almost all educational
create lifelike digital characters (Lim et al., 2022). disciplines, besides the private sector (Çöltekin et
For a metaverse to meet real-world requirements, at al., 2020). Whether on devices in virtual and augm-
least; a shared 3D environment, avatar, communi- ented reality or on a display or console, the promise
cation (interpersonal, group, audience), real-time in- of the metaverse is to allow a greater overlap of
teraction, creative expression (personal and environ- virtual and real lives in wealth, socializing, pro-
mental) and financial resources are needed (Cam- ductivity, shopping, and entertainment (Clark, 2021).
mack, 2010). There with all the metaverse is a com-
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Table 1: Companies Targeting Metaverse Investment (Analyticssteps, 2021; Xrtoday, 2021a).

Chapter 1
Technologies seen as tools to create unique environ-
Extended Reality ments, experiences and interactions, XR represents a
Augmented reality refers to all real and virtual powerful opportunity for businesses and consumers
combined environments and human-machine inter- alike. The XR market, valued at US$26.05 billion in
actions created by computer technology, wearable 2020, has grown at an incredible pace. Experts think
technology, and game consoles. The concept of aug- that XR will reach a value of $ 463.7 billion by 2026
mented reality encompasses all forms of reality such and achieve a growth of over 62.67%.The market of
as augmented reality, virtual reality, mixed reality. In augmented reality applications has seen a significant
addition, augmented reality can be defined as a increase in 2020 and 2021.
simple concept that combines three realities in a
single term (Medium, 2018). XR encompasses imm- The pandemic (COVID-19) has increased interest in
ersive technologies that “expand” experienced reality the creation of virtual experiences in many industries
by involving users in a human-machine converged to strengthen business and collaboration. XR has
reality through an integrated cyber and physical also developed into institutionalism. Nowadays com-
environment using computers and wearable’s (Al- panies now include augmented reality when planning
nagrat et al., 2021). their digital transformation strategies (Xrtoday,
2021b). In the research report published by the Ac-
centure Company in 2021, it was claimed that global
companies are heavily transitioning to augmented
reality technology. While companies take initiatives
to increase employee participation and provide more
effective and flexible learning opportunities, they
assign important missions to XR technologies. In
addition, a highly effective learning experience can
be experienced by creating a safe and fully inter-
active environment (Accenture, 2021).

Extended reality glasses can be made more func-


tional by adding different equipment. In order for
these glasses to serve various purposes; Camera,
microphones, speaker and sensors can be mounted.
Fig. 1: Applications of Extended Reality (envision-
is.com, 2022).
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Fig. 2: XR Glasses (Cualcomm, 2020).

Chapter 2 virtual similar. For these reasons, the number of


Augmented Reality users has increased rapidly in recent years (Ramos et
Augmented reality is the realization of virtual en- al., 2018). The main aim of the Virtual Reality sys-
vironment by adding virtual information to a phy- tem is to use technology to change reality and create
sical real world environment. Augmented reality an immersive environment. It means that the display
adds virtual information not only to the real environ- must be completely immersive, with a wide field of
ment, but also to video and game streams, giving the view and 3D graphics rendered as realistically as
user a simpler view. Augmented reality is a visual possible. The land of view is the size of the user's
augmentation technique that transfers computer- screen. So the larger the land of view, the higher the
generated data (text, video, graphics, and GPS data) intensity level (Azuma, 1997).
onto a real-world image as captured from the camera Chapter 4
of a tablet, notebook, computer, mobile phone, or Mixed Reality
game console (Kounavis, 2012). Augmented reality Ideas have been put forward that AR and VR are
applications; fixed indoor, fixed outdoor, mobile closely related to each other and that it is necessary
indoor, mobile outdoor and mobile indoors and out- to deal with the two concepts together. In augmented
door systems are divided into five categories. Mobile reality (AR), the real world is enriched with virtual
systems allow the user to move around without being content. In augmented virtuality (AV), most of the
limited to a room, thus making it easy for the user to content is virtual, but the objects found in the world
move around using a wireless system. Fixed systems have been added to some extent. In mixed reality
cannot be moved. In this system, users can only use (MR), objects that exist in the real and virtual worlds
the system where it is installed (Carmigniani et al., are blended (Skarbez et al., 2021). In a study pub-
2011). lished in 1994 by Paul Milgram and Fumio Kishino,
mixed reality was able to mimic properties of phy-
Chapter 3
sical reality, creating a world in which the participant
Virtual Reality observer is completely immersed in a virtual world,
Virtual reality is a human-computer desire simu- where the physical laws governing gravity, time, and
lating an advanced world. They can browse virtually material properties of the existing or fictional real-
online (Zheng et al., 1998). VR is an artificial appli- world environment no longer apply but it is also des-
cation created by different devices in a real-life cribed as a view that can cross borders. A real env-
environment. This application helps users experience ironment is any environment consisting only of real
the transformed reality in a different way by adap- objects (Fig. 2). A virtual environment is an environ-
ting the senses such as sight and hearing in addition. ment made up of virtual objects. In this framework, a
Virtual reality has features such as disconnecting general Mixed Reality (MR) environment, real world
experiences and interactions from the real world or and virtual world objects are presented on a single
blending them with the real world, making real and screen.
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used, while special headsets or smart glasses are


used in virtual reality. While creating a completely
digital environment in virtual reality, it is presented
in augmented and mixed reality blended with real
life. The main difference between augmented reality
and mixed reality relates to the level of awareness of
virtual objects. In mixed reality, there are perfectly
rendered virtual objects that are indistinguishable
Fig. 3: Reality and Virtuality Plane (Milgram et al.,
from real objects, while in augmented reality virtual
1995).
objects can be described according to their nature
When comparing the three realities (Fig. 3), augm- and behavior.
ented reality and mixed reality headsets are

Table 2: Collation of the Reality Fields (Rokhsaritalemi et al., 2020)

Different application Areas Of Metaverse In The com, 2022). As an example, IKEA's latest mobile
city app, IKEA Place, uses XR to make a profound
The application of metaverse finds its practical app- impact on the way we shop for furniture at home.
lication in many areas (science, health, culture, art, Those who want to shop through the mobile appli-
economy and daily life) of the city. In the report pub- cation can choose a product from the catalog and
lished by Thomas Alsop, among the smart cities best place digital furniture anywhere in the room. The
XR/AR/VR/MR applications in America in 2020, selected product is quickly fitted to the specified area
navigation solutions and improvements in urban (viget, 2017).
planning are the two best applications of innovator
technologies in smart cities. These two are respect-
ively; smart traffic signaling management, smart
parking and smart building management systems
follow (statista.com, 2020). Realtors use XR allow-
ing buyers to view and experience properties without
being physically present. Interior designers and arc-
hitects also experiment with their designs and can
avoid mistakes. The comfort of seeing a whole house
while living in a another city or even in a different
country and seeing the harmony of the furniture with
the interior design of the house will be a great break- Image 1: IKEA Place Mobil Application (ikea.com,
through for the real estate sector (logicsimplified. 2022).
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Metaverse offers a completely different experience The company will open the shop for a limited time to
for customers/users to co-create experiences in the offer users unusual digital adventures. Named Sam-
retail industry and to better design services, increase sung 837X in reference to the physical store located
customer engagement, and strengthen communic- at 837 Washington Street, it will still be open for a
ation. The product types offered by Metaverse retai- limited time. The purpose of this store is to offer
ling span a range from virtual digital to digital for digital adventures to its users. Users will be able to
offline to purchasing real-life physical items for use join a game to get NFT and wearable’s. It has also
(Gadalla et al., 2013). There is a direct link between been noted that these NFTs will be available in
the recent increase in NFT (Non-Fungible Token) limited quantities (medium.com, 2022).
sales and Metaverse. Many artifacts sold as NFTs are
protected in the digital worlds. These works will be
exhibited in the Metaverse universes in the future
and will be sold by auction. In the Metaverse uni-
verse, these digital artworks are put up for sale by
signing contracts and transferring money securely,
thanks to blockchain technology. Through block-
chain-based smart contract mechanisms, metaverse
service providers can manage and automate complex
interactions between various entities in the Meta-
verse, such as users and digital content creators Image 2: Samsung Company's Metaverse Store
(Nguyen et al., 2021). Recently, it is on the agenda (samsung.com, 2022)
to get a collection of virtual terrain, marketplace,
avatar or NFT in different metaverse universes. Another dimension of Metaverse is that it offers a
Within the scope of the metaverse, two different digital economy environment where users can create,
universes are created, either a copy of the real world buy and sell goods. Cryptocurrencies can be used in
or independent of the world. Decentraland, the first the metaverse universe. Cryptocurrency exchanges
fully decentralized virtual world, is controlled by list many zcoins in relation to the metaverse. Meta-
computer codes through the Decentralized Autono- verse coins are (coinmarketcap.com, 2022); Decen-
mous Organization, which owns smart contracts and traland (MANA), Axie Infinity (AXS), The Sandbox
assets (decentraland.org, 2022). Next Earth is the (SAND), THETA (THETA), UFO Gaming (UFO),
only blockchain-based virtual land ownership plat- Enjin Coin (ENJ), WEMIX (WEMIX), Starlink (ST-
form on a full copy of the world. On the Next Earth ARL). These platforms act as virtual reality plat-
platform, one can instantly buy and sell digital land forms that allow users to create content and appli-
and land NFT collections in a non-intermediary, cations, create, experience and monetize digital as-
NFT-based, transparent manner. Next Earth has sets in the form of a game, interacting without vio-
three land types: water, urban and non-urban (next- lating personal data, powered by the Ethereum-
earth.io, 2022). Decentraland Company has imple- blockchain.
mented Metaverse in real estate by combining virtual CONCLUSION:
reality and blockchain technology. Decentraland has There has been a general rise in digital literacy levels
made it possible to buy land, a virtual real estate, with the increase in internet infrastructure and usage,
using the cryptocurrency MANA. Users can freely the number of people using technological devices
place buildings on land purchased from Decen- and digital applications. As the level of digital liter-
traland, generate income by adding billboards to acy increases, the journey from physical to virtual
buildings, or hold exhibitions by collecting rare digi- has become more reliable, understandable and us-
tal content. These unique assets are made through able. Innovative applications such as the metaverse
smart contracts that enable decentralized autono- of the digital age have been met by millions of
mous organization, transactions regarding stocks, people. Firms engaged in physical merchandising
bonds, loans, mortgages, smart property (Jeon et al., activities (Samsung, Zara, Ikea etc.) have opened
2021). Samsung plans to enter the metadata ware- virtual stores. Game companies have provided a
house by opening a store in Decentraland (MANA). stronger connection between reality and virtuality in
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Kemec A / International Journal of Management and Accounting, 4(1), 12-20, 2022

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Citation: Kemec A. (2022). From reality to virtuality: re-discussing cities with the concept of metaverse,
Int. J. Manag. Account. 4(1), 12-20. https://doi.org/10.34104/ijma.022.012020

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