You are on page 1of 30

A Technical Seminar Report

On

Impact of Metaverse on the Digital Future


Submitted to JNTU HYDERABAD

In Partial Fulfillment of the requirements for the Award of Degree of

BACHELOR OF TECHNOLOGY
IN
INFORMATION TECHNOLOGY

Submitted
By

GOTURI MANIKANTA (198R1A1218)

Under the Esteemed guidance of

Mr. K. ANIL

Assistant Professor, Department of IT

Department of Information Technology

CMR ENGINEERING COLLEGE


(UGC AUTONOMOUS)
(Accredited by NAAC, Approved by AICTE NEW DELHI, Affiliated to JNTU, Hyderabad)
(Kandlakoya, Medchal, Medchal Dist. Hyderabad-501 401)

(2022-2023)
CMR ENGINEERING COLLEGE
(UGC AUTONOMOUS)
(Accredited by NAAC, Approved by AICTE NEW DELHI, Affiliated to JNTU, Hyderabad)
(Kandlakoya, Medchal Road, Medchal Dist. Hyderabad-501 401)

Department of Information Technology

CERTIFICATE

This is to certify that the seminar entitled “Impact of Metaverse on the digital future” is a
bonafide work carried out by

GOTURI MANIKANTA (198R1A1218)

in partial fulfillment of the requirement for the award of the degree of BACHELOR OF
TECHNOLOGY in INFORMATION TECHNOLOGY from CMR Engineering College,
affiliated to JNTU, Hyderabad, under our guidance and supervision.
The results presented in this seminar have been verified and are found to be satisfactory. The
results embodied in this seminar have not been submitted to any other university for the award
of any other degree or diploma.

Internal Guide Head of the Department


Mr. K. ANIL Dr. MADHAVI PINGILI
Assistant Professor Head of Department
Department of IT CMR Engineering College
CMREC, Hyderabad Hyderabad
DECLARATION

This is to certify that the work reported in the present seminar entitled “Impact of
Metaverse on the digital future” is a record of bonafide work done by me in the
Department of Information Technology, CMR Engineering College, JNTU Hyderabad. The
reports are based on the seminar work done entirely by me and not copied from any other
source.

GOTURI MANIKANTA (198R1A1218)


ACKNOWLEDGEMENT

I am extremely grateful to Dr. A. Srinivasula Reddy, Principal and Dr. Madhavi Pingili, HOD,
Department of IT , CMR Engineering College for their constant support.

I am extremely thankful to Mr. K. ANIL , Assistant Professor, Internal Guide, Department of


IT, for his constant guidance, encouragement and moral support throughout theseminar.

I will be failing in duty if I do not acknowledge with grateful thanks to the authors of the
references and other literatures referred in this seminar.

I express my thanks to all staff members and friends for all the help and co-ordination extended
in bringing out this seminar successfully in time.

Finally, I am very much thankful to my parents who guided me for every step.

GOTURI MANIKANTA (198R1A1218)


CONTENTS

S.NO TOPICS PAGE NO

I. ABSTRACT I

II. LIST OF FIGURES II

1. INTRODUCTION 01

2. LITERATURE SURVEY 03

3. ARCHITECHTURE 05

4. WORKING METHODOLOGY 08

5. TECHNOLOGY 14

6. ADVANTAGES 16

7. DISADVANTAGES 17

8. APPLICATIONS 18

9. FUTURE SCOPE 20

10. CONCLUSION 21

11. REFERENCES 22
ABSTRACT

The Metaverse has been attracting significant attention from around the globe in recent years.
Although the metaverse is in its infancy, it has the potential to bring about a massive
transformation. Many companies are already developing the hardware and software that will
enable virtual interactions to become more widespread. As the idea of the metaverse grows, where
people can not only communicate with others but also work in virtual environments, researchers
are seriously considering how the metaverse might influence peoples daily lives. This study aimed
to examine the perceptions of people towards the metaverse and propose themetaverse as a concept
for everyday life based on a review of bibliometric studies on metaverse- related publications. An
online survey was conducted on different social media platforms to get an overview of the views
of people. A total of 220 people took part in the survey. Participants gave their opinions about the
Metaverse and how it would benefit them. This study employs bibliometric data to describe the
metaverse as a concept for everyday life from the perspective of experts and survey respondents.
This study concludes that the metaverse is a virtual world loaded with possibilities. It can provide
a more realistic experience than reality.

I
II . List Of Figures

S.NO FIGURE NO DESCRIPTION PAGE NO

1. 3.1.1 System Architecture 5


2. 4.1.1 Metaverse building block and acting 8
avatars.
3. 4.1.2 From Web 1.0 to Web 3.0 9
4. 4.1.3 Physical Liberland between Croatia 11
and Serbia
5. 4.1.4 Matching Masterplan for Liberland 11
Metaverse
6. 4.1.5 Liberland Metaverse, arrival zone, 11
public spaces
7. 4.1.6 Liberland Metaverse, City Hall 12
exterior
8. 4.1.7 Libland Metaverse multitenant 13
crypto incubator building, interior

II
1. INTRODUCTION

The Internet has revolutionised business, education, government, healthcare, and communication
like never before. It has become one of the driving forces behind social change in nearly every
aspect of life today . People are spending more time online than offline. The Internet has become
an integral part of work and life. The world wide web has made the internet accessible to all.
Today, millions of people use the internet for information, services, communication, and
entertainment . Web 1.0 was known as the first generation of the World Wide Web. It was designed
mainly for searching for information and reading it. It allowedvery little interaction between the
user or content creation.The next generation of the web, known as Web 2.0, is people-centric,
participatory, and interactive. Unlike Web 1.0, Web 2.0offers users more control and interactivity.
With Web 2.0, users are engaging in social media, e- commerce, and the sharing economy.
Currently the Web 3.0 era has begun, which includes network transformation to the
database,enabling multiple applications to access content beyond the browser, artificial
intelligence, 3D web design, and much more. As part of Web 3.0, the Metaverse combines
physicaland digital lives by utilizing technologies like augmented reality (AR) and virtual reality
(VR), 5G, edge and cloudcomputing, blockchain including artificial intelligence (AI)and non-
fungible tokens (NFT) .
The Metaverse is an idea derived from Neal Stephenson’s science fiction novel Snow Crash,
publishedin 1992. Theterm ”metaverse” combines the prefix ”meta” with the word ”universe” and
refers to the concept of a virtual universecomprised of persistent, interactive, shared, 3D virtual
spaces that are linkedtogether . In this novel, Stephenson defines the metaverse as a massive virtual
world parallel to the physical world in which humans, as avatars, interact witheach other and
software agents in a three- dimensional space metaphorized by the real world. The Metaverse is
defined asa virtual reality-based internet, and it is anticipated that it will evolve into a potential
successor to the internet in the near future. Snow Crash brought immense popularity to the Meta-
verse. Its concept has also heavily influenced thecreation of online virtual worlds like Second Life
and Active Worlds. TheMetaverse was initially used in the development of internet- based video
games and social media. Now Metaverse can be described as a combination of virtual enhanced
physical realitywith persistent virtual space that can be accessed via VRheadsets, AR glasses,
smartphones, PCs, and game consoles . Many in the tech industry see the metaverse as being the
heir of the modern internet . The Metaverse creates a virtualworld beyond reality with artificial
intelligence and blockchaintechnology.

1
The primary objective of this study is to generate new knowledge and gain a deeper understanding
of the Metaverse and the challenges that it faces in the future. Through bibliometric analyses based
on publications, this study explores the Metaverse’s potential in various fields. In this study, the
information was exclusively obtained from secondary sources found in different publications. These
secondary sources included books, journals, and websites of many online journals, as well as Google
Scholar. The articles for this study were collected from online newspapers, online articles, and online
blogs. The secondary objective of this study is to gain a better understanding of people’s perceptions
of the metaverse. By using bibliometric analysis and a qualitative approach, the metaverse and its
various aspects are described from the point of view of experts and survey participants. The life
process of society is a communication process that is ordered via a rich typology of communicative
situations. It is the designed environment, both physical and digital, that spatially distributes, frames,
stabilises and coordinates these distinct situations within an evolving order that allows us to self-sort
as participants of various specifc social interactions. Designing is communicative framing. Tis task
formula and understanding of the societal function of architecture and design applies also to web
design and the framing of all digitally mediated forms of social interaction.

2
2. LITERATURE SURVEY

• B.Firm : A review on how the internet is changing our lifes.


The Internet made 100 million users after just 7 years. The cycles of adoption of Internet-related
technologies are even shorter – Facebook acquired 100 million users in 2 years. It is impossible
today to imagine the world without the Internet: it enables us to do things which only a few years
ago would be unthinkable, and impinges on every sphere of our lives.

• Brambilla Hall, S.: What is the meta- verse and why should we care?
Metaverse is a portmanteau word, from ‘meta,’ the Greek for ‘beyond’ and ‘universe’ so it literally
means a world that goes beyond this universe. The term was coined by sci-fi author Neal
Stephenson in his 1992 novel Snow Crash – he coined the term Avatar in the same novel – to
describe a virtual world where players interact with one another, but the meaning of the phrase has
changed since then.

• Lee, Lik-Hang Braud : All One Needs to Know about Metaverse: AComplete
Survey on Technological Singularity.
Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving. We have
created various computer-mediated virtual environments including social networks, video
conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokemon
Go), and Non-Fungible Token Games (e.g., Upland). Such virtual environments, albeit non-
perpetual and unconnected, have bought us various degrees of digital transformation. The term
`metaverse' has been coined to further facilitate the digital transformation in every aspect of our
physical lives. At the core of the metaverse stands the vision of an immersive Internet as a
gigantic, unified, persistent, and shared realm. While the metaverse may seem futuristic,
catalysed by emerging technologies such as Extended Reality, 5G, and Artificial Intelligence, the
digital `big bang' of our cyberspace is not far away. This survey paper presents the first effortto
offer a comprehensive framework that examines the latest metaverse development under the
dimensions of state-of-the-art technologies and metaverse ecosystems, and illustrates the
possibility of the digital `big bang'.
.

3
• S. Karthikeyan, K. P. Sanjay, R. J. Madhusudan “Detection of multi-class
retinal diseases using artificial intelligence: an expeditious learning using deep
CNN with minimal data” .
The health-related complications such as diabetes, macular degeneration, inflammatory
conditions,ageing and fungal infections may cause damages to the retina and the macula of the
eye, leading to permanent vision loss. The major diseases associated with retina are
Arteriosclerotic retinopathy(AR), Central retinal vein occlusion (CRVO), Branch retinal artery
occlusion (BRAO), Coat’s disease (CD) and Hemi-Central Retinal Vein Occlusion (HRVO). The
symptomatic variations among these disorders are relatively confusing so that a systematic
diagnostic strategy is difficult to set in. Therefore, an early detection device is required that is
capable of differentiating the various ophthalmic complications and thereby helping in providing
the right treatment to the patient at the right time.In this research work, ‘Deep Convolution Neural
Networks (Deep CNN) based machine learning approach has been used for the detection of the
twelve major retinal complications from the minimal set of fundus images. The model was further
cross-validated withreal-time fundus images. The model is found to be superior in its efficiency,
specificity and abilityto minimize the misclassification. The “multi-class retinal disease” model
on further cross- validation with real-time fundus image of the gave an accuracy of 95.63 %,
validation accuracy of
92.99 % and F1 score of 91.96 %. The multi-class modelis found to be a theranostic clinical support
system for the ophthalmologist for diagnosing different kinds of retinal problems, especially
BRAO, BRVO, CRAO, CD, DR, HRVO, HP, HR, and CN.

• N. Mahesh, N. S. Shibu: "Conceptualizing blockchain based energy market for


self sustainable community".
blockchain technologies at various verticals and with the increase in renewable energy
penetration, these could solve one of the major issues in Power Systems - Energy Demand
Management by the utilities. Blockchain being a distributed architecture, it could fit into the
deregulated energy marketto enable energy trading in a self sustainable energy community and
manage the power demands among the community members. As proof of concept, the blockchain
technology is introduced in a smart community where consumers take part in energy trading
among themselves as well as with the utility. In this paper, three use cases for P2P energy trading
in a private blockchain network is discussed.

4
3. ARCHITECTURE

System Architecture:

Fig. 3.1.1 System Architecture

Designing the metaverse, the sky is no longer the limit. Metaverse architecture creates spaces
where the real and the virtual world become one. Black Mirror may have introduced us to a
fictional reality, but as the world evolves – and technology – the concept of reality changes.

5
5
There isn’t a single day in which the words metaverse, virtual reality, augmented reality, and NFTs
(non-fungible token) don’t meet our conversations, the news, and social media feeds. Especially
since Mark Zuckerberg, founder of the once known as Facebook, now Meta, announced the
Metaverse, a digital realm in which whatever we can conceive may exist. Eventually, we will be
connected to the ‘metaverse’constantly, allowing us to extend our senses of sight, hearing, and
touch. Designing the metaverse is creating a virtual world that knows no boundaries to creativity
– the sky is no longer the limit. Metaversearchitecture creates spaces where the real and the virtual
world become one.Some of us are stillwondering, ‘what is the metaverse?’ Here’s the possible
answer the metaverse is an online virtual world that incorporates augmented reality, virtual reality,
3D holographic avatars, video, and other formsof digital communication. Unlike other social media
platforms so far, the metaverse allows users to engaged with one another in the body of avatars
using virtual reality technologies. Furthermore, metaverse allows us to extend our senses of sight,
hearing, and touch, and mix digital objects into the actual world and enter completely immersive
3D environments anytime we desire.

Mark Zuckerberg, the co-founder of Facebook, now ‘Meta’ revealed the metaverse as a social
networking platform that aims to assist people in connecting, forming communities, and expanding
theirenterprises, where individuals can do anything they want, including work, play, and socialize.
Zuckerbergmarks metaverse as the beginning of a new era, and he predicts that the metaverse will
reach 1 billion individuals in the next ten years. This new world is not coming all at once, and
metaverse architecture ensures that the metaverse is an all-inclusive and vernacular world since
spaces shape our feelings – and a good environmental design sets emotion and purpose. Metaverse
architecture can be described as creating virtual spaces to experience within the digital world, or
simply ‘metaverse’. Metaverse architects aren’t exclusively architects. They are also graphic
designers, and above all, superb 3D designers.

6
For creators, metaverse architecture is extremely exciting – they are able to design without
limitations. No budget, no height restrictions, no panel sizes. In addition, all kind of material is at
their disposal. Withthis creative freedom and endless resources, architecture projects in the virtual
world can be dream-like spaces that trigger emotions that one would hardly experience in the real
world. An idyllic scenario meansa transcending experience. This expansion of architecture’s remit
will further distil the discipline’s essence and core competency, namely the spatio-visual ordering
of communicative interaction, upgradedvia investment into the design drivers and sub-disciplines
of spatiology, phenomenology, and semiology. Matters of communication and communicative
framing, dynamic or static, are here – in the context of metaverse design—distilled as the essential
function of all design. Te native interactivity and malleability of the digital realm suggests
‘dramaturgy’ as yet another sub-discipline and key ingredient of our discipline’s competency.

In the context of the design of virtual communication spaces it makes sense to interpret the
architect’s task as UI/UX design. Tis concept of an interface design and user experience design
can be generalized across all design disciplines, including architectural design in its physical
instantiation. All architecture and design is UX/UI design, involving organisation (spatiology),
articulation (phenomenology), signifcation (semiology) and interaction design (dramaturgy).

7
3. WORKING METHODOLOGY

The Metaverse workplace will be more than a mere hybrid of current remote work models.
Employerswill need to develop a “platform vision” that includes a deeper understanding of their
work and how it is to be accomplished in a digital world. Specialists in AI, blockchain, digital
ecosystems, and quantumcomputing will work in tandem with existing departments to redesign
the workplace, to develop or modify products and services, and to identify customers or markets
that have opened up in this new VR setting. Workplace and HR policies will also need to evolve
to accommodate the challenges of separate work and social profiles, and how people interact
appropriately.

Fig. 4.1.1 Metaverse building block and acting avatars.

If you are a social media user or create a personal account on some platform, you most likely
upload a picture of yourself or otherwise individualize your account. Now imagine a 3D avatar that
not only lookslike you but can be customized in any way you choose.

8
This can be anything from the clothing the character wears, the haircut to more personal things
like tattoos and anything else. Think of it this way. Your avatar is a representation of you in the
virtual world, so they’re a very important part of the Metaverse experience. They allow you to feel
like you can expressyour identity in the digital realm. However, the key aspect in regards to avatars
is interoperability. Avatars are one of the most logical interoperable elements of the Metaverse
because they represent whoyou are. You buy stuff for your avatar and can wear and attach them to
yourself. These assets travel withyou, and that creates a more unified experience when traveling
between different virtual worlds. Your avatar can become your wallet. If you are using 3d models
to create your Metaverse, they will also be able to create the avatars you are looking for to make
them as realistic and personal as possible.

Fig 4.1.2 From Web 1.0 to Web 3.0.

9
Web 2.0 refers to websites that emphasise user-generated content, usability, and interoperability

for endusers all over the world. The introduction of social media and its quick growth were all

factors that usered in the Web 2.0 era. The ability of web servers to interpret server-side scripts,

user-generated material in the form of comments, and the use of databases to store information all

contributed to this shift. Web 2.0’s exponential expansion has been fueled by important

breakthroughs such as mobile

Internet, social networks, and the near-ubiquity of powerful mobile devices such as iPhones and

Android-powered smartphones.

The participatory social web is another name for Web 2.0. It does not relate to a change in a

technical definition, but rather to a change in the way Web pages are built and used. The transition

is advantageous, although that does not appear to be the case when the changes occur. Web 2.0

allows users to interact and collaborate with one another in social media discourse as creators of

user-generatedcontent in a virtual community. Web 2.0 is a development of Web 1.0. Web 2.0

development employs web browser technologies such as AJAX and JavaScript frameworks. AJAX

and JavaScript frameworkshave become highly popular for developing web 2.0 sites. Multiple web

2.0 breakthroughs paved the way for app domination in the second decade of the millennium,

which greatly increased online participation and consumption. Web 2.0, on the other hand, has had

a big influence on individual enterprises, and for others, it poses an existential danger. Web 2.0’s

issue wasn’t so much with the content as it was with the framework. Web 2.0’s centralised

architecture opens the door to security issues, data harvesting for malicious purposes, privacy

invasion, and expense. Furthermore, the networktook over data storage, causing access challenges

as well as concerns about the anonymity and securityof online data.

10
11
The Liberland Metaverse draws inspiration from metaverses like ‘Decentraland’ and
‘Somnium Space’, and from playful social VR environments like VRChat. Like these
inspirations, the Liberland Metaverse is inhabited via avatars and allows for virtual land
ownership, virtual construction, and (mostly crypto-mediated) economic transactions.
However, there are also distinctive differ- ences that strongly differentiate the Liberland
Metaverse from ventures like Decentraland. The Liberland Metaverse is meant to operate
more like the cyber-urban incubatorsdiscussed above. It is not a free-for-all play- ing field but
a designed high-performance work environ- ment for an industry-specific cluster of creative
start-up companies. With its focus on the crypto ecosystem the Liberland Metaverse is a quite
distinct niche metaverse. This distinguishes it from more generic projects (like Decentraland)
where anything goes, including online gambling districts. What is also distinctive is that the
Liberland Metaverse embraces realism and sees itself as continuous with productive social
reality, and distances. itself from the world of video-gaming that still domi- nates most
current metaverse projects. The Liberland Metaverse becomes part of societal reality and
an integral part of social productionand societal reproduction.

12
The Liberland Metaverse draws inspiration from metaverses like ‘Decentraland’ and
‘Somnium Space’, and from playful social VR environments like VRChat. Like these
inspirations, the Liberland Metaverse is inhabited via avatars and allows for virtual land
ownership, virtual construction, and (mostly crypto-mediated) economic transactions.
However, there are also distinctive differ- ences that strongly differentiate the Liberland
Metaverse from ventures like Decentraland. The Liberland Metaverse is meant to operate
more like the cyber-urban incubators discussed above. It is not a free-for-all play- ing field
but a designed high-performance work environ- ment for an industry-specific cluster of
creative start-up companies. With its focus on thecrypto ecosystem the Liberland Metaverse
is a quite distinct niche metaverse. This distinguishes it from more generic projects (like
Decentraland) where anything goes, including online gambling districts. What is also
distinctive is that the Liberland Metaverse embraces realism and sees itself as continuous
with productive social reality, and distances. itself from the world of video- gaming that
still domi- nates most current metaverse projects. The Liberland Metaverse becomes part
of societal reality and an integral part of social production and societal reproduction.

We conceive of the metaverse as an open platform, based on freely circulating open source
insights and technologies, building on and participating in the culture of permission-less
innovationthat has fuelled the crypto ecosystem in recent years. As Vitalik Buterin has
insightfully argued, the most crucial currency for crypto platform projects is legitimacy
within the wider ecosys- tem and community of participants.

13
5 . TECHNOLOGY

• Blockchain Technology

Metaverse is an emerging technology and it needs to be persistent. So, it should be constructed on


a decentralized architecture. Besides, there needs to be a virtual economy and value system in the
metaverse. This is possible only through blockchain. So, there is a significant role of blockchain in
metaverse. The role of blockchain in metaverse. I will start this post explaining the basic concept
of blockchain and metaverse to give you insight. Then, I will discuss the pivotal role of blockchain
in metaverse in detail. Finally, I will present to you different blockchain used in some of the famous
metaverse projects. Metaverse is expected to connect everything in the world. Everything will be
digitized like digital twins for physical entities and systems, avatars for users,etc. This will produce
a huge amount of data. Using a centralized server for the metaverse has many demerits. Blockchain
is the solution to all these demerits.

Blockchain is a distributed database. The data in blockchain is stored in blocks rather than
structured data. Each data generated by users are stored in a new block that is linked to the previous
block to forma chain of blocks. Blockchain technology is the soul of metaverse. Blockchain as a
decentralized and temper proof has important role to play in the metaverse. It protects the assets
and activities of both the metaverse users and the providers of metaverse without involvement of
3rd party. Digital Assets are the core functions provided by the blockchain. It can maintain the
smooth economic operation of metaverse. The ownership and uniqueness of your digital assets is
provided by blockchain.

• VR and AR Technology

AR, also known as augmented reality or mixed reality, is a real-time immersive experience that
presents computer-generated content over the real world with accurate alignment with the physical
world while simultaneously offering a composite view. In essence, augmented reality (AR)
combinesthree elements: a blending of the digital and physical worlds, real-time connections, and
accurate three-dimensional object identification.

14
VR, on the other hand, is the use of advanced computer technology to create a virtual environment
thatallows users to feel as though they are there in the real world. These technological appliances
enable metaverse users to experience the virtual environment with their basic senses, such as
hearing, smelling, and seeing. However, compatible smart devices like tablets, smartphones, and
computers, are only required to access augmented reality (AR), while virtual reality (VR) requires
a head-mounteddisplay (HMD)—wearable on the head or as part of a helmet—or other external
forms of equipment to fully immerse in a virtual experience.
In some metaverse-compatible programs, users always experience a blend of Augmented Reality
(AR)and Virtual Reality (VR), often known as Extended Reality (XR).

• Internet of Things

The Metaverse can be thought of as an upgraded version of the Internet. In actuality, the Metaverse
is not reliant on a computer screen; instead, it provides the ideal channel for expansive social
interactions amongst individuals. With this technology, people can interact with others while
playing games, watching movies, or virtually visiting a popular tourist location. With the help of
3D technologies, VR,AR, and AI, Metaverse successfully expands internet possibilities. Although
the Internet of Things (IoT) already successfully connects physical objects to the Internet.
However, incorporating Metaverse can undoubtedly give consumers new opportunities. When
used in conjunction, these technologies would make it possible to transfer real-time data from the
physical world to the digital one. As a result, the gap between the real world and the virtual world
would be greatly diminished. With the help of the Metaverse, IoT devices will be more connected
online and offline. Additionally, with the aid of IoT devices, consumers could simply design their
digital avatars. With the utilization of Digital Twins, among other things, the Metaverse is expected
to impact IoT significantly. In fact, with the ongoing Metaverse implementation, IoT technology
will advance much more quickly. IoT devices often have a simple interface and interact with real-
world devices. But standard IoT devices with screens may employ Metaverse to offer a 3D digital
user experience.
As a result, using IoT devices will give users a more immersive experience. The ability to stay
presentin real and virtual worlds will be available. As a result, companies can hire an IoT app
developer to greatly customize the user interface and experience.

15
6 . ADVANTAGES

1. Metaverse is massively scaled and interoperable network of multiple virtual worlds used by
unlimitednumber of users.

2. It creates more demand for goods and services and hence helps in creation of jobs for
developers, designers and creators

3. Metaverse requires heavy processing and huge demands of data. This creates demand for
semiconductors and sensors in headsets such as Ultrasonic sensor, infrared sensor, force sensor,
strainsensor, motion sensor etc.

4. Individual technologies used in metaverse will become efficient in their own domains. This
deliversbetter results and opportunities for all the stakeholders.

5. It provides boost to e-commerce and virtual economy. Customers can interact with merchants
and merchandises. Cryptocurrencies and NFTs will become more popular and their usage will
increase.

6. Metaverse is compatible with blockchain technology. Hence it can be used for several
applications with the help of digital currencies.

7. Work : Colleagues can meet, interact and discuss as if they are in the same room or space.

8. Retail : Virtual shopping stores offer best shopping experience without visiting the store
physically.Shoppers can visit the store virtually and buy the items of choice.

9. Social media : One can meet friends and share the same space. They can have fun together by
playinggames and watching movies of their choice.

16
7 . DISADVANTAGES

1. It requires faster and reliable internet connection with the help of fiber based connection and 5G
wireless network.

2. VR or MR headsets are essential requirements of the metaverse to provide real immersion


experience to the users. These headsets are very expensive and it is difficult to afford by average
users. It will take some time for it to become affordable by common users.

3. Metaverse requires access to relevant digital tools. Hence poor families and communities will not
enjoy its benefits until they are available at affordable rates.

4. There is a huge disparity between real world and virtual world. This often leads to psychological
disorders to the users such as stress, trauma etc.

5. VR/MR headsets give headache, if worn for longer duration (~ 30 minutes). Moreover it gives
strainto eyes and motion sickness to the user.

6. The headset devices are heavy in weight.

7. Metaverse leads to privacy threat and data theft due to internet use.

8. People leave in actual world and it takes time for them to become accustomed to the new virtual
worlds to get benefits of the metaverse.

9. Present AR/MR headsets are less competitive compare to mobile phones.

17
8 . APPLICATIONS

1. Healthcare

One of the first answers to “What are the applications of metaverse?” would point towards the
healthcaresector. The best example of metaverse applications in the healthcare sector refers to the
use of augmented reality. AR has emerged as a vital technology for empowering the skills and
knowledge baseof medical students. For example, surgical assistive tools supported by technology
such as Microsoft Hololens help surgeons in various surgical procedures.
The use of such technologies showcases the most popular metaverse applications for improving
the precision and speed of surgical procedures. Apart from the pre-operative pictures obtained
from MRI, CT, and 3D scans, AR headsets can help in viewing important real-time patient data.
Therefore, the metaverse can help in easier monitoring of patient data such as body temperature,
respiration rate, heartrate, and blood pressure.
The metaverse examples also point towards the use of augmented reality for enhancing vein
identification. As a result, the use of metaverse technologies can help in solving the problem of
locatinga vein, especially in highly pigmented skin or the tiny size of blood veins. Visual-based
technology suchas CT scans and X-rays are also eligible candidates for transition of healthcare
into the metaverse. Imagine a virtual world that allows medical practitioners and healthcare staff to
look inside the patients’bodies and figure out the problem.

2. Real Estate

The next promising entry in metaverse applications list would point towards the real estate sector.
Virtual reality is one of the significant technologies for driving experiences in the metaverse. It can
offer realistic and immersive experiences to clients, and this strength can work in favor of
metaverse applications in real estate. For example, real estate agents can leverage the power of VR
for offering immersive virtual tours of properties to buyers.
In addition, the potential of the metaverse also allows better prospects for integrating different
multimedia features in particular VR tours. For instance, VR real estate tours can have ambient
music, light, and sound effects alongside narration. All these factors enabled in most popular
metaverse applications in real estate can offer an almost real-time experience of the properties.

18
explore theproperty in real-time. Clients can be assured about the various criteria before making a
purchase, and real estate agents can save a lot of time and money. On top of it, agents can use
metaverse examples totheir advantage and tailor custom tours according to the taste of clients.

3. Education

The uses of metaverse technologies in the education sector have also started gaining momentum in
recent times. Virtual reality is a promising tool for transforming traditional teaching approaches by
emphasizing learning concepts through visuals. The top metaverse applications in the education
sectorcan help in creating engaging and immersive learning environments for students in different
learning institutions. How does metaverse help in empowering education with its different
applications?
Virtual reality could support the easy and frequent detection of errors alongside offering real-time
editing capabilities. Most important of all, the best metaverse applications in the education sector
can remove the barrier of learning in education. Technology can allow the incorporation of any
language ina metaverse platform for education, thereby crushing the language barrier.

4. Military

Another top entry in the metaverse applications list would take you towards the military sector. The
military applications of VR and AR showcase the proven potential of metaverse to support military
applications. Tactical Augmented Reality or TAR is one of the notable examples of metaverse
technology used in the military. It is almost similar to night-vision goggles, albeit with enhanced
capabilities. TAR could easily display the precise location of a soldier alongside the positions of
allies and hostiles. As a matter of fact, TAR proves as the ideal substitute for the common handheld
GPS gadgets and headsets.
The metaverse examples in the military sector also point towards the Synthetic Training
Environment.It is an augmented reality system tailored for offering a realistic training experience
for soldiers. The Synthetic Training Environment provides an immersive training experience by
simulating physically and psychologically intensive combat settings in virtual environments.

19
9. FUTURE SCOPE

The metaverse has also been described as a place where users can connect, interact, and transfer
themselves and their belongings across multiple digital locations. Examples that come to mind
includegaming and creator platforms like Roblox, Epic Games’ Fortnite, or Manticore Games’ ,
in which players and their avatars can seamlessly transition from one virtual world to another.
More recently, thestartup entrepreneur Shaan Puri came up with another definition, describing .
Specifically, the metaverse is the moment at which our digital lives – our online identities,
experiences, relationships, and assets – become more meaningful to us than our physical lives.
This perspective puts the focus on the human experience, making the transition to the metaverse
a sociological shift instead of a technological one. A metaverse’s actual idea is to improve human
contact. As we progress more technologically as a species than at any other moment in recent
memory, it is necessary for us to pay attention to what our identity is related to the world and
others around us. Meta perfectly embodies thisconcept. Consider an instructional metaverse in
which you attend lessons from home while seeing andinteracting with your instructor as if you
were physically present with them. Consider attending a gathering from the comfort of your sofa,
where you don’t dress up, but your symbol does, and you’re seated at a virtual table among people
whose responses and nonverbal communication you can assess similarly to how you would in
person. These thoughts will most likely be transported to the real world in the near future by a
metaverse. If you’re wondering what more metaverses have to offer that would be valuable, the
answer is a lot. With the rise of nonfungible tokens (NFTs), the Metaverse now offers a new sort
of brand promotion. Because it allows for the exchange of lands, the purchase of assets, and the
display of the organization’s image through banners or logos, it may prove to be an effective
methodfor both igniting and restoring client interest.

20
9. CONCLUSION

The metaverse could be the next step in the evolution of the internet, reducing boundaries and
allowing people to engage with the digital world fully. Although a virtual world with online
interaction has been around for some time, a true metaverse with real-life interactions is still years
away from becoming a reality. The metaverse is expected to fundamentally alter digital
communication, 75% of study participants believe it, 16% are unsure, and 8% believe itwon’t have
any impact. Additionally, participants in this study also felt that the metaverse would have a
significant impacton information and services (63.2%, 139 out of 200), theeconomy (66.8%, 147
outof 200), as well as health care, education, and entertainment (78.6%, 173 out of 200). The idea
of theMetaverse may not just transform the way people engage with technology, but it could also
have far-reaching implications for society in a number of areas and allow users tobetter understand
the world.In recent years, researchers have developed an interest in the concept of a metaverse,
but there is a lack of comprehensive studies about this idea. Metaverse will take at least 15-20
years for them to be fully realized.The literature on Metaverse will allow researchers to test the
subjects from multiple perspectives in its development process.This demonstrates both the
importance of the Metaverse andthe studies that have been carried out in this direction. Infuture
research studies, researchers willbe able to compare data from various databases with the obtained
from metaverse studies, and they will be able to report a general view of the metaverse as well as
the development of the field periodically.In conclusion, the metaverse still has a long way to go,
andit will be a more powerful version of the physical world. The Metaverse is going to be massive.

21
11. REFERENCE

1. B. Firm, Ch@nge : 19 key essays on how Internet is changing our lives. Madrid Bbva, 2022.

2. Brambilla Hall, S. and Li, C., 2022. ”What is the meta- verse andwhy should we care?.” [online]
World Economic Forum. Available at: https://www.weforum.org/agenda/2022/10/what-is- the-
metaverse-why- care/

3. Lee, Lik-Hang Braud, Tristan Zhou, Pengyuan Wang, Lin Xu, Dian- lei Lin, Zijun Kumar,
Abhishek Bermejo, Carlos Hui, Pan. (2022). All One Needs to Know about Metaverse: A
Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda.
10.13140/RG.2.2.11200.05124/8.

4. Karthikeyan, S., Sanjay, K. P., Madhusudan, R. J., Sundaramoorthy, S. K., Namboori, P. K.


(2021). Detection of multi-class retinal diseases using artificial intelligence: an expeditious
learning using deep CNN with minimal data. BiomedicalPharmacology Journal, 12(3), 1577.

5. Mahesh, A. N., Shibu, N. S., Balamurugan, S. (2021, November). Conceptualizing blockchain


based energy market for self sustainable community. In Proceedings of the 2nd Workshop on
Blockchain-enabled Networked Sensor (pp. 1-7).

6. Mukhopadhyay, A., Vinayaka, R. (2021). A smart-contract-based blockchain for a healthcare


IoT network. International Journal of Elec- tronic Healthcare, 11(3), 256-270.

7. R. Ratan and Y. Lei, “What is the metaverse? 2 media and information experts explain,” The
Conversation. https://theconversation.com/what- is-the-metaverse-2- media-and-information-
experts-explain-165731 (ac- cessed Dec. 07, 2020).

8. G. Mileva, “A Deep Dive into Metaverse Marketing,” Influencer Market- ing Hub, Oct. 05,
2020. https://influencermarketinghub.com/metaverse- marketing/ (accessedNov. 12, 2020).

9. Judy Joshua, “Information Bodies: Computational Anxiety in Neal Stephenson’s Snow Crash,”
Interdisciplinary Literary Studies, vol. 19, no. 1, p. 17, 2020, doi: 10.5325/intelitestud.19.1.0017.
Joshua, Judy. ”Information Bodies: Computational Anxiety in Neal Stephenson’s Snow Crash.”
Interdisciplinary Literary Studies 19.1 (2020): 17-47.

22
23

You might also like