Professional Documents
Culture Documents
21CO112 Report
21CO112 Report
TECHNOLOGY
A Seminar Report on
METAVERSE TECHNOLOGY
Submitted in partial fulfillment of the requirements for the
degree of
BACHELOR OF ENGINEERING
In
COMUTER ENGINEERING
Submitted By
Name of the Student: RAVIRAJ FULCHAND
SHINGATE
Roll No.- 21CO112
CERTIFICATE
Engineering.
SEMINAR APPROVAL
The Seminar entitled
METAVERSE TECHNOLOGY
By
(21CO316)
Bachelor of Engineering
In
Computer Engineering
Date:
Place:
ABSTRACT
The metaverse is a persistent, online, 3D universe that combines multiple different virtual spaces. It is still
under development, but it has the potential to revolutionize the way we work, learn, play, and socialize.
The metaverse is enabled by a variety of technologies, including virtual reality (VR), augmented reality
(AR), blockchain, and artificial intelligence (AI). VR and AR allow users to experience simulated or
enhanced environments as if they were physically present in them. Blockchain can be used to create and
manage digital assets in the metaverse, and AI can be used to create more realistic and engaging virtual
experiences.
There are many different types of metaverse experiences, including gaming, social media, education, and
work. In the metaverse, people could use VR to meet up with friends in virtual spaces or to attend concerts
and other events. They could also use VR to explore historical sites or to learn about science concepts in a
more hands-on way. Additionally, employees could use VR to collaborate on projects or to attend virtual
meetings.
The metaverse has the potential to have a major impact on society and business. It could create new jobs,
disrupt existing industries, and change the way we interact with each other. For example, the metaverse
could lead to the creation of new jobs in areas such as VR and AR development, metaverse experience
design, and digital asset management. It could also disrupt existing industries such as gaming,
entertainment, and education. Additionally, the metaverse could change the way we interact with each other
by allowing us to meet up with friends and family members who live far away, attend concerts and sporting
events without having to leave our homes, and collaborate with colleagues on projects from all over the
world.
ACKNOWLEDGEMENT
It gives me a great pleasure to acknowledge the contribution of all those who have directly
or indirectly contributed to the completion of this seminar.
I express my foremost and deepest gratitude to my guide Prof. V. Jorwekar for her
supervision, noble guidance and constant encouragement in carrying out the seminar.
I am deeply indebted to Dr. S V Athavale, Head, Computer Engineering Department for his
time-to-time advice and support and also for providing all the necessary facilities available
in the Institute.
Acknowledgement will not be completed if I forget to mention special thanks to all the teaching
and non-teaching staff of Computer Engineering Department for rendering support directly
or indirectly.
Date-
Table of Contents
3. Methodology 13
3.1 Design Methodology........................................................................................ 13
3.2 Architecture… ................................................................................................. 14
3.3 Component used in serverless architecture (considering AWS)...................... 15
4. Advantages/Disadvantages/Application/Challenges 16
4.1 Advantages ......................................................................................................16
4.2 Disadvantages ................................................................................................. 16
4.3 Challenges… .................................................................................................. 17
5. Future Scope. 20
6. Conclusion. 22
7. References. 23
List of Figures
11
4. Fig.1.4 Roblox
1. INTRODUCTION
Fig.1.2 Decentraland
• Sandbox:- The Sandbox is undoubtedly one of the mandatory additions among top 10 metaverse
platforms on the grounds of popularity. It is a decentralized NFT gaming metaverse based on the
Ethereum blockchain. Players can use Sandbox for creating, selling, purchasing, and monetizing
virtual reality NFT’s
• Roblox: - The list of metaverse platforms you should try now is incomplete without Roblox. It is an
online gaming platform that allows players to create games of their own. Now, it is a metaverse
platform with diverse virtual experiences for all users, especially VR experiences.
Recently, Roblox entered into a collaboration with the NFL to launch a metaverse game before the
Super Bowl in 2022. With millions of users all over the world, Roblox has better chances of driving
towards the future of metaverse. The vision of bringing all the experiences under a single roof is the
most distinctive highlight of Roblox, apart from different VR experiences.
Fig.1. 4 Roblox
3. Methodology
Moreover, students can seek the help and support of teachers when they face difficulty to use technology, as
teachers are proficient in technology use compared to students. Since 306 is assessed to be the appropriate
sample size for a given population of 1500 students, 862 filled questionnaires were approved by Krejcie and
Morgan (1970) as the suitable sample size for this study despite being quite higher than the required sample
size. Hence, SEM can be applied to test hypotheses in this study, which has an apt sample size (Chuan &
Penyelidikan, 2006). Although recognised theories were used as a basis for the proposed hypotheses, the
hypotheses could be modified to become relevant to the domain of Internet of Things (IoT) when required.
This research used SEM, SmartPLS Version (3.2.7), and the final path model to assess the measurement
model.
Layer 1: Experience
Contrary to popular belief, the metaverse isn’t solely a 3D version of the real world. It will be the ultimate
dematerialized version of physical space, objects and distance. And yes, this space will also include 3D,
graphics and even 2D.
As the physical space becomes dematerialized, the constraints physicality brings will be lifted. Hence, the
metaverse will provide us with an abundance of experiences that we are not able to enjoy today.
Layer 2: Discovery
Jon Radoff describes the discovery layer as “the push and pull that introduces people to new experiences”.
In the metaverse ecosystem, the discovery systems of inbound and outbound continue to exist. Inbound
discovery occurs when people are actively looking for information. Meanwhile, outbound refers to the
method of seeking to push messages out to people whether or not they asked for it.
applications is possible without coding. As a result, the number of designers and creators on the web is
increasing exponentially.
Layer 5: Decentralization
As opposed to its fictional counterparts in Snow Crash or Ready Player One that are both ruled by single
entities, the real metaverse is expected to be devoid of a single authority. This makes decentralization one
of the key features of the metaverse, along with being open and distributed.
Layer 7: Infrastructure
The seventh layer includes the technology that makes everything that is mentioned above become real.
Ultimately, for all outer layers to exist we need technological infrastructure consisting of 5G and 6G
computing. These will massively improve bandwidth and reduce network contention and latency
4. Advantages/Disadvantages/Challenges/Applications
4.1 Advantages
• Immersive Experiences: Users can engage in highly immersive and interactive digital experiences,
blurring the lines between reality and the virtual world.
• Global Connectivity: The metaverse enables people to connect and collaborate across vast
distances, fostering global communities and interactions.
• Innovative Education: The metaverse has the potential to revolutionize education, offering
immersive and engaging learning experiences that cater to various learning styles.
• Remote Work and Collaboration: Businesses can create virtual offices and workspaces, allowing
teams to collaborate effectively, even when working remotely.
4.2 Disadvantages
• Privacy and Security: Concerns over data privacy, cyberattacks, and surveillance can raise
significant issues, and users may need to be cautious about sharing personal information.
• Digital Addiction: Excessive immersion in the metaverse can lead to digital addiction,
negatively impacting mental and physical health.
• Digital Divide: Access to the metaverse may be limited by socioeconomic factors, creating
disparities in digital accessibility.
• Ethical Concerns: Online harassment, cyberbullying, and unethical behavior can persist
within the metaverse, posing challenges for maintaining a safe and inclusive environment.
• Ownership Disputes: Determining ownership and intellectual property rights in the digital
realm, especially with NFTs, can be complex and contentious.
• Complex User Interfaces: Navigating and interacting within the metaverse may require
specialized skills and technology, potentially creating barriers for some users.
• Environmental Impact: Data centers that power the metaverse can have a significant
carbon footprint, necessitating sustainable infrastructure solutions.
4.3 Challenges
• Cost: The cost of developing and maintaining the metaverse is likely to be very high. This could
pose a barrier to entry for many businesses and individuals. Additionally, the cost of VR headsets
and other metaverse-related technologies is still relatively high.
• Privacy and security: The metaverse raises a number of privacy and security concerns. For
example, there is the risk that users' personal data could be collected and exploited. Additionally,
there is the risk of cyberattacks and other malicious activity in the metaverse.
• Equality of access: It is important to ensure that the metaverse is accessible to everyone, regardless
of their income or location. However, this could be a challenge, as the cost of VR headsets and other
metaverse-related technologies is still relatively high. Additionally, there are people with disabilities
who may not be able to use the metaverse in its current form.
• Governance: The metaverse is a new and rapidly evolving space, and there is no clear legal or
regulatory framework in place yet. This could lead to challenges in governing the metaverse and
ensuring that it is used in a fair and responsible manner.
4.3 Applications
• Virtual Classrooms: The metaverse can offer virtual classrooms with interactive 3D content,
making education engaging and accessible.
• Skill Training: Industries can use metaverse technology for employee training and skill
development, especially in high-risk or specialized fields.
• Lifelong Learning: People can continue learning throughout their lives through immersive
educational experiences.
Healthcare:
• Telemedicine: Doctors can conduct remote consultations and offer medical services through the
metaverse.
• Therapy and Mental Health: Virtual environments can provide therapeutic interventions and
support for mental health.
• Medical Training: Medical professionals can use the metaverse for realistic medical simulations
and training.
Virtual Conferences and Workspaces:
• Virtual Offices: Companies can create virtual office spaces for remote work and collaboration.
• Conferences and Trade Shows: Business events can be hosted in the metaverse, reducing the need
for physical travel.
• Remote Collaboration: Teams can work together in virtual spaces, enhancing remote teamwork
and project collaboration.
5. Future Scope:-
2. Enhanced Interconnectivity: As the metaverse evolves, it may become even more interconnected
with the physical world. Integration with the Internet of Things (IoT) will enable seamless interaction
with physical objects, creating new opportunities for real-world and virtual world crossover.
3. Immersive Education: The metaverse has substantial potential to revolutionize education. It can
offer immersive and interactive learning experiences, making education more engaging and
accessible, with a focus on hands-on training and global collaborations.
4. Virtual Conferences and Remote Work: Virtual conferences and remote work environments
within the metaverse will likely become more sophisticated and commonplace. Enhanced
communication tools, collaborative workspaces, and virtual event hosting could be the norm.
5.Conclusion:-
The concept of the metaverse represents a significant shift in the way we engage with digital technology,
blurring the lines between the physical and digital worlds. In essence, the metaverse is a collective virtual
shared space where individuals can interact, create, and experience a rich and immersive digital
environment. This concept has rapidly gained momentum in recent years, driven by advancements in
technology and the ever-expanding virtual landscape.
The term "metaverse" originally found its roots in science fiction literature, notably in Neal Stephenson's
1992 novel "Snow Crash," where it referred to a virtual, interconnected reality. Over time, this vision has
evolved into a tangible and transformative force in the world of technology.
In education, the metaverse is poised to revolutionize learning by offering immersive and interactive
experiences that cater to various learning styles. Future developments in the metaverse promise to expand
its applications even further, providing opportunities for entrepreneurship, innovation, and groundbreaking
business models.
6.References:-
2. Lee, J. Title: A Study on Metaverse Hype for The results of this study showed
(2021). Sustainable Growth. that search traffic increased all
Goal: This study examines search traffic over the world. Researchers
to examine user attention. Additionally, it anticipated that the
gathers information from news outlets that nextgeneration platform known
act as a channel for communicating about as metaverse would replace
cutting-edge technologies. online portals, e-commerce, and
elearning.
3. Shen, Tan, Title: How to Promote User Purchase in In a novel effort, this study
Guo, Zhao, Metaverse? A Systematic Literature attempts to compile research on
and Qin Review on Consumer Behavior computer-generated commerce
(2021) Research and Virtual Commerce systems from consumer
Application Design behaviour and system design
Goal: This study aimed to emphasize the studies. After establishing such a
virtual commerce for both consumer continuity between application
behavior and application design to design and behaviour analysis,
promote the purchase in virtual we anticipate further research
commerce. Significant design artefacts outcomes in the future.
and purchasing influencing factors were
found throughout the review.