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VIVEKANAND COLLEGE

FOR
ADVANCED COMPUTER AND INFORMATION SCIENCE
SURAT

AFFILIATED TO
VEER NARMAD SOUTH GUJARAT UNIVERSITY, SURAT

SEMINAR Report On

METAVERSE

AS A PARTIAL REQUIREMENT FOR THE DEGREE

Of

BACHELOR OF COMPUTER APPLICATION


(B.C.A)
2022-2023

Guided By: Submitted By:

MR.CHETAN RATHOD DHRUV GODHANI (1159)


Acknowledgement

When I reach the completion of the seminar report, giving credit becomes a must,
as without the support of other so many people’s help and guidance, this seminar
report couldn’t be completed successfully.

First would like to thank my parents with their great support I can reach at this
stage. Then my humble thank to all professors and all member of our college
Vivekanand College for BCA Information Science, Surat. For the Co-operation
& Keep interest extended by then, throughout my degree course it is the base that
they have built, which sustains such good jobs.

I would like to thank Mrs. Sumathi Shenoy the director of the Vivekanand
College for BCA and Mr. Sandip Surati for granting us an opportunity to work
on this seminar report.

I would also like to thank to my internal guide Mr. Chetan Rathod for her valued
guidance encouragement and toward the completion of my seminar report.

Last but not least my heartfelt goes to those entire not named here, but who have
rendered their co-operation little or more, directly or indirectly involved in
development of this seminar report.

Thanking By:
DHRUV NARESHBHAI GODHANI
Abstract

Metaverse refers to a virtual world that is built on block chain technology and
offers a range of interactive experiences for users. It is a digital universe that
enables users to engage with each other, as well as with digital assets and
environments, using avatars and other virtual representations. Metaverse has
gained increasing attention in recent years, as it offers new opportunities for
social interaction, entertainment, and commerce.

The concept of metaverse originated from science fiction, but recent advances in
block chain technology, virtual reality, and artificial intelligence have made it a
reality. Metaverse platforms enable users to create and own digital assets, such as
virtual real estate, virtual goods, and even digital currencies. These assets can be
bought and sold, traded, or used in various ways within the metaverse ecosystem.

The potential applications of metaverse are wide-ranging, including gaming,


social networking, education, healthcare, and business. The growth of metaverse
has also raised important questions about identity, ownership, privacy, and
regulation. As metaverse continues to evolve, it is likely to have a significant
impact on how people interact with each other and with digital technology.
INDEX

Sr.no Contents Page no.


1. Introduction 1
2. History 2
3. Functionality (need) 5
4. Metaverse Technologies 9
5. Advantages 22
6. Dis-advantages 23
7. Applications 24
8. Future Scope 28
9. Conclusion 32
10. Reference 33
METAVERSE

INTRODUCTION

Well, it has been weeks since Zuckerberg's announcement that they are rebranding their
company and changing its name from Facebook to Meta. Do you think that is a coincidence?

Well, if you do, you are probably wrong.

Metaverse is a virtual universe that exists inside a platform or a game and it is totally
separated from the real world. You can think of, yes, we are already living in that world. We
have games like World of Warcraft, Fortnight, Rolex, etc. This is where you can experience
the meaning of the word Metaverse, to be precise, where you can virtually live in that world.
That means that you can do tasks to earn, you can spend free time exploring and the most fun
part is that you can socialize, meet new friends who are real people in the same virtual
universe as you.

But wait, what does this have to do with block chains? What happens when that world is
combined with them? What does that mean?

That means that you can do everything the same as previously mentioned games, you can go
to work, you could do your exercises, you can shop, finish your business. But how does this
differ from already mentioned and developed games?

Well, in this kind of universe that is powered by block chain technology you can obtain land,
a piece of property, and it will be only yours. Of course, until you decide to sell or give it
away. Another thing valuable that took a great part in this universe is the NFTs. The NFTs
(Non-Fungible Tokens) can represent anything you want in the Metaverse. Depending on the
universe you are spending your time in, NFTs can represent avatars, assets, even they can be
exchanged only as works of art. Sounds cool, doesn't it?

Powered by block chains, the Metaverse is here to stay. It does bring a valuable thing in
people's lives which is proof of ownership along.

All these things put together, under a serious developing team, can bring some exciting time!

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History

As we speak, the Metaverse is evolving into a decentralized collective of


virtual worlds. Innovation abounds in the decentralized metaverse, where non-
fungible tokens (NFTs) and cryptocurrencies are freely exchanged between
participants, and users are given free reign over the building blocks to a frontier
owned by no one and everyone all at once. Indeed, the decentralized metaverse
gives individuals more ownership of these parallel spaces. But the metaverse is
not an entirely new idea. While the term first appeared in Neal Stephenson’s
1992 sci-fi novel Snow Crash, a book that would later influence the likes of Jeff
Bezos, Sergey Brin and Mark Zuckerberg in their quest to build linkages
between the virtual and physical worlds, the roots of the metaverse extend even
farther back into the 20th century.

Devices and concepts premised on virtual reality and a hazy vision of the future
internet laid the groundwork for a World Wide Web that today plays host to
parallel worlds where millions of people around the world socialize; create, buy
and sell assets; work; and learn together. The metaverse has traditionally been
the domain of private enterprises, like game developers and Internet companies,
which built a patchwork of virtual worlds, like Fortnight, There and Facebook
Horizon, that, while rich, lacked interconnectivity. Today, though, a new type of
metaverse has begun to take shape to take on these corporate players.

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Contents:

• Snow Crash and The Theory of the Metaverse

• Metaversal Games and Virtual Worlds

• Big Tech and the Metaverse

• The Dawn of the Decentralized Era

Snow Crash and the Theory of the Metaverse


The concept of the metaverse, as well as its forebears — ideas like the Internet and automated
file storing — emerged in the 20th century amid a torrent of scientific breakthroughs. Neal
Stephenson’s use of the term “metaverse” in his 1992 sci-fi novel Snow Crash was
unprecedented. In the years and decade that followed, Snow Crash would serve as a
touchstone for some of Silicon Valley’s most illustrious founders, who looked to the novel’s
prescient vision of a virtual universe merged with the physical one as a roadmap for the
future. Now, the metaverse is quickly gaining traction in the mainstream as the concept —
which formerly was the stuff of science fiction — seems more and more possible, and more
likely to transform the way we shop, socialize, learn, work and play.

1932 The term “virtual reality” appears for the first time in French dramatist Antonin
Artaud’s essay “The Theater of Cruelty (First Manifesto).”

1945 American engineer Vannevar Bush proposes in his “As We May Think” a concept for a
primitive computing device called “Memex.” Bush described Memex as a system, contained
on a single, physical desktop, which would aid users in managing all manner of documents
and media, including books and correspondence, by compressing and storing them. The idea
was that Memex would allow users to easily and quickly access documents in a kind of
mechanized filing cabinet (Montfort, Nick (2003) The New Media Reader, MIT Press, p.
135; Bush 1945, Section 6; Wardrip-Fruin & Montfort 2003, p. 35.). Bush’s concept inspired

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the development of Brown University’s Hypertext Editing System (HES), a project which
began in 1967. Tim Berners-Lee, the creator of the Internet, credited Memex and HES as
contributing to the emergence of the World Wide Web (Cronin, Blaise, ed. (2006) Annual
Review of Information Science and Technology 2007. Information Today Inc. p. 68.).

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METAVERSE

Need

We all have the urge to escape our realities, even at work, if not only for a few moments.
Television, movies, books, and video games all scratch the surface of our desire for escapism.
However, our future deviations from reality will come in the form of immersive digital
experiences called metaverses - at home and work.

Those rich virtual universes are mostly under development. They may still be a few years out
from reaching their true potential, but that hasn’t stopped the enthusiasm behind these digital
worlds from erupting. A battle is waging with major tech players eyeing the coming digital
revolution, which pits crypto entrepreneurs with a desire for decentralization against tech
giants.

The U.S. Constitution is the foundation of America, ensuring rights and responsibilities for
every American. Today, another new world is being created as we speak: the metaverse.
Without some of the same guiding principles, we fear the metaverse will fail as a public, open
system and only recreate social media’s glaring flaws with steroids.

Before we knew it was capable of doing so, Facebook was shaping elections and Twitter was
embroiled in scandals around its impact on public safety and censorship. Without due care,
the metaverse could transform into a far more terrifying monster.

Rich Geldreich and Stephanie Hurlburt are tech entrepreneurs and cofounders of
Binomial, an image and texture compression company.

We mustn’t become exploited by the metaverse. Rather, it should serve us. For that to
happen, it needs a constitution.

First, its core building blocks must be made of open standards and open source code. Second,
all data policies must be both transparent and understandable. Finally, any research conducted
in the metaverse must be made instantly available to the public.

We must establish exactly what the metaverse is, and isn’t. Merriam-Webster describes the
metaverse as “a highly immersive virtual world where people gather to socialize, play and

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work.” Many may feel that Merriam Webster’s definition of the metaverse accurately
describes all of our lives over lockdown; the only place to engage with others is online. A

It’s also important to establish that the metaverse is not owned by one company and certainly
wasn’t invented by Facebook. Rather, the company’s rebrand as Meta is a bid to co-opt, and
therefore dominate the metaverse.

Facebook invested $10 billion in it this year alone. Bloomberg Intelligence estimates the
market size for the metaverse could reach $800 billion by 2024. We might not know how
it will turn out. All we know is that it is coming.

When social media first hit the scene, no one predicted it would be used to topple
governments. Today, we are at that Pandora’s Box moment with the metaverse.

That’s why we are proposing a constitution for the metaverse. We believe it is critical to
establish a simple set of rules that may help us prevent making the same mistakes we made in
the past.

Read more: David Z. Morris - Facebook, Walmart and How Companies Shouldn’t Set Up
in the Metaverse

Before we enter the modern metaverse, we first have to establish who can access its key
building blocks, and the answer should be everyone. When Tim Berners-Lee created the
internet, he released key pieces as open-source code that were free and accessible for
everyone.

His vision was that the internet would become a common good, just like public lands in
America; a place owned consecutively by everyone and no one. The metaverse and future of
the web must operate on the same principle. At the least, we should keep anything that is
owned publicly visible and open for all to see and change.

The second principle of the metaverse must be that data policies are both transparent and
understandable. Companies like Facebook, Twitter, and Google may point to their data
waiver. However, as everyone knows, not even the most diligent human brain could read,
much less understand that infamous script.

If left unchecked, personal data mining and extraction in the metaverse could amount to the
single most powerful surveillance mechanism ever invented. Through the metaverse and their
contingent headsets, companies could harvest unimaginable amounts of eerie, biometric data.
Before we allow ourselves or our children to run headfirst into this digital world, we must
first know who is watching, and how.

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A constitution for the metaverse may sound high-minded, but there are practical ways it can
be implemented. Governments can create laws and regulations around fair play in the
metaverse. A company’s earnings must be made public by law and a company’s research in
the metaverse could easily follow a similar rulebook.

As far back as 2016, an internal Facebook report found that 64% of those people who
joined an extremist group on Facebook had been recommended that group via Facebook’s
algorithm, even though these findings weren’t made public. There’s no reason this form of
cover-up shouldn’t be made criminal by law.

While ultimate power flows from the government, companies have their role to play. It is
common for consortiums of individuals and companies that come together to agree to a set of
baseline rules (usually a patent pool or agreement to openly share data with the group) and
create new standards that the industry agrees to follow. It is only a matter of collective will.

Read more: Annie Zhang - Web 3 and the Metaverse Are Not the Same

Yet, even multinational companies have a boss: the public. Apple’s privacy push and
Facebook’s rebrand show that no matter the size of the company, public opinion reigns
supreme. If the public displays enough appetite for a metaverse constitution, Big Tech’s
hands will be tied.

This is not new territory; Tim Berners-Lee has already called for a global “bill of rights” for
the web. At this critical juncture for the web, we’d be wise to heed his call.

Emerging technologies have a way of solving old problems whilst creating new ones. Tim
Berners-Lee said that “day-to-day life on the web is like day-today life on the street, (it will)
have its rough edges and its smooth edges.” A constitution for the metaverse would round
those smooth edges, while protecting ourselves against the rough.

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LITERATURE SURVEY (ex: -)


BLOCK DIAGRAM

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METAVERS TECHNOLOGY

 The Metaverse is a virtual shared area that is open to everyone. It is a catch-all

term that refers to the entire digital and virtual world. Several initiatives are now

developing digital twins of the physical world we live in and access this digital

world through the network. To understand the individual components and

technologies being used to develop Metaverse, let’s know more about virtual,

augmented, mixed, and extended reality.

 Virtual Reality
 Augmented reality technology
 Mixed Reality
 Artificial intelligence
 Internet of things
 Extended reality
 Brain-computer interfaces
 3D modeling and reconstruction
 Spatial and edge computing
 Block chain
 Cryptocurrency
 NFT

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VIRTUAL REALITY

Recent technological achievements have set the gaming industry toward exponential
advancements. Video games are becoming impressively more realistic and reflective of real-
life scenarios like sports games in NBA 2K and even concerts, like Marshmallow’s historic
performance in Fortnight. Progress in technology has allowed for Virtual Reality (VR) to
allow humans to enter into and play games inside the metaverse using panoramic-view
headsets and a player’s physical motor movements. As access to virtual reality experiences
grow, so will one’s capabilities inside the metaverse. This article will give an overview of
Virtual Reality, the Metaverse, and how a VR metaverse is the future of gaming. For more
information on these topics, please visit the Sarsen Funds VR Gamer’s Guide to NFTs.

What is Virtual Reality?

Virtual Reality is an immersive technology that bridges the gap between physical human
movements and digital interactions. Unlike traditional console and handheld gaming, VR
gives you, the player, the ability to control your virtual environment and experience with real
motor movements. Virtual reality experiences utilize a 360 degree-view headset that gives
users a panoramic view along with a fully immersive and realistic experience. VR leaders
include Microsoft, Google, and VAIL VR.

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Augment Reality

Augmented Reality and Virtual Reality in the Metaverse Augmented Reality

(AR) and Virtual Reality (VR) enable users to immerse and engage with a virtual
environment. Moreover, Augmented Reality transforms real-life objects and
Characters convert them into digital visual components into the Metaverse

How does Augmented Reality compare to Virtual Reality?

However, in some ways, augmented reality has far more potential than VR ever could. While
we’ve all heard about (and maybe played) Pokémon Go, most of us don’t really understand
what AR can do for us. So imagine this: Now you have the ability to overlay digital objects
throughout the physical world, and your phone or tablet lets you peek into that “augmented
world” and interact with these objects. Suddenly, there are an infinite number of ideas about
the things you could interact with.

This gif shows what augmented reality looks like through the Metaverse browser.
So, for example, on a computer screen you can put objects in different places. But it’s a 2D
experience, so it’s flat. All you have is the screen.

But AR lets your physical world becomes the screen. Right now, we can look at and interact
with these digital items through our cell phones. Eventually, our glasses or contact lenses
will be AR-enabled, and we’ll be able to see these types of things without a handheld device,
and they'll just appear in front of us as if we were looking at a hologram.

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MIXED REALITY

“Mixed reality will be increasingly accessible to businesses and consumers, transforming our
lives over the next few years,” says Keith Jordan, vice president of innovation at
MasterCard’s Labs as a Service business. “We will move through these hybrid worlds with
different experiences in different dimensions in a paradigm shift enabled by a tsunami of tech
changes over the next decade.”

Previously, access to this world was restricted by the relatively high cost of entry and
awkward, bulky interfaces that put off most consumers. While gamers have been early
adopters and tolerated these shortcomings, they are still barriers to entry for many. The good
news is that companies are working to eliminate the obstacles to mass market adoption. For
example, Facebook’s Oculus Quest is establishing relatively affordable pricing. Meta-VR se,
a company with a mission to foster greater connectedness in the 3D internet world, provides a
platform that makes it simpler to build coding-optional virtual experiences.

The most significant barrier remains the bulky hardware, but we can expect to see lighter,
faster and smaller devices in the coming years.
The increasing sophistication of several converging technologies is powering these
possibilities. Cloud computing, 3D modeling, game design, and cloud mapping — a fast-
evolving technology that allows computers to understand the shapes around them — are all
contributing. The implications of this new world extend far beyond creating unique retail
experiences — many believe mixed reality could change how we perceive the world around
us.

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Artificial intelligence

Artificial intelligence (AI) refers to the ability of machines to perform tasks that typically
require human intelligence, such as visual perception, speech recognition, decision-making,
and natural language processing. AI is a rapidly growing field that is changing the way we live
and work, and has the potential to transform entire industries and even society as a whole.

AI is powered by algorithms that are designed to mimic human cognitive processes, such a s
learning, reasoning, problem-solving, and decision-making. These algorithms are typically
trained using large datasets that have been labeled and classified by humans, and they can be
divided into two broad categories: supervised and unsupervised learning.

Supervised learning involves training an algorithm to recognize patterns in data by providing


it with labeled examples. For example, a machine learning algorithm can be trained to
recognize images of cats by being shown thousands of labeled images of cats and non-cats.
Once the algorithm has learned to recognize the patterns that distinguish cats from non-cats, it
can then be used to classify new images that it has never seen before.

Unsupervised learning, on the other hand, involves training an algorithm to recognize patterns
in data without any pre-existing labels. This is useful when there is no clear definition of what
the algorithm should be looking for, or when the dataset is too large to be labeled manually.
Unsupervised learning algorithms can be used to identify clusters of similar data points, for
example, or to detect anomalies or outliers in a dataset.

AI is being used in a wide range of applications, from self-driving cars and virtual assistants to
fraud detection and medical diagnosis. One of the most promising areas of AI is deep learning,
which is a type of machine learning that uses neural networks to simulate the way the human
brain processes information. Deep learning has led to breakthroughs in image and speech
recognition, natural language processing, and game playing, and is being used to develop new
applications in fields such as medicine, finance, and manufacturing.

While AI has the potential to revolutionize many aspects of our lives, it also raises important
ethical, social, and economic questions. These include concerns about job displacement, bias
and discrimination in AI algorithms, privacy and security, and the potential for AI to be used
for malicious purposes. As AI continues to evolve and become more integrated into our society,
it will be important to address these issues and ensure that the benefits of AI are shared by
everyone.

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Internet of things

The Metaverse is a virtual space that allows users to interact with each other and with digital
objects in a simulated environment. The Internet of Things (IoT) can play an important role in
creating and enhancing the Metaverse, by enabling the integration of physical devices and data
into virtual environments.

One of the key applications of IoT in the Metaverse is the creation of smart objects and
environments that can interact with users and other objects in the virtual world. For example,
a virtual apartment in the Metaverse could be equipped with IoT sensors that detect changes in
temperature, light, and sound, and adjust the environment accordingly to create a more
immersive experience. Similarly, smart clothing or wearable devices could track the user's
movements and biometric data, allowing them to interact with the Metaverse in a more natural
and intuitive way.

IoT can also be used to enable new forms of social interaction in the Metaverse, by creating
virtual communities that are based on shared physical spaces or interests. For example, IoT -
enabled devices in a virtual gym could allow users to compete with each other in fitness
challenges, or to share their progress and achievements with friends in the virtual world.
Similarly, IoT sensors in a virtual concert venue could allow users to interact with each other
and with the music in real-time, creating a more immersive and engaging experience.

Another potential application of IoT in the Metaverse is the creation of new business models
and revenue streams. For example, IoT-enabled virtual stores could allow users to purchase
physical goods that are delivered to their real-world homes, or to access premium content and
experiences that are only available to subscribers. Similarly, IoT sensors in a virtual museum
could provide users with personalized tours and interactive exhibits, while also generating
valuable data on visitor behavior and preferences.

Overall, IoT has the potential to enhance the Metaverse by creating more immersive,
interactive, and engaging virtual environments, while also enabling new forms of social
interaction, business innovation, and revenue generation. As the Metaverse continues to evolve
and expand, it will be important to explore the full range of possibilities that IoT can offer, and
to address the challenges and opportunities that arise along the way.

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Extended Reality

Extended Reality (XR) is a term used to describe a range of technologies that merge the
physical and virtual worlds to create immersive and interactive experiences. These
technologies include Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR).
In the context of the Metaverse, XR has the potential to create highly realistic and engaging
virtual environments that allow users to interact with each other and with digital objects in new
and exciting ways.

One of the key applications of XR in the Metaverse is the creation of immersive virtual worlds
that users can explore and interact with using VR headsets or other XR devices. These virtual
worlds can be highly detailed and realistic, with advanced physics simulations, dynamic
lighting and sound effects, and interactive objects and environments. Users can navigate these
worlds using hand gestures, voice commands, or other input methods, and can interact with
other users and objects in real-time.

AR and MR can also be used to enhance the Metaverse by overlaying digital information and
objects onto the physical world. For example, an AR app could allow users to see digital
advertisements or information overlaid on physical objects in a real-world environment, or MR
could allow users to interact with virtual objects in a physical space in a more natural and
intuitive way.

XR can also be used to create new forms of social interaction in the Metaverse. For example,
users can gather in virtual spaces to socialize, play games, attend concerts or events, or
collaborate on projects. XR can also be used to enable new forms of education and training, by
allowing users to explore virtual environments and practice skills in a safe and controlled
setting.

One of the challenges of using XR in the Metaverse is the need to ensure that users have access
to the necessary hardware and software to participate. VR headsets and other XR devices can
be expensive and require powerful computing systems to run, which may limit access to some
users. Additionally, XR technologies can pose privacy and security concerns, as they involve
the collection and processing of large amounts of user data.

XR has the potential to enhance the Metaverse by creating highly realistic and engaging virtual
environments, enabling new forms of social interaction and collaboration, and providing new
opportunities for education, training, and entertainment. As the Metaverse continues to evolve,
it will be important to explore the full range of possibilities that XR can offer, while also
addressing the challenges and opportunities that arise along the way.

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Brain-computer interfaces

Brain-Computer Interfaces (BCIs) are a type of technology that allow users to control digital
devices and interfaces using their thoughts and brain activity. In the context of the Metaverse,
BCIs have the potential to create new forms of interaction and immersion, by allowing users
to control their virtual avatars, objects, and environments using only their thoughts.

BCIs work by detecting and interpreting patterns of brain activity, usually using
electroencephalography (EEG) sensors or other non-invasive techniques. These patterns can
then be translated into digital signals that control virtual objects or interfaces in the Metaverse.
For example, a user could use their thoughts to move their virtual avatar or interact with virtual
objects, without the need for physical input devices.

One of the key applications of BCIs in the Metaverse is the creation of more immersive and
natural forms of interaction. BCIs can enable users to interact with virtual environments and
objects in a more intuitive and direct way, by bypassing traditional input devices like keyboards
or game controllers. This can create a sense of embodiment and presence in the virtual world
that is difficult to achieve with traditional input methods.

BCIs can also be used to enhance accessibility and inclusivity in the Metaverse, by allowing
users with disabilities or mobility impairments to participate more fully in virtual experiences.
For example, a user with paralysis could use a BCI to control their virtual avatar or interact
with virtual objects, without the need for physical input devices.

Another potential application of BCIs in the Metaverse is the creation of new forms of
entertainment and content. For example, users could participate in virtual sports or games that
are controlled entirely by their thoughts, or attend virtual concerts or events that incorporate
BCI technology to create more immersive and interactive experiences.

One of the challenges of using BCIs in the Metaverse is the need for accurate and reliable brain
sensing technology. Current BCI technology is still relatively new and has limitations in terms
of accuracy and reliability, which can affect the user experience and the potential applications
of the technology.

Overall, BCIs have the potential to create new forms of interaction and immersion in the
Metaverse, while also enabling greater accessibility and inclusivity for users with disabilities
or mobility impairments. As the Metaverse continues to evolve, it will be important to explore
the full range of possibilities that BCIs can offer, while also addressing the challenges and
opportunities that arise along the way.

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3D modeling and reconstruction

3D modeling and reconstruction are important technologies that are used in the creation and
development of virtual worlds and environments within the Metaverse. These technologies
allow creators to design and build complex 3D environments, objects, and characters, which
can be explored and interacted with by users in real-time.

3D modeling involves creating digital representations of physical objects or spaces using


specialized software. These models can be highly detailed and can incorporate a range of
textures, materials, and lighting effects to create a realistic and immersive virtual environment.
Once a 3D model is created, it can be imported into a virtual world or game engine, where it
can be used to create interactive environments and objects that users can explore and interact
with.

3D reconstruction is a related technology that involves creating digital models of physical


spaces or objects using data from sensors or cameras. For example, a 3D reconstruction of a
building could be created by capturing images of the building from multiple angles and using
specialized software to create a 3D model of the structure. This technology can be used to
create highly accurate and realistic virtual environments that can be explored and interacted
with in real-time.

In the context of the Metaverse, 3D modeling and reconstruction are important tools for
creating immersive and engaging virtual environments. These technologies can be used to
create complex and detailed worlds, characters, and objects, which can be explored and
interacted with by users in real-time. 3D models can also be used to create interactive objects
and environments that respond to user input, creating a sense of presence and immersion in the
virtual world.

One of the challenges of using 3D modeling and reconstruction in the Metaverse is the need to
ensure that the virtual environments and objects are optimized for real-time rendering and
interaction. This requires careful attention to detail in the design and creation of 3D models, as
well as specialized optimization techniques to ensure that the virtual environments can be
rendered in real-time on a range of devices.

Overall, 3D modeling and reconstruction are important technologies for creating immersive
and engaging virtual environments in the Metaverse. As the Metaverse continues to evolve, it
will be important to explore new and innovative ways to use these technologies to create rich
and engaging virtual experiences for users.

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Spatial and edge computing

Spatial computing and edge computing are two related technologies that have important
applications in the development and operation of the Metaverse. These technologies enable
real-time processing and analysis of data from a wide range of sensors and devices, which can
be used to create highly immersive and responsive virtual environments.

Spatial computing involves using sensors and other devices to collect and process data about
the physical world, and then using this data to create virtual representations of the environment
in real-time. This can include data from cameras, GPS devices, motion sensors, and other
sources, which can be used to create highly accurate and detailed virtual environments that
respond in real-time to changes in the physical world.

Edge computing is a related technology that involves processing and analyzing data on local
devices, rather than sending it to a centralized server or cloud-based service. This can reduce
latency and improve the speed and responsiveness of applications, which is especially
important in the context of real-time virtual environments like the Metaverse.

In the context of the Metaverse, spatial and edge computing can be used to create highly
immersive and responsive virtual environments that respond in real-time to user input and
changes in the physical world. For example, sensors and devices can be used to track the
movements and gestures of users in the physical world, and this data can be used to control the
movements and actions of virtual avatars in the Metaverse. Similarly, data from cameras and
other sensors can be used to create highly realistic and responsive virtual environments that
change in real-time based on changes in the physical world.

One of the challenges of using spatial and edge computing in the Metaverse is the need to
ensure that the data collected and processed by these technologies is accurate and reliable. This
requires careful attention to the design and deployment of sensors and other devices, as well
as the development of specialized algorithms and software to process and analyze the data in
real-time.

Overall, spatial and edge computing are important technologies for creating highly immersive
and responsive virtual environments in the Metaverse. As the Metaverse continues to evolve,
it will be important to explore new and innovative ways to use these technologies to create rich
and engaging virtual experiences for users.

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METAVERSE

Block chain

Blockchain is a distributed ledger technology that allows for the secure and transparent
exchange of digital assets and information. In the context of the Metaverse, blockchain has a
number of important applications, including enabling secure transactions, managing digital
identities, and creating decentralized applications.

One of the primary uses of blockchain in the Metaverse is to enable secure and transparent
transactions. Blockchain technology allows for the creation of digital currencies and assets that
can be traded securely and transparently within virtual environments. This can enable new
types of virtual economies and business models, where users can buy and sell digital assets,
services, and experiences within the Metaverse.

Another important application of blockchain in the Metaverse is the management of digital


identities. Blockchain technology can be used to create decentralized identity systems that
allow users to control their digital identities and personal data. This can help to protect user
privacy and security within the Metaverse, while also enabling new types of social interactions
and experiences.

In addition to enabling secure transactions and managing digital identities, blockchain can also
be used to create decentralized applications within the Metaverse. These applications can be
built on top of blockchain platforms like Ethereum or EOS, and can enable new types of social
interactions, games, and experiences within virtual environments. Decentralized applications
can also be used to create new types of virtual communities, where users can collaborate and
interact with one another in a secure and transparent manner.

One of the challenges of using blockchain in the Metaverse is the need to ensure that the
technology is scalable and can support the high transaction volumes and complex interactions
that are characteristic of virtual environments. This requires ongoing innovation and
development of blockchain platforms and protocols, as well as the integration of blockchain
with other technologies like spatial computing, edge computing, and artificial intelligence.

Overall, blockchain is an important technology for the development and operation of the
Metaverse. As the Metaverse continues to evolve, it will be important to explore new and
innovative ways to use blockchain to create secure, transparent, and engaging virtual
environments and experiences for users.

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METAVERSE

Cryptocurrency

Cryptocurrencies are digital or virtual tokens that use cryptography to secure transactions and
control the creation of new units. In the context of the Metaverse, cryptocurrencies can be used
for a wide range of applications, including enabling secure transactions, creating virtual
economies, and managing digital identities.

One of the primary uses of cryptocurrency in the Metaverse is to enable secure and transparent
transactions within virtual environments. Cryptocurrencies like Bitcoin, Ethereum, and
Litecoin can be used to buy and sell digital assets, services, and experiences within the
Metaverse, allowing users to exchange value in a secure and decentralized manner.
Another important application of cryptocurrency in the Metaverse is the creation of virtual
economies. Cryptocurrencies can be used to create virtual currencies or tokens that can be used
within virtual environments to buy and sell digital assets, services, and experiences. These
virtual currencies can be managed and controlled using blockchain technology, ensuring that
transactions are secure, transparent, and auditable.

In addition to enabling secure transactions and creating virtual economies, cryptocurrency can
also be used to manage digital identities within the Metaverse. Cryptocurrencies like Ethereum
can be used to create decentralized identity systems that allow users to control their digital
identities and personal data. This can help to protect user privacy and security within the
Metaverse, while also enabling new types of social interactions and experiences.

One of the challenges of using cryptocurrency in the Metaverse is the need to ensure that the
technology is scalable and can support the high transaction volumes and complex interactions
that are characteristic of virtual environments. This requires ongoing innovation and
development of cryptocurrency platforms and protocols, as well as the integration of
cryptocurrency with other technologies like spatial computing, edge computing, and artificial
intelligence.
Overall, cryptocurrency is an important technology for the development and operation of the
Metaverse. As the Metaverse continues to evolve, it will be important to explore new and
innovative ways to use cryptocurrency to create secure, transparent, and engaging virtual
environments and experiences for users.

20
METAVERSE

NFT (non-fungible tokens)

NFTs, or non-fungible tokens, are unique digital assets that are verified on a blockchain. They
have gained popularity in recent years as a way to buy, sell, and trade digital art, collectibles,
and other unique items. In the context of the Metaverse, NFTs can be used for a wide range of
applications, including enabling the creation and trade of virtual assets, experiences, and
identities.

One of the primary uses of NFTs in the Metaverse is the creation and trade of virtual assets.
NFTs can be used to create unique digital assets that can be traded within virtual environments.
For example, a virtual piece of land or a virtual avatar can be tokenized as an NFT and traded
on a blockchain, allowing users to own and exchange virtual property and identities in a secure
and transparent manner.

Another important application of NFTs in the Metaverse is the creation of virtual experiences.
NFTs can be used to create unique virtual experiences, such as virtual concerts, games, and
other types of interactive content. These experiences can be traded on a blockchain and
accessed by users within virtual environments, allowing for new types of social interactions
and experiences.

In addition to enabling the creation and trade of virtual assets and experiences, NFTs can also
be used to manage digital identities within the Metaverse. NFTs can be used to create
decentralized identity systems that allow users to control their digital identities and personal
data. This can help to protect user privacy and security within the Metaverse, while also
enabling new types of social interactions and experiences.

One of the challenges of using NFTs in the Metaverse is the need to ensure that the technology
is scalable and can support the high transaction volumes and complex interactions that are
characteristic of virtual environments. This requires ongoing innovation and development of
NFT platforms and protocols, as well as the integration of NFT with other technologies like
spatial computing, edge computing, and artificial intelligence.

Overall, NFTs are an important technology for the development and operation of the
Metaverse. As the Metaverse continues to evolve, it will be important to explore new and
innovative ways to use NFTs to create unique, engaging, and valuable virtual environments
and experiences for users.

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METAVERSE

ADVANTAGES

 People can meet and communicate.


 The virtual reality is created using VR technology, giving users a realistic experience
of being inside a virtual space where they can interact with one another, avatars of other
people or anything else created by those inside.
 These avatars are user-created representations of themselves that they use to present
their identity to others inside the Metaverse
 Avatars can be customized in any way you wish, allowing you to express yourself in
your chosen appearance.
 The entire environment is also customizable; people who build items for it get rewarded
with tokens that they can use as currency within games or other apps on their computer.

 The Metaverse is touted as a 3D world in which people can meet and communicate.
The virtual reality is created using VR technology, giving users a realistic experience
of being inside a virtual space where they can interact with one another, avatars of
other people or anything else created by those inside.
 These avatars are user-created representations of themselves that they use to present
their identity to others inside the Metaverse. Avatars can be customized in any way
you wish, allowing you to express yourself in your chosen appearance.
 The entire environment is also customizable; people who build items for it get
rewarded with tokens that they can use as currency within games or other apps on
their computer.

22
METAVERSE

DIS-ADVANTAGE

 It’s become lazy to humans for do any work physically


 Major disadvantage is, it may be harm to our eye by using large amount of use of this
technology
 Hackers can change your virtual word by hacking
 Due to hack your virtual word example –
 If you are getting meeting of your business by using this technology it causes you have
major losses in business
 Metaverse transactions may be viewed by anyone. If a user doesn’t pay careful attention
to his or her transaction inputs, it can result in a loss of funds. It is also difficult to
distinguish between legitimate and malicious nodes.
 A hacker could trick another user into downloading malicious software onto his
computer; eventually, he will make an on-chain Metaverse transaction that sends funds
to an address owned by the hacker.
 The biggest advantage of using Metaverse is that you have full control over your
finances at all times – if you misplace any of your private keys or passwords, there’s
no one else to blame but yourself.

23
METAVERSE

APPLICATION

The advancement of extended reality in the Metaverse shared space may offer many
things to offer to advance technology for society’s betterment. Other than social
networks and entertainment, some of the applications already being used are:

 Health care Application


 Metaverse Military Applications
 Metaverse Real estate applications
 Metaverse Manufacturing applications
 Metaverse Education applications etc.

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METAVERSE

Metaverse Healthcare applications

 The deployment of augmented reality in the healthcare sector has a substantial


value in training and strengthening the skills and knowledge base of future
medical professionals. Surgical assistive tools are technology like the
Microsoft HoloLens that surgeons utilize to help them with and speed surgical
procedures. In addition to pre-operative pictures from CT, MRI, and 3D scans,
AR headsets are used to view crucial real-time patient data such as heart rate,
body temperature, blood pressure, and respiration rate.
 Nurses and physicians are now using augmented reality to enhance vein
identification . This tackles the problem that locating a vein can be difficult for
many individuals, amazingly if their skin is intensely pigmented or tiny blood
veins. In the healthcare industry, visual-driven technology like X-rays and CT
scans are prevalent. Simply put, they aid medical practitioners in detecting,
diagnosing, and treating patients by allowing them to look within their
patients’ bodies.

25
METAVERSE

Metaverse Military Applications

 It may display a soldier’s precise location as well as the positions of ally and
hostile forces. The system is attached to the helmet in the same manner that the
goggles are, and it may be used at any time of day or night. As a result, TAR
effectively substitutes the standard handheld GPS gadget and eyewear.
 As a consequence, a soldier would no longer need to glance down to verify their
GPS location. Furthermore, Synthetic Training Environment is an augmented
reality system designed to provide soldiers a more realistic training experience by
putting them in more physically and psychologically demanding combat settings.
One of the key objectives of the STE creators is to create a training alternative that
will enable commanders to produce adaptive units with a higher degree of
preparation.

26
METAVERSE

Metaverse Education applications

 Wearing a VR headset exposes you to high-quality representations that can


positively impact your life. Traditional teaching approaches will never attain such
a high level of effectiveness in highlighting concepts through visuals. Regardless
of their age, students will always choose to sit and watch something rather than
read it. Virtual reality technology is fascinating because it can produce incredible
experiences that could never be “experienced” in real life. With the usage of this
technology, students will be more motivated to learn.

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METAVERSE

FUTUREN SCOPE

The last year saw the metaverse go from literary text rumination to limitless tech reality. First
referenced in a 1992 science fiction novel by Neal Stephenson and then picked up in other sci-
fi settings like Ready Player One, the metaverse is an immersive, digital alternative to the
physical world, where virtual avatars come together to work, pursue hobbies, shop, play, or
otherwise gather to engage in online communities and explore the digital space. The term
formally entered the mainstream realm when Facebook rebranded itself to Meta Platforms Inc.
(now widely referred to as Meta) in October 2021 in an effort to leap beyond its social media
roots and signal a broader agenda around “the next chapter of the Internet”.

The concept remains elusive to both onlookers and industry veterans, not least because the
companies that are building the metaverse say it will take years and billions of dollars to realize.
This New Year, however, will already see the metaverse become more concrete, as it pushes
to prove its promised potential. For the metaverse to mature to its next stage of development,
players in the space will need to tackle three frontiers: securing skilled talent, making decisive
investment moves, and pushing the boundaries on innovative experiences.

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METAVERSE

Securing skilled talent

Meta is recruiting aggressively from a number of sources, including Silicon Valley neighbor
Apple and fellow West Coast tech behemoth Microsoft, from which it has poached most of the
100 people who departed from HoloLens augmented reality headset team last year. Though
sales were slow to take off, Microsoft’s HoloLens was one of the first movers in the AR space,
making its staffers particularly desirable fare at the metaverse talent market. Meta has also
announced it would hire 10,000 engineers in Europe alone to build this next Internet frontier.
Making real on their pledge to score AR/VR specialists in a market already starved for tech
talent will be a challenge.

Despite being one of the most prominent and outspoken proponents of the metaverse, Meta is
by far not the only one. Chip maker NVidia has turned its focus on the metaverse as well, only
they are calling it “omniverse”. With Omni verse Enterprise, NVidia has set up a subscription
service that lets creators, designers and others collaborate in a shared online simulation
platform. BMW, for instance, is using Omni verse Enterprise as part of its smart manufacturing
efforts to simulate their manufacturing operations. Meanwhile NVidia’s need for skilled
omniverse engineers intensifies, seeing how chips are the lifeblood to power the metaverse, its
graphics and animation.

Other candidates for a front-row seat in the metaverse are the gaming companies that have long
been pioneering immersive online experiences. Platforms like Rolex and Epic Games’ hit
Fortnight have already curated large followings and in-game online economies, positioning
them well to capitalize now. The problem lies not in gaming companies’ inability to motivate
video game enthusiasts to play, but in their struggle to find skilled talent to hire, exacerbating
the recruiting battle

29
METAVERSE

Making decisive Investment moves

Gaming companies have recently hit the headlines with another metaverse-induced trend:
moves for consolidation. A few days ago Microsoft announced plans to acquire World of
Warcraft and Candy Crash maker Activision Blizzard in its largest all-cash acquisition ever at
$69 billion, hoping that bestseller games will help attract skeptics to the metaverse. These news
are coming shortly after Grand Theft Auto maker Take-Two announced it would buy Farmville
creator Zynga for $13 billion the week prior, and after 2021 saw a record $117 billion worth
of gaming acquisitions.
The chipmakers, too, need to make the requisite investments if they are to realize their potential
of powering the metaverse. Intel announced a few days ago that it would spend $20 billion on
two plants in Ohio, though this investment could balloon up to $100 billion for eight
manufacturing plants if things go well.
Institutional and retail investors are gearing up for the metaverse as well. Softbank announced
in late November 2021 that it was investing $150 million in a South Korean metaverse
platform. Shares of companies leading the space have surged. A selection of metaverse-focused
exchange traded funds have appeared on the scene, with some showing potential. As the vision
for the metaverse continues to mature, so will investors’ appetite.
On the more creative side of investments lies the metaverse real estate market. “Imagine if you
came to New York when it was farmland, and you had the option to get a block of SoHo,” told
the cofounder of digital real estate company Metaverse Group, Michael Gord, the New York
Times. Gord and other investors are speculating on plots of land in the immersive online world.
Digital worlds like Decentral and Sandbox allow virtual developers to build and rent out digital
malls. One such developer has spent $4.3 million on a property they acquired from gaming
company Atari. Transactions for properties in the alternate universe have skyrocketed and the
New Year will see the competition for location further intensify, though many are wary of
digital real estate volatility.

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METAVERSE

Pushing the boundaries on innovative experiences

When companies have the talent and the money to define and develop a world with no
boundaries, imagination can roam wild, as pioneers build the innovative experiences that will
make up the metaverse.
The future of work will be redefined by new metaverse experiences. Besides NVidia’s Omni
verse Enterprise, Meta’s Horizon Workrooms and Microsoft’s Mesh are also designed to
empower work in a virtual world, both enabling remote collaboration across devices through
mixed reality applications. Virtual meetings will move to the metaverse – as quickly as within
three years, Bill Gates predicts – and workers will increasingly rely on using VR headsets and
avatars at work. Thus, the role of corporate real estate could take yet another hit, empowering
multiple generations of people already accustomed to work from home because of Coved to
demand yet more spatial flexibility in their work lives, with the metaverse decreasing the need
for a formal workplace even more.
School and social life, too, will evolve. Rolex, for instance, is planning to bring educational
videogames to classrooms. Platforms such as AltspaceVR enable community-based
experiences in the metaverse, allowing people to gather for live virtual events, such as comedy
clubs or bar nights. Rolex sees itself as a future hub for metaverse experiences beyond games,
such as concerts. (For reference, a Marshmallow concert in Fortnight recently attracted 10
million people.)
A new era for commerce may dawn, with stores selling anything from fantastical digital pets
to e-apparel. Fortnight has long capitalized on digital skins, and more traditional retailers are
following suit. Nike has filed trademarks for virtual gear, shoes and accessories, and luxury
labels Gucci, Balenciaga and Luis Vuitton are beginning to sell e-clothes and e-bags. You could
also buy a $650,000 digital yacht or NFT art for your immersive mansion. Meta -malls are
starting to pop up, allowing you to shop in VR stores and stock up on outfits for your avatar.
While the metaverse cannot advance fast enough for the believers, this may all be moving too
fast for the sceptics. The FTC, for instance, is putting hurdles in Meta’s way by extending their
antitrust probe of past VR deals. Chinese regulators are saying the metaverse needs to be
closely monitored. Expensive headsets may also be a barrier to mainstream adoption, as might
an unclear mental and physical health toll of spending large chunks of time wearing a headset
and roaming around in a parallel reality. And yet, the tech industry is unwavering in its belief
in the metaverse, expecting it will hit $800 billion by 2024 and reach 1 billion people by 2030.

31
METAVERSE

CONCLUSION

The metaverse technology will bring with it certain challenges. Some of these issues
can only be resolved by making slight or large modifications to a company’s operations.
As previously said, the Metaverse will usher in a new era of consumer behavior. But,
for the time being, all is in its infancy. The transformation of the Metaverse — if it
happens at all — will be battled for the very next decade, if not longer, among tech
behemoths. Top Metaverse development companies will have to create and test new
systems and technologies in order to do this we can say Metaverse is a digital future of
world.
Due to metaverse time consumption and idea thinking goes in next level.

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METAVERSE

REFERENCES

 Mark Zuckerberg you tube channel

 https://www.publish0x.com/welcome-to-themetaverse2/metaverse-introduction-
xwworpx
 https://medium.com/@computecoinnet/the-metaverse-a-briefhistory-ff36afb5dc7

 Benjamin laker
 https://www.outrealxr.com/blog/metaverse/the-metaverse- explained-everything-
you-need-to-know /

 https://www.mastercard.com/news/perspectives/2021/ecommer ce-metaverse-
augmented-mixed-
reality/#:~:text=The%20metaverse%20uses%20augmented%20and%20mixed
%20reality%20to,innovation%20at%20Mastercard%E2%80%99s
%20Labs%20as%20a%20Service%20business.

 https:// becominghuman.ai/what-is-metaverse-what- technologies-are-


empowering-metaverse-5645467502ee
 https://www.forbes.com/sites/hannahmayer/2022/01/24/thefuture-of-the-
metaverse-what-2022-has-in-store-for-theimmersive-digital-
world/?sh=1be64405335a

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