Submitted:
09 February 2023
Posted:
14 February 2023
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Abstract
Keywords:
I. Introduction
II. History and Evolution
3. Metaverse associated terminology
- Virtual world: a computer-generated environment that simulates the physical world and provides a platform for users to interact and participate in various activities within a virtual environment.
- Shared space: a virtual environment where multiple users can exist and interact simultaneously, creating a sense of community and social connection within the virtual world.
- Decentralized: a system that operates without central authority or intermediaries, allowing for more secure and transparent transactions.
- Immersive: an experience that fully involves and surrounds a person, creating a sense of being present in the virtual environment.
- Interaction: the action of communicating with or participating in an activity together with other people or digital entities.
- Avatars: digital representations of users within the virtual world, allowing for user engagement and interaction within the metaverse.
- Virtual reality: a computer-generated simulation of a three-dimensional environment that can be interacted with in a seemingly real or physical way by a person using special electronic equipment.
- Augmented reality: a technology that superimposes a computer-generated image on a user’s view of the real world, providing a blended experience of the real and virtual environments.
- Blockchain: a distributed ledger technology that allows for secure and transparent transfer of ownership by maintaining a tamper-proof record of all transactions.
- Cryptocurrency: a digital asset designed to work as a medium of exchange that uses cryptography to secure and verify transactions and to control the creation of new units.
- Digital assets: any item of value that exists in a digital form, such as digital currency, virtual real estate, or in-game items.
- Digital ownership: the control and rights over digital assets, allowing for secure and transparent transfer of ownership without the need for intermediaries.
- Web 3.0: the next generation of the internet, characterized by a decentralized web, enhanced security and privacy, and more seamless integration of virtual and real-world experiences.
- Decentralized web: a web architecture that operates without central authority or intermediaries, enabling secure and transparent transactions and interactions.
- In-game items: virtual items within the metaverse that can be bought, sold, or traded and have real-world value.
- Virtual marketplaces: online platforms where users can buy, sell, or trade virtual assets within the metaverse.
- Virtual real estate: virtual land or property within the metaverse, which can be bought, sold, or traded.
- Digital collectibles: unique, one-of-a-kind digital assets that are often rare and valuable.
- 3D environments: three-dimensional virtual environments within the metaverse that can be interacted with in a seemingly real or physical way.
- Multiplayer: a feature in which multiple users can participate in a game or activity simultaneously.
- Tamper-proof ledger: a secure and transparent record of all transactions maintained by a decentralized system, such as blockchain.
- Transfer of ownership: the transfer of control and rights over digital assets enabled by technology such as blockchain.
- Digital commerce: commerce that occurs within the digital world, including the buying, selling, or trading of digital assets.
- Personal data: information that relates to an identified or identifiable natural person.
- Synchronous: refers to real-time interaction or communication within the metaverse, where events co-occur for all participants.
- Asynchronous: refers to communication or interaction within the metaverse that co-occurs for different participants, not in real-time.
- Social networking: refers to virtual environments within the metaverse to connect and interact with other individuals or groups.
- Gaming: refers to the use of virtual environments within the metaverse for playing games, whether alone or with others.
- Entertainment: refers to the use of virtual environments within the metaverse for various forms of entertainment, such as watching concerts, attending virtual events, or experiencing immersive experiences.
- Education: refers to the use of virtual environments within the metaverse for learning and education, such as virtual classrooms and training simulations.
- Business: refers to using virtual environments within the metaverse for commercial purposes, such as virtual commerce and remote work.
- Collaboration: refers to virtual environments within the metaverse for team collaboration, such as virtual meetings and co-creation.
- Virtual goods: refers to digital assets within the metaverse, such as virtual items, clothing, and accessories for avatars.
- Decentralized applications (dApps): refers to applications built on decentralized networks, such as blockchain, that operate within the metaverse.
- Virtual economies: refers to the economic systems within the metaverse, such as virtual marketplaces and the exchange of virtual goods and currencies.
- Smart contracts: refers to self-executing contracts with the terms of the agreement between buyer and seller being directly written into lines of code.
- Artificial intelligence: refers to the use of AI technologies within the metaverse, such as virtual assistants, chatbots, and intelligent avatars.
- Machine learning: refers to the use of machine learning technologies within the metaverse, such as personalized recommendations and predictive analytics.
- Persistent: refers to the continuity of experiences and data within the metaverse, even after a user logs out.
- Non-fungible tokens (NFTs): refers to unique digital assets, such as virtual real estate or digital collectibles, that are stored on a blockchain and represent ownership of a one-of-a-kind item.
- Decentralized identity: refers to a digital identity owned and controlled by the individual rather than a centralized entity within the metaverse.
- Virtual events: A digital event happening in the metaverse that is designed to provide an immersive experience for attendees. Virtual events can include concerts, conferences, trade shows, and other types of gatherings and are often used to bring people together in a shared virtual space. Examples of virtual events include Second Life’s Virtual World Education Roundtable and various music concerts held on VR platforms.
- Virtual meetings: A digital meeting in the metaverse, where attendees can interact and collaborate in a shared virtual space. Virtual meetings can range from informal gatherings to business meetings and can bring people together from all over the world. Examples of virtual meeting platforms include Spatial, Mozilla Hubs, and VRChat.
- Virtual tourism: The experience of visiting digital locations or environments in the metaverse, ranging from real-world locations recreated in a virtual setting to entirely fictional places. Virtual tourism can provide a unique way to explore the world and experience new cultures and is often used for educational or entertainment purposes. Examples of virtual tourism include Rec Room’s social VR platform and Sansar’s virtual world platform.
- Virtual shows: A type of virtual event that is designed to showcase a particular product or service compellingly. Virtual shows can include product demonstrations, presentations, and other marketing events and are often used by companies to reach a large and diverse audience. Examples of virtual shows include virtual trade shows, product launches, and VR-based events.
- Virtual communities: A group of people who come together in the metaverse to share a common interest or goal. Virtual communities can be formed around topics such as gaming, education, or business and can provide a way for people to connect and collaborate in a shared virtual space. Examples of virtual communities include Roblox’s gaming platform, VRChat’s social VR platform, and Decentraland’s virtual world platform.
- Tokenization: The process of representing real-world assets or virtual goods as a digital token on a blockchain. Tokenization can provide a secure and transparent way to transfer ownership and value between individuals and can be used to represent a wide range of assets, from virtual real estate to in-game items. Examples of tokenized assets include virtual real estate in Decentraland and in-game items in Axie Infinity.
- Digital scarcity: The concept that certain digital assets have a limited supply, which can be used to create scarcity and increase the value of the asset. Digital scarcity is often achieved through tokenization and can be used to represent assets such as virtual real estate, in-game items, and digital collectibles. Examples of tokenized assets with digital scarcity include virtual real estate in Decentraland and in-game items in Axie Infinity.
- Cybersecurity: The protection of digital assets and information from unauthorized access or attack. In the context of the metaverse, cybersecurity is critical to ensure the safety of virtual assets and personal information, as well as to maintain the integrity of the virtual economy and the underlying blockchain.
- Privacy protection: The practice of protecting personal information and data from unauthorized access or use. In the context of the metaverse, privacy protection is vital to ensure the security of personal information and virtual assets and to maintain the trust of users in the virtual world. Examples of privacy protection measures in the metaverse include encryption, blockchain-based data storage, and decentralized identity systems.
- Scalability: The ability of a system to handle a growing number of users, transactions, and data without slowing down or becoming less reliable. In the context of the metaverse, scalability is critical to ensure that the virtual world can accommodate a growing number of users and transactions and maintain smooth operation.
IV. The metaverse as a connecting point between web 3.0, augmented and virtual reality, and blockchain technology.
V. Digital Ownership
VI. Extended, Virtual, Augmented, and Mixed Reality
VII. Multimodal Metaverse Interactions
VIII. Types of the metaverse
IX. Opportunities in the metaverse
A. Metaverse and Education
B. Metaverse and Entertainment
C. Metaverse and Business
D. Metaverse and Work
X. Metaverse Challenges
Conclusion
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