Abstract
Unlike previous studies on the Metaverse based on Second Life, the current Metaverse is based on the social value of Generation Z that online and offline selves are not different. With the technological development of deep learning-based high-precision recognition models and natural generation models, Metaverse is being strengthened with various factors, from mobile-based always-on access to connectivity with reality using virtual currency. The integration of enhanced social activities and neural-net methods requires a new definition of Metaverse suitable for the present, different from the previous Metaverse. This paper divides the concepts and essential techniques necessary for realizing the Metaverse into three components (i.e., hardware, software, and contents) and three approaches (i.e., user interaction, implementation, and application) rather than marketing or hardware approach to conduct a comprehensive analysis. Furthermore, we describe essential methods based on three components and techniques to Metaverse’s representative Ready Player One, Roblox, and Facebook research in the domain of films, games, and studies. Finally, we summarize the limitations and directions for implementing the immersive Metaverse as social influences, constraints, and open challenges.
Highlights
Metaverse is expanding rapidly, as seen in Geppetto serving 200 million subscribers and Animal Crossing running an election campaign in a virtual space
Since the proportion of social activities and contents grows, it differs from the previous Metaverse, and a new definition is needed for the present
7) DISCUSSION AND OPEN CHALLENGES Roblox supports virtual reality (VR), but non-VR games account for a significant portion, and there is a possibility that it will develop into a more advanced form based on a large number of subscribers
Summary
As seen in Geppetto serving 200 million subscribers and Animal Crossing running an election campaign in a virtual space. While VR-related studies focus on a physical approach and rendering, Metaverse has a strong aspect as a service with more sustainable content and social meaning. This research presents a comprehensive study on the applications and technologies that can give social meaning in a Metaverse hardware, software, and content with three approaches (i.e., user interactions, implementation, and applications). Due to the wide scope of the Metaverse, we lack a clear understanding of how they work, why they need, and what they are even capable of due to their novel component To tackle these problems deeply, we require interdisciplinary collaboration and research with the psychology and social sciences of the Metaverse.
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