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Metaverse and Immersive Technologies

Scrivener Publishing

100 Cummings Center, Suite 541J Beverly, MA 01915-6106

Industry 5.0 Transformation Applications

Series Editor: Dr. S. Balamurugan and Dr. Sheng-Lung Peng

Scope: e increase in technological advancements in the areas of arti cial intelligence (AI), machine learning (ML) and data analytics has led to the next industrial revolution, “Industry 5.0”. e transformation to Industry 5.0 collaborates human intelligence with machines to customize e cient solutions. is book series aims to cover various subjects under promising application areas of Industry 5.0 such as smart manufacturing, green ecolog y, digital medicine, supply chain management, smart textiles, intelligent tra c, innovation ecosystem, cloud manufacturing, digital marketing, real-time productivity optimization, augmented reality and virtual reality, smart energ y consumption, predictive maintenance, smart additive manufacturing, hyper customization and cyber physical cognitive systems. e book series will also cover titles supporting technologies for promoting potential applications of Industry 5.0, such as collaborative robots (Cobots), edge computing, Internet of Everything, big data analytics, digital twins, 6G and beyond, blockchain, quantum computing and hyper intelligent networks.

Publishers at Scrivener

Martin Scrivener (martin@scrivenerpublishing.com)

Phillip Carmical (pcarmical@scrivener publishing.com)

Metaverse and Immersive Technologies

An Introduction to Industrial, Business and Social Applications

ICFAI Foundation for Higher Education, Hyderabad, Telangana, India

S. Balamurugan

Albert Einstein Engineering and Research Labs Coimbatore, Tamilnadu, India and

Sheng-Lung Peng

Department of Creative Technologies and Product Design

National Taipei University of Business, Taiwan

This edition first published 2023 by John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, USA and Scrivener Publishing LLC, 100 Cummings Center, Suite 541J, Beverly, MA 01915, USA © 2023 Scrivener Publishing LLC

For more information about Scrivener publications please visit www.scrivenerpublishing.com.

All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronic, mechanical, photocopying, recording, or otherwise, except as permitted by law. Advice on how to obtain permission to reuse material from this title is available at http://www.wiley.com/go/permissions.

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Limit of Liability/Disclaimer of Warranty

While the publisher and authors have used their best efforts in preparing this work, they make no representations or warranties with respect to the accuracy or completeness of the contents of this work and specifically disclaim all warranties, including without limitation any implied warranties of merchantability or fitness for a particular purpose. No warranty may be created or extended by sales representatives, written sales materials, or promotional statements for this work. The fact that an organization, website, or product is referred to in this work as a citation and/or potential source of further information does not mean that the publisher and authors endorse the information or services the organization, website, or product may provide or recommendations it may make. This work is sold with the understanding that the publisher is not engaged in rendering professional services. The advice and strategies contained herein may not be suitable for your situation. You should consult with a specialist where appropriate. Neither the publisher nor authors shall be liable for any loss of profit or any other commercial damages, including but not limited to special, incidental, consequential, or other damages. Further, readers should be aware that websites listed in this work may have changed or disappeared between when this work was written and when it is read.

Library of Congress Cataloging-in-Publication Data

ISBN 978-1-394-17454-6

Cover image: Pixabay.Com

Cover design by Russell Richardson

Set in size of 11pt and Minion Pro by Manila Typesetting Company, Makati, Philippines

Dedication

Dedicated to my sisters Susmita, Sujata, Bhaina and Sukanta; nephew Surya Datta; wife Itishree (Leena); my son Jay Jagdish (Omm); and Late father Jaya Gopal Panda, and Late mother Pranati Panda.

Sandeep Kumar Panda

2.3

2.6

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16.2.2

16.3.2 Why Will the Convergence of the Internet of Things and the Metaverse be Important?

16.3.3 What Do You Think the Internet of Things Will be Responsible for in the Metaverse?

16.3.4

16.3.5 How Can the Internet of Things Connect the Metaverse to Devices that Exist in the Actual World?

Preface

The 1990s brought the proliferation of the internet throughout the world. Researchers developed various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds, augmented reality applications, and Non-Fungible Token games. The term ‘metaverse’ has been coined to encompass the digital transformation in every aspect of our physical lives. At the core of the metaverse is the vision of an immersive internet as a gigantic, unified, persistent, and shared realm. While metaverse may seem futuristic, it is catalyzed by emerging technologies, such as extended reality, human-computer interaction, artificial intelligence, blockchain, computer vision, IoT and robotics, edge and cloud computing, and future mobile networks. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. The metaverse is a virtual and visual world that combines physical and digital experiences. At present, the development and implementation of the metaverse is in the nascent stage and lacks a framework for visual construction and scrutiny. Therefore, this book offers a 360-degree exploration of the metaverse, with a focus on avatars, content creation, virtual economy, social acceptability, security, privacy, trust, and accountability.

This book provides a thorough explanation of how the technology behind metaverse and other virtual reality is changing the world. The primary objective is to present the revolutionary innovation of the 21st Century—the metaverse—and exhibit its wide range of applications in different domains. Although blockchain and VR/AR were the first popularly known applications of the metaverse, several other applications also exist. While some still believe the metaverse is overhyped, in reality, it is transforming almost every industry—healthcare, 3D, 4D, industry, game industry, business management, artificial intelligence, and IoT, just to name a few.

This technological breakthrough not only paved the way for virtual reality, but provides useful solutions for other areas of technology. The unique nature of the technology, which is a single, shared, immersive, persistent, 3D virtual space where humans experience life in ways not possible in the physical world, makes it suitable for all real-world applications. The technology has great potential to transform business, and companies are already in the race for different product offerings.

The book is organized to cover all aspects of the metaverse, including its fundamentals, features, working principles, and application in different sectors.

Chapter 1 presents an in-depth analysis of the technologies used in the metaverse and provides a solid foundation from which to further study this fascinating field. Specifically, the chapter presents the fundamental characteristics of a novel-distributed metaverse architecture in terms of ternary-world interactions. The benefits and drawbacks of the metaverse are explored, along with the current pressing problems faced by metaverse systems and their most cutting-edge solutions. Finally, the chapter proposes new avenues for the study of metaverse system developments.

Chapter 2 investigates the expected utilization of blockchain innovation in the metaverse, explicitly in the spaces of AR, VR, and MR. The specialized parts that utilize blockchain in these virtual conditions are examined, including how it tends to be leveraged to get client data and works with exchanges inside the virtual world. Also analyzed are the difficulties and amazing possibilities that come from coordinating blockchain innovation in the metaverse, like issues of versatility, interoperability, and reception. Also discussed is the potential for future development and the latest headway in the combination of blockchain innovation with the metaverse, as well as likely roads for additional examination in this field.

Chapter 3 provides basic information about blockchain, its consensus algorithms, its usage and problems in the metaverse, how it can used for solving metaverse issues, and future directions.

Chapter 4 describes how the metaverse relies upon blockchain technology and its components, such as data acquisition, data interoperability, data storage, privacy, and security.

Chapter 5 provides a clear understanding about the usage of the metaverse in healthcare industries and day to day healthcare applications. The metaverse is important in many healthcare innovations, for example the ophthalmology spectacle frame selection is easier in online applications because the lenskart uses metaverse technologies.

Chapter 6 discusses many topics related to the metaverse, including its characteristics and immersive reality, the functions of VR, AR, and MR,

why extended reality serves as its foundation, how to access it now, open issues, the creation of apps, obstacles, and its advantages over 2D learning settings. Finally, the chapter suggests a future research agenda that will be helpful to academics, industry experts, and decision-makers alike.

Chapter 7 explains how VRMAW is a one-of-a-kind, cutting-edge welding solution that promotes digital technology for teaching inexperienced welders. It outlines how to use metal arc welding while also being costeffective, environmentally friendly, and clean.

Chapter 8 thoroughly explores the potential of creating 3D parametric computer-aided models using the AR technique.

Chapter 9 introduces a metaverse-based platform that was designed with the online education ecosystem in mind. This platform shows that online teaching and educational activities can be performed within the immersive metaverse, as well as holistic educational activities like learning, communication, and empathy.

Chapter 10 pertains to eye diseases, Keratoconus, and the use of corneal topography to inspect for various defects in the eye.

Chapter 11 addresses the latest findings of a study on the possible uses of the metaverse in the industrial sector, and the significance of applying it to the industrial supply chain.

Chapter 12 clearly describes various applications of augmented reality in multiple domains, including gaming, construction, tourism, and many more.

Chapter 13 expresses the importance of virtual reality (VR) in various manufacturing industries. VR is a powerful invention and interactive technology that significantly impacts our lives. Often known as immersive multimedia, VR replicates a physical presence for the audience in both the real and virtual worlds.

Chapter 14 explores the exciting world of mixed reality (MR). MR combines elements of both virtual and augmented reality to create a truly immersive and interactive experience. The chapter discusses the technologies used in MR, its current applications in multiple industries (e.g., entertainment and education), and its potential for future developments in fields such as healthcare and manufacturing.

Chapter 15 provides basic information about the technical aspects of artificial intelligence (AI), its role and importance in the metaverse, and suggested research directions.

Chapter 16 gives basic information about IoT, its relationship and importance to the metaverse, and the contribution of IoT in the creation of the metaverse. The chapter looks at IoT applications, the advantages and challenges of an IoT-based metaverse, and possible research directions.

Preface

Topics presented in each chapter are unique to this book and are based on the unpublished work of its esteemed contributors. The editors attempted to cover all the new trends and experiments in regards to the metaverse. This book should serve as a reference for a larger audience, such as system architects, practitioners, developers, and researchers.

Our thanks go to Wiley and Scrivener Publishing for their continuous support and guidance in the production of this volume.

Chandrashekhar A

Department of Mechatronics, Faculty of Science and Technology (IcfaiTech), ICFAI Foundation for Higher Education (IFHE), Deemed to be University, Hyderabad, Telangana, India

Acknowledgment

The preparation of this edited book was like a journey that we had undertaken for several months. We wish to express our heartfelt gratitude to Director Prof. (Dr.) K. L. Narayana, Faculty of Science and Technology (IcfaiTech), ICFAI Foundation for Higher Education, Hyderabad, Telangana, India, ICFAI Society, our families, friends, colleagues, and well-wishers for their constant support throughout this journey. We express our gratitude to all the chapter contributors, who allowed us to quote their remarks and work in this book. We would like to acknowledge the hard work of the authors and their cooperation during the revisions of their chapters. We would also like to acknowledge the valuable comments of the reviewers which have enabled us to select these chapters out of the so many chapters we received and improve the quality of the chapters. We wish to acknowledge and appreciate the Wiley-Scrivener team especially Martin Scrivener for their continuous support throughout the entire process of publication. Our gratitude is extended to the readers, who gave us their trust, and we hope this work guides and inspires them.

1 Metaverse: A Study on Immersive Technologies

Dileep Kumar Murala1 and Sandeep Kumar Panda2*

1Computer Science and Engineering, Faculty of Science and Technology, ICFAI Foundation for Higher Education, Hyderabad, Telangana, India

2Data Science and Artificial Intelligence, Faculty of Science and Technology, ICFAI Foundation for Higher Education, Hyderabad, Telangana, India

Abstract

The Metaverse is a concept that is currently being developed for the future generation of the Internet. It aims to provide an autonomous, completely immersive, and spatiotemporal virtual community where people can work, play, and interact. Recent advancements in cutting-edge technology such as augmented reality, Artificial Intelligence, and blockchain are making the once-fantastical metaverse seem more like a plausible reality. This paper presents an in-depth analysis of the technologies utilized in the Metaverse, providing a solid foundation from which to further study this fascinating field. To be more specific, we look into the fundamental characteristics of a novel distributed metaverse architecture in terms of ternary-world interactions. The benefits and drawbacks of the metaverse are then explored, along with the current pressing problems that metaverse systems face and the most cutting-edge solutions to those problems. Finally, we propose new avenues for metaverse system development study.

Keywords: Augmented reality, artificial intelligence, blockchain, metaverse

*Corresponding author: skpanda00007@gmail.com

Chandrashekhar A, Shaik Himam Saheb, Sandeep Kumar Panda, S. Balamurugan and Sheng-Lung Peng (eds.) Metaverse and Immersive Technologies: An Introduction to Industrial, Business and Social Applications, (1–42) © 2023 Scrivener Publishing LLC

1.1 Introduction

1.1.1

The Emergence of the Metaverse

The term “metaverse,” which was first used by author Neal Stephenson in his science fiction novel Snow Crash, was first published in 1992 [1]. “Meta” comes from the Greek for “beyond,” and “verse” means “universal.” The novel depicted the metaverse as a virtual counterpart to the real world or a dystopian version of the internet. Shared term “metaverse” is also used to describe virtual worlds where users can enter as digital avatars and conduct business or social interactions with other users. The metaverse is intended to be an alternative to the World Wide Web that is more immersive. There have been several expansions of the Metaverse. In the late 1970s, text-based interactive games like MUD (Multi-User Dungeon) were released, depicting a multiplayer virtual environment with role-playing, interactive narrative, and online conversation. At the time, the term “Metaverse” didn’t exist. These games might be considered the forerunners of the Metaverse. Commercial virtual worlds like Second Life were created during the postmillennial era, which marked the start of the second phase. After that, a fully virtualized 3D environment was approved, such as OpenSimulator, which is normally compatible with Second Life [2].

The metaverse is an ever-present, cooperative online environment where users can participate in interactive narratives. It combines several technologies, including Mixed Reality (MR), Virtual Reality (VR), Extended Reality (XR), Augmented Reality (AR), the Internet of Things (IoT), Artificial Intelligence (AI), Non-Fungible Tokens (NFTs), and Information and Communications Technology (ICT) infrastructure. The Metaverse is currently being developed by IT firms as the successor to the mobile Internet. The Metaverse will eventually surpass the Internet in terms of transforming new service ecosystems in all spheres of human endeavor, including healthcare, education, entertainment, e-commerce, and smart industries. The excitement surrounding the Metaverse is primarily driven by two factors. First off, the COVID pandemic has caused a paradigm shift in how people currently engage in work, entertainment, and socializing. As more individuals get used to doing these physical activities in virtual reality, the Metaverse will become necessary. Second, the Metaverse is becoming a more real prospect thanks to newly developed technical enablers [3, 32].

1.1.2 Core Attributes of a Metaverse

The basic characteristics of the Metaverse include:

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