Authors :
Skanda Suresh; Sudarshan Sridhar; Ranjith V; Savitha T.
Volume/Issue :
Volume 9 - 2024, Issue 8 - August
Google Scholar :
https://tinyurl.com/mvh6x3zm
Scribd :
https://shorturl.at/Vj3C6
DOI :
https://doi.org/10.38124/ijisrt/IJISRT24AUG063
Abstract :
The concept of the metaverse has garnered con-
siderable interest in recent years, serving as a virtual
environ- ment where real-time interaction takes place.
This concept was popularized by Neal Stephenson’s 1992
novel ”Snow Crash.” This paper delves into the various
potential applications of the metaverse in fields such as
entertainment, education, and commerce. We investigate
how the metaverse offers immersive experiences by
combining the physical and digital realms, thereby
revolutionizing storytelling, learning, and commerce.
Addition- ally, we address the challenges and
considerations associated with the development and
implementation of the metaverse, underscoring the
significance of responsible governance and equitable
access in shaping its future societal impact.
Keywords :
Metaverse, Virtual Reality, Augmented Reality, Digital Environment, Cybersecurity, Accessibility, User Experi- Ence, Immersive Technology, Online Collaboration, Digital Inno- Vation
References :
- World Wide Web Consortium (W3C). (n.d.). Web Content Accessibility Guidelines (WCAG) Overview. Retrieved from https://www.w3.org/WAI/standards-guidelines/wcag/
- United Nations. (2015). Transforming our world: the 2030 Agenda for Sustainable Development. Retrieved from https://sustainabledevelopment.un.org/post2015/transformingourworld
- Nielsen Norman Group. (n.d.). Usability 101: Introduction to Us- ability. Retrieved from https://www.nngroup.com/articles/usability-101- introduction-to-usability/
- World Economic Forum. (2020). Advancing Digital Inclu- sion in the Fourth Industrial Revolution. Retrieved from https://www.weforum.org/reports/advancing-digital-inclusion-in-the- fourth-industrial-revolution
- European Commission. (2020). Digital Strategy for the European Data Strategy. Retrieved from https://digital- strategy.ec.europa.eu/en/library/digital-strategy
- Gupta, A., Bhatnagar, V. (2017). Accessible Internet of Things (IoT): An Overview. International Journal of Computer Applications, 158(4), 31-36.
- Dillenbourg, P., Elen, J., Clarebout, G. (2009). Learning Sciences: Theories and Research Programs. Springer Science Business Media.
The concept of the metaverse has garnered con-
siderable interest in recent years, serving as a virtual
environ- ment where real-time interaction takes place.
This concept was popularized by Neal Stephenson’s 1992
novel ”Snow Crash.” This paper delves into the various
potential applications of the metaverse in fields such as
entertainment, education, and commerce. We investigate
how the metaverse offers immersive experiences by
combining the physical and digital realms, thereby
revolutionizing storytelling, learning, and commerce.
Addition- ally, we address the challenges and
considerations associated with the development and
implementation of the metaverse, underscoring the
significance of responsible governance and equitable
access in shaping its future societal impact.
Keywords :
Metaverse, Virtual Reality, Augmented Reality, Digital Environment, Cybersecurity, Accessibility, User Experi- Ence, Immersive Technology, Online Collaboration, Digital Inno- Vation