The Metaverse: A Descriptive Journey into the Digital Frontier


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 :

  1. World Wide Web Consortium (W3C). (n.d.). Web Content Accessibility Guidelines (WCAG) Overview. Retrieved from https://www.w3.org/WAI/standards-guidelines/wcag/
  2. United Nations. (2015). Transforming our world: the 2030 Agenda for Sustainable Development. Retrieved from https://sustainabledevelopment.un.org/post2015/transformingourworld
  3. Nielsen Norman Group. (n.d.). Usability 101: Introduction to Us- ability. Retrieved from https://www.nngroup.com/articles/usability-101- introduction-to-usability/
  4. 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
  5. European Commission. (2020). Digital Strategy for the European Data Strategy. Retrieved from https://digital- strategy.ec.europa.eu/en/library/digital-strategy
  6. Gupta, A., Bhatnagar, V. (2017). Accessible Internet of Things (IoT): An Overview. International Journal of Computer Applications, 158(4), 31-36.
  7. 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

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