Building Blocks, Opportunities, and Challenges of Metaverse in Web 3.0

Building Blocks, Opportunities, and Challenges of Metaverse in Web 3.0

Copyright: © 2024 |Pages: 21
DOI: 10.4018/979-8-3693-1532-3.ch008
OnDemand:
(Individual Chapters)
Available
$37.50
No Current Special Offers
TOTAL SAVINGS: $37.50

Abstract

The Metaverse is an immersive virtual world facilitated by virtual reality (VR) and augmented reality (AR). It is a backbone technology for Web 3 in which users interact using avatars in a digital content environment. Metaverse as a platform enriches Web 3 with its decentralized, interactive, and immersive experiences, allowing newer forms of collaboration, innovation, and entrepreneurship. A quick historical background and its evolution are discussed. Being a content-rich environment, upgraded high-speed connectivity is necessary. Internet 3.0, decentralization, and VR/AR technologies will help build the foundation. Metaverse requires special hardware, software, content, networking, and governance. The Metaverse promises economic models in which cryptocurrencies and Metaverse Coins are traded. Metaverse is still evolving as research is increasing and associations are focusing on standards. Robust governance and regulations are still nascent. Certain negative aspects include privacy and security, addiction, cyberbullying, and disinformation, about which users must be cautious.
Chapter Preview
Top

Historical Background

There are several definitions for the term “Metaverse” (Ritterbusch & Teichmann, 2023). Being evolving and because of the lack of sufficient standards on the topic, there is no single authoritative definition. “Metaverse” is a crossword that comprises two words – “Meta” from Greek to mean “with,” “after,” “beyond,” or “transcendency.” “Verse” means “universe.” So, Metaverse roughly means a “new universe” or a “third space.” Another version is a philosophical view that defines the Metaverse as a “metaphysical,” meaning “to stimulate different people's understanding, imagination, and innovation” of the Metaverse.

Metaverse is not a straightforward technological development but an evolution with progress happening in bits and pieces. It is the culmination of various technologies that saw small feature enrichments developed over time. Ivan Sutherland's paper, A Framework for Virtual Reality (1965), was the first to discuss an “ultimate display” – a head-mounted device that can help traverse a virtual world (simulation environment) created by computer software. It can provide sensory experiences in a way that is indistinguishable from reality. This idea laid the foundation for virtual reality (VR) and has influenced the development of VR technology over the years. The same year, Morton Hellig built a VR prototype called Sensorama Simulator that provided a multi-sensory experience. William Gibson's novel Neuromancer (1984) mentions about cyberspace. The first formal use of the term “Metaverse” is in Neal Stephenson's science fiction novel Snow Crash (1992). Several movies showed traits of the Metaverse, including Johnny Mnemonic (1995), The Matrix (1999), and Ready Player One (2018).

The development of the internet has brought Metaverse to a more reality. Second Life (2003) by Linden Lab is the first virtual world. Though the intention was not to create a game, it largely appears to be a massively multiplayer online role-playing game. The first augmented reality (AR) game, Pokémon Go, was released in 2006. The first virtual reality (VR) headset, Oculus Rift, was released in 2012. Facebook acquired Oculus Rift in 2014 for $2 billion. In 2018, Fortnite, a popular video game, introduced a “Party Royale” mode that allowed players to socialize in a virtual world.

Key Terms in this Chapter

Second Life: Second Life is a virtual world platform that allows users to create avatars and engage in a range of social and creative activities. The platform was launched in 2003 and was one of the first virtual worlds to gain mainstream attention. Second Life has been used to explore a range of social, educational, and business applications, and is seen as a precursor to the metaverse.

Headset: A headset is a wearable hardware device that users will wear to watch and experience virtual and augmented reality. The device usually includes a display, tracking sensors, and input controls so that the user will be able to interact with virtual environments in an immersive manner.

Roblox: Roblox is a user-generated gaming platform that has evolved into a metaverse where users can create, play, and explore virtual worlds and experiences.

Metaverse: Metaverse is a virtual world where users can interact with one another and with digital objects and environments, creating a sense of presence and immersion through advanced technologies such as virtual reality and augmented reality.

Mixed Reality (MR): An MR is a combination of AR and VR, where the digital and physical worlds are blended together to create a more immersive and interactive experience.

Avatar: An avatar is a digital representation of a user or character in a virtual world or game.

Augmented Reality (AR): AR is a technology that brings digital information to the real world. It value adds upon the physical environment and creating a more immersive experience.

Unity3d: A cross-platform game engine that enables developers to create interactive 3D experiences, including metaverse applications and virtual reality experiences.

Virtual Reality: Virtual reality refers to the use of computer technology to create a simulated environment that can be experienced by a user. Virtual reality typically involves the use of a headset or other display device that allows the user to see and interact with a virtual environment in a more immersive way.

Virtual World: A virtual world is a computer-based simulated environment that allows users to interact with each other and digital objects in a virtual space.

Complete Chapter List

Search this Book:
Reset