![]() ![]() This study followed a systematic literature review methodology consisting of protocol development, identified inclusion, and exclusion criteria for relevant publications data extraction and synthesis. The authors conducted a systematic review based on the Web of Science and Scopus databases to achieve the objectives. More specifically, the chapter aims to identify conceptual frameworks used in the literature. ![]() This study aims to identify the main applications of metaverse in business based on scientific publications. Finally, we propose a concrete research agenda for the development of the metaverse. Therefore, we discuss six user-centric factors - Avatar, Content Creation, Virtual Economy, Social Acceptability, Security and Privacy, and Trust and Accountability. In terms of applications, the metaverse ecosystem allows human users to live and play within a self-sustaining, persistent, and shared realm. We thus examine eight enabling technologies rigorously - Extended Reality, User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, IoT and Robotics, Edge and Cloud computing, and Future Mobile Networks. First, technologies are the enablers that drive the transition from the current Internet to the metaverse. This survey paper presents the first effort to offer a comprehensive framework that examines the latest metaverse development under the dimensions of state-of-the-art technologies and metaverse ecosystems, and illustrates the possibility of the digital `big bang'. While the metaverse may seem futuristic, catalysed by emerging technologies such as Extended Reality, 5G, and Artificial Intelligence, the digital `big bang' of our cyberspace is not far away. At the core of the metaverse stands the vision of an immersive Internet as a gigantic, unified, persistent, and shared realm. The term `metaverse' has been coined to further facilitate the digital transformation in every aspect of our physical lives. Such virtual environments, albeit non-perpetual and unconnected, have bought us various degrees of digital transformation. We have created various computer-mediated virtual environments including social networks, video conferencing, virtual 3D worlds (e.g., VR Chat), augmented reality applications (e.g., Pokemon Go), and Non-Fungible Token Games (e.g., Upland). Since the popularisation of the Internet in the 1990s, the cyberspace has kept evolving.
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