4.6 Article

A Metaverse: Taxonomy, Components, Applications, and Open Challenges

Journal

IEEE ACCESS
Volume 10, Issue -, Pages 4209-4251

Publisher

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/ACCESS.2021.3140175

Keywords

Augmented reality; Avatars; Hardware; Mirrors; Solid modeling; Games; Licenses; Artificial intelligence; metaverse; cyber world; avatar; extended reality

Funding

  1. National Research Foundation of Korea (NRF) - Korean Government (MSIT) [2021R1A2C2012635]
  2. National Research Foundation of Korea [2021R1A2C2012635] Funding Source: Korea Institute of Science & Technology Information (KISTI), National Science & Technology Information Service (NTIS)

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This paper discusses the Metaverse based on the social value of Generation Z, analyzing its technological development, conceptual definition, and implementation methods in detail. A new definition of Metaverse is proposed, dividing the key concepts and technologies necessary for realizing Metaverse, as well as the impacts and challenges.
Unlike previous studies on the Metaverse based on Second Life, the current Metaverse is based on the social value of Generation Z that online and offline selves are not different. With the technological development of deep learning-based high-precision recognition models and natural generation models, Metaverse is being strengthened with various factors, from mobile-based always-on access to connectivity with reality using virtual currency. The integration of enhanced social activities and neural-net methods requires a new definition of Metaverse suitable for the present, different from the previous Metaverse. This paper divides the concepts and essential techniques necessary for realizing the Metaverse into three components (i.e., hardware, software, and contents) and three approaches (i.e., user interaction, implementation, and application) rather than marketing or hardware approach to conduct a comprehensive analysis. Furthermore, we describe essential methods based on three components and techniques to Metaverse's representative Ready Player One, Roblox, and Facebook research in the domain of films, games, and studies. Finally, we summarize the limitations and directions for implementing the immersive Metaverse as social influences, constraints, and open challenges.

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