Consumer Electronics Technologies for Enabling an Immersive Metaverse Experience

被引:7
作者
Sai, Siva [1 ]
Goyal, Dishank [1 ]
Chamola, Vinay [1 ]
Sikdar, Biplab [2 ]
机构
[1] Birla Inst Technol & Sci Pilani, Pilani, Rajasthan, India
[2] Natl Univ Singapore, Singapore, Singapore
关键词
Metaverse; Headphones; Consumer electronics; Virtual reality; Games; Three-dimensional displays; Augmented reality; Immersive experience; Medical services; Solid modeling; Real-time systems; Haptic interfaces; Computer applications; Education; Medical diagnosis; Patient monitoring; Context-aware services; Artificial intelligence; Extended AI;
D O I
10.1109/MCE.2023.3327530
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
The idea of the Metaverse as a virtual reality space where people can interact with computer-generated surroundings and each other in real time is gaining attention as this technology is roaring. Consumer electronics (CE) technology plays a crucial role in developing and using the metaverse. It offers the metaverse various devices like virtual reality headsets, augmented reality glasses, smartphones, and haptic feedback devices. These devices give users immersive experiences, improve communication and collaboration, and explore virtual worlds. In this article, we review several applications of consumer electronics technology in the metaverse, two case studies of consumer electronics in the metaverse, several challenges in the existing CE technology in adapting it to the metaverse, and some future directions for research. As a part of case studies, we analyze how CE technology impacts education and healthcare in the metaverse. In metaverse education and healthcare, CE provides opportunities for immersive learning experiences, virtual simulations, remote training, and improved patient care. Numerous challenges CE faces in the context of metaverse related to structure development, standardization efforts, privacy concerns, and ensuring security that must be addressed for its successful implementation have been identified. Despite its limitations, ongoing efforts are being made to enhance these devices and optimize the overall experience for the metaverse.
引用
收藏
页码:16 / 24
页数:9
相关论文
共 50 条
[31]   Using immersive technologies to enhance the student learning experience [J].
Baxter, Gavin ;
Hainey, Thomas .
INTERACTIVE TECHNOLOGY AND SMART EDUCATION, 2024, 21 (03) :403-425
[32]   Virtual Presence in Immersive Metaverse-enabling Environments: Being There, Being with Another, and Being the Actual Self [J].
Durneva, Polina ;
Ma, Yusi ;
Marakas, George M. ;
Aguirre-Urreta, Miguel I. .
AIS TRANSACTIONS ON HUMAN-COMPUTER INTERACTION, 2024, 16 (04) :481-516
[33]   Metaverse marketing: How the metaverse will shape the future of consumer research and practice [J].
Dwivedi, Yogesh K. ;
Hughes, Laurie ;
Wang, Yichuan ;
Alalwan, Ali A. ;
Ahn, Sun J. ;
Balakrishnan, Janarthanan ;
Barta, Sergio ;
Belk, Russell ;
Buhalis, Dimitrios ;
Dutot, Vincent ;
Felix, Reto ;
Filieri, Raffaele ;
Flavian, Carlos ;
Gustafsson, Anders ;
Hinsch, Chris ;
Hollensen, Svend ;
Jain, Varsha ;
Kim, Jooyoung ;
Krishen, Anjala S. ;
Lartey, Jared O. ;
Pandey, Neeraj ;
Ribeiro-Navarrete, Samuel ;
Raman, Ramakrishnan ;
Rauschnabel, Philipp A. ;
Sharma, Amalesh ;
Sigala, Marianna ;
Veloutsou, Cleopatra ;
Wirtz, Jochen .
PSYCHOLOGY & MARKETING, 2023, 40 (04) :750-776
[34]   Perceptual point cloud quality assessment for immersive metaverse experience [J].
Cheng, Baoping ;
Luo, Lei ;
He, Ziyang ;
Zhu, Ce ;
Tao, Xiaoming .
DIGITAL COMMUNICATIONS AND NETWORKS, 2025, 11 (03) :806-817
[35]   Exploring technological landscape to uncover technological opportunities for immersive technologies in the Metaverse using patent data [J].
Wang, Juite .
SCIENTOMETRICS, 2025,
[36]   MetaOmniCity: Toward Immersive Urban Metaverse Cyberspaces Using Smart City Digital Twins [J].
Kuru, Kaya .
IEEE ACCESS, 2023, 11 :43844-43868
[37]   Immersive Journalism in the Metaverse and Virtual Reality [J].
Reinoso, Diego Illescas ;
Yumbla, Sebastian Illescas ;
Vizuete, Fernando Ortiz .
QUESTION, 2025, 3 (80)
[38]   Metaverse and education: the pioneering case of Minecraft in immersive digital learning [J].
Sanchez-Lopez, Ivan ;
Roig-Vila, Rosabel ;
Perez-Rodriguez, Amor .
PROFESIONAL DE LA INFORMACION, 2022, 31 (06)
[39]   Integrating Digital Twin and Advanced Intelligent Technologies to Realize the Metaverse [J].
Aloqaily, Moayad ;
Bouachir, Ouns ;
Karray, Fakhri ;
Al Ridhawi, Ismaeel ;
El Saddik, Abdulmotaleb .
IEEE CONSUMER ELECTRONICS MAGAZINE, 2023, 12 (06) :47-55
[40]   Metaverse datafication: technologies, definitions, and futures [J].
Hesselbein, Chris ;
Bory, Paolo ;
Canali, Stefano .
INFORMATION COMMUNICATION & SOCIETY, 2025, 28 (05) :763-777