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

被引:796
作者
Park, Sang-Min [1 ]
Kim, Young-Gab [2 ]
机构
[1] Korea Univ, Dept Comp Sci & Engn, Seoul 02841, South Korea
[2] Sejong Univ, Dept Comp & Informat Secur & Convergence Engn Int, Seoul 05006, South Korea
基金
新加坡国家研究基金会;
关键词
Augmented reality; Avatars; Hardware; Mirrors; Solid modeling; Games; Licenses; Artificial intelligence; metaverse; cyber world; avatar; extended reality; VIRTUAL WORLDS; STUDENTS; OPPORTUNITIES; INFORMATION; TECHNOLOGY; SIMULATION; ADAPTATION; NETWORK; SYSTEM; FUSION;
D O I
10.1109/ACCESS.2021.3140175
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
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.
引用
收藏
页码:4209 / 4251
页数:43
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