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An introduction to Meta-verse:
(A New Digital World)
Maimoona Naeem L1F23BSCS1058
Tasmia Abid L1F23BSCS1057
Fiza Khalid L1F23BSCS1067
 It is a type of digital world or reality
combining Block-chain technology, social media,
online gaming, virtual reality, augmented reality,
digital tokens and assets.
 This helps user to fully utilize virtual space to
interact with one another. In addition, VR and AR
creates various sensory elements to make the
experience more enjoyable for the user.
 The term Meta-verse can be traced
back to Neal Stephenson and his dystopian
cyberpunk novel Snow Crash, which
describes a virtual reality data-space
called as matrix.
 Web 3.0
 Block-chain protocols
 NFTs
 Games
 Crypto-currencies
 Augmented Reality (AR)
 Virtual Reality (VR)
 Mixed Reality (MR)
 Web 3.0 is a huge part of meta-verse.
It is said that it would be the next version
of the internet.
 We will move away from centralized
servers to a decentralized network system,
so there will not be any government or
centralized entity maintaining the network.
 Block-chain standards help the meta-verse
to create that decentralized nature of
network where users can connect with
one another without the involvement of
third party.
 Using common standards of block-chain,
Meta-verse can create its own elements
within the ecosystem which will be secured.
 Non-fungible tokens will become a
method of payment or a way to represent
real worlds assets within Meta-verse.
 It will allow the users to have full
ownership over their assets and will
make them easier to maintain.
 Online and offline games will get
digitized in the meta-verse. Here, users
will be able to play games within the
ecosystem and earn incentives based
on that.
 They can also invest in in-game
assets and sell and trade them on
supported marketplaces.
 Meta-verse will have different
currencies compared to the real world.
It will move from paper based
currencies to digital currencies.
 Digital tokens and crypto-currencies
will be the main source of value.
Platforms within meta-verse already
offer various forms of tokens.
 VR is the use of technology to create
a new and different virtual world or
simulated environment. It is completely
separated from the real world.
 For this, users will need a
head-mounted display (HMD).
The users cases of VR in meta-verse
are education, games, fashion,
entertainment ,workplace, or businesses.
 Augmented reality is an enhancement
of the real world using various sensory
elements such as sound, imaging, etc.
 It will overlay this sensory information
in the real world and enhance the
user’s experience. Using this in the
meta-verse, retailers or other companies
can promote their businesses or other
services.
https://youtu.be/16IdMStn1Ng
 Mixed reality will merge with VR and the real world together
and create a different environment. Here, digital and physical
objects will co-exist, and users will be able to interact with
both.
 It doesn't exclusively occur in virtual or real world, but
somewhere in between. Application of MR in meta-verse
include design and military training.
 The experience within the meta-verse can open up new opportunities for
individuals and businesses. For example, individuals can showcase their
works or sell their services within the meta-verse in full digital form.
 It can become a place for entertainment, commerce, and even social
gathering venues. Users will only need access to the internet to go into the
meta-verse.
 The meta-verse can be the next phase for the internet where every type of
digital experience can be in one place, making it efficient for the users.
 Using NFTs for representing virtual
real estate, users can own their properties
in the meta-verse. The users can sell the
land, rent it or even build structures on it
like shops or even host social events.
 As everything is stored on the block-chain,
it’s easy to prove their ownership of this
type of asset. (Tokenization).
 Decentraland
 The sandbox
 Axie infinity
 Bloktopia
 Star Atlas
 At present, meta-verse is still far behind in giving the full
experience to the users. After proper integration of extended
reality systems, the users will be able to fully utilize meta-
verse for all its benefits.
 Meta-verse has the prospect of becoming a second digital
world where people will socialize, play games, work, and
make an income. However, mass adoption will still need more
time.
 On October 28, 2021, the parent company of Facebook changed its name
from Facebook, Inc. to Meta Platforms, Inc. to "reflect its focus on
building the meta-verse“.
 Meta's products and services include
Facebook, Instagram, WhatsApp, Messenger, and Meta Quest.
 It is considered one of the Big Five American information
technology companies, alongside Google, Amazon, Apple, and Microsoft.
 During the COVID-19 pandemic, the use of online services including
Facebook grew globally. Mark Zuckerberg predicted this would be a
"permanent acceleration" that would continue after the
pandemic. Facebook hired aggressively, growing from 48,268 employees
in March 2020 to more than 87,000 by September 2022.
 Zuckerberg had previously talked about facebook’s shift from a social media
company to a “meta-verse” company on July 28, during an earnings call.
 3D spaces in the meta-verse will let us socialize, learn and collaborate in a way
that is beyond our imagination.
 It will be a collective project that goes beyond a single company. It will be
created by people all over the world, and open to everyone
 Wearable technology like smart glasses, VR like Quest and AR like Spark
AR.
 Teleporting around meta-verse.
 EMG input (electromyography) and AI combined.
 Mark Zuckerberg estimates it could
take 5 to 10 years before the key feature
of meta-verse become mainstream.
 Aspects of meta-verse currently exist.
Ultra-fast broadband speeds and virtual
reality headsets are already up and
running even though they may not be
accessible to all. Users can create AVATARS
using different platforms and designers that
offer a range of customization options.
 Moreover, Zuckerberg also announced that Meta would be cutting 10,000
jobs and closing 5,000 open positions, citing a “difficult economic
environment” amid high interest rates and geopolitical instability.
 Meta is planning a second round of layoffs. That's the parent company of
Facebook, Instagram and WhatsApp. And it announced that it will cut
another 10,000 jobs. This follows 11,000 layoffs at Meta. Last November,
CEO Mark Zuckerberg has said that 2023 will be Meta's "year of
efficiency." He also says it will be, in his words, stronger and more nimble.
 We will begin to express ourselves in new and exciting ways. We will
learn how to express pieces of ourselves through avatars.
 Our mental health will be impacted. This can be both positive or negative
as we are living in two worlds. As with new technology, we will need to be
mindful about not disconnecting ourselves so much from our real life that
it becomes difficult to navigate them at the same time.
 We will create our collaborative work environment. There will be no
barriers between environments as we can simply shift between them. We
may experience dissonance between reality and meta-verse. It could lead
to people disconnecting from their real life in favor of the world they’ve
created in the meta-verse.
 The concept of VR headset is good but it is also a very unhealthy practice.
1st of all it damages our eyes. Secondly it is just promoting more and more
isolation of a person and allows him to enter or fantasize about a world
which does not exist.
 Meta-verse is the future of internet.
 It has its own advantages and disadvantages.
 Large companies are taking a step towards it.
 Two realities will exist
Metaverse (Group 10)final[1].pptx presen

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Metaverse (Group 10)final[1].pptx presen

  • 1. An introduction to Meta-verse: (A New Digital World) Maimoona Naeem L1F23BSCS1058 Tasmia Abid L1F23BSCS1057 Fiza Khalid L1F23BSCS1067
  • 2.  It is a type of digital world or reality combining Block-chain technology, social media, online gaming, virtual reality, augmented reality, digital tokens and assets.  This helps user to fully utilize virtual space to interact with one another. In addition, VR and AR creates various sensory elements to make the experience more enjoyable for the user.
  • 3.  The term Meta-verse can be traced back to Neal Stephenson and his dystopian cyberpunk novel Snow Crash, which describes a virtual reality data-space called as matrix.
  • 4.  Web 3.0  Block-chain protocols  NFTs  Games  Crypto-currencies  Augmented Reality (AR)  Virtual Reality (VR)  Mixed Reality (MR)
  • 5.  Web 3.0 is a huge part of meta-verse. It is said that it would be the next version of the internet.  We will move away from centralized servers to a decentralized network system, so there will not be any government or centralized entity maintaining the network.
  • 6.  Block-chain standards help the meta-verse to create that decentralized nature of network where users can connect with one another without the involvement of third party.  Using common standards of block-chain, Meta-verse can create its own elements within the ecosystem which will be secured.
  • 7.  Non-fungible tokens will become a method of payment or a way to represent real worlds assets within Meta-verse.  It will allow the users to have full ownership over their assets and will make them easier to maintain.
  • 8.  Online and offline games will get digitized in the meta-verse. Here, users will be able to play games within the ecosystem and earn incentives based on that.  They can also invest in in-game assets and sell and trade them on supported marketplaces.
  • 9.  Meta-verse will have different currencies compared to the real world. It will move from paper based currencies to digital currencies.  Digital tokens and crypto-currencies will be the main source of value. Platforms within meta-verse already offer various forms of tokens.
  • 10.  VR is the use of technology to create a new and different virtual world or simulated environment. It is completely separated from the real world.  For this, users will need a head-mounted display (HMD). The users cases of VR in meta-verse are education, games, fashion, entertainment ,workplace, or businesses.
  • 11.  Augmented reality is an enhancement of the real world using various sensory elements such as sound, imaging, etc.  It will overlay this sensory information in the real world and enhance the user’s experience. Using this in the meta-verse, retailers or other companies can promote their businesses or other services. https://youtu.be/16IdMStn1Ng
  • 12.  Mixed reality will merge with VR and the real world together and create a different environment. Here, digital and physical objects will co-exist, and users will be able to interact with both.  It doesn't exclusively occur in virtual or real world, but somewhere in between. Application of MR in meta-verse include design and military training.
  • 13.  The experience within the meta-verse can open up new opportunities for individuals and businesses. For example, individuals can showcase their works or sell their services within the meta-verse in full digital form.  It can become a place for entertainment, commerce, and even social gathering venues. Users will only need access to the internet to go into the meta-verse.  The meta-verse can be the next phase for the internet where every type of digital experience can be in one place, making it efficient for the users.
  • 14.  Using NFTs for representing virtual real estate, users can own their properties in the meta-verse. The users can sell the land, rent it or even build structures on it like shops or even host social events.  As everything is stored on the block-chain, it’s easy to prove their ownership of this type of asset. (Tokenization).
  • 15.  Decentraland  The sandbox  Axie infinity  Bloktopia  Star Atlas
  • 16.  At present, meta-verse is still far behind in giving the full experience to the users. After proper integration of extended reality systems, the users will be able to fully utilize meta- verse for all its benefits.  Meta-verse has the prospect of becoming a second digital world where people will socialize, play games, work, and make an income. However, mass adoption will still need more time.
  • 17.
  • 18.  On October 28, 2021, the parent company of Facebook changed its name from Facebook, Inc. to Meta Platforms, Inc. to "reflect its focus on building the meta-verse“.  Meta's products and services include Facebook, Instagram, WhatsApp, Messenger, and Meta Quest.  It is considered one of the Big Five American information technology companies, alongside Google, Amazon, Apple, and Microsoft.  During the COVID-19 pandemic, the use of online services including Facebook grew globally. Mark Zuckerberg predicted this would be a "permanent acceleration" that would continue after the pandemic. Facebook hired aggressively, growing from 48,268 employees in March 2020 to more than 87,000 by September 2022.
  • 19.  Zuckerberg had previously talked about facebook’s shift from a social media company to a “meta-verse” company on July 28, during an earnings call.  3D spaces in the meta-verse will let us socialize, learn and collaborate in a way that is beyond our imagination.  It will be a collective project that goes beyond a single company. It will be created by people all over the world, and open to everyone  Wearable technology like smart glasses, VR like Quest and AR like Spark AR.  Teleporting around meta-verse.  EMG input (electromyography) and AI combined.
  • 20.  Mark Zuckerberg estimates it could take 5 to 10 years before the key feature of meta-verse become mainstream.  Aspects of meta-verse currently exist. Ultra-fast broadband speeds and virtual reality headsets are already up and running even though they may not be accessible to all. Users can create AVATARS using different platforms and designers that offer a range of customization options.
  • 21.  Moreover, Zuckerberg also announced that Meta would be cutting 10,000 jobs and closing 5,000 open positions, citing a “difficult economic environment” amid high interest rates and geopolitical instability.  Meta is planning a second round of layoffs. That's the parent company of Facebook, Instagram and WhatsApp. And it announced that it will cut another 10,000 jobs. This follows 11,000 layoffs at Meta. Last November, CEO Mark Zuckerberg has said that 2023 will be Meta's "year of efficiency." He also says it will be, in his words, stronger and more nimble.
  • 22.  We will begin to express ourselves in new and exciting ways. We will learn how to express pieces of ourselves through avatars.  Our mental health will be impacted. This can be both positive or negative as we are living in two worlds. As with new technology, we will need to be mindful about not disconnecting ourselves so much from our real life that it becomes difficult to navigate them at the same time.  We will create our collaborative work environment. There will be no barriers between environments as we can simply shift between them. We may experience dissonance between reality and meta-verse. It could lead to people disconnecting from their real life in favor of the world they’ve created in the meta-verse.  The concept of VR headset is good but it is also a very unhealthy practice. 1st of all it damages our eyes. Secondly it is just promoting more and more isolation of a person and allows him to enter or fantasize about a world which does not exist.
  • 23.  Meta-verse is the future of internet.  It has its own advantages and disadvantages.  Large companies are taking a step towards it.  Two realities will exist