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PRESENTED BY:
SUPRIYA DICHOLKAR
METAVERSE-The Future of Academia
Outline
 Definition
 Building Blocks
 Applications
 Academia
 Benefits
 Things to be taken care
References
Metaverse-CEO of Facebook, Mark Zuckerberg, made headlines in October
2021 when he rebranded the social media platform as ‘Meta’ in
preparation for building the metaverse.
METAVERSE
Definition- Metaverse is a virtual-reality space in which
users can interact with a computer-generated environment
and other users.
Meta-Beyond Verse-Universe- an artificial 3D Universe
which you will feel it around.
Presence Platform-Realistic presence is key to feeling
connected in the metaverse
It is first described in 1992 in the science fiction book
“Snow Crash” by Neal Stephenson where the outside world
is destroyed and everyone created a virtual world inside the
building. Avtar word first used in this novel.
METAVERSE
In 2003, game invented Second Life in which you can
create virtual life inside the game.
It is created with a hologram display, projectors, batteries,
radios and sensors to map the world around you
 Multiple metaverses- LUNACIAAXIE INFINITY,
SANDBOX, Decentraland, Meta
Building Blocks
VR-heavy headsets with low video quality change to smaller,
slimmer and superior quality same as spect.
AR-Google glass where you can wear and talk to a person as in
real.
5G Technology for high-speed internet
Blockchain & cryptocurrency-digital currency with security
NFT’s- Non-Fungible Tokens for giving digital ownership/
Tickets for virtual concerts.
Individual technologies exist but together to be integrated for
metaverse, min 5-10 years or some decades required for the
development.
VR
Project Cambria- Social presence
 Avtar will be natural eye contact and reflect facial expressions
in real-time
a diverse set of facial features and skin tones, glasses, bears in
way of some of the sensors
Mixed reality with high resolution, colored capture with the
help of an array of sensors installed on the headset with a sense
of depth and perspective
VR Environment
 hp headset with computer or oculus quest 2 without a
computer to create a real environment and controllers for
clicking and moving around the environment.
 More active interaction with controllers at less expense.
Augmented Reality
Project nazare-AR Glasses- Holo lense- very expensive
Augmented Reality (AR) is the technology that superimposes an image onto a user’s
view of the real world and enhances it with sound, touch, and even smell. It is a
combination of the real scene viewed by the user and a virtual scene generated by the
computer.
Applications
Applications
 Horizon Home
 Horizon Workroom by Facebook and Microsoft Mesh in the
workplace.
 Horizon World for video games, parties etc.
 Entertainment in Metaverse virtual land-Justin Biber’s live concert in
the metaverse, virtual museums or art gallery
DeHealth in the healthcare sector
virtual universities in the education sector
Virtual Shopping
Metaverse Workspace
 More Opportunities from any location in the world
 Dropping Daily Commutes and more efficient time utilization
 Environment benefits-fuel, pollution, cost saving etc.
Metaverse in Education
 Science and Social documentaries available which give structural as
well as emotional knowledge.
 Tours of different natural places such as the south pole, north pole,
different parts of the country, mountains, animal life and lifestyle are
very interesting when visualizing than byhearting.
 Social Environment creation- In Corona, we started online classes
but with Metaverse we can create a virtual classroom where
students and faculties can enter virtually and conduct lectures which
will be more interactive.
 We can conduct virtual conferences, IV’s and workshops where you
are geographically separate but you can feel a real presence.
Metaverse in Education
Metaverse in Atharva
 No need for different lab creations such as ilab, iMAC etc.
Take Meatvesre space, create content for different labs –
mobile towers, microwave transmission, CNC machines,
Power grides etc.
Give access to students, share procedures and they will
explore the content and get a better understanding.
No harm to equipment- Kuka Robot is costly and we can’t
give access to all students but if we created it in Metaverse,
every student can access it in any manner and better
understanding and boost creativity.
 Lecture will be interactive where faculty can assign some
task to each student without much effort.
Metaverse in Education
VR creations –Two different types
1. Go into Virtual Reality Headset-Use of In
console development tool like Horizon- enter
in VR environment and create virtual world
& invite other participants to come and take
experience.
2. Bring the real world into the virtual world-
It requires 3600 camera such as gopro max
with two wide-angle lenses one at each side.
Lecture Engagement
 Log in to the metaverse platform
 Wear VR headset and motion tracker to pick
up objects.
 Put AR glasses and you can see holograms
roaming around you.
 Students can touch and feel the object.
The race for the metaverse
•Facebook – When Facebook bought Oculus, a producer of VR
headsets in 2014, it was because they were already “getting ready for
the platforms of tomorrow”. Since then, the company has launched a
new product group to create a 3D social space and bring their various
services together.
•Microsoft – In May 2021, Microsoft announced that they were working
to create an “enterprise metaverse”.
•Snapchat – Snapchat has been combining physical and augmented
reality for years with their custom avatars, filters, and stickers, adding a
digital dimension to the real world.
Benefits of metaverse in Education
 Gamification- greatest potential benefit is
“gamified” learning where emphasis on collaboration
and completing tasks, could make school feel like a
video game.
encourages practical application of theory- helping
to demonstrate how different real-life situations such
as surgery without the worry of real-world
consequences.
 Improves Test Results- Studies from
China averaged C-grade students outperformed A-
grade students in tests after using VR technology to
Things to be taken care
 Virtual World will make person addictive and
immersive
End of social and real life
Data privacy and data theft- facebook tracking
Dependency on metaverse where everything
will be controlled by the Company owner.
References
 https://youtu.be/gElfIo6uw4g
5 REAL-LIFE APPLICATIONS OF THE METAVERSE -
METAVERSE TROOP
 https://youtu.be/WogQ0X4ITHM
 https://youtu.be/0azMpBagjI4
Metaverse.pptx

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Metaverse.pptx

  • 2. Outline  Definition  Building Blocks  Applications  Academia  Benefits  Things to be taken care References
  • 3. Metaverse-CEO of Facebook, Mark Zuckerberg, made headlines in October 2021 when he rebranded the social media platform as ‘Meta’ in preparation for building the metaverse.
  • 4. METAVERSE Definition- Metaverse is a virtual-reality space in which users can interact with a computer-generated environment and other users. Meta-Beyond Verse-Universe- an artificial 3D Universe which you will feel it around. Presence Platform-Realistic presence is key to feeling connected in the metaverse It is first described in 1992 in the science fiction book “Snow Crash” by Neal Stephenson where the outside world is destroyed and everyone created a virtual world inside the building. Avtar word first used in this novel.
  • 5. METAVERSE In 2003, game invented Second Life in which you can create virtual life inside the game. It is created with a hologram display, projectors, batteries, radios and sensors to map the world around you  Multiple metaverses- LUNACIAAXIE INFINITY, SANDBOX, Decentraland, Meta
  • 6. Building Blocks VR-heavy headsets with low video quality change to smaller, slimmer and superior quality same as spect. AR-Google glass where you can wear and talk to a person as in real. 5G Technology for high-speed internet Blockchain & cryptocurrency-digital currency with security NFT’s- Non-Fungible Tokens for giving digital ownership/ Tickets for virtual concerts. Individual technologies exist but together to be integrated for metaverse, min 5-10 years or some decades required for the development.
  • 7. VR Project Cambria- Social presence  Avtar will be natural eye contact and reflect facial expressions in real-time a diverse set of facial features and skin tones, glasses, bears in way of some of the sensors Mixed reality with high resolution, colored capture with the help of an array of sensors installed on the headset with a sense of depth and perspective
  • 8. VR Environment  hp headset with computer or oculus quest 2 without a computer to create a real environment and controllers for clicking and moving around the environment.  More active interaction with controllers at less expense.
  • 9. Augmented Reality Project nazare-AR Glasses- Holo lense- very expensive Augmented Reality (AR) is the technology that superimposes an image onto a user’s view of the real world and enhances it with sound, touch, and even smell. It is a combination of the real scene viewed by the user and a virtual scene generated by the computer.
  • 11. Applications  Horizon Home  Horizon Workroom by Facebook and Microsoft Mesh in the workplace.  Horizon World for video games, parties etc.  Entertainment in Metaverse virtual land-Justin Biber’s live concert in the metaverse, virtual museums or art gallery DeHealth in the healthcare sector virtual universities in the education sector Virtual Shopping
  • 12. Metaverse Workspace  More Opportunities from any location in the world  Dropping Daily Commutes and more efficient time utilization  Environment benefits-fuel, pollution, cost saving etc.
  • 13. Metaverse in Education  Science and Social documentaries available which give structural as well as emotional knowledge.  Tours of different natural places such as the south pole, north pole, different parts of the country, mountains, animal life and lifestyle are very interesting when visualizing than byhearting.  Social Environment creation- In Corona, we started online classes but with Metaverse we can create a virtual classroom where students and faculties can enter virtually and conduct lectures which will be more interactive.  We can conduct virtual conferences, IV’s and workshops where you are geographically separate but you can feel a real presence.
  • 15. Metaverse in Atharva  No need for different lab creations such as ilab, iMAC etc. Take Meatvesre space, create content for different labs – mobile towers, microwave transmission, CNC machines, Power grides etc. Give access to students, share procedures and they will explore the content and get a better understanding. No harm to equipment- Kuka Robot is costly and we can’t give access to all students but if we created it in Metaverse, every student can access it in any manner and better understanding and boost creativity.  Lecture will be interactive where faculty can assign some task to each student without much effort.
  • 16. Metaverse in Education VR creations –Two different types 1. Go into Virtual Reality Headset-Use of In console development tool like Horizon- enter in VR environment and create virtual world & invite other participants to come and take experience. 2. Bring the real world into the virtual world- It requires 3600 camera such as gopro max with two wide-angle lenses one at each side.
  • 17. Lecture Engagement  Log in to the metaverse platform  Wear VR headset and motion tracker to pick up objects.  Put AR glasses and you can see holograms roaming around you.  Students can touch and feel the object.
  • 18. The race for the metaverse •Facebook – When Facebook bought Oculus, a producer of VR headsets in 2014, it was because they were already “getting ready for the platforms of tomorrow”. Since then, the company has launched a new product group to create a 3D social space and bring their various services together. •Microsoft – In May 2021, Microsoft announced that they were working to create an “enterprise metaverse”. •Snapchat – Snapchat has been combining physical and augmented reality for years with their custom avatars, filters, and stickers, adding a digital dimension to the real world.
  • 19. Benefits of metaverse in Education  Gamification- greatest potential benefit is “gamified” learning where emphasis on collaboration and completing tasks, could make school feel like a video game. encourages practical application of theory- helping to demonstrate how different real-life situations such as surgery without the worry of real-world consequences.  Improves Test Results- Studies from China averaged C-grade students outperformed A- grade students in tests after using VR technology to
  • 20. Things to be taken care  Virtual World will make person addictive and immersive End of social and real life Data privacy and data theft- facebook tracking Dependency on metaverse where everything will be controlled by the Company owner.
  • 21. References  https://youtu.be/gElfIo6uw4g 5 REAL-LIFE APPLICATIONS OF THE METAVERSE - METAVERSE TROOP  https://youtu.be/WogQ0X4ITHM  https://youtu.be/0azMpBagjI4