Ijraset Journal For Research in Applied Science and Engineering Technology
Authors: Govind Vishwakarma
DOI Link: https://doi.org/10.22214/ijraset.2024.59639
Certificate: View Certificate
Thanks to their revolutionary developments, Virtual Reality (VR) and Augmented Reality (AR) have revolutionised the technological landscape and captured the attention of people worldwide. These technologies have paved the way for a plethora of forthcoming innovations that will find widespread use in various domains to improve user experiences. As time goes on, more and more firms are incorporating these innovative technologies to improve their goods and services. The \"Metaverse\" idea has gained traction in mainstream media, which has led to an extraordinary increase in interest in VR and AR recently. The active pursuit of metaverse development by major corporations indicates a notable shift in focus. This review aims to clarify the notion of the metaverse, trace its historical origins, and investigate its benefits. It attempts to dispel people\'s doubts about the metaverse and provide insight into its possible effects on people\'s mental, physical, and psychological health through a comprehensive survey. This paper\'s analysis is a useful resource that provides insights to help people get ready for the implications of these new technologies. It also offers companies guidance in their quest to create seamless metaverse environments.
I. INTRODUCTION
The Metaverse is a virtual environment that skilfully combines fantasy and reality. It creates a different universe where users can explore new experiences by assuming virtual identities using a variety of current technologies. By combining the prefix "meta-" (which denotes transcendence) with the word "universe," the term "Metaverse" refers to a synthetic setting that is inextricably linked to the real world [1]. Users can perceive a virtual landscape and immerse themselves in captivating experiences by using virtual reality headsets or augmented reality goggles. Lately, the idea of the Metaverse has attracted a lot of attention from around the world, leading many businesses to create a new storyline in an attempt to build their own metaverses and provide customers with engaging and engaging experiences. The Metaverse offers businesses and enterprises an exciting tool for delivering interactive services, in addition to improving virtual interactions for individuals. It transforms virtual communication and offers an incredible platform for meetings, gaming, travel, adventures, and more. But this increase in Metaverse adoption raises an important question: do we really understand the potential psychological and physical effects of the Metaverse on our individual lives, and are we really that close to fully embracing it? This research paper's later sections will go into greater detail to clarify the theoretical underpinnings of metaverses while also illuminating their psychological, mental, and physiological effects. The findings of this study are intended to improve consumer perceptions of the threats associated with the Metaverse and advance our understanding of the Metaverse from their point of view. Companies that want to understand and solve problems can benefit from this information, which can help to create perfect metaverse environments.
II. LITERATURE SURVEY
Metaverse (2.1. 1e). Ever since Tim Berners-Lee [3] created the World Wide Web (www) [2] in 1989, the Internet Developments in Human-Computer Interaction Volume 2022, Page 11; Article ID 3247060 The evolution of https://doi.org/10.1155/2022/3247060 has been exponential. The "Metaverse" is a more modern invention that makes use of the Internet. Author Neal Stephenson [4] first mentioned it in his science fiction book Snow Crash [5], [p. 26], published in 1992. Stephenson coined the term "metaverse" in his book to refer to a computer-generated three-dimensional world that is seen through goggles [5], [p. 31]. The word "metaverse" is formed by combining the word "universe" with the prefix "meta," which suggests transcending. Second Life, the first online virtual world, was designed and developed in 2003 by Phillip Rosedale and his colleagues at Liden Lab. [6]. Ever since, advancements in the virtual realm have persisted in their evolution. Following the invention of Blockchain Technology [7] in 2009, Decentral and [8] made use of the technology to establish a decentralised virtual world website in 2015. The following year, in 2016, Niantic launched Pok ¨mon ´ Go, a virtual environment overlaying a real-life setting, for mobile devices globally in partnership with Nintendo and the Pokemon Company [9].
The release of Epic Games' Fortnite [10] signalled the beginning of the metaverse's ascent to prominence and set the stage for online performances and tours, opening up a world of limitless opportunities. Owing to the COVID-19 global pandemic [11], Lockdowns were imposed in every nation to stop the virus's spread [12]. Consequently, all events—such as lectures, conferences, meetings, consultations, and more—were moved into Researchers are therefore strongly motivated to explore the virtual world and evaluate the efficacy of virtual communications as a result of the virtual sphere. As a result, the demand for virtual platforms with a small but active user base skyrocketed, sparking in-depth study into augmented and virtual reality as well as the potential of metaverses. Mark Zuckerberg recently released a press statement discussing the rebranding of Facebook's parent company to "Meta releases, interest in the metaverse increased dramatically. The spike in metaverse-related searches is shown in Figure 1, which was obtained from Google Trends Data [15]. Numerous other businesses have also indicated interest in building and developing their metaverse, including Nvidia, Unity, Roblox, Tencent, and many more. The available metaverse information in the aforementioned sources focuses on describing metaverses and their advantages, However, the risks associated with excessive metaverse use for people's mental and physical health remain poorly understood. Consequently, there was a growing demand for this study because it's important to comprehend the disadvantages of metaverses before people start utilising them. Inspired by [16], Figure 2 shows the chronology of events that culminated in the creation of the metaverse.
2.2. Virtual Reality (VR). With the aid of various VR devices, users can interact with a simulated virtual environment through the use of a graphical user interface (VR). It employs the ideas of the 3D graph, high-resolution display technology [18], and multisensory interaction technology [17] to create a virtual environment that simulates a 3D environment [19]. Users interact with a virtual environment that is so immersive that it produces a surreal experience, leading them to believe that they are physically present in the simulated world and that all of the interactions occurring there are happening in real time. Virtual reality technology makes use of specially made input devices, such as wired gloves, body suits, VR headsets, 360 VR treadmills, wands, and motion trackers, which replicate user movements within a virtual environment. Virtual reality (VR) technology has been widely used by the gaming industry since its launch to produce exciting games, including Second Life [6], Batman: Arkham VR [21], Half-Life: Alyx [20], and many more. As demonstrated by [22–25] and [26], these technologies are gradually being introduced to help in the fields of sports, mental health therapy, medical training, education, and the military after demonstrating their viability in the gaming community. correspondingly. A concept sketch of the VR headset, which is needed to see and interact with the virtual world, is shown in Figure 3 below.
2.3. The third is augmented reality (AR). As opposed to VR, which mimics a Augmented Reality (AR) is a virtual environment that uses computer-generated graphics to enhance and enhance real-world objects, creating an interactive user experience. The most well-known application of augmented reality in the modern era is the phenomenon known as Pokémon Go [9], a Niantic game [27]. It gave users the ability to explore their city and catch Poke´mon, virtual animals that spawn in their actual surroundings. Through a display, augmented reality (AR) allows users to see real-world objects come to life in a holographic fashion. It is possible to scan and view objects. via a smartphone or even AR smart glasses that have been specifically designed [28, 29]. With the aid of these tools, a user can engage with an actual object as though it were alive. As shown in Figures 4 and 5, the user obtains all the information about the object they view once it has been viewed. To sum up, the metaverse is the result of the fusion of technological, cultural, and economic factors, and it has the power to change the way people engage with technology and one another. Its revolutionary influence extends to a variety of fields, including urban planning, healthcare, and education in addition to entertainment. But in order to fully utilise the metaverse, difficult issues pertaining to technology, morality, and society must be resolved. We can bring the power of the metaverse to bear in building a more just, inclusive, and sustainable future for humanity through promoting interdisciplinary collaboration, ethical innovation, and inclusive design principles.
III. RESULT
A. Results of Research
3. People Engaging in Less Physical Activity. There is a strong correlation between a metaverse and a virtual universe that lets you experience different locations and activities without having to physically go out in the real world. potential that it might have an impact on people's physical activity. Individuals would be more confined to their houses or rooms, which would reduce their propensity to engage in physical experiences like going for an evening stroll outside. When asked during the survey, a sizable percentage of participants (65.3%) concurred that there would be a decrease in human physical activity in a metaverse. (Figure 12). It brings up a significant health concern because the absence of physical In the long term, activity can be extremely detrimental to people. Businesses building metaverses must act responsibly to prevent this outcome. Individuals who use it also need to monitor their health and how much time they spend in the metaverse. Drawing a thin line between the two worlds is necessary to allow people to lead healthy lives.
4. Will Abuse and Harassment Increase in the Metaverse? Since the early days of social media, there has always been serious concern about online bullying and harassment. media. No matter how hard the companies try to stop the problem, abusers always find their way back to these platforms. This raises the question of how businesses intend to keep an eye on these problems in the metaverse, where users would actually spend a lot of time and have more intimate experiences. When we asked respondents to the survey whether they thought a metaverse would serve as a New Haven for abusers and lead to more online harassment and abuse, we got an unexpected response: only 36.3% of respondents said they thought so. to the problem. 41.4% of respondents believe that this could happen and make cybercrimes worse. Of those who answered the survey, 22.3% disagreed with this assertion (Figure 13).
B. Adverse Effects of the Metaverse.
A metaverse has many uses, but it is far from ideal, as was evident from a close examination of the survey results. Customers have numerous worries about the potential impact of metaverses on their lives. Health experts who offered a deeper and more comprehensive understanding of how these concerns were pertinent and significant for people's health and wellness also validated these worries.
The various difficulties presented by metaverses and their detrimental effects on people are explained in the section that follows. To build a faultless metaverse, these challenges must be addressed by metaverse developers, who also need to include a sound solution. The issues that are presented in this section will enable us to understand the impact.
The term \"metaverse\" refers to a new concept that creates a sophisticated tool by fusing various technologies such as blockchain, augmented reality, virtual reality, Internet of Things, artificial intelligence, and telecommunication. Because it offers users a personalised and immersive experience, businesses are compelled to create their own metaverses and rethink how they interact with their clientele. But as the survey and medical professionals\' views indicate, prolonged use of a metaverse can be harmful to one\'s physical and mental well-being. Another argument is that metaverses are a relatively recent development in technology. Even mobile phones and cars were criticised at one point but ended up being very successful. That is to say, every new offering needs time to be understood and its fundamental principles instilled in people. Likewise, given their potential to revolutionise virtual communication, metaverses may someday prove to be an extremely useful tool. Metaverses are not perfect, just like any other scientific theory. Metaverses, however, are an innovative technology that has much to offer humanity. The fierce competition is another element that might hasten the metaverses\' expansion. Numerous well-known businesses have already expressed their ambitions for a metaverse and shown a great deal of interest in the idea. This healthy competition to create the ideal metaverse may force businesses to proceed with greater caution in order to prevent mistakes when building their virtual worlds. As we have already seen, despite all its positive features, companies must work carefully and cautiously towards addressing the different concerns discussed earlier to dissolve any doubts in users. With the advent of Web 3.0, decentralisation, and blockchain technology, it will be interesting to observe which direction the development of metaverses takes in the future.
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Copyright © 2024 Govind Vishwakarma. This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Paper Id : IJRASET59639
Publish Date : 2024-03-30
ISSN : 2321-9653
Publisher Name : IJRASET
DOI Link : Click Here