Metaverse and Immersive Technologies: An Introduction to Industrial, Business and Social Applications [Team-IRA] [1 ed.] 1394174543, 9781394174546

METAVERSE AND IMMERSIVE TECHNOLOGIES The book covers the multidimensional perspectives of the metaverse through the pris

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Table of contents :
Cover
Title Page
Copyright Page
Dedication Page
Contents
Preface
Acknowledgment
Chapter 1 Metaverse: A Study on Immersive Technologies
1.1. Introduction
1.1.1. The Emergence of the Metaverse
1.1.2. Core Attributes of a Metaverse
1.1.3. Key Features of Metaverse
1.1.4. Layers of Metaverse
1.1.5. Look into the Metaverse Technologies
1.1.6. Six Characteristics of the Metaverse
1.1.7. Accessing the Metaverse
1.1.8. What Can We Do in the Metaverse?
1.1.9. Applications of Metaverse
1.2. Related Works and Contributions
1.3. The Metaverse Architecture, Developments, and Tools
1.3.1. Architecture and Definition
1.3.2. Present-Day Developments
1.3.3. Instruments, Frameworks, and Platforms
1.3.4. Lessons Discovered
1.4. Advantages and Disadvantages of Metaverse
1.4.1. Advantages of Metaverse
1.4.2. Disadvantages of Metaverse
1.5. The Metaverse Challenges and Countermeasures
1.6. Future Research Directions
Conclusion and Future Directions
References
Chapter 2 Metaverse and Blockchain
2.1. Introduction
2.1.1. Types of Blockchains
2.2. Preparatories of Blockchain
2.2.1. Consensus Protocols
2.2.2. Blockchain Through Generations
2.3. Technical Understanding of Blockchain
2.3.1. Block Header
2.3.2. List of Transactions
2.4. Advanced Applications of Blockchain in Various Sectors
2.4.1. Blockchain and Web of Things (IoT)
2.4.2. Blockchain and Artificial Intelligence (AI)
2.5. Web3 Technology
2.5.1. Web 1.0: Study
2.5.2. Web 2.0: Read, Write
2.5.3. Web 3.0: Read, Write, Own
2.5.4. Web3 Gaming
2.6. Metaverse and Blockchain Technology
2.6.1. Blockchain Technology and Metaverse
2.6.2. Blockchain for IoT in the Metaverse
2.6.3. Blockchain for Digital Twins in the Metaverse
2.7. Augmented Reality, Virtual Reality, and Mixed Reality
2.7.1. Holographic Telepresence on the Blockchain and Other XR Applications in the Metaverse
2.8. The Metaverse Projects
2.8.1. Decentraland
2.8.2. Axie Infinity
2.9. Conclusion
References
Chapter 3 Blockchain in the Development of Metaverse
3.1. Introduction
3.2. Related Work
3.2.1. Blockchain
3.2.2. The Metaverse Economic System
3.3. Consensus Algorithms for Blockchain
3.3.1. Proof-of-Work (PoW)
3.3.2. Proof-of-Stake (PoS)
3.3.3. Delegated Proof-of-Stake
3.3.4. Proof-of-Stake and Authority (PoSA)
3.4. Practical Byzantine Fault Tolerance (PBFT)
3.5. Blockchain in Metaverse
3.5.1. Cryptocurrency for the Metaverse
3.5.2. Metaverse Transaction Characteristics
3.5.3. A Market in the Metaverse Powered by Blockchain
3.5.4. Utilizing Blockchain Validation in the Metaverse
3.6. Blockchain Metaverse
3.6.1. What Function Does the Blockchain Serve in the Metaverse?
3.6.2. Properties of the Metaverse Enabled by Blockchain
3.6.3. Why Blockchain is the Metaverse Core Technology
3.7. Obstacles and Unresolved Problems
3.7.1. Unresolved Issues in the Metaverse’s Digital Economy
3.7.2. Concerns with Blockchain
3.7.3. Metaverse Governance
3.7.4. Metaverse Applications Powered by Blockchain
3.7.5. Metaverse Privacy and Security
3.8. What Other Problems in the Metaverse Can Blockchain Help With?
3.8.1. Acquiring Transactional Data
3.8.2. Interoperability of Data
3.8.3. Data Privacy
3.9. Conclusion and Future Research Directions
References
Chapter 4 Revolution of the Metaverse and Blockchain Technology
4.1. Introduction
4.2. Blockchain
4.2.1. Distributed Architecture
4.2.2. Tokens
4.3. The Metaverse
4.3.1. Experience
4.3.2. Discovery
4.3.3. Creator Economy
4.3.4. Spatial Computing
4.3.5. Decentralization
4.3.6. Human Interface
4.3.7. Infrastructure
4.4. Blockchain-Powered Metaverse
4.4.1. What is the Need for Blockchain in the Metaverse?
4.5. Overview of Blockchain Use Cases in the Metaverse
4.5.1. NFTs
4.5.2. Virtual Currencies
4.5.3. Sandbox
4.5.4. Self-Identity Authentication
4.5.5. Digital Real Estate
4.6. Conclusion
References
Chapter 5 Metaverse: The New Era in Medical Field
5.1. Introduction
5.1.1. Metaverse in Medical Surgeries
5.1.2. Metaverse in Medical Education and Training
5.1.3. Metaverse Applications in Pain Diagnosis and Management
5.1.4. Metaverse Applications in Radiology
5.1.5. Metaverse Applications in Mental Health
5.1.6. Metaverse Applications in Plastic Surgeries and Cosmetics
5.2. Discussion
5.2.1. Metaverse Used in the Prevention and Treatment
5.2.2. Emerging Digital Techniques
5.2.3. Limitations of the Metaverse
5.2.4. The Metaverse as Integrated Design Space
5.3. Medical Cloud Plus
5.3.1. Existing Metaverse Platforms
5.3.2. A Space for New Social Communication
5.4. The Metaverse’s Benefits and Drawbacks
5.4.1. Advantages of Metaverse
5.4.2. Disadvantages of Metaverse
5.5. Applications of Metaverse in Various Fields
5.5.1. Automobile Applications
5.5.2. Applications of Metaverse Technologies in Military Sector
5.5.3. Educational Application
5.5.4. Manufacturing
5.5.5. In Construction Industries
5.6. Definition and Clinical Significance of Metaverse in Medicine
5.6.1. Holographic Simulation Diagnosis - Medical Image Processing
5.6.2. Virtual-Real Connection – Human-Machine Integration
5.6.3. Developing the Cardio Verse Application
5.6.4. Enhanced Medical Visits
5.6.5. Virtual Training for Surgeries and Biomedical Devices
5.6.6. Real-Time Trending Applications of VR and AR in Mental Health
5.6.7. Eating Disorders
5.6.8. Possible Extensions of Metaverse Technologies
5.6.9. Alzheimer’s Disease Solutions
5.7. Conclusions
References
Chapter 6 The Role of Immersive Reality (AR/VR/MR/XR) in Metaverse
6.1. Introduction
6.1.1. The Drawbacks of 2D Learning Environments
6.2. Related Works
6.2.1. Summary of the Metaverse
6.2.2. Immersive Reality (IR)
6.2.3. Features of the Metaverse
6.3. VR, AR, and MR’s Responsibilities in the Metaverse
6.4. The Contribution of AR/VR to the Metaverse Development
6.4.1. Does Metaverse Need AR/VR?
6.4.2. Where Do Virtual Reality and the Metaverse Part?
6.4.3. Use Cases for AR/VR in the Metaverse
6.4.4. Metaverse Building Blocks
6.5. How to Use the Metaverse Right Now
6.5.1. Shared Virtual Environments
6.5.2. Avatars of Virtual Humans
6.5.3. Hardware Equipment
6.5.4. XR: Facts and Figures on AR, VR, and the Metaverse
6.6. Unresolved Issues
6.6.1. The Interaction Issue
6.6.2. Computer Problems
6.6.3. Moral Concerns
6.6.4. Privacy Concerns
6.6.5. Cyber-Syndrome
6.6.6. Standardization and Compatibility
6.7. Application for XR
6.7.1. Applications and Exciting Uses of AR/VR/MR
6.8. Challenges in the Metaverse
6.9. Conclusion and Future Directions
References
Chapter 7 Advances in Design and Manufacturing of VR Headset
7.1. Introduction
7.2. Literature Survey
7.3. Technically Enriched Advance Computation Technologies
7.4. Arc Welding
7.5. Virtual Manufacturing
7.6. Virtual Reality
7.7. Virtual Welding: An Innovation Towards Virtual Reality for Welding and Training
7.8. Virtual Reality Metal Arc Welding System (VRMAWS)
7.9. Software’s and Hardware Used in VRMAW
7.10. Virtual Design and Manufacturing
7.11. Conclusion
References
Chapter 8 Augmented Reality in Computer-Aided Design (CAD)
8.1. Introduction
8.2. AR System
8.3. Case Studies
8.3.1. Concept of Augmented Foam (AF)
8.4. Applications
8.4.1. In Academics
8.4.2. Medical Applications
8.5. Conclusions
References
Chapter 9 Metaverse: Post-Pandemic Impact in Education
9.1. Introduction
9.2. Background of the Study
9.2.1. Statement of the Problem
9.3. Significance of the Study
9.3.1. Extended Reality (XR)
9.3.2. Multisensory Extended Reality
9.3.3. Virtual Reality
9.3.4. Augmented Reality
9.4. Metaverse in Education
9.5. Research on Metaverse and Education Systems
9.6. Research Questions
9.7. Delimitations of the Study
9.8. Proposed Methodology
9.9. Characteristics of the Metaverse of Virtual Reality in Education
9.10. Modern Social Interaction
9.11. Using Virtualization to Produce Innovative Experiences That Are Highly Immersive
9.12. Limitation
9.13. Conclusions
References
Chapter 10 Inspection of Defects through Corneal Topography of a Healthy Retina
10.1. Introduction
10.2. Structure of the Eye
10.2.1. Anatomy of Eye
10.2.2. Typical Eye: Nature
10.2.3. The Internal Area of Eye
10.2.3.1 Lens
10.2.3.2 Retina
10.2.3.3 Aqueous Humor
10.2.3.4 Vitreous Humor
10.3. Perspective Scale Model of Eye
10.3.1. Corneal Topography
10.3.2. Indications of Corneal Topography
10.3.3. Corneal Topography Basics
10.3.4. Keratoconus
10.3.5. Mire
10.3.6. Placedo
10.3.7. Expected Topography
10.3.8. Astigmatism
10.4. Extended Reality Metaverse (XR)
10.5. Computer-Aided Geometrical Design
10.6. Human Eye Ball Model
10.7. Keratoconus Characteristic Topographical Patterns
10.7.1. Phases of the Corneal Topography
10.7.2. Eye-Tracking Instruments for Healthy Retina
10.7.3. Analysis of Corneal Asphericity
10.8. Conclusion
Bibliography
Chapter 11 The Metaverse in Industry and Logistics
11.1. Introduction: Metaverse – State-of-the-Art
11.1.1. Metaverse – Scope and Characteristics
11.1.2. Aspects of the Metaverse
11.1.3. Metaverse – Applications
11.1.4. Metaverse in Industry and Logistics
11.1.5. Summary
11.2. Metaverse as Creative Freedom
11.3. Development of Industrial Metaverse
11.4. Typical Products/Services in Metaverse
11.5. Role of Metaverse in Supply Chain
11.5.1. Effective Cooperation Among All Supply Chain Stages
11.5.2. Chain of Custody Transparency
11.5.2.1 Manufacturing
11.5.2.2 Product Lifecycles
11.6. Forecast of the First Application Areas
11.6.1. Smart City
11.6.2. The Entertainment and Gaming Industries
11.6.3. Digital Exhibit, Digital Tourist Industry
11.6.4. Education
11.6.5. Economy
11.6.6. Social
11.7. Industrial Metaverse for Remote Manufacturing
11.7.1. Industrial Cyber-Physical Metaverse Systems
11.8. Impact of Industrial Metaverse in Manufacturing Industry
11.8.1. Increasing the Speed and Safety of Employee Training
11.8.2. Improvements Could be Obtained by Simulations Before Physical Implementations
11.8.3. Utilizing AR/VR for Field Service Personnel to Maintain Equipment While on the Job
11.8.4. Globally Integrated Product Design Collaboration
11.8.5. Creating Physical Assets from Digital Concepts and Incorporating Physical Objects with Digital Assets
11.9. Six Cases of Early Industrial and Commercial Metaverse Application
11.9.1. Product Innovation and Layout
11.9.2. Hands-On Training
11.9.3. Support and Preparation for Surgery
11.9.4. Employee Orientation
11.9.5. Virtual Assistance for Hands-On Work
11.9.6. Networking, Socializing, and Developing
11.10. Issues in Metaverse
11.10.1. Communication Issue
11.10.2. Computational Issues
11.10.3. Ethical Issues
11.10.4. Cyber-Syndrome
11.11. Challenges of Industrial Metaverse in Engineering Applications
11.12. Metaverse Accelerates Economic Development for Emerging Economies
11.13. The Metaverse in Logistics
11.14. Conclusion
References
Chapter 12 Augmented Reality Applications in Gaming
12.1. Introduction
12.2. Augmented Reality Technology
12.3. History of AR
12.4. Types of Augmented Reality
12.4.1. Marker-Based Augmented Reality
12.4.2. Marker-Less Augmented Reality
12.4.3. Projection-Based Augmented Reality
12.4.4. Superimposition-Based Augmented Reality
12.5. Types of AR
12.6. Monitor-Based
12.6.1. Working Principle
12.7. Virtual Reality vs. Augmented Reality
12.7.1. Advantages of Augmented Reality
12.7.2. Disadvantages of Augmented Reality
12.8. Issues in Augmented Reality
12.9. Applications of Augmented Reality
12.9.1. Presentation
12.9.2. Entertainment
12.9.3. Weather Report
12.9.4. Virtual Studio
12.9.5. Movie Special Effects
12.10. Advertisement
12.11. Simulations
12.11.1. Driving
12.11.2. Flying
12.12. Navigation
12.13. Unity3D
12.14. CAD
12.15. Video Fames
12.16. Theme Park
12.17. Introduction of Unity3D
12.18. About Augmented Reality Based on Unity3D
12.19. The Main Technical Problem
12.20. Conclusion
References
Chapter 13 Real-Time Applications of Virtual Reality
13.1. Introduction
13.2. History of VR
13.3. Virtual Reality (VR)
13.3.1. Types of VR
13.3.2. Three Types of Headsets
13.4. Uses of VR in Different Industrial Sectors
13.5. VR in Gaming
13.5.1. Benefits of VR in Gaming
13.5.2. Types of VR Games
13.6. Benefits of VR in the Gaming Industry
13.7. VR Technology for Business and Game Development
13.8. Global Virtual Reality (VR)
13.9. VR in the Indian Business Market
13.10. Virtual Reality Technology
13.11. Virtual Reality (VR) in Unity
13.11.1. Build Immersive VR Experiences
13.11.2. VR Tools in Unity
13.11.3. Create with VR
13.12. VR (Virtual Reality) Games
13.12.1. Other Famous VR Games
13.13. Conclusion
References
Chapter 14 Real-Time Applications of Mixed Reality
14.1. Introduction
14.1.1. Basics
14.1.2. Applications
14.2. Technical Challenges
14.2.1. Displays
14.2.2. Head-Mounted Displays
14.2.3. Handheld Displays
14.2.4. Ambient Projectors
14.2.5. Handheld Projectors
14.2.6. Global Positioning System
14.3. Mixed Reality Research in Switzerland
14.4. Current Challenges and Trends
14.5. Peek into the Future
14.6. Hologram Lens
14.6.1. Light
14.6.2. Sound
14.7. Pros and Cons of Mixed Reality
14.7.1. Advantages of MR
14.7.2. Disadvantages of MR
14.8. Architecture of MR Systems
14.9. Unity Development for VR and Windows Mixed Reality
14.9.1. What is Unity?
14.9.2. Getting Started
14.9.3. Core Building Blocks
14.9.4. Advanced Features
14.10. Future Research
14.11. Conclusion
References
Chapter 15 Artificial Intelligence in the Development of Metaverse
15.1. Introduction
15.2. Related Works
15.2.1. Artificial Intelligence (AI)
15.2.2. Metaverse
15.2.3. Roles of AI in the Metaverse
15.2.4. Importance of AI in the Metaverse
15.3. Artificial Intelligence
15.3.1. The Digital Twin that is Automatic
15.3.2. Computerized Intermediary
15.3.3. The Autonomy of the Avatar
15.3.4. How Can AI Make Augmented Reality and Virtual Reality More Immersive?
15.4. Artificial Intelligence for the Metaverse: A Focus on Technical Aspects
15.4.1. Natural Language Processing (NLP)
15.4.2. Machine Vision
15.4.3. Blockchain
15.4.4. Networking
15.4.5. Digital Twins (DT)
15.4.6. Neural Interface
15.5. Artificial Intelligence for the Metaverse: Application Aspect
15.5.1. Healthcare
15.5.2. Manufacturing
15.5.3. Intelligent Cities
15.5.4. Gaming
15.5.5. Other Potential Applications
15.6. The Metaverse’s Artificial Intelligence Future
15.7. Conclusion and Future Directions
References
Chapter 16 The Internet of Things in Developing Metaverse
16.1. Introduction
16.1.1. Internet of Things (IoT)
16.1.2. Characteristics of the Internet of Things
16.1.3. Metaverse
16.1.4. Applications of Metaverse
16.2. Related Works
16.2.1. Metaverse and its Architecture
16.2.2. Digital Twins (DTs) in the Age of the Metaverse
16.3. The Connection Between the Metaverse and the Internet of Things
16.3.1. What Does “IoT plus Metaverse” Stand For?
16.3.2. Why Will the Convergence of the Internet of Things and the Metaverse be Important?
16.3.3. What Do You Think the Internet of Things Will be Responsible for in the Metaverse?
16.3.4. How Important is Metaverse Data Collection and Data?
16.3.5. How Can the Internet of Things Connect the Metaverse to Devices that Exist in the Actual World? Why Should We Care About This?
16.3.6. The Internet of Things and the Metaverse: How Will They Complement One Another?
16.4. The Importance of Metaverse in the IoT
16.5. IoT’s Contribution to the Creation of the Metaverse
16.6. Applications, Advantages and Challenges of IoT-Based Metaverse
16.6.1. IoT-Based Metaverse Applications
16.6.2. Advantages of Using IoT in Metaverse
16.6.3. Challenges of Using IoT in the Metaverse
16.7. Conclusion
References
Index
EULA

Metaverse and Immersive Technologies: An Introduction to Industrial, Business and Social Applications [Team-IRA] [1 ed.]
 1394174543, 9781394174546

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