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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>S. Ruhela);</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Metaverse: Survey on future of internet and its innovative</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ansh Sindhwani</string-name>
          <email>anshsindhwani007@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sagar Ruhela</string-name>
          <email>sagarruhela89@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anshul Bhatia</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ruchika Lalit</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Rahul Johari</string-name>
          <email>rahul@ipu.ac.in</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Guru Gobind Singh Indraprastha University</institution>
          ,
          <addr-line>Delhi</addr-line>
          ,
          <country country="IN">India</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Metaverse, Technology Integrations</institution>
          ,
          <addr-line>Blockchain, Web3.0, City Digital Twin</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>SWINGER : Security</institution>
          ,
          <addr-line>Wireless</addr-line>
          ,
          <institution>IoT Network Group of Engineering and Research</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University School of Automation and Robotics(USAR)</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0001</lpage>
      <abstract>
        <p>With key technologies like artificial intelligence, blockchain, internet of things and upcoming network capabilities of 6G mobile communication the current idea of the internet is bound to change. We expect a more immersive and interactive experience to enter our daily internet experience. Further creation of persistent, scalable and shareable virtual spaces will lead to the birth of Metaverse. The word Metaverse has been popularized in the common lexicon when the big tech giant 'Facebook' transformed itself as 'Meta'. Though the word itself traces its origin to Neal Stephenson's seminal 1992 novel, “Snow Crash”, where it was introduced as a shared virtual reality space. Today the idea of metaverse remains similar where humans interact in a shared virtual environment that is beyond the current understanding of social media and internet browsing. The paper presents a survey on the future of the internet and considers its diverse applications, these applications include healthcare, education, digital tourism and digital twin which are pertinent to a modern idea of a more connected smart city. Through case studies like : “Gucci Visions” we aim to throw light on the current developments and future implications of this upcoming iteration in domain of Metaverse.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>1. Introduction</p>
      <p>Considered to be a post-reality universe, the ‘Metaverse’ is a compendium of perpetual and
persistent multi-usability platform/ environment that imbibes a fusion of physical reality with the
digital reality. Although, there is no consensual definition for metaverse in the published literature,
we can view it as anew iteration of the internet that will utilize a 3D modeled virtual world that can
be accessed through VR Headsets, Augmented Reality glasses or a browser,allowing for multimodal
interactions with digital products/services/spaces. It will be enabled by technologies like blockchain,
artificial intelligence and advanced network infrastructure.</p>
      <p>As a future tech-enabling universe, the ‘Metaverse’ does not denote a specific technology; but it
does indicate the evolving bandwidth that may encompass human-to-human,
human-totechnology, human-to-products/services/spaces, so on and so forth pluriverse worlds.</p>
      <p>Metaverse is evolving through unique, innovative and tech-enabled methodologies to aid the
future of communications and interactions in real-time. In the realm of the fast-evolving
communications and aesthetics associated with the Open-Source Platforms, there are new
challenges in the contemporary iterations of the Metaverse: featuring especially the social,
immersive VR platforms that are compatible with massive multiplayer online video games, open
game worlds and equivalent AR collaborative space(s) and Brain- Computer Interfaces (BCIs) /
BrainMachine Interfaces (BMIs)/ smart brain.</p>
      <p>
        The metaverse traces its roots to Neal Stephenson's seminal 1992 novel, "Snow Crash," where it was
introduced as a shared virtual reality. This initial conceptualization, though born of fiction, sparked
the imagination of technologists and creators. The subsequent evolution of technology, particularly
within the gaming sphere, began to transform this fiction into reality. Early instances of the
metaverse were encapsulated within multiplayer online games, serving as precursors to the
expansive interconnected digital landscapes we envision today. Games like Second Life[
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]
pioneered user-driven persistent virtual environments, where social interactions, creativity, and
commerce flourished. These early endeavors laid the groundwork for the metaverse's development
beyond entertainment.
      </p>
      <p>
        Gaming, a cornerstone of the technological realm, played a pivotal role in the metaverse's evolution.
Virtual worlds, exemplified by iconic titles such as World of Warcraft[
        <xref ref-type="bibr" rid="ref26">26</xref>
        ], Roblox[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] and
Minecraft[
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], emerged as foundational spaces that demonstrated the core attributes of the
metaverse. These platforms transcended mere games, serving as interconnected realms where
participants collaboratively shaped their experiences. The success of these gaming platforms
highlighted the allure of immersive digital environments that facilitate real-time interactions,
creativity, and exploration. Users found themselves drawn into these virtual landscapes, experiencing
a sense of presence and connectivity that foreshadowed the metaverse's broader potential.
The concept of the metaverse has expanded beyond gaming and entertainment, infiltrating diverse
sectors and applications. Social media platforms are increasingly incorporating metaverse-like
features, enabling users to engage in virtual events, interactions, and commerce. Moreover, the
advent of advanced technologies such as virtual reality (VR) and augmented reality (AR) has
propelled the metaverse's progression. As these technologies continue to evolve, the metaverse's
promise becomes even more apparent. Interconnected virtual worlds and digital identities hold the
potential to revolutionize not only entertainment but also education, collaboration, commerce, societal
interactions and even management of a city. The evolution from science fiction to this burgeoning
digital reality underscores the metaverse's significance as a transformative force that stands poised to
reshape the way we connect, learn, and experience the digital world. It has implications in sectors
like tourism, governance, traffic management, environmental sustainability and urban planning.
2. Review of Literature
      </p>
      <p>
        The formal text explains that Metaverse comprises multiple components namely - hardware
components, software components and content. The hardware consists of head mounted displays and
input devices. Software cater to the need of motion rendering, sound and speech recognition,
scene/object recognition and scene/object generation. The third component is the content. Content
is the pillar of Metaverse that is crucial for providing the immersive experience promised by the
idea.[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] The Metaverse relies on content as its foundational element, ensuring an engaging experience
through well-crafted narratives and user-generated activities. Focusing on story authenticity,
immersive engagement, and conceptual coherence, content creation can be approached through a
paradigm shift or by repurposing existing material. Environmental design encompasses scene
creation, color and lighting, audio elements, sampling and aliasing, navigational aspects, and
reallife content. User movements, characters, and avatar personalities all contribute to behavioral
modelling.
      </p>
      <p>
        However, achieving the proposed metaverse idea is a mult-istaged process. As elaborated by [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]
achieving duality will require sequential stages, namely (I) digital twins, (II) digital natives, and
eventually (III) co- existence of physical-virtual reality or namely the sureality. Digital twin refers to a
replica of real-world objects and environments on digital platforms. They try to simulate the real
characteristics of an object in the digital world. Once these digital copies are made the next stage is
to create “digital natives.” This basically refers to creation of new content exclusive to the metaverse
realm. In the third and last stage, the metaverse could become a self-sustaining and persistent
virtual world that co-exists and interoperates with the physical world with a high level of
independence. As such, the avatars, representing human users in the physical world, can
experience heterogeneous activities in real-time characterized by unlimited numbers of
concurrent users theoretically in multiple virtual worlds.
      </p>
      <p>
        The role of blockchain technology is critical in realizing the shared virtual reality. In a shared
virtual environment like metaverse, blockchain technology will provide a means of digital ownership.
It enables trusted ways of proving authenticity as well as interoperability. A blockchain infrastructure
can ensure that authentic data is loaded to the metaverse. Blockchain will also play a pivotal role in
establishing the metaverse economy by providing a means of exchange in the digital world. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
Immutable Identifiers i.e. NFTs in Web3.0 open new challenges, but also dynamic experiences.
Several industrial leaders have stated that the Metaverse’s full potential can only be attained if it is
constructed on open standards. The Metaverse Standards Forum provides leading standards
organizations and companies a platform to foster interoperability standards for an Open Metaverse.
An NFT, for example can be utilized in a 2D Smartphone game or an 3D virtual headset apart from
being shown in digital and physical art galleries. Immutability feature of blockchains makes it a
significant factor driving in new digital and hybrid economic activities. It allows for scalable and
reliable methods to demonstrate authenticity and interconnectivity.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] authors introduce Metaverse-as-a-service where they suggested a concept of metaverse
platforms as a service to business owners and alike over the network. Facilitating scalable
computing resources on demand over the internet is a common facility available to business users
and individual users. Using products like google drive, office 365 is not uncommon. All these follow
an “as-a-service” model under the aegis of cloud computing. similarly, we can offer services relevant
to Metaverse where key technologies related to Metaverse can be provided. Services such as
platforms, infrastructures, software, and artificial intelligence (AI), could be provided as through
Metaverse-as-a-service (MaaS). As FAANG companies enter the Metaverse space, Like Microsoft,
Samsung, NVIDIA, and others, it won’t be long before many cloud-based services would offer
Metaverse-as-a-Service (MaaS) option, allowing businesses to profit from the technology with
lowered entry barriers.
      </p>
    </sec>
    <sec id="sec-2">
      <title>3. Applications of Metaverse</title>
      <p>Introduction of augmented reality and virtual reality in gaming and entertainment is the starting point
of a more immersive internet and better human computer interfaces. Games like Pokémon Go, Fortnite
and Minecraft provide a better social gaming environment allowing users to collaborate and compete in
real time. Hence, entertainment and gaming are natural applications of metaverse. But the applications
of metaverse are not limited to gaming and entertainment. Various studies regarding potential
applications have been published. These applications include healthcare, advertising, education and
ecommerce to name a few. Metaverse has a potential of changing our life, society and economy through
its innovative and immersive applications.</p>
      <sec id="sec-2-1">
        <title>I. EDUCATION</title>
        <p>
          Education and experiential learning through metaverse are at the forefront of these applications. One
can imagine being trained in virtual environments and through immersive simulations before
practicing in the physical world. This will increase efficiency and proficiency of the apprentice.
Learning in the metaverse will also lower the cost of training and lower the time of training as the
apprentice will not be limited by the availability of teachers. Metaverse learning will expand the
reach of education as it will not be limited to geographical bounds catering to a wider audience.
In [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] authors highlight the possibilities and limitations of Metaverse education. The authors also
introduce the idea of 4 types of metaverse that can be used for educational purposes. These are
(1) augmented reality, (2) virtual reality, (3) mirror world and (4) lifelogging. These modes of metaverse
can be successfully implemented for creating virtual labs, training modules and overlaying on the
physical world for an enhanced pedagogy. Students can learn visually through 3-dimensional digital
twin, overlay information on physical objects, interact with artificial intelligence enabled characters of
historic figures, create virtual tours of historic places and make science models in virtual reality to
gain hands-on experience and learning.
        </p>
        <p>
          Authors of [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ] created a virtual campus of Nanyang Technical University, Singapore through the
Nvidia omniverse platform called NTUniverse. NTUniverse allows students to engage in virtual
hands-on activities, online discussions, and collaborative team projects. It serves as a platform for
interactive and immersive learning experiences in STEM education. The platform also supports the
learning of abstract mathematics concepts through interactive manipulation of virtual objects. This
approach helps students grasp complex ideas like Vector Cross Product and Skew line Distance by
interacting with virtual models.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>II. HEALTHCARE</title>
        <p>
          Healthcare in metaverse points towards to the virtual environment consisting of various technologies
like augmented reality (AR), virtual reality (VR), and extended reality (XR) to give the healthcare
its functionality and medical process. In the healthcare virtual simulation or healthcare metaverse
people can conduct lots of thing from their home like conducting more immersive and real
consulting with doctors, patients can meet with doctors in 3d world. Use of digital twins for surgery
planning and real time analysis and monitoring. These technologies offer innovative solutions for
telemedicine, medical education, mental health support, and clinical care which is used for solving
common person problem way better than before. On top of that healthcare in metaverse enables lots
of immersive training for medical students through which the training is fast, accurate and precise.
Inside the Virtual world students can practice surgeries and other medical procedures. The author(s)
of [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] discuss a partnership with 8chili [
          <xref ref-type="bibr" rid="ref30">30</xref>
          ], a California-based software business and Global
Healthcare Academy (GHA) aims to establish an EdTech platform that will enable medical
education and healthcare to be accessible across the metaverse. More than 200 hours (about one week
and a half's worth) of virtual reality (VR) content covering a wide range of subspecialties, such as
paramedics, cancer, dentistry, orthopedic, neurology, spine, and ENT, have already been released by
the alliance. The author(s) of [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]also describes an EdTech platform called Studyum[
          <xref ref-type="bibr" rid="ref29">29</xref>
          ] that offers
spaces where group projects for student training or education would be organized. It encourages
cooperation throughout society by using a reward system. Users receive tokens for each class they
attend, video they watch, and homework they turn in. As a result, it offers various learning materials
and training programs according to performance and training. An example of a trainer may be a
"celebrity surgeon," who would be paid for his education and provide awards to pupils in honor of
their accomplishments.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>III. SMART CITIES AND DIGITAL TWIN OF CITIES</title>
        <p>Smart Cities are going to use digital technology and data driven approach to make our lives and
work easy. We can access lots of services from our home with the help of smart cities. Some of
those services includes meeting people online, intercountry meeting, business opportunities, smart
governance, more enhance online shopping and entertainment. With the help of metaverse and
others technologies like artificial intelligence, digital twins, augmented and virtual reality, blockchain,
and cloud computing, the concept of smart cities is possible which can also be used to create an
interconnected and immersive virtual environment in which users or common public easily interact
with the help of avatars. Now the concept of smart cities not just conceptbut governments around
the world are making cities smart by investing huge sum of moneyexample Seoul (The capital city of
South Korea) plans to invest $3.3 billion to become metaverse city, even UAE also announced its
plans towards making a virtual or smart city. There are lots of benefits from smart cities like
improving teamwork with the help of real time collaborationwith the help of Extended reality (XR),
new business opportunities with the help of Virtual</p>
        <p>Reality(VR).</p>
      </sec>
      <sec id="sec-2-4">
        <title>IV. DIGITAL TOURISM AND RECREATION</title>
        <p>Digital tourism in metaverse refers to use of virtual reality to mimic the travel experience for userfrom
their home. This will allow user to explore and interact with digital models of real-world
monuments and exotic destinations. This concept leverages various immersive and scalable
technologies. These include the use of artificial intelligence, AR/VR and 3D modelling. The concept
goes beyond making a digital twin of real-world monument and opens doors for making new
virtual experiences. People can travel virtually with friends or other users in the metaverse, joining
group tours or exploring destinations together, replicating the social aspects of physical travel. The
metaverse can also allow tourists to travel through time to witness historical events. Digital tourism
brings accessibility to tourism for people with physical disabilities and financial constraints.</p>
      </sec>
      <sec id="sec-2-5">
        <title>V. DIGITAL RETAIL AND E-COMMERCE</title>
        <p>Digital retail and ecommerce through Metaverse bring a new stage of online shopping, with
virtual environment providing tailored shopping experience. In metaverse customers can browse
virtual stores and try products virtually. Metaverse allows user to purchase both NFTs and
realworld goods that would be delivered at customer’s location after purchase. The retail stores can be
equipped with AI powered sales avatars for a more realistic and immersive experience.</p>
        <p>physical
retail stores
e-commerce</p>
        <p>websites</p>
        <p>Virtual
reality</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>4. Key Technologies related to Metaverse Development</title>
      <p>Metaverse is an amalgamation of multiple existing technologies which serve as fundamental pillars
to metaverse and its immersive nature. The key technologies that are driving the democratization
of metaverse include (i)Artificial Intelligence, (ii)virtual reality and augmented reality, (iii)cloud
computing, (iv)5G internet, (v)blockchain and (vi) internet of things. These technologies provide
scalability for virtual environment, immersion, help in content creation and provide interconnections</p>
      <p>These technologies are pivotal to provide features that are pivotal to metaverse and beyond reality
experience. These key metaverse features are based on literature review with brief description and
presented in the table 1.</p>
      <sec id="sec-3-1">
        <title>Realistic</title>
      </sec>
      <sec id="sec-3-2">
        <title>Digital Ownership</title>
      </sec>
      <sec id="sec-3-3">
        <title>Scalable</title>
      </sec>
      <sec id="sec-3-4">
        <title>Interoperable</title>
      </sec>
      <sec id="sec-3-5">
        <title>Description</title>
        <p>Allowing users to interact and engage through multiple channels,
these mediums can be virtual reality, augmented reality, chatbots,
3dgame objects.</p>
        <p>This can be obtained using AI, AR/VR, haptic technology
The experience of metaverse should be close to real world.
Use of game physics simulations should be implemented.
the system should be able to have protocols and data structures
enabling digital ownership in decentralized manner. This can be
achieving through blockchain technology
The system should be able to support the growing number of avatars,
virtual worlds, 3d-objects and users
Able to communicate with other virtual environments and systems,
Avatars or digital user should be able to switch between virtual
environments with same virtual identity</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>5. Current progress in Metaverse</title>
      <p>
        Currently Metaverse is in developmental stage and big companies are betting on its success. Notably
“Meta” is extensively working on building virtual environments and better hardware for accessing
the Metaverse. This hardware includes better AR and VR headsets as well as new haptic based
hardware like haptic gloves, haptic suits etc. for better interaction with the metaverse.
Games like Roblox, Fortnite and Minecraft are working on there VR versions as a step forward
towards metaverse. Today most major companies have a VR or AR headset offerings. Microsoft
HoloLens [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ], Apple’s Vision pro [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] and Meta quest [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] are some prominent examples. Sandbox
[
        <xref ref-type="bibr" rid="ref34">34</xref>
        ], decentraland [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ] and somium space [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] are some prototypes of metaverse.
      </p>
    </sec>
    <sec id="sec-5">
      <title>6. Case Study</title>
      <p>Considering the upcoming changes towards metaverse the team analyzed “Gucci Visions” and as
precursors towards the new iteration of internet. The team has presented a use case diagram, flow
diagram and a sample algorithm which can serve as intuitive models for creation of a more
immersive and experiential internet that is the metaverse.</p>
      <p>Gucci Visions is virtual model of Gucci’s premium store in Italy which aims to portray the
company’s vision for the future, Metaverse and virtual reality visits of the store. it gives a
digital/virtual tour of “Palazzo Della Mercanzia”, it sets a precedence for Metaverse tourism,
metaverse marketing and E- commerce. The model navigates through the store and provide an
immersive experience of the store through virtual reality. This serves as a precursor to the realm of
digital tourism through metaverse. The team studied the virtual environment and have presented a
use case diagram in figure 2 and a flow diagram in figure 3. These virtual tours can be beneficial for
smart cities.
Algorithm : Metaverse Algorithmic framework for Gucci Garden Case Study
[ URL : https://guccipalazzo.gucci.com/#/en/360/piano-1/travel]
Notation
1: Sr – Server
2: Br – Metaverse Broker; where Br is with in Sr
3: Fr – Frame
4: Sf – Frame per second
5: Av – Avatar
6: Av [ ] – Array of Avatar where every Av ϵ Ar
7: VAs [ ] - Values Table of Avatar at Server
8: VWs [ ] - Virtual Walkthrus
9: Mq – Manenquin
10: Mq [ ] – Array of Manenquins in Studio
11:Gs - Gucci Stores
12: Gv – Gucci Visions
13: Go – Gucci Osteria
14: Gg – Gucci Giardino
15: V Gvl [ ] – Glasses/Lenses available in Gucci Visions
16: V Glp [ ] – Array of products available in Gucci Osteria
17: V Ggp [ ] – Array of products available in Gucci Giardino
18: Cr – Customer
19: Crb – Customer Bucket
Pre-requisite :
Customer enters Gucci Store(Gs)</p>
    </sec>
    <sec id="sec-6">
      <title>7. Challenges to Metaverse</title>
      <p>Currently development of Metaverse faces several challenges for its full realization. These
challenges span across multiple dimensions. These challenges include technological, social, ethical
and economic challenges. Table 2 presents the various challenges to Metaverse based on the
reviewed literature.</p>
      <p>Challenge</p>
      <sec id="sec-6-1">
        <title>Scalability</title>
      </sec>
      <sec id="sec-6-2">
        <title>Hardware Limitation</title>
      </sec>
      <sec id="sec-6-3">
        <title>Network speed and Latency</title>
      </sec>
      <sec id="sec-6-4">
        <title>Content Creation and Management</title>
      </sec>
      <sec id="sec-6-5">
        <title>Privacy and Security</title>
      </sec>
      <sec id="sec-6-6">
        <title>Digital Governance and regulations</title>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>8. Conclusion</title>
      <p>Description
Creating a Metaverse that can handle millions of users parallelly across vast
virtual spaces is a prominent challenge. Metaverse requires vast amount of
3d rendering, blockchain mining and implementation of AI models.</p>
      <p>Current hardware for virtual reality and augmented reality is limited in there
capabilities. Currently these devices have limited battery life and are bulky.</p>
      <p>Hardware that supports Haptics is currently in early developmental stage.</p>
      <p>Metaverse needs high network bandwidth and low latency, even better than
the currently available 5G mobile internet and Wi-Fi 6
Metaverse relies on vast amount of 3D models, Digital environments,
Animations and Avatars. Creation of these high-quality objects are time
consuming and expensive. Managing this content is complex across
platform. It requires help of generative AI and increased skilled workers.</p>
      <p>This expanded iteration of internet is expose more public to new security
threats and higher privacy concerns.</p>
      <p>With increased use of NFTs, Cryptocurrencies and an expanded digital
environment, Metaverse require some oversite and policy changes to ensure
citizens safety from cyber harassment, cyber frauds and prevent any
occurrence of Criminal activity.
Metaverse represents a shift in how we will perceive internet and web based services in times to
come. Its goal is to create a scalable virtual and augmented reality based ecosystem which is more
immersive. It aims to blend the physical and digital world. As highlighted by this paper Metaverse
converges technologies like artificial intelligence, blockchain, IoT, Virtual reality(VR),
Augmented reality (AR). Frameworks “gucci garden” are trying to leverage the given idea and
form a precursor to Metaverse.</p>
      <p>Smart Cities can leverage Metaverse for citizen centric services, real time information sharing
and promote digital tourism. They can use metaverse for virtual city council meetings and
monitor various services through a synergy of physical and digital world. The aforementioned
Case study showcase early implementations of Metaverse that point towards a broader future
where virtual environments become essential to industries like retail, tourism, urban planning,
and entertainment</p>
      <p>2024.</p>
    </sec>
  </body>
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