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Details
Table of Contents
Intro
Preface
Acknowledgements
Contents
About the Authors
Abbreviations
List of Figures
List of Tables
1 Concept of Metaverse
1.1 Defining Metaverse
1.2 Elements of Metaverse
1.2.1 Online Shopping
1.2.2 Digital Humans
1.2.3 Workplace
1.2.4 Natural Language Processing (NLP)
1.2.5 NFTs and Digital Assets
1.2.6 Gaming
1.2.7 Social Media, Concerts, and Entertainment Events
1.3 Evolution of Metaverse
1.3.1 Phase 1: Emerging Metaverse
1.3.2 Phase 2: Advanced Metaverse
1.3.3 Phase 3: Mature Metaverse
1.4 Metaverse as a Game Changer
1.5 Why Metaverse Continuum?
1.6 Economic Implications of Metaverse Technology
References
2 Metaverse in the Technological World
2.1 Metaverse vs Web 2.0 vs Web 3.0
2.2 Blockchain Technology
2.3 Digital Twin
2.4 Metaverse vs Multiverse
2.5 Artificial Intelligence (AI)
2.6 Internet of Everything (IoE)
2.7 Hyperautomation
References
3 Seven Layers of Metaverse
3.1 Introduction to Seven Layers of Metaverse
3.2 Layer 1-Experience
3.3 Layer 2-Discovery
3.4 Layer 3-Creator Economy
3.5 Layer 4-Spatial Computing
3.6 Layer 5-Decentralization
3.7 Layer 6-Human Interface
3.8 Layer 7-Infrastructure
References
4 Metaverse Platforms and Use-Cases
4.1 Major Platforms and Tools
4.1.1 Decentraland
4.1.2 Sandbox
4.1.3 Illuvium
4.1.4 Axie Infinity
4.1.5 Cryptovoxels
4.1.6 Roblox
4.1.7 Metahero
4.2 Global Outlook
4.2.1 Apple
4.2.2 Facebook/Meta
4.2.3 Microsoft
4.2.4 Disney
4.2.5 Accenture
4.3 Industrial Use-Cases and Business Implications
4.3.1 Gaming
4.3.2 Education and Learning
4.3.3 Healthcare and Pharmaceuticals
4.3.4 Travel and Tourism
4.3.5 Banking and Finance
4.3.6 Human Resource Management
4.3.7 Social Media and Entertainment
References
5 Metaverse for Public Sector
5.1 Evolution and Digital Maturity of Government
5.1.1 Level 1: Initial (E-Government)
5.1.2 Level 2: Developing (Open)
5.1.3 Level 3: Defined (Data-Centric)
5.1.4 Level 4: Managed (Fully Digital)
5.1.5 Level 5: Optimizing (Smart)
5.2 Challenges for Government
5.3 Metaverse as a Solution: Role and Different Models
5.3.1 Broadcasting Model
5.3.2 Critical Flow Model
5.3.3 Interactive Services Model
5.3.4 Mobilization and Lobbying Model
5.3.5 Comparative Analysis Model
5.4 Potential Use-Cases of Metaverse for Government
5.4.1 Aerospace and Defence
5.4.2 Art and Culture
5.4.3 Trade and Economy
5.4.4 Employment
5.4.5 Public Health and Safety
5.4.6 Public Entertainment
5.4.7 Knowledge Management
5.5 Implications of Metaverse Adoption for Government
5.6 Public Policy for Metaverse
References
6 Way Forward For Metaverse Adoption
6.1 Business Framework for Metaverse Adoption
6.2 Challenges of Metaverse Technology
6.2.1 Privacy Issues
6.2.2 Fairness
6.2.3 Cyberbullying
Preface
Acknowledgements
Contents
About the Authors
Abbreviations
List of Figures
List of Tables
1 Concept of Metaverse
1.1 Defining Metaverse
1.2 Elements of Metaverse
1.2.1 Online Shopping
1.2.2 Digital Humans
1.2.3 Workplace
1.2.4 Natural Language Processing (NLP)
1.2.5 NFTs and Digital Assets
1.2.6 Gaming
1.2.7 Social Media, Concerts, and Entertainment Events
1.3 Evolution of Metaverse
1.3.1 Phase 1: Emerging Metaverse
1.3.2 Phase 2: Advanced Metaverse
1.3.3 Phase 3: Mature Metaverse
1.4 Metaverse as a Game Changer
1.5 Why Metaverse Continuum?
1.6 Economic Implications of Metaverse Technology
References
2 Metaverse in the Technological World
2.1 Metaverse vs Web 2.0 vs Web 3.0
2.2 Blockchain Technology
2.3 Digital Twin
2.4 Metaverse vs Multiverse
2.5 Artificial Intelligence (AI)
2.6 Internet of Everything (IoE)
2.7 Hyperautomation
References
3 Seven Layers of Metaverse
3.1 Introduction to Seven Layers of Metaverse
3.2 Layer 1-Experience
3.3 Layer 2-Discovery
3.4 Layer 3-Creator Economy
3.5 Layer 4-Spatial Computing
3.6 Layer 5-Decentralization
3.7 Layer 6-Human Interface
3.8 Layer 7-Infrastructure
References
4 Metaverse Platforms and Use-Cases
4.1 Major Platforms and Tools
4.1.1 Decentraland
4.1.2 Sandbox
4.1.3 Illuvium
4.1.4 Axie Infinity
4.1.5 Cryptovoxels
4.1.6 Roblox
4.1.7 Metahero
4.2 Global Outlook
4.2.1 Apple
4.2.2 Facebook/Meta
4.2.3 Microsoft
4.2.4 Disney
4.2.5 Accenture
4.3 Industrial Use-Cases and Business Implications
4.3.1 Gaming
4.3.2 Education and Learning
4.3.3 Healthcare and Pharmaceuticals
4.3.4 Travel and Tourism
4.3.5 Banking and Finance
4.3.6 Human Resource Management
4.3.7 Social Media and Entertainment
References
5 Metaverse for Public Sector
5.1 Evolution and Digital Maturity of Government
5.1.1 Level 1: Initial (E-Government)
5.1.2 Level 2: Developing (Open)
5.1.3 Level 3: Defined (Data-Centric)
5.1.4 Level 4: Managed (Fully Digital)
5.1.5 Level 5: Optimizing (Smart)
5.2 Challenges for Government
5.3 Metaverse as a Solution: Role and Different Models
5.3.1 Broadcasting Model
5.3.2 Critical Flow Model
5.3.3 Interactive Services Model
5.3.4 Mobilization and Lobbying Model
5.3.5 Comparative Analysis Model
5.4 Potential Use-Cases of Metaverse for Government
5.4.1 Aerospace and Defence
5.4.2 Art and Culture
5.4.3 Trade and Economy
5.4.4 Employment
5.4.5 Public Health and Safety
5.4.6 Public Entertainment
5.4.7 Knowledge Management
5.5 Implications of Metaverse Adoption for Government
5.6 Public Policy for Metaverse
References
6 Way Forward For Metaverse Adoption
6.1 Business Framework for Metaverse Adoption
6.2 Challenges of Metaverse Technology
6.2.1 Privacy Issues
6.2.2 Fairness
6.2.3 Cyberbullying