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Metaverse Seminar Report

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Metaverse

A seminar report
Submitted in partial fulfilment of the requirements for the award of
the degree of
BACHELOR OF TECHNOLOGY
IN
COMPUTER SCIENCE ENGINEERING
by
Aadil Ahmad Teli
(190338)

Department of Computer Science Engineering


Government College of Engineering and Technology
Safapora, Ganderbal 193501
September 2023

i
GOVERNMENT COLLEGE OF ENGINEERING AND
TECHNOLOGY

SAFAPORA GANDERBAL
KASHMIR

CERTIFICATE

This is to certify that the seminar report entitled Green Computing submitted by Aadil Ahmad
Teli bearing Roll No 190338 in partial fulfilment of the requirements for the award of the
Degree of Bachelor’s in Computer Science Engineering to the Government College of
Engineering and Technology, Safapora has been carried out by him under my supervision.
The contents of this report, in full or in parts, have not been submitted to any other institution
or university for the award of any degree.

Ms. Bisma Rashid Dr. Nisar Iqbal Wani


Lecturer, CSE Head of Department
GCET-Safapora Computer Science
Seminar Guide GCET-
Safapora

PROF. (DR.) ROUF KHAN


PRINCIPAL
GOVENMENT COLLEGE OF ENGINEERING AND TECHNOLOGY

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ACKNOWLEDGEMENT

The sense of accomplishment and ecstasy that comes with completing a task would be
incomplete without thanking Almighty Allah. I would like to acknowledge the people who
made it possible through their unwavering support. I am delighted to submit to you my topic,
which is the product of a careful blend of research and understanding. I express my special
thanks to Dr. Rauf Ahmad Khan, Principal, for providing us the opportunity to hold the
seminar on positive note.

I am extremely grateful to Dr. Nisar Iqbal Wani, Head of Department, Department of


Computer Science Engineering, for his guidance.

I would like to express my heartfelt gratitude to Ms.Bisma Rashid, Lecturer Computer


Science, my guide who deserves special thanks for her persistent support, encouragement and
direction. I appreciate her assistance and valuable suggestions.

I would also like to thank Mr. Tahir Hussain, for his kind supervision which shaped the
present work as it shows.

I would also like to thank Mr.Ilyas Malik for supporting and encouraging me.

I appreciate everyone especially my parents who contributed to present this topic in this light.

(Aadil Ahmad)

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Abstarct

The metaverse refers to a virtual universe encompassing a collective virtual shared space
where individuals can interact with a computer-generated environment and other users in
real-time. It goes beyond traditional virtual reality experiences by creating a persistent and
interconnected virtual world that can be accessed and experienced from various devices and
platforms.
Key elements of the metaverse include virtual reality, augmented reality, mixed
reality, artificial intelligence, blockchain, and the Internet of Things (IoT). These
technologies converge to create a seamless and immersive digital environment that mimics or
transcends the physical world, offering users new ways to work, play, socialize, learn, and
conduct business.
The metaverse holds the potential for transformative impacts across multiple industries and
domains. It can revolutionize entertainment, gaming, and media by offering fully immersive
and interactive experiences. It can enhance collaboration and remote work, enabling
individuals and teams to interact and collaborate in virtual spaces regardless of geographical
location. It can reshape education and training by providing immersive and interactive
learning environments. Furthermore, it can redefine commerce and social interactions,
enabling new forms of digital economies and virtual social communities.
However, the development and realization of the metaverse pose various challenges and
considerations. These include technical complexities, ethical implications, privacy and
security concerns, digital divide issues, and the need for interoperability and standards across
different platforms and ecosystems.
The Metaverse as we know it is not a rare piece of information to many these days. The huge
focus on the latest technologies and the anticipation of knowing what the future will be like
has led us to more discovery and exploration of whatever that is new and connects itself to
technology. Any society that has survived through the years has three factors that are the core
foundation – Land, Currency, and Art.

In this, I introduce a theory that is structured in a very similar way that has been existing for
ages. In the metaverse, we find the three foundation elements – Land as Virtual land, Currency
as Cryptocurrencies and bitcoins, and Art in the form of non-Fungible tokens also called NFTs.

With the help of a foundation for the virtual society, I have created a 4-layer structure to
overcome various problems that a metaverse community faces in general and in depth. The
4layer structure includes important factors like Security, Creativity, Usability, Scalability and
Reliability.

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CONTENTS

ACKNOWLEDGEMENT --------------------------------- ------------------iii


ABSTTRACT-------------------------------------------------------------------iv
CHAPTER-1 INTRODUCTION -------------------------------------------- 2
1.1 Metaverse --------------------------------------------------------------------- 2
1.2 Blockchain -------------------------------------------------------------------- 3
1.3 Decentralisation-------------------------------------------------------------- 4
1.4 Importance of Metaverse --------------------------------------------------- 5

CHAPTER-2 LITERATURE SURVEY----------------------------------- 6

CHAPTER-3 IMPLEMENATION ----------------------------------------- 7


3.1 Problems in a Distributed Community ----------------------------------- 7
3.2 Foundation of a virtual Society -------------------------------------------- 7
3.3 Layers of a Virtual Society------------------------------------------------- 9
3.4 Joint structure of the Virtual Society ------------------------------------- 12
3.5 Presenting self- Avatars ---------------------------------------------------- 12

CHAPTER-4 APPLICATIONS AND ADVANTAGES ---------------- 13


4.1 Applications ------------------------------------------------------------------ 13
4.2 Advantages ------------------------------------------------------------------- 13

CHAPTER-5 CONCLUSION AND FUTURE WORK ---------------- 14


5.1 Conclusion-------------------------------------------------------------------- 14
5.2 Future scope ------------------------------------------------------------------ 14

CHAPTER-6 BIBLIOGRAPHY -------------------------------------------- 15

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4
.
Chapter 1: INTRODUCTION

1.1 Metaverse
Much to the early days of the Internet, the Metaverse represents a new beginning to create
something new. Billions of dollars are being poured in the development of metaverse, which
tech tycoons refer to as the future, but what exactly is metaverse? Neal Stephenson, a science
fiction writer, created the term "metaverse" in 1992. [3] "The concept of a fully immersive
virtual world where people assemble to socialize, play, and work," according to its most basic
definition. It's a simulated digital environment that integrates AR, VR, blockchain, and social
media principles to create places for rich user interaction that mimic the actual world. [2]
The metaverse is defined by Stephenson in this novel as a huge virtual environment that exists
alongside the physical world and in which people communicate through digital avatars. Since
its inception as a computer-generated cosmos, the metaverse has been defined by a wide range
of notions, including lifelogging [4], virtual communal space [5], embodied internet/ spatial
Internet [6], a mirror world [7], and an omniverse: a venue for simulation and collaboration
[8]. The metaverse is defined in this study as a virtual world that combines physical and digital
elements, assisted by the convergence of Internet and Web technologies, as well as Extended
Reality (XR). According to the Reality-Virtuality Continuum developed by Milgram and
Kishino, XR mixes digital and physical elements to varying degrees, such as augmented reality
(AR), mixed reality (MR), and virtual reality (VR). [9] Similarly, in Snow Crash, the metaverse
scene depicts the duality of the real world and a replica of digital settings. Individual users in
the metaverse own their avatars, which are analogous to their physical selves and allow them
to live an alternate life in a virtuality that is a metaphor for their real realities. [1]

Figure 1.1 A general representation of elements of metaverse.

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The concept of the metaverse, which was recently popularised by Facebook's rebranding as
Meta, will change the way we interact with the world. Mark Zuckerberg, Facebook's CEO,
declared that "the next generation of the internet is metaverse," and that existing social media
will fall under this new banner. He refers to the metaverse as "a digital space where you can
offer yourself to other people in a virtual environment You may think of it as an embodied
Internet that you can interact with rather than just gaze at.

1.2 Blockchain
A blockchain is a decentralised database that is shared among computer network nodes. A
blockchain acts as a database, storing information in a digital format. Blockchains are well
known for their critical function in keeping a secure and decentralised record of transactions
in cryptocurrency systems like Bitcoin. The blockchain's novelty is that it ensures the accuracy
and security of a data record while also generating trust without the requirement for a trusted
third party.
The structure of the data on a blockchain differs from that of a traditional database. A
blockchain organises data into groupings called blocks, each of which contains a collection of
data. Blocks have specific storage capacities, and when they're full, they're closed and linked
to the preceding block, producing a data chain known as the blockchain. All additional
information added after that newly added block is compiled into a new block, which is then
added to the chain after it is filled.
A database organises data into tables, whereas a blockchain organises data into chunks ( blocks)
that are strung together, as the name suggests. When implemented in a decentralised manner,
this data structure creates an irreversible data chronology. When a block is filled, it becomes
permanent and part of the chronology. When each block is added to the chain, it is given a
specific time stamp.

Figure 2.2 A general representation of elements of metaverse.

The purpose of blockchain is to enable for the recording and distribution of digital data without
the ability to modify it. In this approach, a blockchain serves as the foundation for immutable
ledgers, or transaction records that can't be changed, erased, or destroyed.
Blockchains are also known as distributed ledger technology because of this (DLT).

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The blockchain concept was first presented as a research project in 1991, and it before its first
major use in use, Bitcoin, in 2009. The creation of numerous cryptocurrencies, decentralised
finance (DeFi) applications, non-fungible tokens (NFTs), and smart contracts has skyrocketed
the use of blockchains in the years thereafter.

Blockchain is a type of shared database that differs from traditional databases in the way it is
stored: data is stored in blocks, which are then connected together using cryptography. As new
information is received, it is entered into a new block. Once the block has been filled with data,
it is chained onto the previous block, forming a chronological chain of data.

1.3 Decentralisation
The movement of control and decision-making from a centralised entity ( person, organisation,
or group thereof) to a dispersed network is referred to as decentralisation in blockchain.
Decentralized networks aim to limit the amount of trust that participants must place in one
another and to prevent them from exerting power or control over one another in ways that harm
the network's performance.
When building a technology solution, three primary network architectures are typically
considered: centralized, distributed, and decentralized. While decentralised networks are
frequently used in blockchain technology, a blockchain application cannot simply be classified
as decentralised or not. Greater and fairer service can be accomplished by decentralising
resource management and access in an application.
Decentralization is typically understood in different ways and used in diverse scopes, despite
its widespread use and considerable analysis. Decentralisation refers to the transfer of functions
and responsibilities from the federal government to elected subnational authorities ( regional
governments, municipalities, and so on) with some autonomy. Decentralisation also entails
reorganising the relationship between the central government and subnational governments in
order for national/federal governments to play a more cooperative and strategic role.
Decentralisation is also a multi-faceted notion, since it encompasses three independent yet
interconnected dimensions: political, administrative, and fiscal. [10]
These elements are intertwined: fiscal decentralisation cannot (or should not) exist without
political and administrative decentralisation. Political and administrative decentralisation, on
the other hand, are useless without fiscal decentralisation. [10]

Figure 3.3 A general structure of a decentralised system.

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1.4 Importance of the Metaverse
To attain such duality, the metaverse must proceed through three stages in order to achieve it:
( I) digital twins, (II) digital natives, and (III) coexistence of physical and virtual reality, or
surreality. The link between the three stages is depicted in Figure 1.4-a. Large-scale and
highfidelity digital models and entities copied in virtual environments are referred to as digital
twins. [11] Physical twins' qualities, such as item motions, temperature, and even function, are
reflected in digital twins. The data between the virtual and actual twins binds them together.
[12] [1]

Figure 4.4- a Digital twins-native continuum.

Computer-aided design (CAD) for product design and building architectures, smart urban
planning, AI-assisted industrial systems, and robot-assisted dangerous procedures are only a
few of the existing uses.
The second step focuses on creating native content after establishing a digital duplicate of the
physical reality. Within the digital worlds, content makers, sometimes represented by avatars,
participate in digital creations. Digital creations might be linked to physical counterparts or
exist solely in the digital realm. Meanwhile, related ecosystems such as culture, economy, laws
and regulations (such as data ownership) and social norms might help to foster digital
invention.

Figure 5.4-b the cyberspace landscape of real-life applications.

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Chapter 2: LITERATURE SURVEY

1. All One Needs to Know about Metaverse: A Complete Survey on Technological


Singularity, Virtual Ecosystem, and Research Agenda: This paper is based upon the
various fields of metaverse and their interconnectivity. It suggests a multiple number of
ideas and concepts that improve the quality of different elements in the metaverse. This
survey paper presents the first effort to offer a comprehensive framework that examines
the latest metaverse development under the dimensions of state-of-the-art technologies
and metaverse ecosystems, and illustrates the possibility of the digital ‘big bang’. First,
technologies are the enablers that drive the transition from the current Internet to the
metaverse. It thus examines eight enabling technologies rigorously - Extended Reality,
User Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain,
Computer Vision, IoT and Robotics, Edge and Cloud computing, and Future Mobile
Networks. In terms of applications, the metaverse ecosystem allows human users to live
and play within a self-sustaining, persistent, and shared realm. Therefore, we discuss
six user-centric factors – Avatar, Content Creation, Virtual Economy, Social
Acceptability, Security and Privacy, and Trust and Accountability. Finally, we propose
a concrete research agenda for the development of the metaverse. Lik-Hang Lee, Tristan
Braud, Pengyuan Zhou, Lin Wang, Dianlei Xu, Zijun Lin, Abhishek Kumar, Carlos
Bermejo, and Pan Hui are all combined authors of this research paper and are all fellows
at IEEE. This paper was published in Journal of Latex class Files in the edition of
September 2021.

2. Metaverse: Why, How and What by Dr. Kashif Laeeq: This paper is based on the
crux of the metaverse and defines many basic terms of metaverse and different fields
related to the metaverse. The paper discusses various questions and answers them in a
very formulated way. It states that the metaverse concept, recently publicized by
Facebook's rebranding as Meta, will revolutionize how we interact with the world. It
also explores various questions like What is metaverse? How Blockchain Technology
Underpins the Metaverse? Will the Metaverse Replace the Real World? How Important
are Cryptocurrencies in Metaverse? How Will Businesses Trade in the Metaverse? How
to Buy a Property in Metaverse? Which help in the better understanding in the core of
the stated concepts.

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Chapter 3: IMPLEMENTATION

In my research I have figured out a structure that will be beneficial towards building a
community in metaverse that will help users get a better experience of the metaverse and its
perks. But before we look at the model lets understand some of the major problems that occur
in a distributed community.

3.1 Problems in a Distributed Community


• Spam and abuse are on the rise and due to this, users face a lot of demotivation to use
their metaverse portfolios.
• The quality of the debates is deteriorating.
• Trust and community are eroding due to many fake bots and exposure of lack of
personal space and security.
• Inequality in participation occurs due to under-promoted events and inability to create
new experiences for the users.
• Quality and authority are highlighted.
• Responding to queries on a large scale is increasingly difficult.
• Threats to privacy, security, and the law.
• Managing a group of people and finding volunteers.
• Awareness about events and functions.
• Technical Limitations like lower device power and specifications.

3.2 Foundation of a Virtual Society


All societies and cultures throughout the history are based on three most important factors –
Land, Currency and Art. Today in the physical world, there is limited amount of land to occupy
on the earth, the primary trade option is using paper currency which is not backed up by
anything, and we have art pieces getting sold at a good price only when they are too famous or
are an exclusive collective piece. The introduction of metaverse changes all that.
There is unlimited amount of land that can be produced virtually and accessed through various
devices, although this can be limited by the companies and organizations making the land. A
few companies that are focusing on virtual land are Sandbox, Decentraland and Axie Infinity.
In Sandbox, A LAND is a digital piece of real estate in The Sandbox metaverse that players
can buy to build experiences on top of. Once you own a LAND, you will be able to populate it
with Games and Assets. Decentraland is a user-owned, Ethereum-based virtual world where
you can play, explore, and interact with games and activities. You can also purchase parcels of
land on which to build your own environments, marketplaces, and applications. Axie Infinity
is a non-fungible token-based online video game developed by Vietnamese studio Sky Mavis,
known for its in-game economy which uses Ethereum-based cryptocurrencies. Players of Axie

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Infinity collect and mint NFTs which represent axolotlinspired digital pets known as Axies.
There are many other companies developing different types of virtual land applications.
Next, the currency used virtually in metaverse is either bitcoins or other recognized
cryptocurrencies. These currencies are not centrally controlled by anyone and transactions are
public but occur anonymously. These cryptocurrencies are based mostly on some kind of a
proof like proof of state or proof of existence. These proofs are decided by the organisation
responsible for the ownership of the tokens and add features to make the foundation of that
currency stronger. Some of the most famous cryptocurrencies are Ethereum, Bitcoin, Tether,
Cardano, etc. Companies like intel, Microsoft and Coinbase are focused on introducing new
platforms and developing them to assist the world of cryptocurrencies.

Figure 3.2 Foundation of a Virtual Society

Non-Fungible tokens are entities that are any form of data and can be uniquely owned under
one personal ID virtually. NFTs could be anything from a song to a video and an image to a
game avatar. Users can create various forms of arts and they can list them on various platforms
like OpenSea, Rarible and Larva Labs by spending a specific amount of cryptocurrency based
on the current trends of that time. This spending of currency to list art is also called gas.

A non-fungible token (NFT) is a financial security consisting of digital data stored in a


blockchain, a form of distributed ledger. The ownership of an NFT is recorded in the
blockchain, and can be transferred by the owner, allowing NFTs to be sold and traded. NFTs
can be made by anyone and require little to no coding knowledge. Digital data such as images,
films, and audio are frequently referenced in NFTs. NFTs vary from fungible cryptocurrencies
in that they are uniquely recognizable. The digital file that an NFT refers to determines its
market worth.

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3.3 Layers of A Virtual Society
According to me a Virtual society must consist of multiple layers to solve the problems it faces
and for the betterment of the user experience.

3.3.1 Layer 1 – The User


The actual center of a decentralized system is the user itself. Although multiple users are
connected to a decentralized system, the environment of the user itself is specific and unique
for that particular user based on their technical ability, assets, features and properties.
In this structure we focus on the most important aspect of any system, that is the User. The user
can have various activities in the metaverse ecosystem. We have added unique IDs for the users
for the purpose of security and authentication.

Figure 3.3.1 Layer 1 – The User

3.3.2 Layer 2 – Security and Authentication


In this structure, I have used dual authorisation where the user has to authorize while
loggingin and has to authorize with another code to access their assets. This is a very
important layer as it secures and ensures all the properties of the user. There will be multiple
users so a strong security algorithm is suggested.
A pre-defined Code-of-Conduct will be presented to the users and defined according to their
acceptance. Multiple bots and actual selected moderators’ community will ensure the
implementation of this code of conduct. This code of conduct will consist of various rules and
regulations that will be mandatory to follow by the users and will be created keeping in mind
the freedom of the users and the safety of the users. A central unanimous committee of frequent
system users will help and will be a major factor in framing the code of conduct.

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Multiple bots can be created to monitor that the code of conduct is being followed. On users
violating this, they will be shadow-banned for a limited amount of time but stricter actions
decided by the committee may apply for major violation of the code of conduct.

Figure 3.3.2-a Structure of the Code of conduct

The moderators or the service committee will be elected on a bi-monthly basis by the entire
society using anonymous voting polls. The committee members will be rewarded with more
status points for their service. These committee members will be elected in a limited batch and
eligibility will be defined by the users. The committee members will be active and will have
special access to various control tools where they can convey their duties. All users will also
be provided with a dashboard for their violations.

Figure 3.3.2-b Structure of voting of the service committee

3.3.3 Layer 3 – Events and Activities


One of the key parts on the business side is to keep the users engaged in various activities. The
most important function of a society is events. Users must be able to attend various events,
functions, performances, discussions, etc., in the society. Users can use a randomiser module
with filters to explore the events called Pool of Events. To make things easier we have added
answer bots that answer queries and general FAQs to the public. Unanswered questions will
be made public, where any verified user can answer the question and earn points. This way
more users will be attracted to the system and can have a safer and better experience.

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Figure 3.3.3 Structure of Pool of Events and Query answering

3.3.4 Layer 4 – Status


Based on the frequency of participation users earn credits called Member Points. These points
help the users get into more exclusive clubs and other rewards. The more the points earned the
better the status of the user. Also, when users answer public queries, they earn Query Points
which they can withdraw in events. The events consist of various digital rewards.
These rewards can also be redeemed using the member / query points.

Figure 3.3.4 Structure of Status building

In Figure 3.3.4, we notice a system where the end-goal is to earn status. The more the points
earned by the user the better their status will be. User will participate in various events and
earn Member and Query points by performing various activities like completing set objectives
of that particular even and other various goals. This not only provides the users experience of
using the system but also moves them from the novice to the expert territory.
We also propose a concept called Clubs which will exclusively be available to only very
frequent participants and users. These clubs will be formed by King users (Users who are top
performers in that particular section or category) and members can join this club by unlocking
its entry which is where they can use their member points. In these clubs, they get to meet and
interact with many like minded people and create and participate in inner club activities to get
product rewards. This introduction of clubs almost forms a nested structure of virtual societies
which is a further implementation in the system. Clubs can help create products and services
that are useful in real-world scenarios as well, by hosting competitions in the form of events.

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3.4 Joint structure of the Virtual Society

Figure 3.4 Joint structure of a Virtual Society


In the figure 3.4 we notice a combined structure of a standard virtual society. Under the society
the primary element is the user. First, the user has to authenticate themselves to access their
assets dashboard. Here, the users can only view their assets. Under assets there are all the
elements listed in a graphical format for the user to view and access that are owned by them.
To access the assets and open them they have to verify and authenticate again using another
unique ID assigned to their accounts. This ensures the property of dual authentication. After
the user is verified, they can participate in their activities and take part in them to earn points
and increase their status. This process is monitored by the user-elected service committee.

3.5 Presenting Self – Avatars


Avatars can be found in a wide range of digital realms. To begin with, it has been widely used
as a profile picture in a variety of chatrooms (e.g., ICQ), forums (e.g., Delphi), blogs ( e.g.,
Xanga), and social networking sites (e.g., Facebook). Furthermore, game players use the term
avatar to represent themselves in very basic metaverse instances such as AberMUD and Second
Life. In recent years, game players and users of virtual social networks, such as Fortnite, have
been able to customise and tweak the appearance of their avatars with practically limitless
options. In addition, virtual reality games such as VR Chat allow users to scan their physical
appearance and then choose virtual clothing to match their real-life appearances.

Figure 3.4 Various types of avatars

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Chapter 4: APPLICATIONS & ADVANTAGES

4.1 Applications
• This system can be used as a base layer in many communities that can be created on the
metaverse.
• Can be used for advertising and marketing by various companies and organizations.
• Can be used as a chatting, calling and interacting app in real-time services.
• Various artists can host virtual concerts and performances and sell their tickets and also
apply for sponsors.
• Products can be auctioned virtually and guests can be hosted in hosting rooms from the
pool of events.
• Companies can hold meetings and launch events virtually for their remotely working
users and throw parties on the platform.
• Young and upcoming artists can produce and promote their artforms like paintings,
graphics, music, visuals, etc.
• Users can share news among their clubs related to the topic of their interests.
• Products can be revealed and launched and can be hosted in the pool of events on the
basis of free or paid entry.
• Programmers could find bugs and errors and make use of the bounty program.

4.2 Advantages
• Decreases abuse and violations due to an agreed Code of conduct.
• Provides users with plethora of options regarding activities.
• Quality of the people in community increases.
• More participation of people to get exclusive rewards.
• Only authorized users can view and edit their assets and events.
• Queries responded either by the bot or users.
• Better safety and security due to monitoring of activities by both service committee and
security bots.
• Finding people with like mindedness is now easier with clubs.
• Awareness of events and activities increased due to dashboard access.
• Users matched with other users based on their technical abilities.

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Chapter 5: CONCLUSION & FUTURE WORK

5.1 Conclusion
• A Virtual Society helps in creating an organised structure and is also not centralised.
• A Virtual Society helps in creating a user-base and keeping them intact with the
community with various types of activities.
• This also creates many types of business opportunities such as advertising, promotion
and marketing.
• Helps in connecting people and ideas.
• A democratic system helps in promoting free-speech without abuse and violations.
• Multiple virtual societies can be created inside a single virtual society that I call clubs
or it can also be called nested virtual societies.
• By researching on this theory, I learned about various technologies like metaverse,
decentralisation, security, authentication, cryptocurrencies, blockchain and other
technologies similar to the mentioned.
• New and emerging technologies are surely going to bring a digital or a virtual revolution
and tech use will be as common as the usage of water.
• During the research, I realized how important technology and the factors surrounding
it are to today’s user-base world.

5.2 Future Work


• The structure can be made more secure by introducing new security frameworks.
• A system for currency trade inside the society backed by some entities can be
established so purchases can be centralised.
• Cryptocurrencies market views can be added for their reference and real-time values.
• A new cryptocurrency can be introduced as a token that is owned by the Virtual society
concept.
• Size of communities can be expanded for an increased user base.
• New services can be introduced by the elected service committee.

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Chapter 6: BIBLIOGRAPHY

1. All One Needs to Know about Metaverse: A Complete Survey on Technological


Singularity, Virtual Ecosystem, and Research Agenda. Lik-Hang Lee, Tristan Braud,
Pengyuan Zhou, Lin Wang, Dianlei Xu, Zijun Lin, Abhishek Kumar, Carlos Bermejo,
and Pan Hui, Fellow, IEEE. Journal of Latex class Files. September 2021.

2. Metaverse: Why, How and What. Dr. Kashif Laeeq. Research Gate.

3. Judy Joshua. Information Bodies: Computational Anxiety in Neal Stephenson’s Snow


Crash. Interdisciplinary Literary Studies, 19(1):17– 47, 2017. Publisher: Penn State
University Press.

4. Anders Bruun and Martin Lynge Stentoft. Lifelogging in the wild: Participant
experiences of using lifelogging as a research tool. In INTERACT, 2019.

5. William Burns III. Everything you know about the metaverse is wrong?, Mar 2018.

6. Kyle Chayka. Facebook wants us to live in the metaverse, Aug 2021.

7. Conde Nast. Kevin Kelly

8. Nvidia omniverse™ platform, Aug 2021.

9. Paul Milgram, Haruo Takemura, Akira Utsumi, and Fumio Kishino. Augmented reality:
a class of displays on the reality-virtuality continuum. In Hari Das, editor,
Telemanipulator and Telepresence Technologies, volume 2351, pages 282 – 292.
International Society for Optics and Photonics, SPIE, 1995.

10. Making Decentralisation work – A handbook for Policy-Makers. OECD.

11. Neda Mohammadi and John Eric Taylor. Smart city digital twins. 2017 IEEE
Symposium Series on Computational Intelligence (SSCI), pages 1– 5, 2017.

12. Michael W. Grieves and J. Vickers. Digital twin: Mitigating unpredictable, undesirable
emergent behavior in complex systems. 2017.

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