Blockchain Papers

Follow blockchain research across journals, conferences, and preprint repositories.

44 papersLast indexed Aug 31, 2026
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Dec 4, 2025·Journal of Enterprise Information Management
0 cites
What inspires consumers to buy non-fungible tokens (NFTs) in the metaverse?

Alhamzah Alnoor, Mohammed Salah Alazzawi, Sammar Abbas, Abdullah Mohammed Sadaa · 7 authors

Purpose To investigate the effect of gamification, technical, and social factors on consumers' motivation to purchase non-fungible tokens (NFTs) in the metaverse. Design/methodology/approach A total of 547 metaverse users across the four largest metaverse platforms OpenSea, X2Y2, Blur and LooksRare–served as the sample for this study. Findings Control, playfulness, synchronicity, connectedness, responsiveness, interactivity, natural speech, design aesthetics and immersive features are among the factors that considerably influence consumers' motivation to purchase NFTs purchase in the metaverse. Moreover, a configuration of these factors is proposed, which can serve as the optimal approach to identify the most influential factors, thus having crucial managerial implications. Theoretical and practical implications The study offers important theoretical insights into consumer behavior in relation to purchasing NFTs and provides practical guidance for managers and marketers by highlighting the important factors that motivate consumers to purchase NFTs. Originality/value This study extends consumer behavior literature by offering a new perspective on the relationship between sociotechnical factors and consumer inspiration in driving NFT purchase in the metaverse. The evolving dynamics of digital asset consumption in virtual marketplaces are further unveiled through empirical evidence and by addressing theoretical gaps.

Virtual Reality Applications and Impacts
Consumer Retail Behavior Studies
Augmented Reality Applications
Original source
Nov 19, 2025·Zenodo (CERN European Organization for Nuclear Research)
0 cites
WEB3 GAMING PROSPECTS A Case Study of the Sandbox

Rizqi, Pranata, Khairul, Umam

This material has been presented on 1st International Conference on Communication and Digital Multimedia ( ICCDM ) 2025, 19 November, 2025

Open access
2 source records
Interactive and Immersive Displays
Usability and User Interface Design
Augmented Reality Applications
Original source
Oct 19, 2025·Gamification and Augmented Reality.
0 cites
Optimized design of digital ledger posting based on virtual reality technology

Samuel Ejiro Uwhejevwe-Togbolo, Ajueyitse Martins Otuedon, Jacob Martins Sigah, Theresa Nkechi Ofor · 6 authors

The study examined optimized design of digital ledger posting based on virtual reality technology. The convention of Virtual Reality (VR) and Distributed Ledger Technology (DLT) is a revolutionary change in the design and interaction of digital systems. The study finds that there are several design principles and technological considerations that were critical to the implementation of VR-enhanced digital ledger systems to succeed by a thorough examination of the existing literature and case studies. This research design is a qualitative study and will involve an exploratory approach to research the topic of Virtual Reality (VR) implementation with digital ledger posting systems. The study mainly includes a literature review and case study analysis of the existing literature and case studies in order to draw best practice and practical information. Case studies are also used as one of the main methodological instruments to provide the real-life examples of VR in financial, accounting, and the sphere of supply chains. The research is aimed at gaining insight into the way VR would maximize digital ledger posting, and not the quantification of predetermined variables. It was revealed in the study that VR provides users with many chances to perceive multidimensional datasets in a way that is not possible in a traditional 2D interface. The study concluded that the ongoing development of the digital economy, these systems will be able to increase the levels of transparency, minimize errors, and promote more efficient and cooperative and resilient organizational processes.

Open access
Augmented Reality Applications
Virtual Reality Applications and Impacts
Teleoperation and Haptic Systems
Original source
Apr 12, 2025·Journal of Humanistic Psychology
3 cites
Exploring User Perceptions of Peak Experience in Extended Reality User Experiences in Immersive and Augmented Spaces: A Case Study of the Jadu Web3 Community

Sunil Thaker, Maxi Heitmayer

Extended reality holds the potential to alter human experiences. This project explores user perceptions of peak experience (PE), a state of self-actualization and fulfillment, within augmented spaces and the potential role it can play for designers and developers to effectively engage immersive World Wide Web (Web3) communities. Semi-structured interviews, including an interactive experience stimulus, with key stakeholders in the Web3 space (staff from global immersive technology entities, brand collaborators, and community members, n = 15) were conducted. The findings reveal rich opportunities for users to experience surprise, delight, and a sense of connection and belonging in these spaces. They further suggest the potential to reshape and extend current user experiences by moving the focus of design toward crafting PEs. This holds great value for users to achieve a fuller sense of self-actualization and for content creators to connect to their communities in more meaningful ways.

Open access
Virtual Reality Applications and Impacts
Augmented Reality Applications
Technology Adoption and User Behaviour
Original source
Oct 5, 2024·Computer Applications in Engineering Education
7 cites
Transforming academic assessment: The metaverse‐backed Web 3 secure exam system

Abdul Razzaq, Tao Zhang, Muhammad Numair, Abdulrahman Alreshidi · 9 authors

Abstract Metaverse—a three‐dimensional computational environment—combines physical and virtual reality to enable social relationships and immersive experiences by mimicking real‐world scenarios. Metaverse is considered the third wave of the internet revolution (exploiting Web 3.0), leveraging upcoming technologies such as extended reality and artificial intelligence shaping a new era of human–‐machine interactions. In recent years, increased research and development on educational technologies (EduTech) based on blockchain technology has seen substantial growth of metaverse‐based solutions within the higher education context. This research aims to synergize blockchain technology and metaverse environments to conduct online exams (metaExam) in a trustworthy, reliable, and secure way. The synergy between blockchain and the metaverse brings various benefits, such as improved security, cost effectiveness, and increased efficiency in the online examination process. One of the central features of the proposed solution metaExam is to leverage cryptographic protocols via blockchain to control data access, making verification faster and protecting against misuse. Exam scores and grades are stored on a blockchain ledger using a digital signature method to enhance security. We validated the proposed solution by testing a prototype on the Ethereum platform using the Sepolia Testnet network using Microsoft Windows environment. Evaluation results indicate (i) query response time (10–50 ms), (ii) and query execution performance (CPU utilization between 1%–5%) offering computationally feasible solution. This research contributes by integrating blockchain and metaverse technologies to offer a solution metaExam that can offer improved security and immersive user experience for exam management. The proposed solution and its validation can provide insights into transforming online exams, offering a fresh perspective on addressing concerns about exam grade authenticity and verifying academic credentials in EduTech.

Open access
Augmented Reality Applications
Virtual Reality Applications and Impacts
Cloud Data Security Solutions
Original source
Sep 19, 2024·International Research Journal of Modernization in Engineering Technology and Science
6 cites
GameFi Integration Strategies for Omnichain NFT Projects

Authors unavailable

GameFi's integration with omnichain non-fungible token initiatives marks a major advance in the gaming and blockchain sectors.This integration brings together the dynamic aspects of decentralised finance (DeFi) with the creative possibilities of non-fungible tokens (NFTs) across numerous blockchain platforms.In the developing industry of GameFi, which combines gaming with financial incentives, non-fungible tokens (NFTs) are used to generate one-of-a-kind in-game assets that may be exchanged, sold, or utilised inside a variety of games and ecosystems.

Open access
Augmented Reality Applications
Human Motion and Animation
Educational Games and Gamification
Original source
Sep 18, 2024·arXiv (Cornell University)
3 cites
Empowering Visual Artists with Tokenized Digital Assets with NFTs

Ruiqiang Li, Brian Yecies, Qin Wang, Shiping Chen · 5 authors

The Non-Fungible Tokens (NFTs) has the transformative impact on the visual arts industry by examining the nexus between empowering art practices and leveraging blockchain technology. First, we establish the context for this study by introducing some basic but critical technological aspects and affordances of the blockchain domain. Second, we revisit the creative practices involved in producing traditional artwork, covering various types, production processes, trading, and monetization methods. Third, we introduce and define the key fundamentals of the blockchain ecosystem, including its structure, consensus algorithms, smart contracts, and digital wallets. Fourth, we narrow the focus to NFTs, detailing their history, mechanics, lifecycle, and standards, as well as their application in the art world. In particular, we outline the key processes for minting and trading NFTs in various marketplaces and discuss the relevant market dynamics and pricing. We also consider major security concerns, such as wash trading, to underscore some of the central cybersecurity issues facing this domain. Finally, we conclude by considering future research directions, emphasizing improvements in user experience, security, and privacy. Through this innovative research overview, which includes input from creative industry and cybersecurity sdomain expertise, we offer some new insights into how NFTs can empower visual artists and reshape the wider copyright industries.

Open access
2 source records
Augmented Reality Applications
Architecture and Computational Design
Additive Manufacturing and 3D Printing Technologies
Original source
Aug 24, 2024·arXiv (Cornell University)
0 cites
Tatami Printer: Physical ZKPs for Tatami Puzzles

Suthee Ruangwises

Tatami puzzles are pencil puzzles with an objective to partition a rectangular grid into rectangular regions such that no four regions share a corner point, as well as satisfying other constraints. In this paper, we develop a physical card-based protocol called Tatami printer that can help verify solutions of Tatami puzzles. We then use the Tatami printer to construct zero-knowledge proof protocols for two such puzzles: Tatamibari and Square Jam. These protocols enable a prover to show a verifier the existence of the puzzles' solutions without revealing them.

Open access
3 source records
cs.CR
cs.LO
Interactive and Immersive Displays
Original source
Feb 7, 2024·2023 ASEE Annual Conference & Exposition Proceedings
1 cites
Multidisciplinary Authoring – A Critical Foundation for Augmented Reality Systems in Training and Education

Emi Aoki, Bach Xuan Tran, Nathan Uhunsere, Susan Tripathy · 7 authors

Abstract Recent advances in Augmented Reality (AR) devices and their maturity as a technology offers new modalities for interaction between learners and their learning environments. Such capabilities are particularly important for learning that involves hands-on activities where there is a compelling need to: (a) make connections between knowledge-elements that have been taught at different times, (b) apply principles and theoretical knowledge in a concrete experimental setting, (c) understand the limitations of what can be studied via models and via experiments, (d) cope with increasing shortages in teaching-support staff and instructional material at the intersection of disciplines, and (e) improve student engagement in their learning. AR devices that are integrated into training and education systems can be effectively used to deliver just-in-time informatics to augment physical workspaces and learning environments with virtual artifacts. We present a system that demonstrates a solution to a critical registration problem and enables a multi-disciplinary team to develop the pedagogical content without the need for extensive coding. The most popular approach for developing AR applications is to develop a game using a standard game engine such as UNITY or UNREAL. These engines offer a powerful environment for developing a large variety of games and an exhaustive library of digital assets. In contrast, the framework we offer supports a limited range of human- environment interactions that are suitable and effective for training and education. Our system offers four important capabilities – annotation, navigation, guidance, and operator safety. These capabilities are presented and described in detail. The above framework motivates a change of focus – from game development to AR content development. While game development is an intensive activity that involves extensive programming, AR content development is a multi-disciplinary activity that requires contributions from a large team of graphics designers, content creators, domain experts, pedagogy experts, and learning evaluators. We have demonstrated that such a multi-disciplinary team of experts working with our framework can use popular content creation tools to design and develop the virtual artifacts required for the AR system. These artifacts can be archived in a standard relational database and hosted on robust cloud-based backend systems for scale up. The AR content creators can own their content and Non-fungible Tokens to sequence the presentations either to improve pedagogical novelty or to personalize the learning.

Augmented Reality Applications
Virtual Reality Applications and Impacts
Original source
Jan 15, 2024·GLOBAL JOURNAL FOR RESEARCH ANALYSIS
1 cites
AN IN-DEPTH STUDY ON THE INCREASING USE OF BLOCK CHAIN TECHNOLOGY AND ARTIFICIAL INTELLIGENCE IN NON-FUNGIBLE TOKENS (NFTS) AND DIGITAL ART: ARE THESE THE NEW SPACE FOR EMERGING UNICORNS?

Shreyasi Jindal

This paper analyzed the increasing use of Blockchain Technology in the ownership of Non-Fungible Tokens (NFT) and Digital Art. It brings into perspective the advantages of Blockchain and Articial Intelligence (AI) in the realm of collectibles, like art, music, and virtual reality. As they are NFTs, they can neither be traded nor exchanged, unlike cryptocurrencies. This opens up opportunities for new-age companies like OpenSea and Magic Eden amongst others who have achieved the status of Unicorns. An attempt was made to understand the process through which such status was achieved.

Open access
Augmented Reality Applications
Digital Media and Visual Art
Original source
Jan 8, 2024·Advances in electronic commerce (AEC) book series/Advances in electronic commerce series
2 cites
Non-Fungible Tokens (NFTs)

Sam Methuselah, Vishal Singh, Neel Raval, Vedant Bisen · 8 authors

Non-fungible tokens (NFTs) are digital assets that represent ownership of a particular item or can represent in-game items or virtual real estate. They are exclusive and limited in quantity, and their ability to be modified and controlled is what makes digital assets so valuable. The objective of the initiative is to develop interactive and immersive gaming experiences by utilizing the unique capabilities of NFTs. This concept is made possible through the use of smart contracts, which decentralize the ownership of NFTs and increase their desirability. The endeavor entails the creation of two online games employing NFTs. “Obstacle Assault” is a side-scrolling game in which players guide a character through obstacles and adversaries to reach the level&s;s conclusion. The game will use NFTs to depict weapons, armor, and power-ups that can be purchased and used to improve the player&s;s character. “Turtle Sidestep” is a puzzle game in which players must guide a turtle through a succession of obstacles in order to reach the level&s;s conclusion. NFTs will be used to depict virtual real estate in this game, allowing players to purchase and own specific locations within the game world.

4 source records
Blockchain Technology Applications and Security
Insurance, Mortality, Demography, Risk Management
Energy, Environment, and Transportation Policies
Original source
Jan 1, 2024·AIP conference proceedings
0 cites
Metaverse enhance tourism for economic growth in Indonesia: A review

Alvon Danilo Sukardi, Gerry Guinardi, Gerry William Nanlohy, Vanessa Tjandra · 6 authors

The global crisis brought on by COVID-19 is unparalleled. Tourism is one of the many industries that have been made public by the recent COVID-19 epidemic. Indonesia itself was affected by the impact that caused a decrease in both foreign and domestic tourists. Smart tourism through the metaverse concept is one of the proposed solutions to deal with this problem, considering that metaverse has been booming lately, so it can attract the attention of tourists who cannot come directly to the tourist attractions. This paper aims to provide new insights regarding how to improve the Indonesian economy through tourism, so people realize the importance of the metaverse in the future. Moreover, we believe that the future of this metaverse will be very bright because the advantages of technology used in the metaverse are very beneficial for users (Blockchain, Crypto, Non-Fungible Token).

Open access
Virtual Reality Applications and Impacts
Augmented Reality Applications
Educational Games and Gamification
Original source
Jan 1, 2024·From Emerging Technologies to Business Opportunities
0 cites
Virtual Reality and Augmented Reality

Amy Van Looy

No abstract is available for this record.

Virtual Reality Applications and Impacts
Augmented Reality Applications
Teleoperation and Haptic Systems
Original source
Dec 1, 2023·JIPRO Journal of Intellectual Property
1 cites
PERLINDUNGAN HAK CIPTA SENIMAN ATAS PEMBAJAKAN ILUSTRASI DIGITAL DALAM BENTUK NON-FUNGIBLE TOKEN

Universitas Mulawarman, Enggal Triya Amukti, Erna Susanti, Lily Triyana · 6 authors

The development of technology nowadays seems to reach all aspects of life, includes the realm of art, especially digital illustration. However, these developments were not followed by regulatory developments so that there was a legal vacuum in them. This study is intended to analyze the legal vacuum of limiting an act that can be categorized as piracy and legal protection for the creator of the piracy of digital illustrations which are tokenized in the form of NFT using doctrinal research methods. Based on the results of the study, it is concluded that the Standard of Copyright Ability and substantial similarity can be used as criteria for piracy of digital illustrations. There are still vacancies in the regulations regarding the limitations of piracy of a work and the provisions governing NFT. The copyright protection system for digital illustrations in the current regulations consists of preventive and repressive protection. Due to this legal vacuum, it is hoped that regulation about NFT and fine art can be added, and awareness of all parties can be made to avoid infringement of other peoples copyrights.

Open access
Augmented Reality Applications
Cultural and Artistic Studies
Original source
Aug 29, 2023·2023 IEEE 12th International Conference on Engineering Education (ICEED)
2 cites
Unveiling the Innovative Empowerment of Non-Fungible Token for Creative Students: A Conceptual Framework

Nora Edrina binti Sahharil, Muhammad Fairus Kamaruzaman, Hafizah Rosli

The emergence of Non-Fungible Tokens (NFTs) has given digital artists more control and freedom in their creative pursuits, empowering them to create and sell passionate and innovative art without restrictions. With the given advantage of this technology, creative students can reap significant advantages as it grows increasingly vital in the digital era. Although NFTs are gaining popularity, many people in Malaysia still have doubts about the technology and its potential impact on their daily lives. Moreover, there is limited research exploring the potential of NFTs to empower aspiring artists and creatives, especially among creative students. This study intends to employ qualitative research based on state-of-the-art in leveraging technology for education, the potentials of NFTs for artists, and the technology acceptance model to measure the acceptance of NFT adoption by creative students (TAM). In addition, secondary sources such as books, journal articles, and other published academic materials were reviewed. By uncovering the potential benefits of NFTs for creative students, the research will serve as a foundation for future studies and initiatives to integrate NFTs into high art education and support the creative industries growth and development.

Augmented Reality Applications
Environmental Engineering and Cultural Studies
Interactive and Immersive Displays
Original source
May 24, 2023·International Journal for Research in Applied Science and Engineering Technology
0 cites
NFTs in AR

Amulya Singh, Aayushi Bhatnagar, K. B. Bhatnagar, Dr. Rajesh Kumar

Abstract: In the real world, we enjoy showing off our art collections through images and films to express our personalities and interact with others in the neighborhood. However, there aren’t many methods in the NFT community outside updating the profile image for us to show others how much we love our collections. Adding any NFT to your camera is quite simple with this project. This merely needs an OpenSea connection to access the associated material because of the compatibility with web3. And whether it is 3D or 2D, a superb AR experience will be created based on the NFT. The NFT can be used as a background if it’s a JPEG. However, if the 3D model is set up, you may control it by moving your body.

Open access
Augmented Reality Applications
Original source
May 9, 2023·2023 4th International Conference on Intelligent Engineering and Management (ICIEM)
5 cites
Impact of Metaverse in the Near ‘Future’

Palak Gupta, Khusi Bhadani, Anjan Bandyopadhyay, Debajyoty Banik · 5 authors

Ever since Neel Stephenson's novel ‘Snow Crash’ was published in 1992, the metaverse and its virtual space have been evolving. Because of the growing desire for immersion, this survey article is the first endeavor to offer a comprehensive framework that assesses the contemporary metaverse development under the perspectives of state-of-the-art innovations and digital world ecosystems. So, we re-investigate eight enabling technologies: Extended Reality, User Interactivity, Artificial Intelligence, Blockchain, Computer Vision, IoT and Robots, Future Mobile Networks etcetera. The metaverse environment in application terms means empowering users to interact with and live within a subconscious everlasting and shared reality. A wide range of computer-mediated virtual environments that we have created include social networks, video conferencing, virtual 3D worlds (like VR Chat), augmented reality apps (like Pokemon Go), and non-fungible token games (like Upland).Although transient and unconnected, these virtual environments have brought about various levels of digital change for us. Thus, we propose clear future research for the metaverse's advancement.

Virtual Reality Applications and Impacts
IoT and Edge/Fog Computing
Augmented Reality Applications
Original source
Apr 19, 2023·Sustainable Development in Creative Industries: Embracing Digital Culture for Humanities
0 cites
Succupedia: Augmented reality-driven horticultural book and its potential on becoming a metaverse object

A.P. Budi, A. Harditya

During the pandemic, the new culture of working from home ignited new interests and hobbies to help entertain people from the monotony of lockdown. Horticultural activity has seen a surge in popularity over the past year. Unsurprisingly, horticultural activity has indeed helped people to stay physically and mentally well. The wave of new horticulturalists has led to a growth in sales of house plants, especially succulents. Unfortunately, many plants died due to a struggle in finding proper care. Therefore, it is necessary to provide education and guidance on succulent plant cultivation through the Succupedia book. Succupedia is an augmented reality-driven (AR) book that aims to provide knowledge about succulents for beginners. In parallel, the pandemic has left the creative industry devastated to seek new sources of income, as many projects and events are cancelled, and the discovery of Non-Fungible Token (NFT) is becoming popular. Conceptually, this article extends how AR objects inspired by horticultural activity could potentially become an NFT object inside of the Metaverse as meta-species.

Open access
Augmented Reality Applications
Virtual Reality Applications and Impacts
Cultural and Educational Studies
Original source
Jan 1, 2023·Hybride Kriegsführung
0 cites
Neunzehn Technologien im Fokus

Ralph Thiele

No abstract is available for this record.

Additive Manufacturing and 3D Printing Technologies
Photopolymerization techniques and applications
Augmented Reality Applications
Original source
Jan 1, 2023·29th Annual European Real Estate Society Conference
0 cites
Digital Intelligence and Investment in Digital Real Estate Assets in the Metaverse: Literature Review

David Akinwamide

Digital technologies has transformed human experience in the virtual world. Metaverse work as a network of 3-D virtual worlds where human can interact, carry out business, and build connections through their ‘avatars’ or digital identity. These would also grant an access to digital ecosystem through its own currency, property and possessions. In the metaverse, disruptive technologies (such as AR and VR, Blockchain, AI, 3D reconstruction and IoT) support the trading of digital real estate assets (such as sales and purchase of virtual lands) in the form of Non-Fungible Tokens (NFTs). Investment in real estate metaverse is currently experiencing a great return. Presently, real estate sales in the metaverse have been concentrated on the 'Big Four' — Sandbox, Decentraland, Cryptovoxels and Somnium. Therefore, investment in digital real estate assets require some degree of skills and competencies in the metaverse. The concept of digital intelligence is a set of skills needed by investors to meet digital technologies' demand in trading of digital real estate assets and the virtual world's challenges. This paper therefore explore the need for digital intelligence in investing in digital real estate assets in the metaverse from a theoretical perspective. Review of relevant literature in the subject area was adopted for this study. This paper outlined the major benefits of digital intelligence in the purchase of digital real estate assets as identifying the virtual land with the highest traffic, understanding the digital footprints in a geospatial context among others. This paper provide policy implication on the need for investors in digital real estate assets to acquire necessary digital skills (such as digital: identity, rights, security, safety etc.) for a successful business transactions (sales and purchase of digital assets) in the metaverse.

Blockchain Technology Applications and Security
Augmented Reality Applications
Virtual Reality Applications and Impacts
Original source
Dec 19, 2022·Güncel Pazarlama Yaklaşımları ve Araştırmaları Dergisi
0 cites
METAVERSE–YENİ BİR PAZARLAMA ALANI: GİYİM MARKALARININ İNCELENMESİ

Abide KATIRCIOĞLU

Amaç: Global ticari markalar son yıllarda metaverse ile ilgili hedef kitleleri ile etkileşime girmek, marka imajını kuvvetlendirmek için çeşitli projelere imza atmaktadırlar. Bu makalenin amacı biri orta segmentte hızlı, ikincisi ise lüks segmentte moda markası olan 2 giyim markasının metaverse alanına giriş yaparak yönettikleri projelerin marka imajlarına ve takipçileri ile olan etkileşimlerine katkı sağlayıp sağlamadıklarının incelenmesi ve analizlerini içermektedir. Gereç ve Yöntem: Zaman içerisinde sınırlandırılmış birkaç durumu çoklu kaynakları içeren veri toplama araçları ile derinlemesine incelendiği, durumların ve duruma bağlı temaların tanımlandığı nitel bir araştırma yaklaşımı olarak özgün vaka incelemesi yöntemi ile değerlendirilerek açıklayıcı format kullanılmıştır. Bulgular: Metaverse için gerekli altyapıyı destekleyecek enerji kaynakları ve ekipman ürünlerinin yönetimi gibi sorunların aşılması gerekmektedir. Meta veri tabanının bileşenleri olan AR/VR teknolojileri, çevrimiçi çok oyunculu oyunlar, dijital sanal ikizler ve blok zincir uygulamaları bir süredir aktif olarak kullanılmaktadır. Ayrıca son dönemde oldukça popüler olan Non Fungible Token (NFT) tabanlı olan sanat eserlerinin, hediyelik eşyaların ve arazilerin alınıp satılmasına olanak sağlayan teknolojik gelişmeler, vaat edilen evrenin bir adım daha yakın olduğunu gösteriyor. Ancak bu kurgusal evrenin tam anlamıyla gerçekleşebilmesi için 5G teknolojisinin devreye girmesi, AR/VR donanım ve içeriğinin yaygınlaşması, peer2peer teknolojilerinin kullanımının artması gerekmektedir. Metaverse tasarlandığı gibi hayata geçirildiğinde, dijital bir evrende 3D avatar oluşturarak çalışmak, seyahat etmek, alışveriş yapmak, okula gitmek, eğlenmek gibi birçok günlük aktiviteyi gerçekleştirmek mümkün olacaktır. Kullanıcıların meta veri deposunda yaptığı herhangi bir değişiklik, neredeyse herkes tarafından kalıcı olarak görülebilecek ve böylece kullanıcılara daha fazla kimlik ve deneyim sürekliliği sağlanacaktır. Bu değişimlerin sosyo-kültürel ve psikolojik etkileri de incelenecek bir konu olacaktır. Sonuç: Metaverse şu an başlangıç aşamasında olup bu platformda istikrarlı ve belli bir stratejiye dayalı projeler üreten çok az marka vardır. Bunların çoğu da popüler olan global markalardır. Metaverse evreninin daha büyük kitleleri kendisine çekme yönünde gelişmesi için bu büyük global markaların yanı sıra lokal markaların da çok katman oluşturacak şekilde var olması gerekiyor ki bu evren daha hızlı bir şekilde gelişsin.

Open access
Virtual Reality Applications and Impacts
Visual Attention and Saliency Detection
Augmented Reality Applications
Original source