What this book covers
Chapter 1, The What and Why of the Metaverse, examines the Metaverse. The term the Metaverse has become widely known within a very short period of time, but what does it really refer to, and why should anyone be interested in it? Part of the answer involves explaining what relevant technologies came before the Metaverse and how the Metaverse improves on them. This is addressed in this chapter, along with a fuller explanation of what the Metaverse is and why we should care about it.
Chapter 2, Augmented Reality Status Quo, reviews the current state of Augmented Reality (AR), providing details of its first iterations with enterprise AR headsets and experiences created for the smartphone. Then, AR glasses are discussed, most notably Apple’s upcoming product. Lastly, we will explain AR’s significance to the Metaverse.
Chapter 3, Where Is Virtual Reality Heading?, explores VR, which has had somewhat of a bumpy ride, starting with its promise for 3D gaming and then branching out to enterprise uses, such as training and education, health, and communication. Here we will review how VR started, how VR is used, and where it is heading. Most importantly, we will show how VR and the Metaverse will significantly change how we interact with technology and each other.
Chapter 4, The Value of Using 3D Visuals to Interact, dives deep into 3D visuals. AR and VR technologies used in the Metaverse enable significant new ways of seeing and doing things. Existing and professionally made 3D images and video, as well as created ones that are now easily made by consumers with generative AI, will be available to you for display and use in the Metaverse. All the 3D visuals that can be found there will provide you with a gamut of information and entertainment, and they can also be searched for objects using AI, as well as for a particular language used in videos. Interactivity made possible by apps and digital assistants will greatly enhance the way you do things, in addition to introducing new ways of doing them.
Chapter 5, Understanding Perception Technologies, covers perception technologies, which are essential to enable AR, VR, and the Metaverse. We will present here what and how the main technologies work, helping you to understand what the Metaverse is capable of and how businesses can benefit. Areas covered in this chapter include artificial intelligence, computer vision, and tracking and capture technologies.
Chapter 6, The Different Types of Computing Technologies, examines the various types of computing power that will play significant roles. The most comprehensive form of the Metaverse will demand more computing power than anything we’ve seen so far. We will kick things off with cloud computing, detailing how it serves as the Metaverse’s key structure for storage and processing capacities. We will then discuss the importance of edge computing in reducing delays, enhancing user experiences, and facilitating real-time engagement. Then, we will review the role of distributed computing in effectively spreading workloads across numerous systems for maximum performance and scalability. Finally, we will delve into the value of decentralized computing, emphasizing its essential part in promoting a secure, user-driven, and democratic Metaverse.
Chapter 7, Where Are APIs Needed, examines application programming interfaces (APIs). Applications built using older versioned software, as well as currently incompatible software, need to have APIs built that allow for those applications to interface with new applications. Additionally, new applications in the Metaverse, for which there are and will be many, need APIs so that they can interconnect to function. Building APIs can be expensive in that many could be needed, so it is important to know where they are necessary. Here, we will discuss the areas where APIs need to be built.
Chapter 8, Making and Using 3D Models and Integrating 2D Content, explores software tools for 3D imaging, avatar creation, and the integration of 2D visuals for the Metaverse, which are vital. These software tools, together with AI software, enable the Metaverse to have content. Avatar creation, especially, is undergoing rapid change from what was originally cartoony to more realistic renders. In this chapter, we will review software functionality for each software area, as well as explain who the main companies are.
Chapter 9, Understanding User Experience Design and User Interface, unpacks the unique user concerns associated with VR compared to AR, highlighting the fundamental reasons behind their UX and UI disparities. In the realm of the Metaverse, the intricacies of UX and UI design manifest distinctively between VR and AR. As we delve deeper, we’ll also shed light on the overarching principles of UX and UI design, as they seamlessly integrate and shape the comprehensive user journey within the expansive Metaverse ecosystem.
Chapter 10, New Ways of Social Interaction, provides an in-depth exploration of the Metaverse’s transformative impact on office and virtual work, walk-around jobs such as retail and field operations, and factory-related tasks including training and diagnostics. As technology continues to advance, the Metaverse will emerge as a groundbreaking development, poised to revolutionize the way work is conducted in diverse sectors. Leveraging AR and VR, we will present use cases that not only highlight the changing dynamics of these work environments but also offer best practices to optimize efficiency and effectiveness in this new virtual paradigm. Whether you’re an organizational leader contemplating how to harness the capabilities of the Metaverse, or an individual keen on future-proofing your skills, the practical insights and competencies gained from this chapter are indispensable to navigate the future of work.
Chapter 11, Virtual and Onsite Work, addresses how the Metaverse emerges as a groundbreaking development, poised to revolutionize the way work is conducted in diverse sectors. This chapter provides an in-depth exploration of the Metaverse’s transformative impact on office and virtual work, walk-around jobs like retail and field operations, and factory-related tasks including training and diagnostics. Leveraging AR and VR, we present use cases that not only highlight the changing dynamics of these work environments but also offer best practices for optimizing efficiency and effectiveness in this new virtual paradigm. Whether you’re an organizational leader contemplating how to harness the capabilities of the Metaverse, or an individual keen on future-proofing your skills, the practical insights and competencies gained from this chapter are indispensable for navigating the future of work.
Chapter 12, 3D and 2D Content Forms and Creation, explores the multifaceted domains of gaming, streaming entertainment, and art within the Metaverse. As 3D games, immersive streaming content, and creative expression take center stage, we will examine the distinctions between AR and VR in their diverse applications. From the fusion of 3D and 2D content to the democratizing influence of generative AI, we will uncover how accessibility and contribution to this digital realm extend to everyone. Through a series of use cases and real-world examples, we will reveal the best practices that enhance business efficiency and effectiveness, equipping you with valuable skills to navigate this dynamic virtual frontier.
Chapter 13, Retail Experiences, dives deep into shopping using AR and VR in the Metaverse, which is one of its most anticipated features for consumers. The Metaverse will deliver on-demand online retail experiences, from customer query to fulfillment, which includes getting personalized matches and unsolicited (but opted-in) recommendations, based on data from AI digital assistants, digitally trying on goods such as clothes, footwear and cosmetics, viewing furniture and home goods as they would appear in a room, and pulling up 3D images and videos of food dishes when choosing restaurants and even when seated in one. Much of this can be replicated when a person who is wearing glasses is outside walking or driving around. Use cases using AR and VR, exemplifying particular Metaverse retail scenarios, are included in this chapter.
Chapter 14, Benefits and Possible Dangers Reframed, examines the innumerable benefits and a number of possible dangers that the Metaverse provides. The benefits include those discussed in the previous chapters, which included use cases – benefits ranging from socializing, networking, and creating to office and virtual work, entertainment, and shopping, among others. A discussion of overall societal benefits will also be included in this chapter. We will also address the possible dangers of privacy encroachment, technology addiction, and laziness.
Chapter 15, Future Vision, discusses the future of AR and VR roles in the Metaverse, their ramifications, and the Metaverse as a whole. In the Metaverse, 3D images, models and videos will be expected and commonplace. Due to AI digital personalized assistants in the Metaverse, information imparting knowledge will be seemingly instant, making the Metaverse an even better extension of our minds than a smartphone. Working virtually will become quite effortless, making people more productive and giving them more time with their family and friends. Since remote work will become more of the norm, a city’s landscape will change and become more decentralized – downtown will no longer be a much-desired location destination. Autonomous cars, which are considered robots by engineers, and future robots that are made to improve our lives will interface with the Metaverse, receiving information and directives to do tasks. All in all, the Metaverse will dramatically change how we see and do things.