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VISVESVARAYA TECHNOLOGICAL UNIVERSITY

"JnanaSangama", Belagavi: 590 018

A Technical Seminar Report


on
“Metaverse – A Virtual Society”

Submitted in partial fulfillment of the requirement for the award of Degree of Bachelor of
Engineering in Computer Science and Engineering

Submitted by

FAYAZ AHMED A SAJAN (1VE18CS048)

Under the Guidance of

Mrs. RAKSHITHA K S.
Assistant Professor
Dept. of CSE,
SVCE, Bengaluru.

DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING

SRI VENKATESHWARA COLLEGE OF ENGINEERING


Affiliated to VTU Belgaum & Approved by AICTE New Delhi) an ISO 9001: 2008 Certified, Kempegowda International Airport
Road, Vidyanagar, Bengaluru, Karnataka, India-562157

2021 – 2022
SRI VENKATESHWARA COLLEGE OF ENGINEERING
Vidyanagar, Bengaluru, Karnataka, India-562157
Department of Computer Science & Engineering

CERTIFICATE

This is to certify that technical seminar entitled “Metaverse – A Virtual Society” is


submitted by FAYAZ AHMED A SAJAN bearing USN 1VE18CS048 on partial fulfillment
of eighth semester, Bachelor of Engineering in Computer Science and Engineering,
Visvesvaraya Technological University for the academic year 2021-2022.

…………………………… ………………………………… ……………………………..


Signature of Seminar Guide Signature of Seminar Coordinator Signature of the HOD
Metaverse – A Virtual Society

ACKNOWLEDGEMENT

At the various stages of this project, a number of people have given me invaluable comments
on the manuscript. I take this opportunity to express my deepest gratitude and appreciation to
all those who helped me directly or indirectly towards the successful completion of this
seminar.

I would like to express my immense gratitude to the principal, for his help and inspiration
during the tenure of this course.

I, also extend my sincere thanks to the HOD of the Computer Science and Engineering
department for his inspiration during the making of this seminar.

In this regard, I owe heartfelt gratitude to my Guide Mrs. Rakshita K.S. of the Computer
Science and Engineering department for her timely advice on the seminar and regular
assistance throughout the seminar work. I would also like to thank my lecturers and
professors for their co-operation.

Finally, I thank my parents and friends for their moral support.

Fayaz Ahmed A Sajan, 1VE18CS048

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TABLE OF CONTENTS

Chapter No. Description Page No.


ABSTRACT 5
1. INTRODUCTION 6
1.1 Metaverse
1.2 Blockchain
1.3 Decentralisation
1.4 Importance of metaverse
2. LITERATURE SURVEY 10
3. IMPLEMENTATION 11
3.1 Problems in a Distributed
Community
3.2 Foundation of a Virtual Society
3.3 Layers of a Virtual Society
3.4 Joint structure of the Virtual
Society
3.5 Presenting Self – Avatars
4. APPLICATIONS &
ADVANTAGES 17
4.1 Applications
4.2 Advantages
5. CONCLUSION & FUTURE
WORK 18
5.1 Conclusion
5.2 Future Work
6. BIBLIOGRAPHY 19

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ABSTRACT
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 4-
layer structure includes important factors like Security, Creativity, Usability, Scalability and
Reliability.

The solution provided by me is still a theoretical solution but with implementation in real
world scenarios can easily make a transition into a more practical one. This entire structure is
created to promote abuse-free and safe environment for users where they can perform various
activities, own and invest in assets, collect artworks and most importantly meet new people
and interact with them. Interaction and participation are key in this Virtual Society and
supporting and helping other users when you get a hold of it will help you go a long way in
the society and build up status.

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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.

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

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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]

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Figure 3.3 A general structure of a decentralised system.


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 high-
fidelity 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

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invention.

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


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

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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

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cryptocurrencies. Players of Axie Infinity collect and mint NFTs which represent axolotl-
inspired 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 crypto-
currencies. 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 logging-
in 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

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products and services that are useful in real-world scenarios as well, by hosting competitions
in the form of events.

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.

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Figure 3.4 Various types of avatars


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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