Metaverse-A Virtual Society Seminar Report
Metaverse-A Virtual Society Seminar Report
Submitted in partial fulfillment of the requirement for the award of Degree of Bachelor of
Engineering in Computer Science and Engineering
Submitted by
Mrs. RAKSHITHA K S.
Assistant Professor
Dept. of CSE,
SVCE, Bengaluru.
2021 – 2022
SRI VENKATESHWARA COLLEGE OF ENGINEERING
Vidyanagar, Bengaluru, Karnataka, India-562157
Department of Computer Science & Engineering
CERTIFICATE
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.
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TABLE OF CONTENTS
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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]
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.
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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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.
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.
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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.
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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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.
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.
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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.
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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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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.
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Chapter 6: BIBLIOGRAPHY
2. Metaverse: Why, How and What. Dr. Kashif Laeeq. Research Gate.
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.
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.
11. Neda Mohammadi and John Eric Taylor. Smart city digital twins. 2017 IEEE
Symposium Series on Computational Intelligence (SSCI), pages 1– 5, 2017.
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