Smart Cities Free Full-Text The Metaverse as a Virtual Form of Smart Cities Opportunities and
The Metaverse as a Virtual Form of Smart Cities: Opportunities and Challenges for Environmental, Economic, and Social Sustainability in Urban Futures
Hiroshima University Graduate School of Humanities and Social Sciences, Sustainable Agreement Storm Center (CEPEAS), Educational Research Network (NERPS) for peace and sustainability, Hiroshima 739-8511
Norwegian Science and Technology College of Computer Science (SEM SAELANDS VEIE 9, NO-7491 TRONDHEIM, NORWAY
Norwegian Science and Technology Architecture / Design College
Griffith University Urban Research Institute, Nathan, QLD 4111, AustraliaWADAWURRUNG Traditional Owners Aboriginal Corporation, 86 Mercer Street, Geelong, VIC 3220, Australia
To the author https: // doi. Org/10. 3390/SmartCities5030040Post Reception: May 12, 2022 / Revised: June 24, 2022 / Reception: July 4, 2022 / Issued: 2022: July 8, 2022 & amp; lt; Pan & amp; gt; 8. 20. 20. 20 Hiroshima University Graduate School Peace of Humanities, Social Science and Social Science Peace and Sustainable consensus formation research center (Cepease) 〒739-8511 1-1-1, Asa Minami-Minami, Hiroshima-shi, Hiroshima, Hiroshima University Graduate School of Humanities and Social Science In the Educational Research Network (NERPS)
Abstract
:Norwegian Science and Technology College of Computer Science Saelands Veie 9, NO-7491 TronDheim, NORWAY
Norwegian Science and Technology Architecture / Design College1. Introduction
Griffith University Urban Research Institute, Nathan, QLD 4111, Australia
WADAWURRUNG Traditional Owners Aboriginal Corporation, 86 Mercer Street, Geelong, VIC 3220, Australia
To the author
https: // doi. Org/10. 3390/SmartCities5030040
Posting: May 12, 2022 / Fixed: June 24, 2022 / Reception: July 4, 2022 / Relevible: July 8, 2022, Graduate School of Humanities and Social Sciences, Sustainable Future Research Center (CEPEAS), Educational Research Network (NERPS), Hiroshima University, Japan 739-8511 739-8511
Norwegian Science and Technology College of Computer Science (SEM SAELANDS VEIE 9, NO-7491 TRONDHEIM, NORWAY
Norwegian Science and Technology Architecture / Design College
2. The Metaverse: A Broader Perspective
2.1. A Brief History
Griffith University Urban Research Institute, Nathan, QLD 4111, Australia
WADAWURRUNG Traditional Owners Aboriginal Corporation, 86 Mercer Street, Geelong, VIC 3220, Australia
2.2. Definitions
To the author
https: // doi. Org/10. 3390/SmartCities5030040
Submitted: May 12, 2022 / Revised: June 24, 2022 / Reception: July 4, 2022 / Issued: July 8, 2022
2.3. Characteristics
The data infrastructures, economic processes, and governance models of digital platforms are increasingly penetrating the urban sector and the realm of urban life. This phenomenon is called platformization, giving rise to the phenomenon of platform society, where platforms penetrate the core of urban society. A recent manifestation of platformism is the Metaverse, a global platform project launched by Meta (formerly Facebook) as a global platform company. The Metaverse represents a concept of a virtual "parallel virtual world" that embodies ways of living and working in virtual cities that are alternatives to smart cities of the future. Indeed, with new innovative technologies such as artificial intelligence, big data, IoT, and digital twins providing rich datasets and advanced computational understanding of human behavior, the Metaverse has the potential to redefine urban planning activities and service delivery towards greater efficiency, accountability, and quality performance in cities. However, ethical, human, social, and cultural concerns remain regarding the impact of the Metaverse on the quality of human social interactions and its future scope in reshaping the quality of urban life. In this paper, Keywords
Metaverse's idea has been on the forefront by rebranding of "Meta" for decades. Meta, now the largest share in the metabers market, Meta, a meta company, has shifted its resources to virtual reality, expansion reality, and complex development by announcing this rebranding. While the average digital company pools resources, it is expected that our technical future will form a global and local way of living, working, and enjoying in urban society. In the past 10 years, the world has been wrapped in innovative innovation and technology thanks to the Fourth Industrial Revolution, but irony the home trap of COVID-19 has boosted it. Virtual reality (VR) is the most important thing among exponential growth technologies, which is also helped by the parallel development of artificial intelligence, IoT, cloud of Things, big data, and other technologies. I am. The adoption of digital technology in various areas around the world has recently solidified a large intangible landing due to the onslaught of workplace and market resilience tactics in the COVID-19. However, technical penetration has already occurred in cities through the pursuit of Smart City Agenda long before COVID-19 [1]. < SPAN> Metaverse's idea has been around for decades, but has appeared at the forefront with the "meta" rebranding. Meta, now the largest share in the metabers market, Meta, a meta company, has shifted its resources to virtual reality, expansion reality, and complex development by announcing this rebranding. While the average digital company pools resources, it is expected that our technical future will form a global and local way of living, working, and enjoying in urban society. In the past 10 years, the world has been wrapped in innovative innovation and technology thanks to the Fourth Industrial Revolution, but irony the home trap of COVID-19 has boosted it. Virtual reality (VR) is the most important thing among exponential growth technologies, which is also helped by the parallel development of artificial intelligence, IoT, cloud of Things, big data, and other technologies. I am. The adoption of digital technology in various areas around the world has recently solidified a large intangible landing due to the onslaught of workplace and market resilience tactics in the COVID-19. However, technical penetration has already occurred in cities through the pursuit of Smart City Agenda long before COVID-19 [1]. Metaverse's idea has been on the forefront by rebranding of "Meta" for decades. Meta, now the largest share in the metabers market, Meta, a meta company, has shifted its resources to virtual reality, expansion reality, and complex development by announcing this rebranding. While the average digital company pools resources, it is expected that our technical future will form a global and local way of living, working, and enjoying in urban society. In the past 10 years, the world has been wrapped in innovative innovation and technology thanks to the Fourth Industrial Revolution, but the Home Traps of COVID-19 have been ironic. Virtual reality (VR) is the most important thing among exponential growth technologies, which is also helped by the parallel development of artificial intelligence, IoT, cloud of Things, big data, and other technologies. I am. The adoption of digital technology in various areas around the world has recently solidified a large intangible landing due to the onslaught of workplace and market resilience tactics in the COVID-19. However, technical penetration has already occurred in cities through the pursuit of Smart City Agenda long before COVID-19 [1].
The COVID-19 pandemic enables new ways to work on digital around the world, and VR/AR technology provides potentially effective solutions [2], a rapid adoption of big data technology. Through the problem of increasing the involvement of big data companies in data policy and data privacy, it has worsened. In addition, these technologies (biological authentication wearable, face recognition, smartphone app, smart helmet, prediction analysis, etc. (biological authentication wearable, face recognition, smartphone app, smart helmet, prediction analysis, etc. ) Most of the practical effectiveness is questioned, and the ability to create intentional results and the usefulness in dealing with it. In fact, this rapid development of such technologies in large cities has tracked digital data on personal information, online activities, and human movements. Passing through the monitoring of the nation, we have witnessed that our human rights and citizenship are easily crushed in the name of public health. For example, it is a clever monitoring and detection technology used during the peak of COVID-1. < SPAN> COVID-19 pandemic enables new ways of working on digital around the world, and VR/AR technology provides potentially effective solutions [2], big data technology. A rapid recruitment has worsened the problem of increasing the involvement of big data companies in data policy and data privacy. [3] In addition, these technologies (biological authentication wearable, face recognition, smartphone app, smart helmet, prediction analysis, etc. (biological authentication wearable, face recognition, smartphone app, smart helmet, prediction analysis, etc. ) Most of the practical effectiveness is questioned, and the ability to create intentional results and the usefulness in dealing with it. In fact, this rapid development of such technologies in large cities has tracked digital data on personal information, online activities, and human movements. Passing through the monitoring of the nation, we have witnessed that our human rights and citizenship are easily crushed in the name of public health. For example, it is a clever monitoring and detection technology used during the peak of COVID-1. COVID-19 pandemic enables new ways to work on digital around the world, and VR/AR technology provides potentially effective solutions [2], with rapid adoption of big data technology. Through the problem of increasing the involvement of big data companies in data policy and data privacy, it has worsened. In addition, these technologies (biological authentication wearable, face recognition, smartphone app, smart helmet, prediction analysis, etc. (biological authentication wearable, face recognition, smartphone app, smart helmet, prediction analysis, etc. ) Most of the practical effectiveness is questioned, and the ability to create intentional results and the usefulness in dealing with it. In fact, this rapid development of such technologies in large cities has tracked digital data on personal information, online activities, and human movements. Passing through the nation's monitoring, we have witnessed that our human rights and citizenship are easily crushed under public health. For example, it is a clever monitoring and detection technology used during the peak of COVID-1.
But he started a transformed work in the midst of Covid 19 pandemic. The crisis would have been a valuable opportunity to be grasped to reconsider the world, which has increased distrust and skepticism of the pos t-shift. As Bibri and Allam [4] argued, the "new normal" pushed by COVID-19 pandemic has already reset the world in a non-democratic world, sets up a stage for unilateral redeforging. It brought a sudden digital change in society. Eventually, we will open the road to the new era of fusion of urban life and virtual life. Due to such crisis, new common sense has led to a major redefinication in human relationships, work, travel, leisure and communication. Digital technology, on the other hand, is a city with a relatively relatively advanced connection, giving a dominant position to the c o-operative agencies in efforts to implement policies such as lock and movement restrictions. Furthermore, the recent development, especially the improvement of the connection that is specified in the current 5G connection speed and the expected 6G connection speed, has been stopped, as proved by many experts in this field [. It may play an important role in realizing 7]. For example,
Enormous financial and technological resources should be put to good use. As evidenced by META's shift from not only redefining metamining to pivoting its innovative focus to making metamining a reality, a significant paradigm shift in governance and political structures will be required to embrace and enable this technological frontier. Pan Enormous financial and technological resources should be put to good use. As evidenced by META's shift from not only redefining metamining to pivoting its innovative focus to making metamining a reality, a significant paradigm shift in governance and political structures will be required to embrace and enable this technological frontier. As evidenced by META's shift from not only redefining metamining to pivoting its innovative focus to making metamining a reality, a significant paradigm shift in governance and political structures will be required to embrace and enable this technological frontier.
Smart urbanism and platform urbanism are interrelated approaches to urban development. Generally, smart urbanism is considered as a model of urban development that focuses on the use of big data, digital flows, and network technologies [13, 14] in relation to the governance of city operations and urban services. These aspects of smart urbanization tend to capture the nature of platform urbanization as a manifestation of platform practices and processes. Reference [Reference [15] defines platform urbanization as “a new set of urban-based, digitally enabled socio-technical assemblages that enable the emergence of new social and material relations, including intermediation and exchange.” Platforms refer to “the penetration of infrastructures, economic processes, and governmental frameworks into different economic sectors and spheres of life as digital platforms, as well as the reorganization of cultural practices and imaginations around these platforms” [16]. Given its universal nature, the phenomenon diminishes the platform society phenomenon with its intense struggles between governments, markets, and civil society, and instead challenges social actors.
2.4. Partnerships
In particular, it uses a new design model. This includes the concept of the smart city (for example, [20]), the concept of the 15-min City [21], the concept of a sustainable city of data-driven [14].
2.5. Forecasting the Metaverse as a Fictional Representation
Based on the above, many urban society and individual urban economy are changing directions through the reconstruction of economic and social visions through the shadow of the experience of Coved 19 through the shadow of the experience of Cover 19. It is growing that the advantage of calculation technology is particularly important. The COVID-19 reflects the same policy response and heritage as the international Spanish influenza from 1918 to 1920, and has a fiscal support package and mechanism, a city for revert and taxation, medical, social and physical infrastructure. Dramatically changed the governance approach. After this new influenza epidemic and trend, many countries have created "domestic new normal" and still unknown "global new normal" [22]. But these narratives have a controversy. In a similar sense, metahabers can be understood as the fictional expression of the urban world that conveys the potential and warning of the future. The representation of fiction can provide an alternative view on how the future is understood, formed, and framed [23, 24, 25, 26]. Salerno [27] critically explores how the ICT has played the role of creating a new system of urban ideals and ideal systems by the new form of use and the imaginary created by them. Recent research conducted by
Based on the background so far, this paper will review the highe r-order documents in the postmodernism area from a wider perspective. In addition, mapping new Metavas products and services, focusing on the environmental, economic, and social goals of sustainability, but also a potential contribution to smart city in relation to virtual embodiment. Explore. < SPAN> Especially, it uses a new design model. This includes the concept of the smart city (for example, [20]), the concept of the 15-min City [21], the concept of a sustainable city of data-driven [14].
Based on the above, many urban society and individual urban economy are changing directions through the reconstruction of economic and social visions through the shadow of the experience of Coved 19 through the shadow of the experience of Cover 19. It is growing that the advantage of calculation technology is particularly important. The COVID-19 reflects the same policy response and heritage as the international Spanish influenza from 1918 to 1920, and has a fiscal support package and mechanism, a city for revert and taxation, medical, social and physical infrastructure. Dramatically changed the governance approach. After this new influenza epidemic and trend, many countries have created "domestic new normal" and still unknown "global new normal" [22]. But these narratives have a controversy. In a similar sense, metahabers can be understood as the fictional expression of the urban world that conveys the potential and warning of the future. The representation of fiction can provide an alternative view on how the future is understood, formed, and framed [23, 24, 25, 26]. Salerno [27] critically explores how the ICT has played the role of creating a new system of urban ideals and ideal systems by the new form of use and the imaginary created by them. Recent research conducted by
2.6. A Short Survey of Related Work
Based on the background so far, this paper will review the highe r-order documents in the postmodernism area from a wider perspective. In addition, mapping new Metavas products and services, focusing on the environmental, economic, and social goals of sustainability, but also a potential contribution to smart city in relation to virtual embodiment. Explore. In particular, it uses a new design model. This includes the concept of the smart city (for example, [20]), the concept of the 15-min City [21], the concept of a sustainable city of data-driven [14].
3. Mapping the First Metaverse: Products of Meta
Based on the above, many urban society and individual urban economy are changing directions through the reconstruction of economic and social visions through the shadow of the experience of Coved 19 through the shadow of the experience of Cover 19. It is growing that the advantage of calculation technology is particularly important. The COVID-19 reflects the same policy response and heritage as the international Spanish influenza from 1918 to 1920, and has a fiscal support package and mechanism, a city for revert and taxation, medical, social and physical infrastructure. Dramatically changed the governance approach. After this new influenza epidemic and trend, many countries have created "domestic new normal" and still unknown "global new normal" [22]. But these narratives have a controversy. In a similar sense, metahabers can be understood as the fictional expression of the urban world that conveys the potential and warning of the future. The representation of fiction can provide an alternative view on how the future is understood, formed, and framed [23, 24, 25, 26]. Salerno [27] critically explores how the ICT has played the role of creating a new system of urban ideals and ideal systems by the new form of use and the imaginary created by them. Recent research conducted by
3.1. Horizon Home
Based on the background so far, this paper will review the highe r-order documents of the postmodernism from a wider perspective. In addition, mapping new Metavas products and services, focusing on the environmental, economic, and social goals of sustainability, but also a potential contribution to smart city in relation to virtual embodiment. Explore.
This paper unfolds as follows: Section 2 covers the origins, definition, characteristics, partnerships, predictions, and related work of the metaverse. Section 3 maps the metaverse products and services introduced by Meta, and Section 4 describes the metaverse's potential contribution to sustainability goals. The paper ends with a discussion and conclusion in Section 5 [29, 30, 31, 32, 33, 34, 35, 36].
3.2. AR calls
Historically, the term "metaverse" was introduced to the world in 1992 by Neal Stephenson in his science fiction novel The Snow Crash [37]. In The Snow Crash, Stevenson envisioned humans escaping the harsh reality of a devastated world and a collapsed economy in a digital virtual reality environment. This reflects the appropriation of futuristic science by contemporary stories successfully promoted by Isaac Asimov (1920-1992), Arthur C. Clarke (1917-2008), Ray Bradbury (1920-2012), H. G. Wells (1866-1946), Jules Verne (1828-1905), and classic comic book science fiction from Hanna-Barbera (featuring elaborate robotic objects, aliens, holograms, and fantastic inventions) in The Jetsons (1962-1963). Stevenson's novel includes many concepts and ideas, such as the existence of "headphones" and "glasses" that allow people to immerse themselves in a fictional pre-VR world before glasses and technology, and a global market for these products is on its way to becoming profitable. These concepts are especially related to the idea of "extended reality" (XR) coined by Paul Milgram (a universal term for iconic technologies including augmented reality (AR), mixed reality (MR), virtual reality (VR), 360, etc.). .
However, the metaverse concept has experienced some limitations due to weak market acceptance in the consumer world, despite attracting great attention in prominent fields such as online gaming and among technology enthusiasts. For example, the idea of virtual reality proposed in Stevenson's book [37] was not immediately accepted in the consumer world. Thus, although Stevenson's VR has not attracted the market attention and marketability of major product manufacturers, it is offered by many proponents as offering real possibilities for the urban planning, entertainment, and digital business worlds, and has attracted the attention of "big companies" such as Metaverse, Microsoft, etc., who are interested in its future frontiers.
"Metaverse" is a futuristic digital world that has a sense of immersion, as depicted by creators and supporters, and feels like having a point of contact with everyday things and people's real life and body. In inspired or hypothetical terms [19]. As Zuckerberg tells, Facebook is constructed not only with experts and industry partners, but also with policy proprieters, Foundation, and other organizations. The virtual world and the rea l-time 3D network will characterize the hypothonic repetition of the Internet. Such a new world will be fixed at an intersection of physical, virtual, and expansion reality, which share online spaces in 3D and express people, places, and objects. In such a space, you can create and explore other people who are not in the same physical space as you. You can play with friends, work, play, learn, shop, and create.
3.3. Gaming
Through the beginning of the concept of "extended reality", it existed in the "history" of modern digital, but for global attention and recognition, Facebook r e-designed a company. It happened. The speculated shift in human recognition can be confirmed in Figure 1 (hereinafter quoted from Google Trends) showing the analysis of news source from January 2008 to November 2021. Figure 1 shows that the PR information about Facebook's redesign Facebook and the presentation of meta concepts has been observed until 2021, when the global community began to be distributed. Prior to the reconstruction of Facebook meta, the idea of metaverse was only as a story of a science fiction or as an individual concept in the digital technology field. However, Zuckerberg announced a plan for the Big Tech Company focusing on the frontier, reviving interest in the topic. < SPAN> "Metaverse" is a futuristic digital world that has a sense of immersion, as depicted by creators and supporters, and has a point of contact with everyday things and people's real life and body. [19] In inspiration or hypothetical terms. As Zuckerberg tells, Facebook is constructed not only with experts and industry partners, but also with policy proprieters, Foundation, and other organizations. The virtual world and the rea l-time 3D network will characterize the hypothonic repetition of the Internet. Such a new world will be fixed at an intersection of physical, virtual, and expansion reality, which share online spaces in 3D and express people, places, and objects. In such a space, you can create and explore other people who are not in the same physical space as you. You can play with friends, work, play, learn, shop, and create.
Through the beginning of the concept of "extended reality", it existed in the "history" of modern digital, but for global attention and recognition, Facebook r e-designed a company. It happened. The speculated shift in human recognition can be confirmed in Figure 1 (hereinafter quoted from Google Trends) showing the analysis of news source from January 2008 to November 2021. Figure 1 shows that the PR information about Facebook's redesign Facebook and the presentation of meta concepts has been observed until 2021, when the global community began to be distributed. Prior to the reconstruction of Facebook meta, the idea of metaverse was only as a story of a science fiction or as an individual concept in the digital technology field. However, Zuckerberg announced a plan for the Big Tech Company focusing on the frontier, reviving interest in the topic. "Metaverse" is a futuristic digital world that has a sense of immersion, as depicted by creators and supporters, and feels like having a point of contact with everyday things and people's real life and body. In inspired or hypothetical terms [19]. As Zuckerberg tells, Facebook is constructed not only with experts and industry partners, but also with policy proprieters, Foundation, and other organizations. The virtual world and the rea l-time 3D network will characterize the hypothonic repetition of the Internet. Such a new world will be fixed at an intersection of physical, virtual, and expansion reality, which share online spaces in 3D and express people, places, and objects. In such a space, you can create and explore other people who are not in the same physical space as you. You can play with friends, work, play, learn, shop, and create.
Through the beginning of the concept of "extended reality", it existed in the "history" of modern digital, but for global attention and recognition, Facebook r e-designed a company. It happened. The speculated shift in human recognition can be confirmed in Figure 1 (hereinafter quoted from Google Trends) showing the analysis of news source from January 2008 to November 2021. Figure 1 shows that the PR information about Facebook's redesign Facebook and the presentation of meta concepts has been observed until 2021, when the global community began to be distributed. Prior to the reconstruction of Facebook meta, the idea of metaverse was only as a story of a science fiction or as an individual concept in the digital technology field. However, Zuckerberg announced a plan for the Big Tech Company focusing on the frontier, reviving interest in the topic.
3.4. Fitness
In particular, a parallel and exponential interest in the idea has been observed by other tech companies such as Microsoft[40], Apple[41], Magic Leap[42] and Roblox[43]. In this regard, it is estimated that most of the companies currently trying to explore the possibilities of the metaverse have been involved in game development, where they tested different technologies with the same idea, for example The Sims in 2000 or Second Life in 2003. Today, games like Roblox and Fortnite already allow players to interact with the entire world through customizable avatars, which is important for a glimpse of what to expect in the metaverse.
Recognizing this trend, we also estimate that the full realization of the metaverse concept will require concerted efforts and cooperation between different large technology companies, as the project is complex, expensive and its frontier is still new[44]. In late 2021, Facebook announced additional global partners from industry, government, nonprofits, academic institutions, and civil rights organizations to co-create the metaverse.[45] These include Colorintech (UK), Alte Nationalgalerie (Germany), and Peres Center for Peace and Innovation (Israel), as well as institutions from around the world, such as Seoul National University, the University of Hong Kong, the National University of Singapore Center for Technology, Robotics, Artificial Intelligence, and Law (TRAIL), and Howard University, to foster independent external research.
In addition to collaboration, we argue that the main factor that realizes the metabers concept will lead to the effort to bridge social and technical elements. Among them, there are existing elements that are observed as online gamers, lovers and hobbies, such as virtual reality (VR) headsets. However, the concept of metaverse expressed by Zuckerberg [47] has expanded the range of VR and extended reality (AR), including workpace, entertainment, social exchange, and creativity. Therefore, such parallel activities and distributions are integrated into a wider research trip, which is drawn into more individuals and groups into the expected digital world by the evolution of these physical products. You need to be done. Thus, the advanced properties and ease of obtaining these digital "tools" and "games" will spur the acceptance and recruitment in the community. Therefore, major technology companies that are already pursuing this concept need to work on the target market through the introduction of physical products. Such products include headsets and other hardware that are the entrance to the digital world of the future.
3.5. Future of Work
We recognize that the main goal of metaberse is to create the next waves computing platform, which is conveniently accessed through the same digital space. However, efforts to achieve this goal are expected to deepen human connectionability to a unique service experience that does not depend on physical distance in virtual reality and extensive reality. Therefore, it states that users do not want an exceptional service encounter, but at least in the medium term, such signals are only self-satisfaction-desirable, fun, and fun for these users. It is assumed to be a thing. We argue that the main factor that realizes the metaberse concept in addition to the
This idea is not a new one for major hig h-tech companies. Rather, some companies, such as Apple, have already selected stores and venues that will be the "key" that displays their products. Similarly, Meta occasionally has a po p-up store in a strategic location that exhibits some of its products, including Oculus Quest VR. Other companies, such as Google and Apple, use app stores that can access most of their digital products, as in many of the thir d-party developers. As described by Isaac [33], META can actually interact with other hardware such as components such as Oculus heads and smart sunglasses ("play"). We are considering opening a real store. In addition, Meta has already cooperated with other companies (for example, Ra y-Ban) to manufacture more popular products in a wider wider society, incorporating digital aspects. Through such a marketing strategy, the meta is actively involved in the fashionista agenda by trying to fuse social elements, technical elements, and interest gradually, and by sel f-advertising and sel f-disclosure. There is no doubt that we are trying to acquire the driven photogenic capitalism market position. ISM.
3.6. Presence Platform
Reference [50] is another way to bridge this social and technical world is to be able to continue the real world activities such as commercial, work, leisure, and entertainment. I am arguing. In other words, platforms are more likely to ensure market abilities in strategic companies and individuals to keep participating in various Frontier, which is comparable to existing places and activities in the physics world in metaarthse environments. Therefore, if companies and individuals can make money and invest, the need for no n-replacement tokens (NFT) in metabers, which allows users to claim digital assets and product ownership. < SPAN> This idea is not new to major hig h-tech companies. Rather, some companies, such as Apple, have already selected stores and venues that will be the "key" that displays their products. Similarly, Meta occasionally has a po p-up store in a strategic location that exhibits some of its products, including Oculus Quest VR. Other companies, such as Google and Apple, use app stores that can access most of their digital products, as in many of the thir d-party developers. As described by Isaac [33], META can actually interact with other hardware such as components such as Oculus heads and smart sunglasses ("play"). We are considering opening a real store. In addition, Meta has already cooperated with other companies (for example, Ra y-Ban) to manufacture more popular products in a wider wider society, incorporating digital aspects. Through such a marketing strategy, the meta is actively involved in the fashionista agenda by trying to fuse social elements, technical elements, and interest gradually, and by sel f-advertising and sel f-disclosure. There is no doubt that we are trying to acquire the driven photogenic capitalism market position. ISM.
Reference [50] is another way to bridge this social and technical world is to be able to continue the real world activities such as commercial, work, leisure, and entertainment. I am arguing. In other words, platforms are more likely to ensure market abilities in strategic companies and individuals to keep participating in various Frontier, which is comparable to existing places and activities in the physics world in metaarthse environments. Therefore, if companies and individuals can make money and invest, the need for no n-replacement tokens (NFT) in metabers, which allows users to claim digital assets and product ownership. This idea is not a new one for major hig h-tech companies. Rather, some companies, such as Apple, have already selected stores and venues that will be the "key" that displays their products. Similarly, Meta occasionally has a po p-up store in a strategic location that exhibits some of its products, including Oculus Quest VR. Other companies, such as Google and Apple, use app stores that can access most of their digital products, as in many of the thir d-party developers. As described by Isaac [33], META can actually interact with other hardware such as components such as Oculus heads and smart sunglasses ("play"). We are considering opening a real store. In addition, Meta has already cooperated with other companies (for example, Ra y-Ban) to manufacture more popular products in a wider wider society, incorporating digital aspects. Through such a marketing strategy, the meta is actively involved in the fashionista agenda by trying to fuse social elements, technical elements, and interest gradually, and by sel f-advertising and sel f-disclosure. There is no doubt that we are trying to acquire the driven photogenic capitalism market position. ISM.
3.7. Project Cambria
Reference [50] is another way to bridge this social and technical world is to be able to continue the real world activities such as commercial, work, leisure, and entertainment. I am arguing. In other words, platforms are more likely to ensure market abilities in strategic companies and individuals to keep participating in various Frontier, which is comparable to existing places and activities in the physics world in metaarthse environments. Therefore, if companies and individuals can make money and invest, the need for no n-replacement tokens (NFT) in metabers, which allows users to claim digital assets and product ownership.
The expansion reality work environment supports the necessity of a rich ecosystem that depends on the active participation of thir d-party developers. The participation of these developers will promote not only the production of various products to respond to community trends and requirements, but also demand for various digital products. These thir d-party developers have seven important attributes specified by [51] (permanent, synchronicity, interaction, economic feasibility, content, experiences, and extended reality and infinity. We will further support companies achieving an experience of enabling opportunities. In addition, the diversity of the participants in the development after the revolution will help you deal with the financial budget needs specified as factors to determine success. This can be done through the cooperation and partnership between various stakeholders.
3.8. Spark AR
The important thing is that the involvement of various players helps to build platforms and data exchange related to the success of metaavas. For example, in order to bring in a variety of aspects that are almost inevitable in virtual spaces, such as the use of "avatar" (your own digital expression in the digital world), it is necessary to cooperate with different players. The current technical generation, which converts English into emoticons, is reflected in the metaphorical concierge in this reality. Thir d-party involvement is very important in this digital transformation. Companies that provide online game services that players can have their own digital avatar, and urban modeling interaction platforms will be candidates. In the case of metavers, the essence of an avatar is based on the goal of building a "world of mirrors" (a virtual 3D replica or a new world search) that users can have "digital twin". It is pointed out that there is, and as a result, it brides the digital and physical reality, creating infinite possibilities. See below for detailed discussions on partnerships and interoperability. < SPAN> The expansion reality work environment supports the need for a rich ecosystem that depends on the active participation of thir d-party developers. The participation of these developers will promote not only the production of various products to respond to community trends and requirements, but also demand for various digital products. These thir d-party developers have seven important attributes specified by [51] (permanent, synchronicity, interaction, economic feasibility, content, experiences, and extended reality and infinity. We will further support companies achieving an experience that enables the opportunity of. In addition, the diversity of the participants in the development after the revolution will help you deal with the financial budget needs specified as factors to determine success. This can be done through the cooperation and partnership between various stakeholders.
The important thing is that the involvement of various players helps to build platforms and data exchange related to the success of metaavas. For example, in order to bring in a variety of aspects that are almost inevitable in virtual spaces, such as the use of "avatar" (your own digital expression in the digital world), it is necessary to cooperate with different players. The current technical generation, which converts English into emoticons, is reflected in the metaphorical concierge in this reality. Thir d-party involvement is very important in this digital transformation. Companies that provide online game services that players can have their own digital avatar, and urban modeling interaction platforms will be candidates. In the case of Metaverse, the essence of an avatar is based on the goal of building a "world of mirrors" (a virtual 3D replica or a new world search) that users can have "digital twin". It has been pointed out that it is pointed out, as a result, bridging digital and physical reality, creating infinite possibilities. See below for detailed discussions on partnerships and interoperability. The expansion reality work environment supports the necessity of a rich ecosystem that depends on the active participation of thir d-party developers. The participation of these developers will promote not only the production of various products to respond to community trends and requirements, but also demand for various digital products. These thir d-party developers have seven important attributes specified by [51] (permanent, synchronicity, interaction, economic feasibility, content, experiences, and extended reality and infinity. We will further support companies achieving an experience that enables the opportunity of. In addition, the diversity of the participants in the development after the revolution will help you deal with the financial budget needs specified as factors to determine success. This can be done through the cooperation and partnership between various stakeholders.
4. The Metaverse and Its Opportunities for Future Smart Cities
4.1. The Metaverse and Digital Twins
The important thing is that the involvement of various players helps to build platforms and data exchange related to the success of metaavas. For example, in order to bring in a variety of aspects that are almost inevitable in virtual spaces, such as the use of "avatar" (your own digital expression in the digital world), it is necessary to cooperate with different players. The current technical generation, which converts English into emoticons, is reflected in the metaphorical concierge in this reality. Thir d-party involvement is very important in this digital transformation. Companies that provide online game services that players can have their own digital avatar, and urban modeling interaction platforms will be candidates. In the case of Metaverse, the essence of an avatar is based on the goal of building a "world of mirrors" (a virtual 3D replica or a new world search) that users can have "digital twin". It has been pointed out that it is pointed out, as a result, bridging digital and physical reality, creating infinite possibilities. See below for detailed discussions on partnerships and interoperability.
Metaverse Vision is a technical foresight result, and creates a series of scenarios that correspond to how the future events, that is, how people use the Internet as a brai n-like web infrastructure. These scenarios have been created based on past data and current trendy analysis as an input for determining the future direction of the Internet and computing platforms. 。 The forecast is to "extract the development into the future and find out the results that can be realized by technology in the long term" [29]. Therefore, Metaverse is the future characteristics of AI, IoT, big data, the technical changes in digital twin as a set of machines, systems, processes, and technology, and the progress of the virtual world in the world where digitalization is progressing. Derived from stochastic predictions on roles. Metaverse was developed based on research on the rapid progress of science and technology, new social trends, and new power born from the dynamic interaction of social actors (BIRI 2022). You can predict how much a specific destructive technology and computing models can be realized and applied, and what characteristics are known. < SPAN> Metaverse Vision is a technical foresight result, and creates a series of scenarios that respond to future events, that is, how people use the Internet as a brai n-like web infrastructure. It is. These scenarios have been created based on past data and current trendy analysis as an input for determining the future direction of the Internet and computing platforms. 。 The forecast is to "extract the development into the future and find out the results that can be realized by technology in the long term" [29]. Therefore, Metaverse is the future characteristics of AI, IoT, big data, the technical changes in digital twin as a set of machines, systems, processes, and technology, and the progress of the virtual world in the world where digitalization is progressing. Derived from stochastic predictions on roles. Metaverse was developed based on research on the rapid progress of science and technology, new social trends, and new power born from the dynamic interaction of social actors (BIRI 2022). You can predict how much a specific destructive technology and computing models can be realized and applied, and what characteristics are known. Metaverse Vision is a technical foresight result, and creates a series of scenarios that correspond to how the future events, that is, how people use the Internet as a brai n-like web infrastructure. These scenarios have been created based on past data and current trendy analysis as an input for determining the future direction of the Internet and computing platforms. 。 The forecast is to "extract the development into the future and find out the results that can be realized by technology in the long term" [29]. Therefore, Metaverse is the future characteristics of AI, IoT, big data, the technical changes in digital twin as a set of machines, systems, processes, and technology, and the progress of the virtual world in the world where digitalization is progressing. Derived from stochastic predictions on roles. Metaverse was developed based on research on the rapid progress of science and technology, new social trends, and new power born from the dynamic interaction of social actors (BIRI 2022). You can predict how much a specific destructive technology and computing models can be realized and applied, and what characteristics are known.
However, technology remains unpredictable, regardless of the timelines set in the visions in which it is expected to be implemented. Metaverse products and services are expected to be fully realized in the next decade, at least as its proponents claim. This fact raises relevant socially and environmentally significant issues and gives us time to ask difficult questions about how they will be built and delivered. Nevertheless, the limiting assumption that significant changes are likely to occur means that technology forecasts fail to achieve their goals [33]. The main problem that leads to inaccurate predictions is the inconsistency between predictions in terms of generating imprecise and unreliable data regarding place and time [34]. Moreover, technology forecasts tend to project current problems into the future [35], presenting more limited options in addition to downplaying and postponing current challenges. Moreover, previous forecasting studies have shown that overlooking areas relevant to technology forecasts is one of the main causes of mispredictions [36].
However, scholars have long explored imaginative and fictional representations of cities and urban life and how they have shaped and framed urban change [53, 54, 55]. In futures studies, imagined worlds, together with imagined ways of knowing, offer an essential multidimensionality, and understanding these encompasses the institutional contours of imagined futures.[56] Indeed, for much of the twentieth century, the idea of the smart city as science fiction, depicted in popular media, has been entrenched in policy and planning discourse as a vision of urban futures in which advanced technology is a panacea for urban problems. However, social science literature has critically explored how the fantasy of the smart city promotes techno-utopian fantasies that are seen as “symbolic of the colonization of the modern (urban) future by vested interests.”[57] Overall, fictional representations of future urban worlds as techno-utopias and critiques of socio-technical fantasies evoke long-standing concerns about the impact of scientific and technological advances on society.
Research in metavers is roughly divided into two pillars. First, focus on the technical aspects of metaberas, such as technology, applications, opportunities, development, trends, challenges, open issues, agendas, concept frameworks, (for example, [2, 58, 59, 59, 60) , 61). The second focuses on the negative meaning of metaberse (for example, [4, 62]). Bibri, Allam and Krogstie [35] provides a detailed outline of existing research related to metaberas. Mystakidis [63] offers comprehensive literature. Analysis of existing literature, specific gaps and issues here, here are the following issues about the following problems as a mult i-user environment that combines physical reality with digital virtual. The limit of reality, extension reality, tw o-dimensional learning environment.
In mapping, many tech companies and other stakeholders are currently focusing on the metabers concept, but by proposing many areas of interest that may become real in the future, Meta has taken a big step. I realize that there is. It has been pointed out that companies such as Apple, Microsoft, and Google are also pursuing the form of metaberse. Therefore, in the long term, our experience and "adventure" across these platforms may help create deeper metavers. Understanding this context, this section recognizes that Meta investigates several major products pursued as a company, and slowly forms users' awareness of the new metaberse concept. do. This intention is described below and shown in Fig. 2. Therefore, this section plays a role as a case study for selecting products that may be available in metavers. < SPAN> research in metahavers is roughly divided into two pillars. First, focus on the technical aspects of metaberas, such as technology, applications, opportunities, development, trends, challenges, open issues, agendas, concept frameworks, (for example, [2, 58, 59, 59, 60) , 61). The second focuses on the negative meaning of the metaberth (for example, [4, 62]). Bibri, Allam and Krogstie [35] provides a detailed outline of existing research related to metaberas. Mystakidis [63] offers comprehensive literature. Analysis of existing literature, specific gaps and issues here, here are the following issues about the following problems as a mult i-user environment that combines physical reality with digital virtual. The limit of reality, extension reality, tw o-dimensional learning environment.
4.2. The Metaverse and Urban Resource Management
In mapping, many tech companies and other stakeholders are currently focusing on the metabers concept, but by proposing many areas of interest that may become real in the future, Meta has taken a big step. I realize that there is. It has been pointed out that companies such as Apple, Microsoft, and Google are also pursuing the form of metaberse. Therefore, in the long term, our experience and "adventure" across these platforms may help create deeper metavers. Understanding this context, this section recognizes that Meta investigates several major products pursued as a company, and slowly forms users' awareness of the new metaberse concept. do. This intention is described below and shown in Fig. 2. Therefore, this section plays a role as a case study for selecting products that may be available in metavers. Research in metavers is roughly divided into two pillars. First, focus on the technical aspects of metaberas, such as technology, applications, opportunities, development, trends, challenges, open issues, agendas, concept frameworks, (for example, [2, 58, 59, 59, 60) , 61). The second focuses on the negative meaning of metaberse (for example, [4, 62]). Bibri, Allam and Krogstie [35] provides a detailed outline of existing research related to metaberas. Mystakidis [63] offers comprehensive literature. Analysis of existing literature, specific gaps and issues here, here are the following issues about the following problems as a mult i-user environment that combines physical reality with digital virtual. The limit of reality, extension reality, tw o-dimensional learning environment.
In mapping, many tech companies and other stakeholders are currently focusing on the metabers concept, but by proposing many areas of interest that may become real in the future, Meta has taken a big step. I realize that there is. It has been pointed out that companies such as Apple, Microsoft, and Google are also pursuing the form of metaberse. Therefore, in the long term, our experience and "adventure" across these platforms may help create deeper metavers. Understanding this context, this section recognizes that Meta investigates several major products pursued as a company, and slowly forms users' awareness of the new metaberse concept. do. This intention is described below and shown in FIG. Therefore, this section plays a role as a case study for selecting products that may be available in metavers.
Horizon Home was introduced as Meta's social virtual reality platform. Horizon Home is trying to provide infinite abilities to users who are connected to friends and family and pursuing social. This platform is a virtual "House", which has the opportunity to invite participants to various social events such as movie viewing and games through digital products (currently Meta's Oculus Quest 2). [46] It is configured to enter. Currently, this concept is still new, so the Horizon Home platform is still being tested, and the available virtual "Home" is already in the system. However, in the near future, it is expected that users will be able to customize and personalize the virtual home with meta spring through more research, development and feedback. Horizon Home was introduced as Meta's social virtual reality platform. Horizon Home is trying to provide users with infinite functions to connect with friends and family and interact. This platform is an opportunity for everyone to enter the digital environment through digital products (now Meta's Oculus Quest 2), and invite participants to the following various social events: It is configured to have. < SPAN> Horizon Home was introduced as Meta's social virtual reality platform. Horizon Home is trying to provide infinite abilities to users who are connected to friends and family and pursuing social. This platform is a virtual "House", which has the opportunity to invite participants to various social events such as movie viewing and games through digital products (currently Meta's Oculus Quest 2). [46] It is configured to enter. Currently, this concept is still new, so the Horizon Home platform is still being tested, and the available virtual "Home" is already in the system. However, in the near future, it is expected that users will be able to customize and personalize the virtual home with meta spring through more research, development and feedback. Horizon Home was introduced as Meta's social virtual reality platform. Horizon Home is trying to provide users with infinite functions to connect with friends and family and interact. This platform is an opportunity for everyone to enter the digital environment through digital products (now Meta's Oculus Quest 2), and invite participants to the following various social events: It is configured to have. Horizon Home was introduced as Meta's social virtual reality platform. Horizon Home is trying to provide infinite abilities to users who are connected to friends and family and pursuing social. This platform is a virtual "House", which has the opportunity to invite participants to various social events such as movie viewing and games through digital products (currently Meta's Oculus Quest 2). [46] It is configured to enter. Currently, this concept is still new, so the Horizon Home platform is still being tested, and the available virtual "Home" is already in the system. However, in the near future, it is expected that users will be able to customize and personalize the virtual home with meta spring through more research, development and feedback. Horizon Home was introduced as Meta's social virtual reality platform. Horizon Home is trying to provide users with infinite functions to connect with friends and family and interact. This platform is an opportunity for everyone to enter the digital environment through digital products (now Meta's Oculus Quest 2), and invite participants to the following various social events: It is configured to have.
4.3. The Metaverse and Urban Governance
From a social perspective, the Horizon Home concept offers people the opportunity to interact and socialize with friends around the world without being constrained by economic constraints or travel regulations. From a critical perspective, this aims to restrict human needs that enrich social bonds and relationships, such as travel and physical human interaction, paving the way for more human rights and civil liberties to disappear under the new normal. However, the success of this platform is said to have important implications in helping people maintain (albeit mostly) social interactions even amidst changes in the social environment caused by uncertainties such as the current global Covid-19 pandemic. In terms of the economy, the platform is expected to bring unprecedented economic prospects, both physically and digitally. Of course, the economic prospects will come in the form of the sale of products, including hardware and software, that support and enable users to connect [64, 65]. Digitally, although still in its infancy, there are various possibilities, such as the sale of digital products necessary for home customization and the sale of digital entertainment products such as movies [65]. In the technological field, the concept is expected to present the following:
As of February 2021, Facebook added a Messenger App to the Oculus Quest platform, and users who logged in to the platform through the Facebook account could chat with text messages. Messenger is a simple add-on, as COVID-19 immediately challenged Zoom and Teams software implementation. After changing the name to META, the company introduced Messenger calls in VR, and users were able to make voice calls with the MESSENGER platform supported by MetAVERSE. Zuckerberg will be welcomed by more audiences if users can invite and interact with friends and families around the world through platforms, especially with platforms like Horizon Home. I am claiming [9]. Furthermore, by using the META smart glass developed after the collaboration with Ray Ban Glass Company [67], users can make AR calls while wearing this product that does not interfere with this. Activities such as (including providing a hand s-free environment to promote universal design accessibility) is a more feasible and rich experience in metavers.
From a social point of view, being able to make video calls and holographic calls in metavers will have a positive effect on the realization of interaction goals. Despite the fact that there are notable social issues such as privacy concerns (the impressive of met a-ra y-van's glasses in social networking and the privacy issues have already been raised) Collaboration between them is expected to overcome such social issues and r e-establish changes to legal discussions on privacy. In this way, the overall concept of metaberse is to end a variety of privacy, including mental, action, and personal things, and provide users with the ability to customize virtual space. You need to. < SPAN> As of February 2021, the Facebook added a Messenger App to the Oculus Quest platform, and users who logged in to the platform through the Facebook account could chat with text messages in the headset. 。 Messenger is a simple add-on, as COVID-19 immediately challenged Zoom and Teams software implementation. After changing the name to META, the company introduced Messenger calls in VR, and users were able to make voice calls with the MESSENGER platform supported by MetAVERSE. Zuckerberg will be welcomed by more audiences if users can invite and interact with friends and families around the world through platforms, especially with platforms like Horizon Home. I am claiming [9]. Furthermore, by using the META smart glass developed after the collaboration with Ray Ban Glass Company [67], users can make AR calls while wearing this product that does not interfere with this. Activities such as (including providing a hand s-free environment to promote universal design accessibility) is a more feasible and rich experience in metavers.
From a social point of view, being able to make video calls and holographic calls in metavers will have a positive effect on the realization of interaction goals. Despite the fact that there are notable social issues such as privacy concerns (the impressive of met a-ra y-van's glasses in social networking and the privacy issues have already been raised) Collaboration between them is expected to overcome such social issues and r e-establish changes to legal discussions on privacy. In this way, the overall concept of metaberse is to end a variety of privacy, including mental, action, and personal things, and provide users with the ability to customize virtual space. You need to. As of February 2021, Facebook added a Messenger App to the Oculus Quest platform, and users who logged in to the platform through the Facebook account could chat with text messages. Messenger is a simple add-on, as COVID-19 immediately challenged Zoom and Teams software implementation. After changing the name to META, the company introduced Messenger calls in VR, and users were able to make voice calls with the MESSENGER platform supported by MetAVERSE. Zuckerberg will be welcomed by more audiences if users can invite and interact with friends and families around the world through platforms, especially with platforms like Horizon Home. I am claiming [9]. Furthermore, by using the META smart glass developed after the collaboration with Ray Ban Glass Company [67], users can make AR calls while wearing this product that does not interfere with this. Activities such as (including providing a hand s-free environment to promote universal design accessibility) is a more feasible and rich experience in metavers.
From a social point of view, being able to make video calls and holographic calls in metavers will have a positive effect on the realization of interaction goals. Despite the fact that there are notable social issues such as privacy concerns (the impressive of met a-ra y-van's glasses in social networking and the privacy issues have already been raised) Collaboration between them is expected to overcome such social issues and r e-establish changes to legal discussions on privacy. In this way, the overall concept of metaberse is to end a variety of privacy, including mental, action, and personal things, and provide users with the ability to customize virtual space. You need to.
In terms of economy, improving communication skills may increase demand for products such as AR glasses as people try to maximize virtual reality experiences. As a result, the market value of AR glasses is expected to be $ 157 billion by 2030, from the current estimated market value to $ 7 billion. The AR Call Platform offers some important issues in terms of ethics and privacy, with more advantages than AR messenger. In particular, users must go back and forth between social accounts and work accounts, and respect the human context used in concrete environments in real time. However, as Zuckerberg has announced, the developers provide options to create an account for work and business so that individuals can log in anytime, and from other virtual environmental users. We plan to consider how to limit the obstruction. Solutions proposed by the creators of technical visions seem to be feasible and easy at the interactive level, but the story is different at the real level.
Online games on the Virtual Reality Platform have been particularly popular with VR products, especially in headsets, and have existed for decades. Metaverse is expected to evolve the game platform, especially by introducing functions such as Horizon Home and AR calls. At Meta's 2021 Connect Meeting [9], Zucker Burg explained what platforms provided to players, increasing games, and more games. It also provides opportunities to gain significant economic benefits. The economic aspect will be brought by an increase in activities in the cryptographic market, as pointed out by [69]. There, playing video games has gained digital tokens (unusual chips), which attracts more players. In addition to financial interests, the play in metavers provides an opportunity to form a creative environment with a new interactive function that was previously impossible for developers, creators and gamers. I'm trying to do it.
The success of Metaverse may bring infinite economic opportunities to stakeholders, such as developers, investors, businesses and game lovers, and open a new source of revenue. For example, a game has a possibility, and virtual platforms not only play NFT and win, but also provide opportunities to interact, learn, innovate, and explore new adventures. The new source of income that enables metaberse may have some positive relevance to overcoming social issues such as unemployment, which is synonymous in pos t-parallel, especially in pos t-parallel.
4.4. The Metaverse and the Quality of Life
Indirectly, games are indispensable for the online game market, and thus companies, such as Aristrat, IGT, and Barry Technologies, have already shifted market platforms to acquire this emerging niche.
The appearance of the Virtual Reality Platform has changed people's exercise and fitness goals. These new tools are currently full of TV commercials in the United States, Canada and Australia. In the first quarter of 2021, it was reported that more than 700 million people were registered in the virtual gym via VR. With the help of pandemic, tangible gyms can no longer be used, the number of customizable fitness packages has increased unlimitedly, which has been used by more people. The VR "Jim" often complements the old fitness routine, but this new platform has the potential to almost completely replace the traditional gym space we know. It is clear that there is. This is promoted by an increase in accessories and exercise packages (called active packages), which promises to introduce companies like Meta through Oculus Quest 2 [9]. In the metavers, in a new package, the meta promises an unseen accessories, including grips and facial interfaces optimized for new exercises, and individuals control, customize the exercise program, and customize it. Make it possible to set. < SPAN> Success of metahabers may bring infinite economic opportunities to stakeholders, such as developers, investors, businesses and game lovers, and open a new source of revenue. For example, a game has a possibility, and virtual platforms not only play NFT and win, but also provide opportunities to interact, learn, innovate, and explore new adventures. The new source of income that enables metaberse may have some positive relevance to overcoming social issues such as unemployment, which is synonymous in pos t-parallel, especially in pos t-parallel.
Indirectly, games are indispensable for the online game market, and thus companies, such as Aristrat, IGT, and Barry Technologies, have already shifted market platforms to acquire this emerging niche.
The appearance of the Virtual Reality Platform has changed people's exercise and fitness goals. These new tools are currently full of TV commercials in the United States, Canada and Australia. In the first quarter of 2021, it was reported that more than 700 million people were registered in the virtual gym via VR. With the help of pandemic, tangible gyms can no longer be used, the number of customizable fitness packages has increased unlimitedly, which has been used by more people. The VR "Jim" often complements the old fitness routine, but this new platform has the potential to almost completely replace the traditional gym space we know. It is clear that there is. This is promoted by an increase in accessories and exercise packages (called active packages), which promises to introduce companies like Meta through Oculus Quest 2 [9]. In the metavers, in a new package, the meta promises an unseen accessories, including grips and facial interfaces optimized for new exercises, and individuals control, customize the exercise program, and customize it. Make it possible to set. The success of Metaverse may bring infinite economic opportunities to stakeholders, such as developers, investors, businesses and game lovers, and open a new source of revenue. For example, a game has a possibility, and virtual platforms not only play NFT and win, but also provide opportunities to interact, learn, innovate, and explore new adventures. The new source of income that enables metaberse may have some positive relevance to overcoming social issues such as unemployment, which is synonymous in pos t-parallel, especially in pos t-parallel.
4.5. The Metaverse and Social Interactions in Urban Settings
Indirectly, games are indispensable for the online game market, and thus companies, such as Aristrat, IGT, and Barry Technologies, have already shifted market platforms to acquire this emerging niche.
The appearance of the Virtual Reality Platform has changed people's exercise and fitness goals. These new tools are currently full of TV commercials in the United States, Canada and Australia. In the first quarter of 2021, it was reported that more than 700 million people were registered in the virtual gym via VR. With the help of pandemic, tangible gyms can no longer be used, the number of customizable fitness packages has increased unlimitedly, which has been used by more people. The VR "Jim" often complements the old fitness routine, but this new platform has the potential to almost completely replace the traditional gym space we know. It is clear that there is. This is promoted by an increase in accessories and exercise packages (called active packages), which promises to introduce companies like Meta through Oculus Quest 2 [9]. In the metavers, in the new package, the meta promises an accessory experience that users can not miss, including grip and facial interface optimized for new exercises, and individuals control, customize the exercise program, and customize it. Make it possible to set.
Combining this technology with other technologies like Horizon Home will allow users to invite friends to virtual group exercise programs, encouraging virtual social interaction and play. This will have a positive impact, helping to overcome challenges already reported in online gyms, such as low satisfaction driving return to gym activities.[71] In the metaverse, the experience will be immersive and is predicted to mirror gym activities, where people will continue to exercise healthily while adhering to health protocols, preventing the desire to return to traditional gyms. In the financial field, the fitness concept in the metaverse is predicted to bring countless opportunities. For example, existing fitness companies like Hong Kong-based OliveX have already benefited financially as investors and shareholders provided new financial support when Meta unveiled the metaverse concept and its set of new products.[47] For example, in October 2021, OliveX invested approximately 1.
On the technology side, the metaverse will provide developers, designers, and other stakeholders with the opportunity to experiment and create fitness products that are customizable and aligned with their goals to sustain positive financial returns.
In addition to emphasizing social interaction, entertainment, fitness, and play, the Metaverse platform is designed to ensure that the global community opens up the opportunity to work out virtually, comparable to the current use of mobile phones and laptops.[46] The platform is flexible, allowing users to work remotely as they would in a physical office (or rather, in an old-fashioned, regular, open, mass office environment). Within the Metaverse, users will have access to a variety of tools, including productivity apps, access to Horizon Workrooms and Gravity Sketch, and a chat platform for communication and collaboration with colleagues. Additionally, the platform will also provide access to other services, such as third-party mobile device management and account management.[40] Combining this technology with others, such as Horizon Home, will allow users to invite friends to virtual group exercise programs, facilitating virtual social interaction and play. This will have a positive impact, helping to overcome challenges already reported with online gyms, such as low satisfaction driving a return to gym activity.[71] In the metaverse, experiences will be immersive and are predicted to mirror gym activities, preventing the desire to return to traditional gyms, as people continue to exercise healthily while adhering to health protocols. In the financial sector, the concept of fitness in the metaverse is predicted to bring about myriad opportunities. For example, when Meta announced the metaverse concept and its set of new products, existing fitness companies like Hong Kong-based OliveX had already benefited financially as investors and shareholders provided new financial support.[47] For example, in October 2021, OliveX invested approximately 1.
4.6. The Metaverse and Urban Tourism
On the technical side, the metaverse offers developers, designers, and other stakeholders the opportunity to experiment and create fitness products that are customizable and aligned with the goal of sustaining positive financial returns.
In addition to emphasizing social interaction, entertainment, fitness, and play, the metaverse platform is designed to ensure that the global community opens up opportunities to work out virtually, comparable to the current use of mobile phones and laptops.[46] The platform is flexible and allows users to work remotely as they would in a physical office (or rather, in an old-fashioned, regular, open, mass office environment). Within the Metaverse, users will have access to a variety of tools, including productivity apps, access to Horizon Workrooms and Gravity Sketch, and a chat platform for communication and collaboration with colleagues. Additionally, the platform will also provide access to other services, such as third-party mobile device management and account management. [40] Combining this technology with other technologies, such as Horizon Home, will allow users to invite friends to virtual group exercise programs, facilitating virtual social interaction and play. This will have a positive impact, helping to overcome challenges already reported with online gyms, such as low satisfaction driving a return to gym activity. [71] In the Metaverse, the experience will be immersive and will mirror gym activity, where people will continue to exercise healthily while adhering to health protocols, preventing the desire to return to traditional gyms. In the financial sector, the concept of fitness in the Metaverse is predicted to bring countless opportunities. For example, when Meta launched its Metaverse concept and its suite of new products, existing fitness companies like Hong Kong-based OliveX were already benefiting financially as investors and shareholders provided new financial support.[47] For example, in October 2021, OliveX invested approximately 1.
On the technology side, the Metaverse offers developers, designers, and other stakeholders the opportunity to experiment and create fitness products that are customizable and aligned with the goal of sustaining positive financial returns.
In addition to emphasizing social interaction, entertainment, fitness, and play, the Metaverse platform is designed to ensure that it opens up opportunities for the global community to work out virtually, comparable to the current use of mobile phones and laptops.[46] The platform is flexible, allowing users to work remotely as they would in a physical office (or rather, in the old-fashioned, regular open mass office environment). Within the Metaverse, users will have access to a variety of tools, including productivity apps, access to Horizon Workrooms and Gravity Sketch, and chat platforms for communication and collaboration with colleagues. Additionally, the platform will provide access to other services, such as third-party mobile device management and account management.[40]
4.7. The Metaverse and Urban Climate Change Mitigation and Adaptation
The platform further ensures that users of digital products like Oculus Quest can access all their files and documents within the headset without the need to log in to a personal computer. Socially, it saves time traveling or walking from different workplaces, and increases workplace flexibility, allowing you to focus on work while having enough time to socialize with friends or do other things you like when you want. An unknown trend is whether these technologies will continue to work in digital homes like Horizon Home and Horizon Labs Shift. It will be interesting to see how big companies like Meta respond to such future trends as they continue to update their products to give employees access to more diverse products.[38]
The Presence Platform, as Meta describes it, is a set of machine learning and artificial intelligence (AI) concepts that constitute tools (including pass-through, spatial anchors, and scene understanding) to enable developers to design and build more advanced products. Specifically, Meta's goal is to help developers create realistic mixed reality, interaction, and voice experiences for the Metaverse, so that augmented reality exists between the virtual and physical worlds. Thus, it aims to make the virtual environment feel natural and authentic [72]. Their goal in including these tools is to allow users to have an immersive experience in the metaverse and still feel like they are in the physical world. These tools are categorized into three sets: Insight Software Development Kit (SDK), Interaction SDK, and Voice SDK.[72] The platform further ensures that users of digital products like Oculus Quest can access all their files and documents within the headset without the need to log in to a personal computer. Socially, it saves time traveling or walking from different workplaces, and increases workplace flexibility, allowing people to focus on their work while having enough time to socialize with friends or do other things they like when they want. An unknown trend is whether these technologies will continue to work in digital homes like Horizon Home and Horizon Labs Shift. It will be interesting to see how big companies like Meta respond to such future trends as they continue to update their products to give employees access to more diverse products.[38]
Meta describes the Presence Platform as a set of machine learning and artificial intelligence (AI) concepts that make up tools (including pass-through, spatial anchors, and scene understanding) that allow developers to design and build more advanced products. Specifically, Meta's goal is to help developers create realistic mixed reality, interaction, and voice experiences for the Metaverse, so that an augmented reality exists between the virtual and physical worlds. Thus, it aims to make the virtual environment feel natural and authentic. [72] Their goal in including these tools is to allow users to have an immersive experience in the Metaverse and still feel like they are in the physical world. These tools are categorized into three sets: the Insight Software Development Kit (SDK), the Interaction SDK, and the Voice SDK. [72] The platform further ensures that users of digital products like Oculus Quest can access all their files and documents within the headset without having to log into a personal computer. Socially, it saves time traveling or walking from different workplaces and increases workplace flexibility, allowing people to focus on work while having enough time to socialize with friends or do other things they like when they want. An unknown trend is whether these technologies will continue to work in digital homes like Horizon Home and Horizon Labs Shift. It will be interesting to see how big companies like Meta respond to these future trends as they continue to update their products to give employees access to a wider variety of products.[38]
The Presence Platform, as Meta describes it, is a set of machine learning and artificial intelligence (AI) concepts that constitute tools (including pass-through, spatial anchors, and scene understanding) to enable developers to design and build more advanced products. Specifically, Meta's goal is to help developers create realistic mixed reality, interaction, and voice experiences for the metaverse, so that an augmented reality exists between the virtual and physical worlds. Thus, it aims to make the virtual environment feel natural and authentic.[72] Their goal in including these tools is to allow users to have an immersive experience in the metaverse and still feel like they are in the physical world. These tools are categorized into three sets: the Insight Software Development Kit (SDK), the Interaction SDK, and the Voice SDK.[72]
The importance of this platform is that developers can freely use tools that allow other metaverse components, such as Horizon Home, Horizon Workplace, and Horizon Venue, to be truly immersed in control such as audio commands. It is recognized that Metaverse implementation takes time, but this platform allows Oculus users to gradually experience what Metaverse brings. Regarding this technology, many new building blocks are required, while presence platforms are the opportunity to utilize available technologies such as virtual reality and complex reality as more technologies are developed and integrated. Is provided. Therefore, as Zuckerberg predicted at the connection meeting in 2021, this would be clear when Meta Company launched Project Cambria in 2022.
4.8. The Metaverse and the Urban Form
Project Cambria is expected to be a hig h-end hybrid virtual reality and an extended reality headset. Most of the new concepts and platforms that represent Meta Meta Version are accessible through the company's headsets (Oculus Quest), but they are working on another project called Project Cambria. The project is expected to create hig h-end VR devices that integrate existing technologies, incorporating all the latest advanced technology created by the company, such as Horizon Home and Horizon Workplace [47]. As mentioned earlier, the project Cambria is hoped to have a life on the presence platform and blow more life to host all tools and technologies required by metaverse developers, designers, and creators. I am. In other words, it is expected that the VR headset currently on the market will include not possible. It is expected to maintain eye contact and provide a virtual avatar with a function that reflects some of the expressions of a real person. As a result, people can interact more naturally in virtual environments. Project Cambria also makes users more realistic, visible, and present a sense of depth.
Project Cambria is expected to be relatively expensive than other headsets such as Oculus Quest 2 and AR glass, while promising a wide range of social activities. But its advanced functions will attract more users. Therefore, it is possible to predict the growth of the economically hierarchical market. The company is cooperating with thir d-party developers, which may intensify competition and reduce costs and productivity to access technology and products.
Spark AR is a hub of META, and various AI creators and developers can disclose, manage and monitor the impacts and performance of these products, across the company's various apps and devices [9. ]. Unlike other hubs, SPARK AR is available to all Meta account owners, and has tools and accessories for all individuals, regardless of programming, development, and creative backgrounds. Therefore, in this hub, everyone can create their own results and publish them on various social platforms in Meta. As a result, it has been reported that more than 700 million results are shared by different users every month, and it is expected that the launch of Metaverse will grow in an index. [9] In fact, we, SPARK AR HUB, plays an important role in capturing the meta environment with content and experiences that enable not only enjoy but also provide a wide range of social experiences that provide information. I claim. This is gaining attention to the company to provide more digital tools to provide more digital tools in order to enable Spark AR creators to conduct experiments in the physical world that realistically present digital objects in the physical world. You will be even more influenced by being there.
With new tools and accessories available to developers and creators, the company is interested in creating opportunities for creators to earn and live by building AR effects through Spark AR. In METAVERSE, physical reality and virtual reality can be converted seamlessly, so the advertising and sharing aspects of AR effects will be more expensive than the current AR headset. With this ubiquitous character, more people can interact with them, and with the help of other platforms that can be used in Metaverse, creators interact with people who are interested in their projects and have a richer exchange. And it is possible to create products.
5. Discussion and Conclusions
Digital Twin (DT) technology can be described as a computer program that allows the representation of a digital copy of a physical object, process, or service in the digital world. The essence of this process is to allow the collection of data to create simulations to model, test, and predict how a particular product, process, or service will work in the real world [74]. Through this technology, companies, companies, businesses, and other institutions will have the ability to address modeling scenarios, albeit "reported". Thus, they can provide optimal solutions to customers and users of such products and/or services. Digital city models can also assess capacity and provide instant visual representations of scenarios and interventions in real time. This allows users of this technology to benefit from reduced costs of testing and modeling, which are relatively costly, laborious, and time-consuming to carry out.
While DT technology offers endless possibilities to organizations, it is argued that the metaverse allows the reproduction of DTS with live data, thereby enabling realistic simulation/modeling of products, processes, cities, and landscapes as they behave to some extent in the physical world. This will allow potential customers and communities to generally interact with products and future developments in a digital environment as they would in the real world, enhancing the human experience and providing more accurate qualitative and quantitative community engagement as well as insights to improve the final product or process/city or landscape [75]. By enabling real-time interaction, the metaverse platform will further help DT technologies overcome barriers such as the limited ability to store, process and update real-time maps. This could be overcome by permanently storing digital copies of physical objects in the metaverse and making them accessible at any time. Digital Twin (DT) technology can be described as a computer program that allows digital copies of physical objects, processes and services to be represented in the digital world. The essence of this process is to enable data collection to create simulations to model, test and predict how a particular product, process or service will work in the real world [74]. Through this technology, companies, companies, businesses and other institutions will have the ability to address modeling scenarios, “albeit reported.” Thus, they can provide optimal solutions to customers and users of such products and/or services. Digital city models can also assess capacity and provide instant visual representations of scenarios and interventions in real time. This allows users of this technology to benefit from reduced costs of testing and modeling, which are relatively costly, laborious, and time-consuming to implement.
While DT technologies offer endless possibilities to organizations, it is argued that the metaverse allows the reproduction of DTS with live data, resulting in realistic simulation/modeling of products, processes, cities and landscapes as they behave to some extent in the physical world. This allows potential customers and communities to generally interact with products and future developments in a digital environment as they would in the real world, enhancing the human experience and providing more accurate qualitative and quantitative community engagement as well as insights to improve the final product, process, city or landscape [75]. By enabling real-time interactions, the metaverse platform further helps DT technologies overcome barriers such as limited capacity to store, process, and update real-time maps. This could be overcome by permanently storing digital copies of physical objects in the metaverse and making them accessible at any time. Digital Twin (DT) technology can be described as a computer program that allows digital copies of physical objects, processes and services to be represented in the digital world. The essence of this process is to allow data collection to create simulations to model, test and predict how a particular product, process or service will work in the real world [74]. Through this technology, companies, companies, businesses and other institutions will have the ability to address modeling scenarios "albeit reported". Thus, they can provide optimal solutions to customers and users of such products and/or services. Digital city models can also assess capacity and provide instant visual representations of scenarios and interventions in real time. This allows users of this technology to benefit from reduced costs of testing and modeling, which are relatively costly and laborious and require a lot of time to carry out. While DT technologies offer endless possibilities for organizations, it is argued that the metaverse allows for the reproduction of DTS with live data, resulting in realistic simulation/modeling of products, processes, cities and landscapes as they behave to some extent in the physical world. This allows potential customers and communities to generally interact with products and future developments in a digital environment as they would in the real world, enhancing the human experience and providing more accurate qualitative and quantitative community engagement as well as insights to improve the final product, process, city or landscape [75]. By enabling real-time interactions, the metaverse platform further helps DT technologies overcome barriers such as the limited capacity to store, process and update real-time maps. This could be overcome by permanently storing digital copies of physical objects in the metaverse and making them accessible at any time.
In cities, the concept of DT, especially the concept of DT in the context of metaverse, is in simulation and modeling in energy demand, traffic transfer, climate variables, and other associated concerns in consideration of flood, fire, and urban population changes. It will have an unprecedented meaning. For city planning. By creating DT (3D) in cities and landscapes, it is possible to predict the impact of various problems, such as climate, traffic movement, and energy production and consumption. This is the nex t-generation geographical information system (GIS) modeling supported by Ian Makhag's Ecological Puration [77], but is it far more than what CommunityViz [78] is currently provided. It is a more powerful visualization framework that has progressed. Such predicted tools provide information on how to prevent the most negative impact on urban activities and transfer policy to positive aspects.
Cities are already expected to adopt DT technology in order to be able to respond to various issues that affect city physical assets in real time. For example, according to [79], cities such as Orlando, Las Vegas, and Boston already have virtual replicas, and local governments predict various scenarios, such as proposed land use and new roads. You can deal with it. Such an initiative may be aggressively complemented by the metaverse. In Metaverse, urban planners, developers, managers, and other stakeholders have the opportunity to interact and cooperate in the digital area when planning or searching for a solution. Will be given equally. For example, for climate change, which is a major problem in the city, Metaverse's DT technology allows for prediction of floo d-like events and modeling of scenarios that can occur, helping to promote infrastructure planning and emergency risks. can. However, this is our idea, not in the current literature on Metabath. More importantly, metaberse can play an important role in reducing emissions from sectors such as transportation, construction, and energy production. < SPAN> In the city, the concept of DT, especially the concept of DT in the context of metaverse, is a simulation of energy demand, traffic transfer, climate variables, and other related concern Modeling will have an unprecedented meaning. For city planning. By creating DT (3D) in cities and landscapes, it is possible to predict the impact of various problems, such as climate, traffic movement, and energy production and consumption. This is the nex t-generation geographical information system (GIS) modeling supported by Ian Makhag's Ecological Puration [77], but is it far more than what CommunityViz [78] is currently provided. It is a more powerful visualization framework that has progressed. Such predicted tools provide information on how to prevent the most negative impact on urban activities and transfer policy to positive aspects.
Cities are already expected to adopt DT technology in order to be able to respond to various issues that affect city physical assets in real time. For example, according to [79], cities such as Orlando, Las Vegas, and Boston already have virtual replicas, and local governments predict various scenarios, such as proposed land use and new roads. You can deal with it. Such an initiative may be aggressively complemented by the metaverse. In Metaverse, urban planners, developers, managers, and other stakeholders have the opportunity to interact and cooperate in the digital area when planning or searching for a solution. Will be given equally. For example, for climate change, which is a major problem in the city, Metaverse's DT technology allows for prediction of floo d-like events and modeling of scenarios that can occur, helping to promote infrastructure planning and emergency risks. can. However, this is our idea, not in the current literature on Metabath. More importantly, metaberse can play an important role in reducing emissions from sectors such as transportation, construction, and energy production. In cities, the concept of DT, especially the concept of DT in the context of metaverse, is in simulation and modeling in energy demand, traffic transfer, climate variable, and other associated concerns in consideration of floods, fire, and urban population changes. It will have an unprecedented meaning. For city planning. By creating DT (3D) in cities and landscapes, it is possible to predict the impact of various problems, such as climate, traffic movement, and energy production and consumption. This is the nex t-generation geographical information system (GIS) modeling supported by Ian Makhag's Ecological Puration [77], but is it far more than what CommunityViz [78] is currently provided. It is a more powerful visualization framework that has progressed. Such predicted tools provide information on how to prevent the most negative impact on urban activities and transfer policy to positive aspects.
Cities are already expected to adopt DT technology in order to be able to respond to various issues that affect city physical assets in real time. For example, according to [79], cities such as Orlando, Las Vegas, and Boston already have virtual replicas, and local governments predict various scenarios, such as proposed land use and new roads. You can deal with it. Such an initiative may be aggressively complemented by the metaverse. In Metaverse, urban planners, developers, managers, and other stakeholders have the opportunity to interact and cooperate in the digital area when planning or searching for a solution. Will be given equally. For example, for climate change, which is a major problem in the city, Metaverse's DT technology allows for prediction of floo d-like events and modeling of scenarios that can occur, helping to promote infrastructure planning and emergency risks. can. However, this is our idea, not in the current literature on Metabath. More importantly, metaberse can play an important role in reducing emissions from sectors such as transportation, construction, and energy production.
In fact, the metaverse could be powered by renewable energy, as many of the companies that support the concept are in the process of transitioning or are on the path to achieving carbon neutrality. This needs to be explored further on a practical level. For example, META has committed to a full transition to renewable energy and net zero emissions by 2030 [80]. Similarly, Microsoft, which is leading the exploration of the metaverse's potential (it has invested more than $70 billion in the development of games and software that can be accessed through the metaverse), also aims to be carbon neutral by 2030 [81]. The predicted transition is easy, since by the time environmental goals are no longer being met, experience shows that new targets will simply be adapted and new ones will be set. Or, even if previous targets were not met, they will be justified by other external factors, or new priorities will drive financial performance over commitment to environmental performance.
DT technologies can help change the target base and redesign networks and activities to align them with the emission reduction agenda. In particular, this goal will be achieved by the technology allowing companies to increase operational efficiency and address areas and phases of work that are energy intensive and prone to increasing emissions. For example, the concept of working from home with the aid of augmented reality allows employees to continue using their home offices. This seems to be an eco-psychological response to our Covid-19 lockdowns and self-reactions.
The concept of resource management has become an important factor in the field of natural resource management and urban planning for decades. As the global city population is expected, the aspect of resource management will be even more prominent. This has been particularly confirmed by research results that emphasize that urban areas consume more than 75 % of global resources and have greatly contributed to the environmental deterioration through various pollution [82]. Other resources such as land, water, fisheries, minerals, and forests will continue to be deficient as the number of people who settle in urban areas increases. Therefore, urbanization (especially trends in trees, ocean changes, and regional urban peripheral trends) do not give room for natural solutions to supplement lost resources. It will increase the consumption of academic assets and the intensity of depletion. As a result, these issues will continue unless the decisive urban resource management practice is adopted. In this regard, the concept of metaverse spoken by Zuckerberg [9] can affect active resource management practice, especially by destroying the future of urban activities such as work, recreation, leisure, and travel. I have sex.
It is widely argued that the need for moving to workplaces, recreation areas, and facilities, especially if metaAras is realized. This is because people have the opportunity to participate in work, exercise, learning, play, meeting, social events, etc. in a digital environment that reflects the physical world. This has already been revealed because we do not want to return to the urban office environment after the bell rings. Through an expansion reality such as AR and au, people, like a physical world, interact on the digital platform, cooperate in projects, make phone calls, group calls, zoom calls, and others. It has already been proven to be able to do "normal" activities. This is extremely important to reduce energy consumption by automobiles and reduce the consumption of resources used in the construction of direct and indirect support, such as workplace infrastructure and extensive transportation networks. Will be. The concept of resource management has become an important factor in the field of natural resource management and urban planning for decades. As the global city population is expected, the aspect of resource management will be even more prominent. This has been particularly confirmed by research results that emphasize that urban areas consume more than 75 % of global resources and have greatly contributed to the environmental deterioration through various pollution [82]. Other resources such as land, water, fisheries, minerals, and forests will continue to be deficient as the number of people who settle in urban areas increases. Therefore, urbanization (especially trends in trees, ocean changes, and regional urban peripheral trends) do not give room for natural solutions to supplement lost resources. It will increase the consumption of academic assets and the intensity of depletion. As a result, these issues will continue unless the decisive urban resource management practice is adopted. In this regard, the concept of metaverse spoken by Zuckerberg [9] can affect active resource management practice, especially by destroying the future of urban activities such as work, recreation, leisure, and travel. I have sex.
Author Contributions
It is widely argued that the need for moving to workplaces, recreation areas, and facilities, especially if metaAras is realized. This is because people have the opportunity to participate in work, exercise, learning, play, meeting, social events, etc. in a digital environment that reflects the physical world. This has already been revealed because we do not want to return to the urban office environment after the bell rings. Through an expansion reality such as AR and au, people, like a physical world, interact on the digital platform, cooperate in projects, make phone calls, group calls, zoom calls, and others. It has already been proven to be able to do "normal" activities. This is extremely important to reduce energy consumption by automobiles and reduce the consumption of resources used in the construction of direct and indirect support, such as workplace infrastructure and extensive transportation networks. Will be. The concept of resource management has become an important factor in the field of natural resource management and urban planning for decades. As the global city population is expected, the aspect of resource management will be even more prominent. This has been particularly confirmed by research results that emphasize that urban areas consume more than 75 % of global resources and have greatly contributed to the environmental deterioration through various pollution [82]. Other resources such as land, water, fisheries, minerals, and forests will continue to be deficient as the number of people who settle in urban areas increases. Therefore, urbanization (especially trends in trees, ocean changes, and regional urban peripheral trends) do not give room for natural solutions to supplement lost resources. It will increase the consumption of academic assets and the intensity of depletion. As a result, these issues will continue unless the decisive urban resource management practice is adopted. In this regard, the concept of metaverse spoken by Zuckerberg [9] can affect active resource management practice, especially by destroying the future of urban activities such as work, recreation, leisure, and travel. I have sex.