General Information

Abstract

IEC TS 63614-2:2026 describes the classifications and challenging technical issues to consider for standardization of multimedia systems and equipment for metaverse in the perspectives of content, platform, network, and device.

Status
Published
Publication Date
17-Aug-2026
Drafting Committee
WG 12 - TC 100/WG 12
Current Stage
PPUB - Publication issued
Start Date
18-Aug-2026
Completion Date
07-Aug-2026

Buy Documents

Technical specification

IEC TS 63614-2:2026 - Multimedia systems and equipment for metaverse - Part 2: Classification

ISBN:978-2-8327-1375-4
Release Date:18-Aug-2026
English language (19 pages)
sale 15% off
Preview
sale 15% off
Preview

Overview

IEC TS 63614-2:2026 is a technical specification by the International Electrotechnical Commission (IEC) focusing on the classification of multimedia systems and equipment for the metaverse. This document is part of the IEC 63614 series addressing the standardization needs for the rapidly evolving metaverse landscape. It provides an in-depth analysis of the challenges and essential elements to consider for the effective classification and standardization of metaverse systems, considering four principal perspectives: content, platform, network, and device.

The metaverse, as defined in this specification, is a virtual space that blends the digital and physical worlds to enable a vast range of social, economic, and cultural activities. With the integration of various multimedia systems and equipment, standardization is key to ensuring seamless interoperability, performance, and scalability across platforms.

Key Topics

Classification Frameworks

The document outlines multiple approaches for categorizing metaverse systems, reflecting diverse requirements and technical considerations, such as:

  • Frameworks and Layered Models: Different models break down the metaverse into stacks, such as hardware, networking, compute, digital assets, human interfaces, and more.
  • CPND Model: A primary classification method focusing on Content, Platform, Network, and Device, which addresses every major component necessary for a functional metaverse ecosystem.
  • Industry Use Cases: Real-world metaverse implementations are categorized by technology focus (AR, VR, MR), platform openness, economic models, and user participation.

Technical Considerations

The specification highlights several unprecedented technical challenges faced by multimedia systems in the metaverse, including:

  • Content: Standardizing user-generated and system-generated content, addressing security, production workflows, and quality.
  • Platforms: Ensuring open, scalable platforms for service and development, promoting integration and interoperability.
  • Networks: The need for robust, low-latency, high-speed connections (including 5G/6G) to facilitate real-time, immersive experiences.
  • Devices: Supporting a wide range of hardware from VR/AR headsets to wearables and haptic interfaces, ensuring compatibility and user experience.

Metaverse Characteristics

The document emphasizes core distinguishing factors of the metaverse, such as:

  • Reality-virtuality integration: Connecting digital content and real-world information for enhanced experiences.
  • Two-way communication: Real-time interaction between users, avatars, and systems.
  • User-driven economies: Creation and monetization of digital goods and services inside virtual environments.

Applications

The classification frameworks and technical considerations outlined in IEC TS 63614-2:2026 are highly relevant to various stakeholders, including:

  • Developers and Platform Providers: Use standardized categories to build interoperable and scalable metaverse solutions.
  • Equipment Manufacturers: Ensure devices and hardware are aligned with the standard's requirements for broad compatibility across different metaverse platforms.
  • Network Operators: Optimize infrastructure to meet the demanding requirements of real-time, immersive multimedia services.
  • Enterprises and Content Creators: Leverage standardized definitions for content production, asset management, and digital commerce in virtual environments.
  • Academic and Research Institutions: Reference the framework for studying metaverse technologies, identifying gaps, and aligning future research.

Related Standards

For a comprehensive approach to metaverse standardization, stakeholders should consider related parts of the IEC 63614 series and other compatible standards:

  • IEC 63614-1:2026 - General considerations for standardization of metaverse systems and equipment
  • IEC 63614-3:2026 - Gap analysis for metaverse-related industry standards
  • IEC 63614-4: AI use cases in metaverse systems (under consideration)
  • ISO/IEC DIS 24931-1: Information technology – Metaverse – Concepts, characteristics, and terminology
  • IEC Electropedia for up-to-date terminology

By applying the frameworks and classifications detailed in IEC TS 63614-2:2026, organizations can enhance interoperability, drive innovation, and ensure consistent user experiences across the global metaverse ecosystem.

Buy Documents

Technical specification

IEC TS 63614-2:2026 - Multimedia systems and equipment for metaverse - Part 2: Classification

ISBN:978-2-8327-1375-4
Release Date:18-Aug-2026
English language (19 pages)
sale 15% off
Preview
sale 15% off
Preview

Get Certified

Connect with accredited certification bodies for this standard

ANCE

Mexican certification and testing association.

EMA Mexico Verified

Intertek Slovenia

Intertek testing, inspection, and certification services in Slovenia.

UKAS Slovenia Verified

LNE (Laboratoire National de Métrologie et d'Essais)

French national laboratory for metrology and testing.

COFRAC France Verified

Sponsored listings

Frequently Asked Questions

IEC TS 63614-2:2026 is a technical specification published by the International Electrotechnical Commission (IEC). Its full title is "Multimedia systems and equipment for metaverse - Part 2: Classification". This standard covers: IEC TS 63614-2:2026 describes the classifications and challenging technical issues to consider for standardization of multimedia systems and equipment for metaverse in the perspectives of content, platform, network, and device.

IEC TS 63614-2:2026 describes the classifications and challenging technical issues to consider for standardization of multimedia systems and equipment for metaverse in the perspectives of content, platform, network, and device.

IEC TS 63614-2:2026 is classified under the following ICS (International Classification for Standards) categories: 33.160.60 - Multimedia systems and teleconferencing equipment. The ICS classification helps identify the subject area and facilitates finding related standards.

IEC TS 63614-2:2026 is available in PDF format for immediate download after purchase. The document can be added to your cart and obtained through the secure checkout process. Digital delivery ensures instant access to the complete standard document.

Standards Content (Sample)


IEC TS 63614-2 ®
Edition 1.0 2026-08
TECHNICAL
SPECIFICATION
Multimedia systems and equipment for metaverse -
Part 2: Classification
ICS 33.160.60  ISBN 978-2-8327-1375-4

All rights reserved. Unless otherwise specified, no part of this publication may be reproduced or utilized in any form or
by any means, electronic or mechanical, including photocopying and microfilm, without permission in writing from either
IEC or IEC's member National Committee in the country of the requester. If you have any questions about IEC copyright
or have an enquiry about obtaining additional rights to this publication, please contact the address below or your local
IEC member National Committee for further information.

IEC Secretariat Tel.: +41 22 919 02 11
3, rue de Varembé info@iec.ch
CH-1211 Geneva 20 www.iec.ch
Switzerland
About the IEC
The International Electrotechnical Commission (IEC) is the leading global organization that prepares and publishes
International Standards for all electrical, electronic and related technologies.

About IEC publications
The technical content of IEC publications is kept under constant review by the IEC. Please make sure that you have the
latest edition, a corrigendum or an amendment might have been published.

IEC publications search - IEC Products & Services Portal - products.iec.ch
webstore.iec.ch/advsearchform Discover our powerful search engine and read freely all the
The advanced search enables to find IEC publications by a
publications previews, graphical symbols and the glossary.
variety of criteria (reference number, text, technical With a subscription you will always have access to up to date
committee, …). It also gives information on projects, content tailored to your needs.
replaced and withdrawn publications.

Electropedia - www.electropedia.org
IEC Just Published - webstore.iec.ch/justpublished The world's leading online dictionary on electrotechnology,
Stay up to date on all new IEC publications. Just Published containing more than 22 500 terminological entries in English
details all new publications released. Available online and and French, with equivalent terms in 25 additional languages.
once a month by email. Also known as the International Electrotechnical Vocabulary
(IEV) online.
IEC Customer Service Centre - webstore.iec.ch/csc
If you wish to give us your feedback on this publication or
need further assistance, please contact the Customer
Service Centre: sales@iec.ch.
CONTENTS
FOREWORD . 2
INTRODUCTION . 4
1 Scope . 5
2 Normative references . 5
3 Terms, definitions, and abbreviated terms . 5
3.1 Terms and definitions . 5
3.2 Abbreviated terms. 6
4 General considerations . 6
4.1 What is metaverse? . 6
4.2 Characteristics of metaverse . 7
4.3 Implementation environments . 7
4.4 Various examples of definitions on metaverse . 9
5 Classification . 9
5.1 General . 9
5.2 Metaverse components . 11
5.3 Classification of metaverse by CPND . 13
6 Technical challenge issues . 14
6.1 Content . 14
6.2 Platform . 16
6.3 Network . 16
6.4 Device . 17
Bibliography . 19

Figure 1 – Classification according to CPND concept . 13
Figure 2 – Classification according to CPND concept from the IEC/TC 100 perspective . 14

Table 1 – Abbreviated terms . 6
Table 2 – Four types according to two implementation environments . 8
Table 3 – Implementation examples of metaverse . 8
Table 4 – Classifications of the metaverse . 9
Table 5 – Summary of the components of the metaverse . 11

INTERNATIONAL ELECTROTECHNICAL COMMISSION
____________
Multimedia systems and equipment for metaverse -
Part 2: Classification
FOREWORD
1) The International Electrotechnical Commission (IEC) is a worldwide organization for standardization comprising
all national electrotechnical committees (IEC National Committees). The object of IEC is to promote international
co-operation on all questions concerning standardization in the electrical and electronic fields. To this end and
in addition to other activities, IEC publishes International Standards, Technical Specifications, Technical Reports,
Publicly Available Specifications (PAS) and Guides (hereafter referred to as "IEC Publication(s)"). Their
preparation is entrusted to technical committees; any IEC National Committee interested in the subject dealt with
may participate in this preparatory work. International, governmental and non-governmental organizations liaising
with the IEC also participate in this preparation. IEC collaborates closely with the International Organization for
Standardization (ISO) in accordance with conditions determined by agreement between the two organizations.
2) The formal decisions or agreements of IEC on technical matters express, as nearly as possible, an international
consensus of opinion on the relevant subjects since each technical committee has representation from all
interested IEC National Committees.
3) IEC Publications have the form of recommendations for international use and are accepted by IEC National
Committees in that sense. While all reasonable efforts are made to ensure that the technical content of IEC
Publications is accurate, IEC cannot be held responsible for the way in which they are used or for any
misinterpretation by any end user.
4) In order to promote international uniformity, IEC National Committees undertake to apply IEC Publications
transparently to the maximum extent possible in their national and regional publications. Any divergence between
any IEC Publication and the corresponding national or regional publication shall be clearly indicated in the latter.
5) IEC itself does not provide any attestation of conformity. Independent certification bodies provide conformity
assessment services and, in some areas, access to IEC marks of conformity. IEC is not responsible for any
services carried out by independent certification bodies.
6) All users should ensure that they have the latest edition of this publication.
7) No liability shall attach to IEC or its directors, employees, servants or agents including individual experts and
members of its technical committees and IEC National Committees for any personal injury, property damage or
other damage of any nature whatsoever, whether direct or indirect, or for costs (including legal fees) and
expenses arising out of the publication, use of, or reliance upon, this IEC Publication or any other IEC
Publications.
8) Attention is drawn to the Normative references cited in this publication. Use of the referenced publications is
indispensable for the correct application of this publication.
9) IEC draws attention to the possibility that the implementation of this document may involve the use of (a)
patent(s). IEC takes no position concerning the evidence, validity or applicability of any claimed patent rights in
respect thereof. As of the date of publication of this document, IEC had not received notice of (a) patent(s), which
may be required to implement this document. However, implementers are cautioned that this may not represent
the latest information, which may be obtained from the patent database available at https://patents.iec.ch. IEC
shall not be held responsible for identifying any or all such patent rights.
IEC TS 63614-2 has been prepared by IEC technical committee 100: Audio, video and
multimedia systems and equipment. It is a Technical Specification.
The text of this Technical Specification is based on the following documents:
Draft Report on voting
100/4485/DTS 100/4516/RVDTS
Full information on the voting for its approval can be found in the report on voting indicated in
the above table.
The language used for the development of this Technical Specification is English.
This document was drafted in accordance with ISO/IEC Directives, Part 2, and developed in
accordance with ISO/IEC Directives, Part 1 and ISO/IEC Directives, IEC Supplement, available
at www.iec.ch/members_experts/refdocs. The main document types developed by IEC are
described in greater detail at www.iec.ch/publications.
A list of all parts in the IEC 63614 series, published under the general title Multimedia systems
and equipment for metaverse, can be found on the IEC website.
The committee has decided that the contents of this document will remain unchanged until the
stability date indicated on the IEC website under webstore.iec.ch in the data related to the
specific document. At this date, the document will be
– reconfirmed,
– withdrawn, or
– revised.
INTRODUCTION
The term "metaverse" originated from the science fiction novel "Snow Crash" [1], combining
"meta" and "universe". It refers to a digital-based virtual world that extends the boundaries of
the real world, allowing users to engage in various activities, including imagination and fantasy,
within the virtual space. From the viewpoint of content, platform, network, or device, the
metaverse can also be defined as a technology in which a user (using a metaverse device) can
access (through a network) a virtual space (a metaverse platform) and experience all activities
(metaverse contents) through an avatar.
At the time of writing, the global industrial metaverse market is experiencing significant growth.
It is noted that the metaverse can be implemented and realized with multimedia systems and
equipment. Accordingly, there is a crucial need for standardization on the subject of metaverse
in IEC Technical Committee 100 as a leading standardization group in the area of multimedia
systems and equipment.
IEC Technical Committee 100 prepares International Standards and other deliverables in the
field of audio, video and multimedia systems and equipment. These publications mainly include
specification of the performance, methods of measurement for consumer and professional
equipment and their application in systems and its interoperability with other systems or
equipment.
The IEC 63614 series consists of the following parts:
– Part 1: General;
– Part 2: Classification;
– Part 3: Gap analysis; and
– Part 4: AI use case
IEC 63614-1:2026 describes general considerations to be taken for standardization on
multimedia systems and equipment for metaverse.
IEC TS 63614-2 (this document) describes the classification of metaverse in terms of
C (contents), P (platform), N (network), D (device).
IEC 63614-3:2026 describes the gap analysis for the existing standards on metaverse and the
services/products in the metaverse-related industry.
IEC 63614-4 describes a survey and analysis on how to use AI technology for metaverse
systems and services, including the relevant examples and expected benefits in terms of service
providers and users.
___________
Under consideration.
1 Scope
This document describes the classifications and challenging technical issues to consider for
standardization of multimedia systems and equipment for metaverse in the perspectives of
content, platform, network, and device.
2 Normative references
There are no normative references in this document.
3 Terms, definitions, and abbreviated terms
For the purposes of this document, the following terms and definitions apply.
ISO and IEC maintain terminology databases for use in standardization at the following
addresses:
– IEC Electropedia: available at https://www.electropedia.org/
– ISO Online browsing platform: available at https://www.iso.org/obp
3.1 Terms and definitions
3.1.1
metaverse
virtual space or space that combines the virtual and the real, organized to enable various social,
economic, and cultural activities based on technology that extends the user's five senses into
virtual space or blends virtual space with real space to enable interaction between humans and
digital information
Note 1 to entry: ISO/IEC JTC 1/SC 24 (in accordance with ISO/IEC DIS 24931-1, Information technology -
Metaverse – Part 1: Concepts, characteristics and terminology [2], the term "metaverse" can be described an infinite
and persistent set of computer-generated virtual worlds that may be accessed via a human computer interface. It is
controlled by the creator's imagination, society, human computer interfaces, computer code and graphics. It can be
accessed simultaneously by many people, agents, or machines).
3.1.2
artificial intelligence
AI
branch of computer science devoted to developing data processing systems that
perform functions normally associated with human intelligence, such as reasoning and learning
[SOURCE: IEC 60050-171:2019, 171-09-16]
3.1.3
artificial intelligence
AI
capability of a functional unit to perform functions that are generally associated
with human intelligence, such as reasoning and learning
[SOURCE: IEC 60050-171:2019, 171-09-17]
3.2 Abbreviated terms
The abbreviated terms are given in Table 1.
Table 1 – Abbreviated terms
Abbreviated term Full term
2D Two dimensional
3D Three dimensional
5G Five Generation
6G Six Generation
AI Artificial intelligence
AR Augmented reality
ASF Acceleration Studies Foundation
® ®2
BCG Boston Consulting Group
CPND Content Platform Network Device
gIFT GIFT or GL transmission format
GPU Graphic processing unit
HMD Head-mounted display
IoT Internet of Things
MEMS Micro-electrical mechanical systems
NFTs Non-fungible tokens
NLP Natural language processing
NPC Non-player character
OS Operating system
UE User equipment
UGC User-generated content
USD Universal Scene Description
UI User interface
UX User experience
VFX Visual effects
VR Virtual reality
VRM Virtual reality modelling
XR eXtended Reality
4 General considerations
4.1 What is metaverse?
A metaverse is the interaction between the virtually enhanced physical reality and the physically
persistent virtual space. Simply, it connects the virtual space with the real space, or it connects
reality and a future. It is a compound word of ʺmetaʺ meaning transcendence and ʺuniverseʺ
meaning world. It first appeared and was used in the American science fiction novel ʺSnow
Crashʺ [1] to mean ʺthree-dimensional virtual world (1992)ʺ.
___________
Boston Consulting Group and BCG are trademarks of The Boston Consulting Group, Inc. This information is given
for the convenience of users of this document and does not constitute an endorsement by IEC of the company or
product named.
The Acceleration Studies Foundation (ASF) divided the metaverse into four elements:
augmented reality, lifelogging, mirror world, and virtual world through the ʺMetaverse Roadmap
(2007-2025)ʺ.
Since then, the term metaverse has been used in a broad sense, continuing to evolve according
to technological development, the emergence of new services, and changes in the environment
of the times.
At the time of writing, the metaverse is used as a concept in which the boundary between reality
and virtuality is broken down and the economic, social, and cultural activities of the real world
and the virtual world are interconnected, and in which avatars engage in all activities.
4.2 Characteristics of metaverse
Metaverses differ from traditional virtual worlds in their ability to reflect reality, their interactivity,
perspective, and revenue structure. These characteristics help define and understand
metaverses as a new type of virtual world.
– Reflection of reality
Unlike virtual worlds, metaverses are characterized by the fact that they reflect reality.
Events, objects, and activities from the real world can coexist and interact within a
metaverse. This means that the real and virtual worlds can be connected and utilized in
various fields such as politics, business, and entertainment.
– Two-way communication
Metaverses emphasize two-way communication. This means that interactions between real
and virtual participants are possible in many settings, including gaming, entertainment, and
education. In a metaverse, characters or users can communicate and interact in real time,
which opens up new forms of communication and collaboration.
– Perspective
Metaverses emphasize a "we" perspective. Many users can coexist together and form their
perspectives and characters. This provides a space to build individual and group identities,
and to experience a variety of activities, including collaboration, play, and hobbies, with
elements of cooperation and competition.
– Revenue structure
Metaverse has a new revenue model. Users can create and sell content directly in the
metaverse, which can be monetized. This model expands opportunities for creators,
supports creative activities in various fields, and promotes economic interaction among
users.
Metaverses are innovative virtual environments that blur the boundaries between the real and
the virtual, offering new forms of interaction and economic models. These features make
metaverses an important concept with the potential for growth in a variety of industries.
4.3 Implementation environments
Metaverse can be classified into four types (augmented reality, lifelogging, mirror world, and
virtual world by ASF) according to the following two implementation environments.
The first is the environment in which the use of technology focuses on the identity and behavior
of individuals or objects (personal) or the world around the user (impersonal).
The second is the environment of whether information is implemented in the physical reality
(augmented) or in the virtual world (simulated).
Table 2 describes four types according to two implementation environments, and Table 3
describes actual examples.
Table 2 – Four types according to two implementation environments
Types Definition Implementation Core Case Major
value technology companies
Augmented an environment It is possible to unstructured Pokémon GO, Niantic, Ingress,
reality that implements provide data processing, HUD in front of Microsoft,
2D or 3D virtual immersive 3D printing, 5G the driver's seat, Amazon,
images in real content that network SNS activities Facebook
space combines the through 3D
real world, avatars, virtual
fantasy, and influencers
convenience.
Lifelogging an environment Users can check Online platform, Apple, SNS, Vlog Nike, Samsung,
in which various vast real-world ubiquitous Apple, Facebook,
events and experience and sensor, 5G Twitter Amazon
information of information at network
daily life are any time and
recorded and share it with
shared others.
Mirror a digital Utilization can be Blockchain, Google Earth, Google, Naver,
World environment in maximized by geographic Naver Map, Kakao, Microsoft
which integrating and information Airbnb, Zoom
information from expanding system (GIS), Meeting Room
the real world is external data storage
realistically information into technology, 3D
projected virtual space. technology
Virtual a 3D A new virtual graphic Fortnite, Epic Games,
world environment that space that does technology, 5G Minecraft, Naver Z,
is a computer not exist in network, artificial Roblox, Animal Nintendo,
simulation of the reality can be intelligence, Crossing, Microsoft,
real or provided while blockchain ZEPETO Facebook
alternative world various activities
of individuals are
possible.
Table 3 – Implementation examples of metaverse
Company name Description
ʺACNH (Animal – In September 2022, Biden candidate (at the time) election camp opened
Crossing New
– Distributed 4 types of logos related to Biden's support
Horizons)ʺ
– Marc Jacobs, Valentino online fashion show
– Distribution of 6 types and 25 types of avatar costumes respectively
Fortnite – Travis Scott, 5 performances of 10 min each
– Maximum 12 million concurrent users
– Proceeds of 20 million dollars
– BTS ʺDynamiteʺ music video choreography version released in Party Royale mode
– Sell 2 emotes made with BTS choreography
Minecraft – UC Berkeley, building a campus with Minecraft (named Blockley)
– Attending lectures and conducting graduation ceremonies in the virtual world
___________
The companies and products referenced in Table 2 are given for illustration purposes only. This information is
given for the convenience of users of this document and does not constitute an endorsement by IEC of these
companies and products.
The companies and products referenced in Table 3 are given for illustration purposes only. This information is
given for the convenience of users of this document and does not constitute an endorsement by IEC of these
companies and products.
Company name Description
Zepeto – 2020 Virtual BLACKPINK signing event held
– A total of 46 million people participated
– Gucci Virtual Collection pre-release
– Created 400,000 secondary contents using Gucci IP and recorded 3 million views
Roblox – In November 2020 Lil Nas X's new single album release concert held

4.4 Various examples of definitions on metaverse
Before defining a metaverse from a TC 100 perspective, it is worth reviewing the published
definitions in [4], which summarizes the definitions of metaverses based on an analysis of 54
papers [4].
Listing the most frequent words across the 54 definitions, they are as follows; world, virtual, 3D,
interact, space, real, environment, users, immersive, digital, avatar, network, social, physical,
online, create, people, simulation, technology, Internet. When these words are appropriately
combined to fit the scope of the IEC/TC 100, a general definition of metaverse can be
determined.
The definition of the metaverse from the IEC /TC 100 perspective is as follows:
ʺA virtual space or a space that combines the virtual and the real that is organized to enable
various social, economic, and cultural activities through an avatar based on technology that
extends the user's five senses into virtual space or blends virtual space with real space to
enable interaction between humans and digital information.ʺ
5 Classification
5.1 General
As with metaverse definitions, there are many different types of metaverse classifications.
These depend on the technical application point of view and are classified into eight types. The
framework, seven layers, element, BCG's classification, ten layers, components and
approaches, CPND concept, and creation/organization and utilization. Table 4 shows eight
types of metaverse classifications.
Table 4 – Classifications of the metaverse
Classification Description
Framework [5] In the framework of the metaverse, the metaverse is defined as a network of
interconnected experiences and applications, devices and products, tools, and
infrastructure. This method divides the metaverse into eight categories called stacks,
which are constituted as metaverse frameworks.
Stacks consist of hardware; networking; compute; virtual platforms; interchange tools and
standards; payments; metaverse content, services, and assets; and user behaviors. One
thing to note here is that ʺcryptoʺ or ʺblockchain technologiesʺ are not included in the
categories. Those can span across compute, interchange tools and standards, and
payments. These stacks are critical to the development of the metaverse.
Seven layers [6] In the metaverse value chain, the metaverse was considered as the next generation of the
Internet which surrounds us both socially and graphically. It is predicted in the seventh
layer, the game engine used to create traditional games and metaverse platforms is now
applied to all fields of industry and society, and the spread of the metaverse is expected to
begin in earnest.
The metaverse value chain consists of seven layers, such as Layer 1: Experience; Layer 2:
Discovery; Layer 3: Creator Economy; Layer 4: Spatial Computing; Layer 5:
Decentralization; Layer 6: Human Interface; and Layer 7: Infrastructure.
Classification Description
Elements [7] The Elements of the metaverse is an investigation and analysis of the metaverse by
® ®
Gartner . Gartner focused on and analyzed the metaverse from the economic point of
view, for example, the metaverse is an independent virtual economy implemented with
digital currencies and NFTs.
For the economy's metaverse to function properly, several technological elements are
required: VR, AR, flexible work style, HMD, AR cloud, IoT, 5G, AI, and spatial computing.
There are 13 elements to constitute a metaverse such as digital currency; marketplace or
digital commerce; NFTs; infrastructure; device independence; gaming; digital assets;
concerts, social and entertainment events; online shopping; workplace; social media;
digital humans; and natural language processing.
® ®
BCG 's BCG considered the metaverse to be about the convergence of several developments, all
classification [8] of which involve step changes in technological capability: metaverse worlds, m-worlds; a
mass market for augmented, virtual, and mixed-reality (AR, VR, and MR) headsets; and
virtual assets powered by an innovative Web3 technology. ®
BCG introduced the four opportunity areas on the metaverse flywheel, such as
technology; content and virtual assets; creator ecosystem; and user base. It is predicted
that the metaverse and the technologies driving its development are still in early stages
but will become mature shortly.
Ten layers [9] The ten layers of the metaverse is an investigation and analysis of the metaverse from an
investment
...