Metaverse

The technologies and experiences that people have in mind when they're referring to the metaverse, with some of the key connections and influences between them. (C)2021 Jon Radoff. Licensed under Creative Commons Attribution 4.0.

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Metaverse by Mind Map: Metaverse

1. Livestreaming

1.1. Volumetric Livestreaming

2. Community Platforms

2.1. Chat

2.2. Memes

3. Virtual Reality

3.1. Augmented Reality

3.1.1. Location-Aware Apps

3.1.1.1. Geospatial Computing

3.1.1.1.1. Orbital Aerospace

3.1.1.2. Interior Mapping

3.1.2. Smartglasses

3.1.2.1. Smart Contacts

3.1.2.2. Light Field Technology

3.1.3. Mixed Reality

3.1.3.1. Projection Mapping

3.1.3.2. Volumetric Display

3.1.3.2.1. Holographics

3.2. Haptics

3.3. Eye Tracking

4. 3D Engines

4.1. GPUs

4.1.1. Semiconductors

4.1.1.1. MEMs

4.1.1.1.1. Internet of Things

4.1.1.2. 5G, 6G

4.1.2. AI

4.1.2.1. Brain Computer Interface

4.1.2.2. Image Recognition

4.1.2.3. Speech Recognition

4.1.2.4. Natural Language

4.1.2.4.1. AI Generated Code & Content

4.1.2.4.2. VIrtual Beings

4.1.2.5. AdTech

4.1.2.6. Gesture Recognition

4.1.3. Shader Graphs

4.1.4. Ray Tracing

4.2. Physics Engines

4.3. Avatar Systems

5. Creator Platforms

5.1. Creator Economy

5.1.1. Open Source

5.1.2. Open Platforms

5.1.2.1. WASM

5.1.2.2. WebXR

5.1.2.3. OpenXR

5.2. Cloud-Based Infrastructure

5.2.1. VOIP

5.2.2. Edge Compute

5.2.3. eCommerce

5.2.4. Identity Systems

5.2.5. Data Store

5.2.6. Containerization

5.2.7. Orchestration

5.2.8. MVC Frameworks

5.2.9. Security

5.2.10. Real-Time Servers

5.3. No Code/Low Code

6. Mobile Games

6.1. Mobile Computing

6.1.1. 5G, 6G

6.1.2. Wearables

6.1.2.1. Quantified Self

6.1.2.1.1. Immersive Fitness

6.1.2.2. 3D Printed Wearables

6.1.3. Social Media

7. Free to Play Games

8. Multiplayer Games

8.1. eSports

8.2. MMOs

8.3. MMORPG

8.4. MOBA

8.5. Battle Royale

8.6. Planet-Scale

8.7. Guilds, Clans, Leagues

9. Modding

10. Immersive Shopping

11. "Future of Work"

11.1. Immersive Collaboration

11.2. Video Communication

11.3. Remote Training

11.4. Immersive Education

11.5. Telepresence

11.6. Telemedicine

11.7. Telesurgery

11.8. Digital Real Estate

12. Immersive Social Experiences

12.1. Immersive Music

12.2. Immersive Theater

12.3. LARPing

12.4. Virtual Travel

13. VIrtual Worlds and Economies

13.1. Sandbox Worlds

13.1.1. Interoperable Worlds

13.2. Crypto Gaming

13.2.1. Non Fungible Tokens (NFTs)

13.2.1.1. Smart Contracts

13.2.1.1.1. Decentralized Applications

13.2.1.1.2. Oracles

13.2.1.1.3. Distributed Autonomous Organizations

13.2.1.1.4. Blockchain

13.2.1.2. Crypto Art

13.2.1.2.1. Generative Art

13.2.2. Collectibles-First Gaming Company

13.2.3. Play-to-Earn

13.2.3.1. Play-to-Earn Guilds

14. Digitized Tabletop

15. Solo-to-Social

16. Cloud Gaming