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 por Mind Map: Metaverse

1. Brain Computer Interface

2. 3D Engines

2.1. GPUs

2.1.1. Semiconductors

2.1.1.1. MEMs

2.1.1.1.1. Internet of Things

2.1.1.2. 5G, 6G

2.1.2. AI

2.1.2.1. Image Recognition

2.1.2.2. Speech Recognition

2.1.2.3. Natural Language

2.1.2.3.1. AI Generated Code & Content

2.1.2.3.2. VIrtual Beings

2.1.2.4. AdTech

2.1.2.5. Gesture Recognition

2.1.3. Shader Graphs

2.1.4. Ray Tracing

2.2. Physics Engines

2.3. Avatar Systems

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. Multiplayer Games

4.1. eSports

4.2. MMOs

4.3. MMORPG

4.4. MOBA

4.5. Battle Royale

4.6. Planet-Scale

4.7. Guilds, Clans, Leagues

5. Modding

6. Creator Platforms

6.1. Creator Economy

6.1.1. Open Source

6.1.2. Open Platforms

6.1.2.1. WASM

6.1.2.2. WebXR

6.1.2.3. OpenXR

6.2. Cloud-Based Infrastructure

6.2.1. VOIP

6.2.2. Edge Compute

6.2.3. eCommerce

6.2.4. Identity Systems

6.2.5. Data Store

6.2.6. Containerization

6.2.7. Orchestration

6.2.8. MVC Frameworks

6.2.9. Security

6.2.10. Real-Time Servers

6.3. No Code/Low Code

7. Livestreaming

7.1. Volumetric Livestreaming

8. Immersive Shopping

9. Free to Play Games

10. Mobile Games

10.1. Mobile Computing

10.1.1. 5G, 6G

10.1.2. Wearables

10.1.2.1. Quantified Self

10.1.2.1.1. Immersive Fitness

10.1.2.2. 3D Printed Wearables

10.1.3. Social Media

11. Community Platforms

11.1. Chat

11.2. Memes

12. VIrtual Worlds and Economies

12.1. Sandbox Worlds

12.1.1. Interoperable Worlds

12.2. Crypto Gaming

12.2.1. Non Fungible Tokens (NFTs)

12.2.1.1. Smart Contracts

12.2.1.1.1. Decentralized Applications

12.2.1.1.2. Oracles

12.2.1.1.3. Distributed Autonomous Organizations

12.2.1.1.4. Blockchain

12.2.1.2. Crypto Art

12.2.1.2.1. Generative Art

12.2.2. Collectibles-First Gaming Company

12.2.3. Play-to-Earn

12.2.3.1. Play-to-Earn Guilds

13. Solo-to-Social

14. "Future of Work"

14.1. Immersive Collaboration

14.2. Video Communication

14.3. Remote Training

14.4. Immersive Education

14.5. Telepresence

14.6. Telemedicine

14.7. Telesurgery

14.8. Digital Real Estate

15. Cloud Gaming

16. Immersive Social Experiences

16.1. Immersive Music

16.2. Immersive Theater

16.3. LARPing

16.4. Virtual Travel

17. Digitized Tabletop