hello my name is alexander sharma nashville i'm doctor professor in information technology and today i would like to talk with you about the metaverse as the postpony technological innovation we are all uh somehow the victims of the coffee ponder me and we are all looking for where this fandom will be over and life will come back to the normal i would like to say from the beginning that the life will not come back to the normal as it was before the pandemi in 2019 the covet pandemic taught us to stay at home and do our work remotely in the digital world and it's happened that many people don't want to come back to the normal life in person life i would like to give you uh some example uh what the covet pandemic did to the largest scientific organization cern the european organization for the nuclear research which is based in geneva switzerland i'm working here and i would like to tell you that this is unique uh scientific body and unique uh collaboration of thousands of the scientists scientific discussion took place here everywhere in the offices and the meeting rooms in the green grasses restaurant area during the lunch and also every day hundreds of people uh visiting cern where were visiting sir and uh leaving this cern so it was very high rate of the rotation and so and once the uh pandemic uh starts the sun was closed and it was a very big disaster because we move remotely in the remote work and thanks a lot for the remote technology developers they save our professional activity but we lose in-person discussion which is very very important for scientific life but once the pandemic was over and certain reopened doors it happens the another disaster that the people never come back and they stay offline it's still mystery for me and also some authorities also worry about it we don't understand why people prefer to stay involved so nothing is new in this case study i just only give you an example which is common to all of us as we know about this uh there are is some postcard with prediction you see the numbers on my slide 60 percent of business travels will be halted this is prediction and 30 percent of in-person work will be pulled out at the end of the last year the microsoft announced that 150 000 of their workers will stay at home they let them to stay at home and continue their professional activity remotely from from home this is also a very notable case study so where it's going it's going to the new remote era new remote technology which is uh the metaverse what is the metaverse in popular words the metaverse is the combination of the multiple uh technologies these are the virtual reality technology augmented reality and video technology so this is the combination of those and in this digital universe people can work and present it by its own digital avatars and avatars are the members of the metaverse society and through the avatars the people also become the member of this universe and people can transform all kind of activity into the metaverse i mean the social activity professional activity scientific activities sport and cultural activity everything in ideal case could be transferred into this digital universe from technology point of view metaverse is foresee the continuous connectivity to the three-dimensional virtual scene uh through the special equipments and hardware and software platforms and through the high-speed internet so many people consider the meta versus the future of the internet in the metaverse it will be possible also to have so called the hybrid synth as well hybrid is the combination of the real scene with the virtual scene as we see here in the video there is a meeting in the real environment the environment is real and the lady is real but the guy on the right side is unreal so i mean he is not presented physically there it's just only digital avatar of someone who is physically presented and stay somewhere in the different uh geographical area and this is the example of uh so-called the hybrid scene i bring you some example of uh the metaverse scene and uh here we see the guys are playing the chess and this is the real scene the guy is real who's playing the chess the uh chair is real uh the table is real but the opponent is not real so this is digital avatar who is presenting in this thing and in reality this guy is presenting somewhere outside and the desks are also unreal but it's uh it's no obstacles uh the guys playing the chairs and they looks like very happy so this is the hybrid scene and now about the virtual scene we see the sportsman guy who is equipped with the 3d headsets and he hold in his hands the manipulators and through those manipulators and headsets the guy feels himself in the virtual unreal digital scene and there is in opposite side there is his opponent he's also equipped with his uh headsets and manipulators and those two guys and meeting each other and playing the table tennis and this is a hundred percent real table tennis uh we can feel uh here uh so sensitive field uh thinks of this great uh sportive game like the ball rotation and the changing the directions and uh so it's a real experience uh playing the table things and another example uh about the hybrid scene as well we see here the uh meeting where we have the two real person and one avatar and this is avatar of lady and the lady itself is somewhere outside uh and another scene where we have the two real persons and two avatars discussing uh together and uh through this technology it's possible to schedule the examination with doctor if we put the special gloves on our hand then the doctor will be able to examine our hand remotely through this technology so as we see these technologies those technologies are quite good developed and this is not new it's more than 10 years they are developing but from where it's starting and let's go back a little bit to the history the first time the word the term of metaverse was presented by the neil steffensen uh he's presented here on my slide in 1992 in his famous novel uh snow crash this is the story of the two teenagers uh who uh they have their digital avatars and they're entering this virtual world and very soon they have a lot of followers and the full society finally goes to the virtual universe and it's happened that the economic will collapse and the federal government will lose their power that's that's the right very uh good predictions of the neil steffensen from 1992 and since there this virtual technology was developed quite uh well and uh the famous project second life in 2003 and the different virtual uh reality equipments and technologies were developing uh more than 10 years some example of those developments first of all let's talk about the oculus rift headset which is not new it's very popular right now but it's not new about five years it's already on the market and we already see that uh the guys are feel very comfortable to play the table type tennis and uh here is another guy stay in his room and uh he feels himself in completely different environment and indeed the environment his box make his boxing and physical uh work movement and at the end he said that uh that was the most real and exciting uh his boxing experience but have a look to the prices and uh the oculus headset price is starting from the 600 dollars up to 800 another also the famous technologies from microsoft this is the microsoft hololens here we have the different concepts we don't have the headset we have the glasses and through the glasses we feel ourselves in a real sea in a real environment but in addition we have some holographic objects in the real scenes and this is the uh various objects for example it should be menus it should be even the keyboard and we can type the text on those unreal keyboard we see the two two engineers are discussing the engineering solution they would like to find out how to trace the services in this construction and they are measuring all the distances they are making the engineering uh solutions there so it's it's really very very useful uh technology what is bad here uh the bad is prices because it's quite expensive the base cost the hololens is the 500 and it's rised up to the 500 5000 uh dollars and also i i forgot to say that hololens and oculus requires quite powerful computer and notebooks okay the next what i would like the next one i would like to represent you is the haptic gloves and this is more than 10 years it's developing this technology so we can put our head in the gloves and we can feel our hand inside of the virtual scene where we have the objects and i can play with those objects i can feel their weight as well depending on the materials and i can met with other guy who is also equipped with the same gloves and we can shake the hands there and i have the sensors and through those sensors i'm able to just feel the shape of the geometry spheres or prismas or etcetera but unfortunately i cannot feel the surface and the texture of the surface it's it should be a upcoming development for this technology and also have a look it's quite massive and from the gloves i have quite massive cables this is data cable and also power supply cables and it's not good and i'm not sure that the ladies will be happy to have these clothes because they are quite massive so another thing development this is so-called smart clothing it's very also exciting development this is the ordinary texture which is equipped with the number of the biological sensors and through those sensors uh the t-shirts which can be made from this uh textile will become the electrical units so if we put this t-shirt on our body uh then the t-shirt will be able to measure the different parameters of our body like the temperature like the blood pressure we can monitor or the state of our body having the connectivity with the computers and you see here the guy intensifies his physical work and we see how it's affecting on the monitors because all those signals are measuring from this smart clothes the leader of the smart club development nowadays is mit and they have very strong development in this direction we all know about the 3d printing this is the technology which give us the opportunity to print very precisely very very thin things and chinese for example use 3d printing to produce the pattern the grid pattern which has this special feature if we put this pattern on our body and move our body then this pattern generates the electrical power uh grabbed from our body and the power it can be used as a alternative power supply source for the equipment i already discussed and this field is also very very challenging and there is a consortium from uk from germany and portugal and the researchers are working together with lithium-ion batteries which are very very well developed but it is not enough for power super supply the this consortium uh make a research and development to find the alternative sources of electrical energy which could be generated from our body so it's also very very challenging so as we see uh this technology is not new it's developing uh more than 10 years and now come back to the metaverse why the metaverse become right now so so uh actual and uh why we are talking a lot about this technology the thing is that uh this uh technology and development rapid development of the virtual and mixed reality technology tackled by the uh coveted pandemia what is the connectivity just only two main factors which uh connect the metaverse with the kovit pandemic the first one is uh the covet pandemic bringing the necessity for the rapid development of the remote technologies and it brings the necessity uh to appear more developed remote technology like nowadays is the virtual and augmented reality technology and this is the metaverse metaverse is the next generation of all those technologies the second factor is that the govit pandemic taught us to stay at home and to organize all our work and all our activity from home no other factor than the kobit pandemi would be able to do that it just only covet funded me did it and just only go with funding me provoke uh development of the metaverse in this case for me for example i consider the metaverse not the idea technological innovation i consider it more the govit pandemic technological innovation now about the challenges of the metaverse what is the challenge is nowadays the main challenge of the metaverse is to is the accessibility uh to the white society the metaphor should become accessible easily accessible cheap for the wide society otherwise this project will be unsuccessful and how it becomes widely accessible nowadays it's very expensive technology as i emphasize the prices of the oculus hololens that it's there are the gloves t-shirts and etc these are very very expensive units and it should be cut down the price should be cut down and then might be it will be possible for the wide uh society i would like to give you example of the smartphone evolution 10 years ago the smartphone was not widely accessible and nowadays it is nowadays smartphones are very very strong and much more developed units than it was 10 years ago we have 5g connectivity we have 12 million pixel multiple cameras and we have multiple core processors and huge amount of the random access memory and the gigabytes of the hard disk and the long life batteries and it's about twice cheaper and why it's happened what caused it where is the reason why it's happened and the reason is here this is the technology this is the new technology which was developed during those 10 years which cut down the prices of the smartphone rise the functionality their parameters and make therefore widely accessible these smartphones so this is the new technology should be developed and those new technologies should be developed based on the state-of-the-art research scientific research so this is the connectivity and this is the area uh the field where the companies nowadays make their investment we know that the former facebook did a huge investment in the development of the metaverse the microsoft and other git companies do the investment and they invest in what they invest in the research development activity so scientific state-of-the-art scientific research should bring the new technologies and the new technologies itself will decrease the prices of the metaverse become its uh more uh widely accessible and that's what's happened with the smartphone and the same should happen to the metaverse otherwise the metaphors will not be a successful project now i'd like to give you the some trends of the research development activity of the metaverse first of all this is the development of soft so-called the fast geometry this is the geometry modeling method which will bring the balance between the performance and the the quality of the 3d scene you know performances the quality of the scene are fighting with each other those two parameters don't like each other it means that for example if i have the good quality of the 3d scene and i like it in my headsets then might be i will lose performance what does it mean it means that if i try to play table tennis i will feel suddenly that the system not follow fast and it's slow in response and i can play the table tennis in such kind of metaverse but if i would like to rise the performance and rise the system respond then i have to decrease a little bit uh the quality of the 3d thing and here it is the question how to find the balance so i'm very capricious user i would like to have good quality and i have to i i want to see that the system is follow me so it's quite fast and the balance should be fined through the new geometry modeling methods why because the metaverse theme consists with the geometry description of the objects and it's very very important to have the right methods for geometry modeling which will ensure finding the balance between the performance and the quality second uh trend is developments so called the visualization engines engines are not units this is the fact of the computer programs library of the program and this set of programs ensure the computer graphics inside of the metaverse steam and those programs should be compatible to the wide range of the platforms and i would like to emphasize the cheap platforms it should not be it should not require the expensive and powerful computers and notebooks otherwise it will not be widely uh usable and also it should be compatible to the different uh the hardware platforms and software platforms never need the installation and downloading something and installing something on my units and might be might be the web technologies and the browser technologies are the good solution in this direction and the third one is development of machine learning algorithms for data processing because in inside of the network thing there are a lot of calculations which are carried out inside and we need very well developed machine learning algorithms here and also we need the special decision-making algorithms for this token speak uh things these are the scenes where unpredictable uh things can be happen and unpredictable not to determine the situation will be appear inside of the scenes this this i call this stochastic things and in those cases we need a very good well-developed decision-making algorithms for sure those three research development trends um never includes uh the research development activity uh for the hardware all those units we already see in my presentation needs also future development and new technologies in order to cut down the price and to make them more widely accessible okay at the in the end as a backup i would like to give you example of the uh application which worked inside of the browser this is augmented reality application which can be activated in your browsers just try this link and the application will be activated immediately you never need to install something or download something you you have to activate just camera and once it's happened then you can put on your table the atlas detector let me hide you what is the atlas detector this is the huge scientific facility but you can put that facility on your table and through the mobile phone you can go inside and learn the structure and anatomy of the atlas detector also you have the touch control through the finger you can zoom in zoom out or move move the object so you can testify what is the level of the development of the browser technologies the geometry modeling methods and the web-based engines uh uh what the possibility they give us to develop the metaverse scenes here we are right now today and that was my last slide i would like to thank you for your attention i'll be glad to have your questions or comments uh on my email longest email address send me please and we can continue this discussion of let me tell you there's some clever experts making uh the prediction that the metaverse will come in our everyday life after two or three years so in this case i would like to tell you goodbye still after two years in the metaverse bye
2022-04-22