Metaverse
Metaverse
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216 Metaverse and Immersive Technologies
Abstract
In many industries or fields, the metaverse presents opportunities to improve the
operations and workflows supporting computer-aided design (CAD) computing
projects and their maintenance for a long time. It has the advantage of develop-
ing a three-dimensional (3D) world to focus on various aspects such as creation,
visualization, testing, and modeling to rework into the real world. Augmented
reality (AR) is an experience where users and designers enhance the products of
the physical world into computer-generated sources. It is exceptionally chang-
ing the nature of collaboration in product design. It is a cloud-based technol-
ogy and is useful for changing product design. As the motivation behind digital
modeling, metaverse modeling is well-suited to CAD to enhance manufacturing
mechanisms. This chapter explores the potential of creating 3D parametric com-
puter-aided models using the AR technique.
217
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218 Metaverse and Immersive Technologies
8.1 Introduction
At present, computer-aided design (CAD) systems offer tremendously
qualitative and perfect modeling features and functions that lead to huge
production with a new way of part design even. Although 3D is the geo-
metrical database that has been used for a long time, the user interfacing
with the CAD systems is not affected significantly. Nowadays, CAD tool
uses standard WIMP and desktop-based graphical user interfaces (GUI)
[4]. The interactions are made employing a display unit, mouse, and key-
board [10–12]. Such interaction does not aid the designer to transform his
creative ideas into useful parts or geometrical models. Hence, new interac-
tion platforms and interfaces should be developed to help the designer in
the CAD modeling of components. Therefore, the challenges are consid-
ered for many fields and their flexibility with the certain processes of AR
and CAD through various applications like aerospace, academics, medical
and military fields etc. The following Figure 8.1 shows the architecture of
the AR interface.
There are too many attempts have done to understand the emotions of
human beings and hence to develop solutions to the same. A corporation
or industry’s product is released into the market with a certain aim in mind,
and whether it is successful or not depends on input from various public
sectors. So, here the emotions of the user/consumer are mainly important
to decide the status of the business of product. In this way, by knowing the
emotional interaction between the product and the user, progress in the
business can be assured. How specific emotions are induced and verified in
Solidworks
API 3D files
Shape
Geometric .sidprt files
generation
Device Manager commands Data
Speech
ARCAD
software 3D files
Data glove module
Manipulation
User Tracking commands .wrl files
HMD
8.2 AR System
In general, AR systems need some kind of clue as to where in a digital image
they should place their enhancements. Usually, AR markers are used for
this. The AR markers are the images that a camera might pick up and utilize
with software to pinpoint the location of virtual objects placed in a scene.
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Augmented Reality in CAD 221
The position and angle of the marker can be calculated by the computer
when it detects the markers using AR software. A webcam image that is
being processed by an AR platform like AR Tag, AR Google Sketch up, AR
Toolkit, etc. might be added with the AR markers as simply as printing a
marker design and inserting the printout in the field of the image. The soft-
ware could then deduce the correct position and orientation of a virtual
item using this information, as seen in Figure 8.2.
Additionally, a technique known as markerless AR allows for the cre-
ation of an AR effect without the use of markers. The same technology,
called Smart AR, was created by the well-known business Sony and could
produce virtual pictures of commonplace items like menus and posters
on screens. The same technology implements markerless functionality
via “object recognition technology.” Additionally, the “3D spatial recog-
nition technology” that Sony has developed is a proprietary system that it
employs in research robots like the AIBO robot. The new markerless AR
technology is not meant to be used extensively, though.
CAD applications are designers’ inevitable tools for conveying innova-
tive concepts and ideas. Even simulations are more suitable for validating
innovative ideas. In earlier stages of the design process, designers were fac-
ing intangibility problems because of replacing traditional methods with
CAD 3d modeling systems. Hence it was unable to interact with testing
components and tools physically.
Since the 1990s, CAD modeling platform has been emerging into vari-
ous fields rapidly for communicating and stimulating new ideas and revolu-
tionary concepts. Traditional methods are replaced with three-dimensional
computer-aided models resulting producing controlled sketches, hard and
complex prototypes, soft study components, control volumes and replicas
etc.
visual skills. A CAD system was used to create the 3D virtual models for
the tests that used augmented reality. Then the AR software was used to
turn the CAD models into AR models. In this method, as seen in Figure
8.4, 3D virtual models might be shown alongside the test paper with the
questions on the computer monitor.
The AR model was located in the webcam real-time video stream using
a special marker so that the AR-assisted test questions could be printed.
The learner may view the virtual object that is depicted on the paper from
any angle since it moves with them as they move. The results of the regu-
lar and AR-based mental rotation tests reveal potential benefits for AR in
spatial cognition, as shown in Figure 8.5, despite the lack of sufficient data
for statistical analysis.
100%
90%
80%
70%
Correct Answers
60%
50%
paper test
40% AR assisted
30%
20%
10%
0%
1 2 3 4 5 6 7 8 9 10
Student #
Blue foam +
CNC processing
CAD Augmented
Design Modeling Evaluation
Foam
Augmented
Reality
Figure 8.6 AR9 (a1-a3) and augmented foam for all purposes (b1-b6) [9].
and 8.b6, designers can mimic various aesthetic experiences by altering the
product’s attributes while feeling and grabbing the final design.
In summary, the design and implementation of AF, a tangible AR can
speed up the process of creating very realistic prototypes for designers’
design concepts. As expected, AF provided a tactile interface and a visual
reality, boosting the sense of immersion by stimulating many senses and
allowing designers and design outcomes to interact spatially.
8.4 Applications
8.4.1 In Academics
Engineering graphics skills are a needful characteristic for undergraduate
students. The globe is currently experiencing a period of tremendous eco-
nomic and information technology advancement. In light of this, engineer-
ing graphics instructors have created several methods to help freshmen
engineering students develop their 3D visualization skills. The most mod-
ern solid modeling approaches use computer-aided design systems, while
older techniques still use drafting tables and T-square rulers. Beginning in
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Augmented Reality in CAD 227
8.5 Conclusions
From a scholarly perspective, improving professional students’ visual-
ization abilities is crucial for the growth of design abilities in a variety of
engineering career domains. During their part of academics, the fresher
students have study courses on visualization skills. Some of the students
are facing troubles in dealing with projections, transformations etc. The
orthogonal and isometric views are to be drawn with more caution. It is
essential to be strong in geometric information and trigonometric rela-
tions even when modeling simple geometries. The lack of basic knowl-
edge of mathematics and drawing will create troubles in CAD modeling.
So, AR technology can provide a gateway for such obstacles. AR has the
potential of improving the abilities of students in terms of design makings,
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Augmented Reality in CAD 229
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Augmented Reality in CAD 233
Abstract
The coronavirus disease 2019 (COVID-19) epidemic has caused a shift in edu-
cation from offline learning to online learning, where most of the students are
attending their classes by using video call services. This modification prevents stu-
dents from actively participating in class. Video education is particularly limited
in its ability to replace offline classes, which requires both experimental and theo-
retical expertise. Computer knowledge-related inventions have a vital role in day-
to-day life as they transform and develop human commerce, communication, and
societal arrangements. The fourth technological surge is indeed centered around
spatial, immersive technologies like virtual reality (VR), augmented reality (AR),
mixed reality (MR), and extended reality (XR) [1], which provide users with an
immersive virtual experience enhanced with realistic feedback detection. This
surge has the potential to transform various aspects of society, including educa-
tion, business, remote work, and entertainment.
The term “metaverse” refers to a new three-dimensional virtual environment
that has the potential to become the next ubiquitous computing paradigm. The
term is a compound word formed from the prefix “meta”, which means “beyond”,
and “universe”, which refers to the physical universe. The metaverse is essentially
a virtual space that is an extension of the physical world, where users can inter-
act with each other and with digital objects in a three-dimensional space. It has
the potential to transform the way we interact with each other and with digital
content, and could have a significant impact on the future of online education,
235
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236 Metaverse and Immersive Technologies
business, and entertainment. The four categories listed on the metaverse roadmap
are virtual fact, augmented fact, reflection, and lifelogging, which involve a virtual
fact orb where the user can interact, play games, and discern effects or condition-
ing as they would in the literal world [24].
The online education ecosystem was taken into consideration when develop-
ing the metaverse-based platform, which suggests that holistic educational activ-
ities such as education, communication, and empathy are carried out within the
metaverse in addition to online teaching and learning. On this metaverse plat-
form, learners can feel the presence of learning, which can promote motivation
and immersion in the subject matter. The independence of spatial mobility also
opens the door to self-directed learning. Even when there are technical and moral
constraints on using the metaverse platform, it would be preferable to place more
emphasis on the interaction between students in the metaverse environment than
on having high expectations.
Keywords: Augmented reality, virtual reality, online, interaction
9.1 Introduction
The COVID-19 pandemic has accelerated the adoption of online learn-
ing and other digital technologies in education, and the concept of the
metaverse is gaining popularity as a tool for enhancing the educational
experience. The metaverse refers to a virtual space or universe that allows
for immersive, interactive experiences that can be accessed using virtual
and augmented reality technologies [10]. In education, the metaverse can
be used to create virtual classrooms and other learning environments,
where students can interact with each other and with instructors in real
time, regardless of their physical location.
The use of the metaverse in education has several potential benefits. For
example, it can provide a more engaging and immersive learning expe-
rience for students, which may lead to better learning outcomes. It can
also help to overcome some of the limitations of traditional online learning
platforms, such as a lack of social interaction and a sense of isolation. In
addition, the metaverse can enable educators to create more personalized
and adaptive learning experiences, based on the individual needs and pref-
erences of each student.
However, there are also some challenges and concerns associated with
the use of the metaverse in education. One of the main challenges is the
need for adequate infrastructure and technology to support the use of
virtual and augmented reality. Another challenge is the potential for dis-
traction and disengagement, as students may be more easily tempted to
engage in non-academic activities in a virtual environment. In addition,
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Metaverse: Post-Pandemic Impact in Education 237
there are concerns about privacy and security, as the use of the metaverse
may involve the collection and storage of sensitive data about students and
their activities.
Overall, while the metaverse has the potential to revolutionize the way
we approach education, it is important to carefully consider the benefits
and challenges before adopting it on a large scale. Education institutions
should carefully evaluate the available technologies and infrastructure, as
well as the needs and preferences of their students, in order to determine
whether the metaverse is a viable option for enhancing the educational
experience.
Neal Stephenson’s 1992 science fiction novel Snow Crash is often cred-
ited with introducing the concept of the metaverse to popular culture. Since
then, the idea has been explored and developed by researchers, developers,
and entrepreneurs in various fields, including virtual reality, augmented
reality, gaming, and social media. The Acceleration Studies Foundation,
was one of the early organizations to research and define the metaverse.
In 2006, the foundation published a Metaverse Roadmap report, which
identified four key categories of the metaverse: virtual worlds, augmented
reality, lifelogging and augmented memory, and mirror worlds. The report
also highlighted the potential of the metaverse to impact various aspects
of society, including education, commerce, entertainment, and social
interaction.
The concept of the metaverse typically involves a 3D virtual space where
users can create avatars and interact with others in a simulated environ-
ment. However, the definition of the metaverse is still evolving, and some
experts argue that it could encompass a broader range of technologies and
experiences beyond just 3D virtual worlds [20].
Overall, the metaverse represents a potentially transformative idea for
how we interact with technology and with each other. Its development
and adoption will likely continue to be shaped by advances in virtual and
augmented reality technologies, as well as by changing social and cultural
trends [14].