Metaverse Framework: A Case Study on E-Learning Environment (ELEM)
Abstract
:1. Introduction
2. Previous Frameworks
3. Metaverse Framework and the Proposed Framework of E-Learning (ELEM)
- According to Figure 1, the first- and endpoints are the user (a teacher or a student) who interacts with a device.
- Any user who wants to use a metaverse-based application should start from the app or interface connected to the metaverse. The app or the interface will work as the gate to the metaverse, which may have another form of technology in the future.
- The system will cause some reactions that users can sense by touch, sight, sound, and possibly also by smell in the future. All these reactions need special receptor devices to provide their senses to the user. As we cannot show all the potential devices in this illustration, we use the glasses to denote them all. If these devices can perform the work of the gate at the same time, users can give away their smart phones.
- Like any technology, the metaverse needs an infrastructure to help with communication, processing, computation, rendering, simulation, storage, resource management and operating systems. This infrastructure is responsible for providing access to the interaction applications or technologies that make it easy to use the metaverse special technologies. What is more, the users will not need to have a powerful device to operate the application; all the user needs will be a good internet connection and good receptors, as all the other things will be managed by the cloud infrastructure. Furthermore, storage will be managed and secured as any application placed nowadays on the cloud with the same, or better secure storage standards, i.e, has a private space, uses user authentication and authorization to specify the provided content, can be shrunk or expanded as needed, and can be shared with other organizations, providers, or governors to facilitate works without violating users’ privacy.
- The avatar of each user, which is a part of the mechanism of the metaverse, operates from the twin world to access everything in the metaverse and is responsible for receiving the real user requests and sending them back the metaverse response. As the avatar needs to ask for permission from the service provider of the metaverse to gain the ability to visualize the responses the user is waiting for, the avatar should operate the required software or files on the infrastructures they were uploaded to previously. When the avatar receives the user requests, it starts with making sure that the needed files are available and accessible. This includes sending the requests to the cloud that stores the virtual learning system, such as IAAS, PAAS, or SAAS.
- Metaverse special technologies are various and helpful to use all the aspects of the metaverse, and here, we describe in detail the need of each technique.
- Starting with the twin world, it is used to merge the virtual objects on scenes extracted by the camera, previously captured, or drawn as a 3D environment to be similar to the real world.
- A virtual world (VW) is an entire world built virtually to be compatible with the objects used in or created to be operated on the VW.
- The mirror world is a world that simulates everything in the real world with some noticed changes due to being mirrored.
- The service provider (SP) is the provider from which interaction applications should obtain permission to access the metaverse special technologies.
- Blockchain is the main aspect of the metaverse used to make continuous and serialized processes with unique identities to avoid fraud or losing data.
- Augmentation is used to simulate the objects in 3D models using markers from the real world, mainly used in games and educational purposes.
- Haptic is an application that provides kinesthetic communication to help provide a complete experience to the user.
- The other supportive, cooperative, or independent apps have their existence and space in the metaverse special technologies too. All these technologies depend on two different technologies, i.e., financing and lifelogging. Lifelogging is used to record personal data, visiting logs, surfing history, etc.
- Financing is usually used with applications that provide paid services.
- We also have NFT and UGC. The non-fungible token (NFT) is usually a unique item or collection that has to be bought before being used, as they are already cryptographic items and cannot be replicated. Many NFTs are sold in auctions that increase or decrease their prices over time.
- User-generated content (UGC) collects each user’s content depending on the applications and their topics.
- The sensation is also a very needed technology that is used to read from sensors and then send vibrations to user devices to provide them with the senses of the experience they are using.
- We should also mention that there may be other essential technologies, but these are the important parts we can use for the moment to associate the new era of the virtual learning environment. Together, these technologies can provide the user with the best experience according to the course, the used materials, the version of technology they are using, the nature of the lectures or application content, etc.
- The device has an embedded interface to connect with the E-Learning environment of the metaverse. This device can be the phone as the start point, which may be changed with technology acceleration, to operate the app. The receptor devices, such as the 3D glasses and any other sensors, should be connected to offer the best user experience. The app interface is a part of an installable application on the user’s device, a built-in application in the platform operating the user’s device, or a link that operates only on a remote server, usually the cloud.
- As the infrastructure is mandatory, the physical connection is the main link between the user’s devices and the metaverse. The main files of the virtual learning environment should be stored on a cloud to help in communication and computation processes on the infrastructure. Furthermore, the cloud will be responsible for providing the needed resources to the applications to operate systems, even if the user’s devices are not compatible or will perform slowly. One of the best and most well-described infrastructures of E-Learning environments is [30]. In addition, users need to interact with each other (between students or the teacher), so [31] can be used to manage the interacting process. The need for the infrastructure in the metaverse-based applications was well explained by Lim et al. [28]. As Duan stated, blockchain is a core infrastructure of the metaverse. It is a part of the infrastructures of the applications uploaded in the metaverse [2]. However, this is not all the servers’ jobs only. Servers need to connect the digital twin to simulate, mirror, and visualize the augmented and virtual reality to gain the benefit from all the layers and capabilities of the metaverse. On the infrastructure, the files of the applications or systems, such as the files of Numina, InTeRaCt, VoRtex, educational games, or virtual campus ecosystem should be stored on the cloud servers to make it easy to use learning environments for both the real user and the avatar. Structure of the storage can be managed by the storage area network (SAN), data centers, or any other way to keep data safe. Data should be accessed by students, teachers, educational institutions, and the central educational offices, or ministries. We should emphasize that security practiced in the non-metaverse-based applications should be practiced on the metaverse too, i.e, authorized access, and users authentication.
- After that, the avatar needs to check the interaction applications, which is a combination of interfaces and cross-world ecosystems, according to Han et al. [26]. In this layer, the avatar needs to use the right interface of the right educational ecosystem before going forward to the metaverse special technologies, which should simulate the physical and real process and provide them in virtual reality modules.
- The avatar asks permission first from the virtual learning service provider to connect to the digital twin, which provides the response according to the sensations, virtual world, augmentation, blockchain, simulators, and the haptics. Whenever the user generates new content, both UGC and the lifelogging record, these changes are kept to be used in the future by data analysts. If the process needs payment for granting access, then the financing, NFT, and other supportive applications will be called.
- Digital twins need to link the virtual and physical worlds using the required infrastructure, supportive software, and avatars. The digital twin should call the virtual world processes corresponding to the request according to the user request. For instance, to explain the layers of the atmosphere, the digital twin needs to call the simulator, virtual reality, and visualizer to show the user the different objects and the corresponding information to each object regarding the level the user is enrolled in and the department the user is studying this course from.
- According to the roadmap, the virtual world consists of many sections [7]. These sections are connected and intervened. The virtual world is responsible for providing us with virtual results. As a core field for virtual reality, IoT is responsible for everything in the digital twin and explains the sensation results.
- Simulation is also needed to provide a show and the ability to study the inner layers of some physical thing, reactions of animals towards specific actions or organisms’ tissues against chemical or allergy, and algorithm implementations. Simulation can provide us with a mirror of the physical world to reflect everything to the digital twin. Reality should be visualized using augmentation, virtual or extended reality software.
- Lifelogging allows the avatar to start a session in a new virtual application or be operated for the first time. After visualizing the response, the avatar should take it back to the user device to be shown.
4. Discussion
- The user’s avatar is responsible for operating everything in the metaverse instead of the actual user. The avatar should receive requests such as selecting a book or playing a video from the library of the E-Learning environment.
- The request should go to the physical infrastructure first to find the physical infrastructure of the E-Learning environment. Then, it should find its referred peer in the digital twin. Although the metaverse should be hardware independent, we should not forget the hardware considerations forced by such a framework, i.e., substantial infrastructure resources and special devices for the user. In this way, we can ensure that both the metaverse and our virtual learning environment run smoothly and can adapt any changes in the future. When the educational management has uploaded the applications to the cloud, users can choose any applications in the physical environment. Numina, InTeRaCt, or any other application should have their virtual images in the virtual world and digital twin. Therefore, both data and processes can be visualized virtually for the avatars.
- The digital twin is one of the cores of the metaverse framework with the help of simulation, sensation, and the mirror world because it is the way to link both physical reality and virtual reality.
- This process will start the virtual world processes to send the virtual, for now, “3D”, response using any combination of the virtual world processes and the haptics and augmentation.
- Simulation, sensing, and visualizing with augmentation or virtual reality are all part of the work of the virtual world from which the avatar needs to obtain responses before displaying them on the actual user device.
5. Challenges
6. Conclusions
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Dahan, N.A.; Al-Razgan, M.; Al-Laith, A.; Alsoufi, M.A.; Al-Asaly, M.S.; Alfakih, T. Metaverse Framework: A Case Study on E-Learning Environment (ELEM). Electronics 2022, 11, 1616. https://doi.org/10.3390/electronics11101616
Dahan NA, Al-Razgan M, Al-Laith A, Alsoufi MA, Al-Asaly MS, Alfakih T. Metaverse Framework: A Case Study on E-Learning Environment (ELEM). Electronics. 2022; 11(10):1616. https://doi.org/10.3390/electronics11101616
Chicago/Turabian StyleDahan, Neama A., Muna Al-Razgan, Ali Al-Laith, Muaadh A. Alsoufi, Mahfoudh S. Al-Asaly, and Taha Alfakih. 2022. "Metaverse Framework: A Case Study on E-Learning Environment (ELEM)" Electronics 11, no. 10: 1616. https://doi.org/10.3390/electronics11101616
APA StyleDahan, N. A., Al-Razgan, M., Al-Laith, A., Alsoufi, M. A., Al-Asaly, M. S., & Alfakih, T. (2022). Metaverse Framework: A Case Study on E-Learning Environment (ELEM). Electronics, 11(10), 1616. https://doi.org/10.3390/electronics11101616