2021
DOI: 10.48550/arxiv.2111.09673
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A Survey on Metaverse: the State-of-the-art, Technologies, Applications, and Challenges

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Cited by 116 publications
(178 citation statements)
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“…2) Hyper Spatiotemporality: The real world is restricted by the finiteness of space and the irreversibility of time. As metaverse is a virtual space-time continuum parallel to the real one, the hyper spatiotemporality refers to the break of limitations of time and space [5]. As such, users can freely shuttle across various worlds with different spatiotemporal dimensions to experience an alternate life with seamless scene transformation.…”
Section: B Key Characteristics Of Metaversementioning
confidence: 99%
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“…2) Hyper Spatiotemporality: The real world is restricted by the finiteness of space and the irreversibility of time. As metaverse is a virtual space-time continuum parallel to the real one, the hyper spatiotemporality refers to the break of limitations of time and space [5]. As such, users can freely shuttle across various worlds with different spatiotemporal dimensions to experience an alternate life with seamless scene transformation.…”
Section: B Key Characteristics Of Metaversementioning
confidence: 99%
“…7) Threats to Digital Footprints. As the behavior pattern, preferences, habits, and activities of avatars in the metaverse can reflect the real statuses of its physical counterpart, attackers can collect the digital footprints of avatars and exploit the similarity linked to real users to facilitate accurate user profiling and even illegal activities [5]. Besides, metaverse usually offers the third person view with a wider viewing angle of their avatar's surroundings than that in the real world [10], which may infringe on other players' behavior privacy without awareness.…”
Section: Privacy Threatsmentioning
confidence: 99%
“…Yang et al [1] investigate the potential of AI and blockchain technologies for future metaverse construction. Ning et al [5] present a survey of the development status of metaverse in terms of national policies, industrial projects, infrastructures, supporting technologies, VR, and social metaverse. Park et al [16] discuss three components (i.e., hardware, software, and content) of metaverse and review the user interaction, implementation, and representative applications in the metaverse.…”
Section: B Related Workmentioning
confidence: 99%
“…Leenes [10] investigate potential privacy risks in the online game Second Life from both social and legal perspectives. Different from the above existing surveys on the general metaverse [3], [5], [6], [10] or the potential in service provisioning in social VR/AR games [11], retailing [17], education [18], social goods [8], and computational arts [19], we focus on the perspective of metaverse security and privacy such as potential security/privacy threats, critical security/privacy challenges, and state-of-the-art defenses, etc.…”
Section: B Related Workmentioning
confidence: 99%
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