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Krishna Jadhav
Krishna Jadhav

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Metaverse Challenges & Awareness

Krishna Jadhav

Metaverse challenges: Issues you need to be aware of
In the Metaverse world, Krishna Jadhav suggests with the virtual reality there are much more significant awareness required challenges it brings to the security aspects.
Identity and reputation
Regarding the actual world, the issue of personal identity and representation is relatively simple. However, one can ponder what constitutes an individual's identity while discussing virtual worlds or the Metaverse (Chen and Cheng, 2022). And maybe, most significantly, how to demonstrate your identity if a human impersonator or even a machine tries to imitate you. Here, reputation may be crucial for authentication and serve as evidence of the reliability and legitimacy of the entity one deals with (Figure 1).

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Figure 1: Metaverse taxonomy

(Source: Park and Kim, 2022)

Information security

Data privacy and security have always been a worry for consumers of any online environment, even though businesses and organisations continue to innovate their IT security systems. When entering the Metaverse, security procedures must advance to an entirely new level to keep up with the Metaverse's constant expansion (Kraus et al., 2022). Maintaining the safety of one's identity and property in the virtual world will necessitate developing new techniques for protecting personal data and privacy (Figure 2).

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Figure 2: Scene rendering for three-dimensional visual language navigation

(Source: Park and Kim, 2022)

Possession & Property
NFTs (Non-Fungible Tokens) are gaining traction and generating headlines in 2021, bringing more investors and consumers to digital assets and tokens (Popescu, 2021). The issue will be in building a single system that may be used to authenticate the possessors of virtual goods in the Metaverse, similar to how NFTs already represent real-world things, awarding and verifying ownership rights for art, music, films, and much more.

Space and time
Comparing the actual world to a virtual environment can reveal differences in how time is perceived since people often become less conscious of their bodies when using virtual reality (Slater et al., 2020). Users may unknowingly spend more time within the Metaverse due to complete immersion. Because of a skewed sense of time, procedures that keep users in sync with the actual world are crucial.

Conclusion
So, Krishna Jadhav thinks, The fundamental difficulty is the ability to fake face characteristics, film, and voice; therefore, new verification methods will be created shortly. That being said, conclusion postulates here that, personal verification may progress to the point where users are required to supply more personal information than is now required to authenticate their identity and verify that the security system effectively protects personal information. The idea of space is the second one to consider in the Metaverse.

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Reference List
Chen, Y., and Cheng, H. (2022). The economics of the Metaverse: A comparison with the real economy. Metaverse, 3(1), 19. https://aber.apacsci.com/index.php/met/article/view/1802

Kraus, S., Kanbach, D. K., Krysta, P. M., Steinhoff, M. M., and Tomini, N. (2022). Facebook and the creation of the metaverse: radical business model innovation or incremental transformation?. International Journal of Entrepreneurial Behavior & Research. https://www.emerald.com/insight/content/doi/10.1108/IJEBR-12-2021-0984/full/html

Park, S. M., and Kim, Y. G. (2022). A Metaverse: Taxonomy, components, applications, and open challenges. Ieee Access, 10, 4209-4251. https://ieeexplore.ieee.org/abstract/document/9667507/

Popescu, A. D. (2021). Non-Fungible Tokens (NFT)–Innovation beyond the craze. In 5th International Conference on Innovation in Business, Economics and Marketing Research. https://www.academia.edu/download/68796447/PET_Journal_NFTs_Innovation_beyond_the_craze.pdf

Slater, M., Gonzalez-Liencres, C., Haggard, P., Vinkers, C., Gregory-Clarke, R., Jelley, S., ... and Silver, J. (2020). The ethics of realism in virtual and augmented reality. Frontiers in Virtual Reality, 1, 1. https://www.frontiersin.org/articles/10.3389/frvir.2020.00001/full

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