The VR/AR Beat Newsletter & Blog — VR/AR Association (VRARA)

Pradeep Khanna

The evolving Metaverse and related Cybersecurity implications

Post by VRARA Asia Pacific Executive Director Pradeep Khanna originally appearing on www.linkedin.com

While the concept of Metaverse has been around since 1992, it remained relatively dormant till 2019 except for being showcased in movies like ‘Matrix (1999)’ and “Ready Player One (2018)’. The rapid digital adoption during the pandemic gave rebirth to the Metaverse. when people all over the world were required to spend long periods of time at home learning, working, and socializing through technology platforms. However, it was when Facebook rebranded as Meta last year, when the Metaverse exploded in our lives and everyone all over the world wanted to know what a Metaverse is.

So, what is a Metaverse? At this point in time, there are as many definitions of Metaverse as the number of people one talks to. Simply speaking, Metaverse is a digital world overlaying our physical world. In the Metaverse we are represented by our digital avatars. As Metaverse is a digital world, it gives us an ability to do literally anything as we do not have physical limitations.

Conceptually, somewhere in the future, we will be spending our time oscillating between the physical (real) world and the digital world. The relative time we spend in the two worlds will vary from individual to individual. We will own both real and digital assets and again the proportionate mix of assets will vary from individual to individual.

Many technology companies are building their own digital worlds which they are calling Metaverse. Business and companies are also looking at being involved /having a presence in these digital worlds (Metaverse). And many more are starting to develop offerings to facilitate entry /linkage to these digital worlds (Metaverse)

Some initial questions about the definition of the Metaverse are

  • Is the Metaverse just the digital world or is it a combination of the physical (real) and the digital world?

  • Do we define every technology company’s digital world a Metaverse or a Mini- Metaverse?

  • Is the Metaverse a total of all the digital worlds (Mini-Metaverses) being built?

  • Is the Metaverse a total of all Mini- Metaverses and the physical(real) world?

There are some other perspectives as well. Metaverse now represents a basket of emerging technologies which include AR VR XR, AI, Web 3.0, Blockchain 3.0. NFT, IoT and many more.

Web3.0 and Blockchain 3.0 represent a decentralised path where we own our data. In contrast, some of Mini-Metaverses being built by the tech companies are closed digital worlds. So, which will be the way forward – decentralised or closed digital worlds. Both will exist in some form and shape. The key will be interoperability between the many variations

It is early days and while the actual shape of the Metaverse will emerge in the years ahead, the journey has well and truly begun. We are seeing a massive new investment cycle currently underway.

The possibilities for the Metaverse are immense yet so, unfortunately, are the inherent risks. The global cost of Cybercrime in 2021 was estimated by Alessandro Profumo, head of Italian aerospace giant Leonardo, to be US$6 Trillion when he spoke at Cybertech Europe 2022. Some estimates suggest that it will exceed US$10 Trillion annually by 2025.

Cybercriminals will pursue whatever lucrative opportunities are available using the vulnerabilities of any systems that they encounter. Unfortunately, almost non-existent regulation and minimal standards leaves systems in the metaverse particularly vulnerable. Whether it is being used for gaming or education or buying a ticket to a virtual concert, much of the activity in the metaverse has an economic value, which makes it attractive to potential cybercriminals.

A particular concern is the protection of identity. Much of the interaction with the Metaverse will be via VR/AR headsets and possibly haptic gloves. The data generated from these devices include head and eye movements and sometimes voices. This biometric data can be used to very easily identify the individual concerned, perhaps in some cases for genuine identity purposes. However, if it is not stored securely, then it could be vulnerable to a data breach resulting in the possibility of a cybercriminal gaining access to identifying information about an individual.

Not only might such information be used to gain unauthorised access to user accounts and applications, but it might also be used to impersonate an individual in a transaction. It is anticipated that avatars will be a medium of interaction in the Metaverse. Imagine if this biometric data were to be used to construct avatars which fraudulently emulated another individual, sometimes called a “deep fake”. This could mean that someone might find themselves unknowingly undertaking a transaction with a cybercriminal rather than the person that they thought they were dealing with. And it’s not just financial transactions that could be affected; as education moves into the Metaverse, online exams and assessments may be part of any offering. Clearly, the use of a deep fake avatar impersonating someone taking an exam has serious implications.

If these issues are not addressed at the beginning of developing the Metaverse, then there is a real danger that there will be a loss of trust, which will prevent effective use. To address the issues will require a concerted effort by Government, regulators, industry, and industry/professional associations to define the right standards and regulatory framework for the Metaverse.

It is interesting times indeed and so stay tuned for more updates

Pradeep Khanna and Dr Nick Tate

#metaverse #XR #virtualreality #augmentedreality #mixedreality #cybersecuirty #web3 #blockchain #nft #5g #iot #artificialintelliegence #machinelearnig #digitaltwin

Building closer collaboration between Industry & Academia. Report on “The Tech Tide Workshop”

Aiming to provide a training on teaching methods at undergraduate level for engineering college,in association with VRARA Association, Bangalore chapter, Vidyavardhaka College of Engineering (VVCE) conducted a 2-Days offline workshop entitled “Tech Tide” on VR/MR,held during 22nd Oct -23rd Oct 2021 by Juhi Rathi, a 3D Content developer and a member of VRARA Bangalore.Dr B Sadashive Gowda (Principal,VVCE) and Dr G.B. Krishnappa (Dean of RnD,VVCE) co-chaired the session with Dr. Gururaj HL (faculty coordinator).

The purpose of the workshop was to introduce a new concept, and to demonstrate, teach and encourage the practice and hands-on skills of actual methods of VR/AR/MR/XR using the Blender and Unity 3D softwares.

The workshop started with the introduction of the field and industry standards for VR/AR/MR/XR, explaining the concepts, its implementation and the development of 3D content for different use cases. Informative examples of the 3D content development were shared with the participants. This was followed by discussing the career opportunities and a doubt clearing session.

On the second day, Ms Rathi gave hands-on experience on the basics of 3D modelling,including importing- exporting 3d models, and the interface and tools of the Blender software. The basics of Unity 3D software were also discussed including the scene setup and explanation of the tools involved.A few example projects made for AR/VR were shown to the participants for better visualization of the content discussed.

The workshop ended with a doubt session between the participants and Ms Rathi, followed with a thank you note by Ms Rathi and VVCE.

Recap of our Online Event in India on Mitigating Impact of COVID-19 in Education by VR and AR Technology

See the latest during our VR/AR Global Summit ONLINE Conference+Expo Sept 16-18

Amidst this COVID-19 emergency, educational  institutes are thinking about ways for the students to secure their future. The advanced technologies like Augmented Reality (AR) and Virtual Reality (VR) have the ability to plan, manage, and support digital transformation needs for the education industry.

In line with this thought the VRARA Pune Chapter in association with  AICTE  and  MIT-WPU organized a webinar  on  Mitigating Impact of COVID-19  in Education by VR  and  AR  Technology on Sunday 28th June 2020. 

Prof. Anil Sahasrabudhe (Chairman, AICTE), Mr. Anand Sudarshan (Founder and Director Sylvant Advisors) and Mr. Pradeep Khanna (Director Asia Pacific, VRARA) were among the eminent panellist.  The panel discussion was moderated by Prof. Prasad Khandekar (Dean-MITWPU and Advisor VRARA)  and Mr. Purushottam Darshankar (President VRARA Pune Chapter and Chief Architect, Persistent Systems)      

The discussion in webinar focused on how education sector is reacting to the new reality of "Learning Anywhere, Anytime" and how AR and VR technologies can help students and the educators to stay connected together in the same room via immersive experience?      

Higher education institutes in India are coping with Covid-19 situation by increasing the percentage of courses delivered through flexible online mode, supported with simulation-based virtual labs for experimentation. However it was pointed out that mere shift to online delivery method is not going to enhance the learning experience of the students. There needs to be a shift in pedagogy from content-centric or syllabus driven to experience driven. This calls for transformation in teaching that we call  as outcome-based and transformation in learning that we call as experiential learning.                  

AR/VR technology is highly impactful in giving experiential knowledge and taking the demonstration value to its next level.  AR, VR , MR or XR can be very effective tool for creating immersive experiences. Immersive experiences, demonstrations and simulations can be created for learning IC engines,  human anatomy, neurosurgery , architecture, furniture design , fashion design,  product design  and many more areas including humanities.  Digital twins can give close to reality learning experiences distantly which in real sense is technology-enhanced learning.         

Educational institutes may have to mitigate challenges in (1) imbibing immersive way of teaching in pedagogy, (2) developing good experience studios (3) taking up research in AR/VR (4) training faculty or capacity building and (5) developing solutions. Using these technologies for the sake of using is not recommended.  We need to create value addition by providing solution to societal issues and problems through use of AR/VR. For this to happen a collaborative model is very essential for any educational institution. Educators, hardware vendors,  content developers, investors and policy makers should work in collaborative mode to achieve the real success.                   

There  needs to be initiatives and investments from government in improving bandwidth, establishing centre of excellences and regulating the hardware costs for creating an encouraging ecosystem for the new normal in education.        

The vote of thanks was proposed by Prof. Yogesh Deshpande (Vice President Pune Chapter and  Director Unity Centre of Excellence at Vishwakarma University) 

VRARA Sydney Chapter powers ahead VR/AR in Education

Join our Education Committee here

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The VR AR Association Sydney Chapter powers ahead in building a huge community focused on VR AR XR in education. We presented a full house recently at the third event focused on VR AR XR in education training - the third event was on VR AR XR in Schools and followed the VR AR XR event in higher education. The fourth event in this series is on VR AR XR in stem planned for Aug 2018. 

Many thanks to Erica Southgate Brett Heil Bronwyn Moreton Danielle Cavill Kingston Lee-Young Marc Charette Kim Lykissas carlos dominguez James MacDiarmid Rajesh Kumar Puya Abolfathi for some great sessions. Thanks also to Joachim Cohen for his active participation,  Ric Holland for great photos, Gabrielle Weerasinghe for being a great host. 

Join our Education Committee here