Cited by 280Virtual Reality Applications and ImpactsSoftware-Defined Networks and 5GSimulation and Modeling Applications

Will Metaverse Be NextG Internet? Vision, Hype, and Reality

Open access
Cheng, Ruizhi, Wu, Nan, Chen, Songqing, Han, Bo·2022·IEEE Network

Abstract

Metaverse, with the combination of the prefix “meta” (meaning transcending) and the word “universe,” has been deemed as a hypothetical next-generation (NextG) Internet. It aims to create a shared virtual space that connects all virtual worlds via the Internet, where users, represented as digital avatars, can communicate and collaborate as if they are in the physical world. Nevertheless, there is still no unified definition of the Metaverse. This article first reviews what has been heavily advocated by the industry and the positions of various high-tech companies. It then presents our vision of what the key requirements of Metaverse should be. After that, it briefly introduces existing social virtual reality (VR) platforms that can be viewed as early prototypes of the Metaverse, and conducts a reality check by diving into the network operation and performance of two representative platforms: Workrooms from Meta and AltspaceVR from Microsoft. Finally, it concludes by discussing several opportunities and future directions for further innovation.

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Crossref · 10.1109/mnet.117.2200055

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  • Individuals can experience psychological and physiological responses to virtual events as though they occurred in the physical world.

    “Research shows that individuals can experience psychological and physiological responses to virtual events as though they occurred in the physical world (Cheng et al., 2022; Patel, 2021), raising urgent questions about harm, consent, and protection in immersive spaces.”

    From Virtual Reality Risks for Children in the Metaverse: An Examination through Criminological Perspectives (2026) · cites this paper as Cheng et al., 2022

    Section IV (p. 4) says social VR gives users a sense of spatial presence and lets them interact as if they were in the physical world. That supports an aspect of the claimed experience, but the paper does not report psychological and physiological responses to virtual events comparable to responses to physical events. (LLM, conf=0.76)

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7 of the 24 references couldn’t be matched to a known paper.

Research works printed but not linked: 2

  1. [7][7] Bo Han, Yu Liu, and Feng Qian. ViVo: Visibility-Aware Mobile Volumetric Video Streaming. In Proceedings of ACM International Conference on Mobile Computing and Networking (MobiCom) , 2020. -
  2. [11][11] Lindsay Blackwell, Nicole Ellison, Natasha Elliott-Deflo, and Raz Schwartz. Harassment in Social Virtual Reality: Challenges for Platform Governance. Proceedings of the ACM on HumanComputer Interaction , 3:1-25, 2019. -

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Authors
Cheng, R., Wu, N., Chen, S., & Han, B.
Affiliations
George Mason University (US)
Venue
IEEE Network
Published
2022-09
Volume
36
Issue
5
Pages
197-204
ISSN
  • 0890-8044 (ISSN-L)
  • 1558-156X
OpenAlex
W4294643390
Cited by
280
References
24
Citations by year
2026: 21 · 2025: 63 · 2024: 87 · 2023: 88 · 2022: 21
FWCI
32.00
Type
journal article
Language
en
Open access
Locations
  • IEEE Network (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Computer Science › Computer Networks and Communications › Software-Defined Networks and 5G
  • Physical Sciences › Engineering › Control and Systems Engineering › Simulation and Modeling Applications
Keywords
metaverse, virtual worlds, social virtual reality, avatars, network performance, workrooms, remote collaboration

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