Table 1.
Augmented reality | Lifelogging | Mirror world | Virtual reality | |
---|---|---|---|---|
Definition | Building a smart environment by utilizing location-based technologies and networks. | Technology to capture, store, and share everyday experiences and information about objects and people. | It reflects the real world as it is, but integrates and provides external environment information. | A virtual world built with digital data |
Features | Building a smart environment using location-based technology and networks | Recording information about objects and people using augmented technology | Virtual maps and modeling using GPS technology | Based on interaction activities between avatars that reflect the user’s ego |
Applications | Smartphones, vehicle HUDs | Wearable devices, black boxes | Map-based services | Online multiplayer games |
Use cases | Pokemon Go, Digital Textbook, Realistic Content | Facebook, Instagram, Apple Watch, Samsung Health, Nike Plus | Google Earth, Google Maps, Naver Maps, Airbnb | Second Life, Minecraft, Roblox, Zepeto |
From Lee S. Log in Metaverse: revolution of human×space×time (IS-115) [Internet]. Seongnam: Software Policy & Research Institute; 2021 [cited 2021 Nov 29]. Available from: https://spri.kr/posts/view/23165?code=issue_reports [3]; Smart J, Cascio J, Paffendorf J. Metaverse roadmap: pathway to the 3D web [Internet]. Ann Arbor (MI): Acceleration Studies Foundation; 2007 [cited 2021 Nov 29]. Available from: https://metaverseroadmap.org/MetaverseRoadmapOverview.pdf [4].