Public Email Lists

The #1 site to find Public Email Lists and accurate B2B & B2C email lists. provides verified contact information for people in your target industry. It has never been easier to purchase an email list with good information that will allow you to make real connections. These databases will help you make more sales and target your audience. You can buy pre-made mailing lists or build your marketing strategy with our online list-builder tool. Find new business contacts online today!

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Our email list is divided into three categories: regions, industries and job functions. Regional email can help businesses target consumers or businesses in specific areas. Public Email Lists broken down by industry help optimize your advertising efforts. If you’re marketing to a niche buyer, then our email lists filtered by job function can be incredibly helpful.

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Public Email Database is all about bringing people together. We have the information you need, whether you are looking for a physician, executive, or Public Email Lists. So that your next direct marketing campaign can be successful, you can buy sales leads and possible contacts that fit your business. Our clients receive premium data such as email addresses, telephone numbers, postal addresses, and many other details. Our business is to provide high-quality, human-verified contact list downloads that you can access within minutes of purchasing. Our CRM-ready data product is available to clients. It contains all the information you need to email, call, or mail potential leads. You can purchase contact lists by industry, job, or department to help you target key decision-makers in your business.

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The #1 site to find business leads and accurate Public Email Lists. provides verified contact information for people in your target industry. It has never been easier to purchase an email list with good information that will allow you to make real connections. These databases will help you make more sales and target your audience. You can buy pre-made mailing lists or build your marketing strategy with our online list-builder tool. Find new business contacts online today!


Public Email Lists

All one needs to know about the Metaverse.

Comprehensive Review of the Technology Singularity and the Virtual Ecosystem and Agenda for Research Agenda
Since the rise of the Internet in the late 1990s the world of cyberspace has been changing. We’ve created a myriad of virtual environments that are computer-mediated, such as video conferencing, social net-works virtual 3D environments (e.g. VR Chat) and augmented reality apps (e.g., Pokemon Go) and Non-Fungible Coin Game (e.g., Upland). 

Public email lists
Public email lists

These virtual worlds, even though non-perpetual and not connected are bringing us different levels in digital change. The term “metaverse” has been coined in order to further aid in the digital transformation of each aspect of our everyday lives. In the heart of the metaverse is the concept of an fully immersive Internet as a massive unifying, permanent and shared world. Although the metaverse could appear to be futuristic, it is fueled by the emergence of technologies like Extended Reality, 5G, and Artificial Intelligence, the digital “big bang” of our cyberspace isn’t far off.
This study paper is the first attempt at providing an integrated framework that analyzes the most recent metaverse development with regard to the latest technology and metaverse ecosystems and demonstrates the potential of a digital “big boom’. Public email lists.

Technology is one of the catalysts for the transformation from the present Internet into the world of metaverse. Therefore, we analyze eight enabling technologies thoroughly including Extended Reality as well as Users Interactivity (Human-Computer Interaction), Artificial Intelligence, Blockchain, Computer Vision, Edge and Cloud computing and Future Mobile Networks. 

As far as applications go the metaverse ecosystem permits human beings to play and live in an autonomous, permanent and shared world. This is why we examine six aspects that affect users including Avatar Content Creation Social Acceptability, Virtual Economy Security and Privacy as well as trust and accountability. We also propose an outline of research priorities for the growth of the metaverse. Public email lists.

METAVERSE, a combination with the suffix “meta” (imply-ing the transcendence of) along with the term “universe” is a description of an imaginary synthetic world that is linked to physical reality. The term “metaverse” was first introduced in a work of speculative fiction titled Snow Crash, written by Neal Stephenson in 1992 [11. In this novel Stephenson describes the metaverse as an enormous virtual world that is akin with the real world where users interact with digital avatars. Since the first time it was introduced of the metaverse, it has been described as a computer-generated universe been defined using a myriad of concepts like lifelogging [2] as well as virtual space as a collective space [3], the embodied Internetor spatial Internet [4], a mirror-world [5], and an multiverse that allows for collaboration and simulation. Public email lists.

In this article, we explore it as a virtual space which combines digital and physical reality and enhanced by the convergence between technological advances like the Internet and Web technology, and Extended Reality (XR). According to Milgram and Kishino’s Reality-Virtuality Continuum [7], XR blends physical and digital in various ways, e.g., augmented reality (AR) and mixed reality (MR) and VR. (VR). The metaverse scene of Snow Crash projects the duality of the real world as the digital environment. The metaverse is where all users are the avatars of their own as a resemblance to the physical self of the user and can experience a different life in a virtual reality which is a metaphor for the reality of the user.

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In order to achieve this duality, the evolution of metaverse must undergo three phases, which are (I) digital twins (II) digital natives (III) and (III) coexistence between physical and virtual reality, or more specifically, the surreality. Figure 1 shows the connection between the three stages. Digital twins are the term used to describe high-quality, large-scale digital models as well as entities that replicate within virtual worlds. Digital twins mirror the physical properties that their counterparts in physical realitythat includes the object’s movements, temperature, and even functions. The connection between physical and virtual twins is established by their information [99. 

Public email address
Public email address

There are a myriad of applications available including computer-aided design (CAD) for the design of products and building designs Smart urban planning, robotic-powered industrial systems that use AI, dangerous operations [10] -[14and so on. After having a digital representation of the physical reality the next step is the creation of native content. Content creators, often represented by avatars, participate in digital creations within the virtual worlds. These digital creations could be connected to physical counterparts, or only exist within the digital world. In the meantime connected ecosystems, which include economics, culture laws and rules (e.g the data ownership) as well as social norms can help support the digital creations [15The digital creations can be supported by social norms, laws, and regulations [15. Public email address.

These ecosystems are similar to our real-world norms and rules, which support the creation of physical products and intangible information [1616]. But research into such applications is in an early stage, with a focus on the initial contact point with users, which includes methods of input and an authoring system to create content [17]-[2020. In the final phase the metaverse will be an autonomous and permanent virtual world that coexists and interacts in conjunction with physical reality, with a an incredibly high degree of autonomy. In this way, avatars, which are human beings physically and virtual worlds, are able to engage in heterogeneous actions in real-time, accompanied by a vast number of concurrent users across multiple virtual worlds9. 

The metaverse is able to provide interoperability between different platforms that represent diverse virtual worlds i.e. it allows users to make content and distribute them over virtual universes. For instance, a person could create content on games, e.g., Minecraft1 and then transfer the content to another game or platform, e.g., Roblox2 and have a consistent personal identity, and experience. In addition the platform is able to connect to and interact with our physical world using different channels, including user’s data access via head-mounted display or headsets for mobile devices (e.g. Microsoft Hololens3), contents such as avatars, computer-generated agents in the metaverse, and interact with robots and smart devices to mention some. Public email address.

In light of the many different theories that computer technology has created in the universe(s) as mentioned earlier it could be argued that we already exist within the realm of metaphysics. But this is not entirely accurate and we will examine a few examples to support our assertion in light of the three-stage roadmap for metaverse development. Its Earth 3D Map 4 gives pictures of the real world however it does not have physical properties apart from GPS information. On the other hand, social networks permit users to create content, but only restricted to photos, text and videos, with the limited possibility of engagement from users (e.g. liking the post). 

The video games are becoming increasingly impressive and realistic. Public email address. The players can experience stunning graphics that incorporate physics into the game, e.g., Call of Duty: Black Ops Cold War and Call of Duty: Black Ops Cold War, which provide the feeling of real-world which resembles real life in stunning detail. A stunning illustration of an 18-year-old digital universe, Second Life5, is considered to be the most popular user-created 3D Universe. Users can create and design their 3D environment and experience an immersive virtual world. But, video games aren’t interoperable between them. 

The emerging platforms that leverage virtual worlds (e.g., VRChat6 and Microsoft Mesh7) offer enriched environments that mimic virtual spaces for gatherings with friends and online meetings. But, these virtual environments aren’t permanent they are only available after gatherings and gatherings. Virtual objects used in AR game (e.g. Pokemon’s Go8) have been likewise linked to physical reality, but without referencing any principles that the twins have digitally. 

The gap is significant between the cyberspace of today as well as the metaverse. Both the x and y-axes display super-seding relationships: Left-to Right (e.g. Text Images) as well as Bottom-to-Top (e.g. Write as well as Write (RW) Personalisation). The x-axis represents diverse media in the order of richness in information [21] derived from text, audio, image gaming, virtual worlds and virtuality (AR/MR/AR following Milgram as well as Kishino’s Reality-Virtuality Continuum [7]) and, eventually the physical world. The y-axis depicts the user’s experience on a spectrum between the transient (Read and Write RW) and permanent (Perpetual, Perpetual,). We provide various examples to demonstrate this superseding relationship on the y-axis. On the Read & Write level, the user experience doesn’t change as the user. Public email address.

When an individual sends an SMS or calls Zoom the experience is the same as their previous experiences and the experiences of all other users. Through personalisation, users are able to benefit from their personal preferences and explore the internet such as Spotify or Netflix. To the next stage users are able to actively participate in the creation of content, e.g., Super Mario Marker lets gamers create their own custom-designed level of play level(s). When a substantial amount of records for user interaction remain in cyberspace within the context of personalisation as well as content creation it becomes an online community. But, to the most of our knowledge it is rare to find real-world applications that have reached the top of the range of duality and continuous.

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To create the metaverse, other technologies beyond the internet and social networks, gaming virtual environments and gaming must be considered. The rise of AR and VR as well as high-speed networks, edge computing , artificial Intelligence and hyperledgers (or blockchains) are the foundations for the creation of the universe. As a technology point perspective, we can discover the core elements of the metaverse and their technological uniqueness. 

Public email database
Public email database

This article examines the current technologies and technological infrastructures in order to provide a crucial lens to build the metaverse, which is characterized by continuous,
shared as well as concurrent 3D virtual worlds that are merged into a virtual reality. The value of this piece is in three ways.
We propose a technology-based framework for the meta-verse. It can be used to create the metaverse.

In reviewing the latest technologies that are enabling the evolution that are part of the Metaverse including cutting-edge computing (XR), edge computing as well as artificial intelligence the report highlights the gap between modern technology and the demands to reach the metaverse. Public email database.

We offer research challenges and potentialities based on our study, setting an avenue to the final levels of the metaverse.
The survey is the first attempt to provide an extensive overview of the metaverse that includes both the ecosystem and technology dimensions. Figure 3 is a summary of the paper that is part of the survey.

In the context of the specialized topics in the context of ecosystems and technology. the terms used in the respective subjects reflect the main issues that are discussed in the survey paper. In the next section we will first outline our purpose through a review of the previous survey(s) and relevant studies, and put our review article within Section II. We then outline our metaverse framework taking into account both the technological and ecosystem aspects. Public email database.

To comprehend the vast array of research studies that are currently being conducted on the metaverse we chose to examine the relevant literature from 2012 until 2021 (i.e. the ten years). The first time we conducted our search, we employed the search phrase “metaverse” within the titles, abstract, or in the text of the article. We focused our search on a few principal sources of research of high-quality on immersive environments such as VR as well as AR. (ACM Chi) and the ACM CHI Conference on Human Factors in Computing Systems; (IEEE ISMAR) IEEE International Symposium on Mixed and Augmented Reality; (IEEE VR) IEEE Virtual Reality conference; (ACM VRST) ACM Symposium on Virtual Reality Software and Technology. 

We only obtained two reliable outcomes from two of the primary databases, ACM Library and IEEE Xplorer, i.e., one complete article on the creation for artificial moral agents was published in CHI [23]; and a poster that dealt with collaboration among multiple users for scientists in gamified settings that was published in VRST [24and 24. Since the criteria used to the first round of literature searches produced only a handful of qualified research articles Our second attempt was to open the criteria of searching for papers that have the same keyword of’metaverse and’metaverse’ regardless of publishing venues. Public email database.

The two main databases of ACM Library and IEEE Xplorer yielded 23 and 24 entities respectively. We then only included research articles that were written in English and excluded demonstrations book chapters, posters, and short papers. and articles were published as courses, workshops or lectures, opinions, interviews, columns and even invited talks. when the abstracts, titles and keywords of the articles didn’t provide clear reasons for their exclusion We read the complete article and summarized the 30 remaining articles in the next paragraphs.

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In the beginning, we can see several systems solutions and architectural strategies to address scalability issues in the metaverse. These include taking care to balance the workload in order to achieve a lower response times within Modern Massively Multiplayer Online Game (MMOGs) [25Unsuper-vised transfer of models created in 3D in the real world and the metaverse [26], High-performance computing clusters to run huge-scale virtual worlds [27], studying online forums that are used for criminal activities (e.g. trading stolen data and items) on virtual realms (28), investigation of novel techniques for spatialization and composition in virtual 3D space in the context of multiplayer scenarios [29], regulating games that are created by users [30], improving the interoperability and integration of the vastly different virtual worlds within the metaverse [31and redistributing the net-work throughput in virtual environments to improve the user experience by incorporating avatars into virtual environments [32of the use. Public email directory.

Public email directory
Public email directory

Then, we come across three papers that propose methods for interaction with users to facilitate interaction between physical and virtual worlds. Young et al. developed a technique to interact with users to use high-fiving gestures which are synchronised with both virtual and physical settings [33]. Vernaza et al. suggested an interactive system to connect the metaverse and real-world environments using devices that are smart and tablets [3434. Next, Wei et al. developed user interfaces to allow the personalisation of virtual character characters within virtual realms.

Thirdly, the study of user actions in the metaverse also receives some interest in the academic community. The well-known clustering methods can help to comprehend the avatar behavior in virtual worlds [36] as well as the textual content that is created in a variety of virtual worlds [3737.  Public email directory.

The metaverse could connect users with human-like animated objects a fascinating study by Barin and co. [38] examines the crash of high-performance drone racing in the first-person perspective on VR headsets. The conclusion of their research suggests that physical limitations such as resistance to air and acceleration will not be the main focus of the drone-user interaction in virtual worlds. The user interface design could hinder the user’s response times, which could lead to the main causes for crashes. Public email directory.

We then discuss the many diverse scenes in virtual environments, including virtual museum [39], historical Chinese cities [40and even virtual laboratories or classrooms [41] to [4444. We can see that existing virtual spaces are generally regarded as collaborative learning spaces where humans are able to complete tasks in a group, based on various topics like learning about the environmental IoT [41] and teaching calculus [44avatar designs, the use of typographic art in virtual environments [45and 46in promoting awareness of the environmental impact of Agriculture [47and presenting Chinese cultural traditions [40as well as presenting Chinese culture [40].

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We also present surveys that we found in our collection of research papers. There is only one complete survey article as well as two mini-surveys along with three papers on position [48, [49] are available. The long-form survey by Dionisio and colleagues. [50] concentrates on the development of the metaverse and consequently, discusses four aspects of realism: accessibility, interoperability and scaling. Two mini-surveys examine the present headsets and applications to allow user interaction in virtual environments, aswell different artistic methods to create art in VR [515253]. 

Public email ids
Public email ids

Concerning the position papers, Ylipulli et al. [49] advocate frameworks for design that can be used to create future hybrid cities, and the intertwined relationships among 3D virtual towns and their tangible counterparts. A different conceptual framework defines instance types within the metaverse, taking advantage of the classical Vitruvian concepts in the form of Utilitas, Firmitas, and Venustas [53[53]. In addition, since the metaverse is an open and public space that is shared in virtual environments, users’ privacy concerns in these new areas have been addressed in [48The article [48] discusses privacy concerns in the metaverse. Public email ids.

Since we can only find a small amount of studies that focus on the metaverse, we believe the metaverse as only beginning to emerge. Therefore, more research efforts must be widened in the design and construction of the metaverse. Instead of deciding on subjects randomly instead, we concentrate on two crucial aspects: the ecosystem and technology, with the following explanations. 

The first is that technology is the key element in shaping the metaverse. The timeline in Figure 4 shows the progression of the metaverse’s growth. The metaverse has seen four changes from text-based interactive games virtual open worlds Massively Multiplayer Online Game (MMOG) immersive virtual worlds that are accessible via smart phones and wearables, up to the present state in the world of metaverse. Each change is triggered by the advent of new technology , like the advent of the Internet 3D graphics, internet use at-scale, and hyperledger. It is evident that technology act as catalysts to enable these transitions in cyberspace. Public email ids.

In reality the research community is in the process of exploring the metaverse’s evolution. It is possible that new technologies could open up new aspects of the metaverse and propel virtual worlds towards the perception of a virtual universe. This is why we seek to connect various new technologies that can be beneficial to the advancement in the world of metaphysics. 

After analyzing the potential of various new technologies gaming-based metaverses could offer a wide range of possibilities, and could eventually lead to virtual worlds that are similar to that of reality, based on the three-stage metaverse that is discussed in the Section I. Our research paper, therefore will propose the design of metaverse ecosystems that are based on the real world. real world. The current literature focuses on a few issues, such as privacy of users [4848]. It is essential to present a an all-encompassing overview of the metaverse’s ecosystem Our article fulfills the purpose. Public email ids.

Before we start with the discussion of technologies and the ecosystem issues within Section III we discuss the interconnected nature in the metaverse. The survey therefore encompasses fourteen different topics related to metaverse. Researchers, technical experts and computer scientists can be aware of the most recent technology, issues and research opportunities creating how the world of tomorrow will develop. 

This article explains the connection between the eight technological topics that we covered, and we tried the best we could to illustrate their connection. Public email ids. On the other hand economics, social scientists as well as avatar and content creators and digital policy makers and government officials can comprehend the six essential building blocks to build the metaverse’s ecosystems and the ways that emerging technologies could impact both the physical and the virtual worlds. Additionally, other players who are already involved within the realm of the metaverse possibly in the context of game-based changes, can see our piece as a reflection of the times when technological catalysts drive the development of the metaverse and possibly the “Digital Big Bang”.

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Due to the multidisciplinary characteristics of the Metaverse this section is designed to clarify the relationships between the fourteen specific areas that are categorized under two major categories: ecosystems and technologies prior to moving on to discuss each of the focused area(s). Figure 5 illustrates the focused areas that fall under both categories, in which technology is a part of the metaverse and its ecosystem in a massive application.

Public email address lists
Public email address lists

In the technological dimension, i.e., the eight pillars that make up the metaverse, humans are able to access the metaverse using the extended realm of realities (XR) and other methods of interaction with users (e.g. manipulation of the virtual object). Computer Vision (CV) as well as Artificial Intelligence (AI) and blockchain and roboticsor Internet-of-Things (IoT) are able to work together with the user to manage different activities in the metaverse via user interaction and extended reality. Public email address lists.

Edge computing is a method of improving the performance of apps that are sensitive to delays and bandwidth-hungry by managing your local source of data processing data that is available on devices that are on the edge, and cloud computing is widely recognized for its scalable computing capability and capacity for storage. Utilizing both cloud-based and edge-based applications can create synergy that can improve the performance of applications and consequently the user experience. Edge devices and cloud-based services that have advanced mobile networks can help aid in the development of AI, CV robots, IoT and other technologies and can be incorporated into the right hardware infrastructure.

The ecosystem describes an entirely independent and meta-sized virtual universe which mirrors reality. Humans living within the physical realm can influence their avatars via the XR technique and user interaction for various activities collectively like the creation of content. Thus, virtual economy is a natural result of these things happening that exist in the world of metaphysics. Public email address lists.

We look at three distinct areas of social acceptance, security and privacy, in addition to transparency and trust. Similar to the social system in real life, the content creation and the virtual economy must be in line with the norms of society and laws. In particular, creation in the virtual economy must have ownership protection as well as the results of such productions are expected to be accepted by avatars (i.e.,human users) in the metaverse. Human users should be able to trust that their actions aren’t exposed to security and privacy dangers.

The format of the paper follows. Based on the framework we propose we will review 14 key elements that are crucial in the creation of the metaverse. Public email address lists. We start by discussing the technological aspect , namely the XR (Section IV) User interaction with XR as well as the ubiquitous user interactions (Section V) robotics, IoT (Section VI) Artificial Intelligence (Section VII) Computer imaging (Section IX) hyperledgers that support different user behaviors and the emerging economy in the market for the metaverse (Sec-tion VIII) Edge computing (Section X) and the next network that will meet the huge demands for the world of metaverse (Section of XI). In relation to the ecosystem created based on the mentioned technologies, we will first look at the main actors in the metaverse.

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avatars of human users in SectionXII. We then discuss creation of content (Section of XIII) and the virtual economics (Section XIV) and the related social norms and rules social acceptance (Section XV) the privacy of security and data (Section XVI) and trust and accountability (Section of XVII). In the final section, Section XVIII addresses the main challenges to developing the metaverse, and outlines the major research agenda for driving the Digital Big Bang in order to create a more unified spatial, shared and collaborative space online.

Public email address database
Public email address database

The concept was derived from Milgram as well as Kishino’s Reality-Virtuality Continuum [7], the most current continuum has also added new branches of alternate realities that lean towards physical reality [54], specifically MR [55] as well as futuristic holograms, similar to the digital objects featured on Star Trek. Star Trek franchise [56]. The diverse categories of the continuum permit human beings to explore the metaverse by experiencing different alternate realities in both the digital and physical worlds [57]. Public email address database.

But, we have restricted our focus to four main types of reality that receive lots of interest from academia and industrial sectors [58]-[6060]. This section begins with the well-known field of VR and then moves on to the new areas related to AR and its more advanced variations, MR and holographic technologies. This section also functions as an introduction into the process of XR connects virtual and physical environment.

Virtual Reality (VR)

VR has the most prominent characteristics of completely synthetic images. Commercial VR headsets are a standard way of user interaction such as head tracking and tangible controllers [6060. In this way, users are immersed in completely virtual worlds, and interact with virtual objects using interaction methods. Additionally VR is referred to as the ‘furthest point from reality in Reality-Virtuality Continuum’ [7]. The users using VR headsets are required to focus on the virtual worlds which is why they are separated from physical reality [5556. In the same way, those in the metaverse can create content within the digital twins. Public email address database.

Today commercial virtual environments allow users to create content, e.g., VR painting11. The exploration of the user’s capabilities is possible through the interaction of users with virtual objects in an environment that is virtual such as changing the form the shape of an object or creating new art objects. Multiple users in these virtual environments are able to collaborate with one another in real-time. This is consistent with the clearly defined specifications of virtual environments. They require an underlying perception of spatial space sense of physical presence sense of the time (real-time interaction) and a means for communication (by gesture or text, voice and so on. ) as well as a means to exchange the information of objects and modify them [61]. Public email address database.

It is vital to understand that all users in a virtual universe, i.e., a subset of the metaverse should have the same information observed from other people. Users are also able to communicate with one another in real-time and consistent ways. That is, how the users will perceive the virtual objects as well as the collaboration among users in a shared space are one of the key elements. In the final phase of the metaverse the users who are in a shared space must work together with any additional features or interactions from their physical counterparts like AR or MR. The fundamental element of creating the metaverse is to create multiple virtual shared spaces, is to integrate the actions that are simultaneous, between all the avatars, objects representing their users, as well as the interactions between them, e.g., object-avatars or object-objects and avatar-avatars. Public email address database. 

Each of the processes involved in virtual environments need to be synchronised and reflect the changing states/events of the virtual space [62]. But managing and synchronising events and states that are dynamic at a large massive scale can be a daunting task in particular when considering infinite concurrent users who collectively interact with the virtual object and communicate with one with no reasonable latency which could adversely affect user experience.

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Augmented Reality (AR)

Moving beyond the traditional virtual worlds, AR delivers alternated experiences for humans in their surroundings. It concentrates on the improvement of our physical environment. Theoretically, computer-generated virtual content could be presented using diverse perceptual information channels including audio and visuals, as well as smell and haptics [63]-[6565]. The initial generation of AR frameworks for systems only focus on visual enhancements. 

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Best Public email lists

These are designed to organize as well as display overlays of digital images that are superimposed over our physical environment. As demonstrated in early work from the early 1990s A large, see-through display did not take into account mobility of the user that required users to engage with text and 2D interfaces using tangible controllers while in a sitting position. Best Public email lists.

Since the beginning of work major effort has been undertaken to enhance the user’s interaction with digital elements in AR. It is crucial to remember that digital entities, possibly from the metaverse, overlayed on top of the physical surroundings of the user will allow humans to combine the actions simultaneously (analogue and VR). Therefore, ensuring seamless and effortless user interaction with these digital objects in AR is among the most difficult tasks, connecting human users who are physical world with the metaverse [65It is important to note that the metaverse may be a source of interaction for humans [. 

The freehand interaction techniques, which are shown in many science fiction films, such as minority report12, provide intuitive and user-friendly interfaces for AR user interaction [58The following examples illustrate the user interfaces that are ready-to-use. The well-known freehand interaction method called Voodoo Dolls [67is a system-based solution where users use two hands to select and interact with the virtual objects using pinch gestures. HOMER (68) is a different kind of interaction tool for users that uses ray-casting to create a trajectory of a virtual hand, which indicates the AR objects to be chosen and then manipulated. Best Public email lists.

Furthermore, AR will situate everywhere in our daily environments by, for example, noting directions when in a new location and identifying objects controlled by the contexts of users [69]. In this way, we could think that the metaverse, through AR is going to be integrated into our urban surroundings and digital entities will be visible in clear and tangible ways over the top of a variety of physical objects found in urban zones. 

That is, users using AR operate in physical world, but also connect to their counterparts from the metaverse. This requires significant effort in the fields of detection and tracking in order to connect the virtual information to the exact location in the actual environment [70-73The same is true for the physical environment [70-[73]. More details on this is available in the Section IX. Touring Machine is considered as the first prototype for research that lets users explore AR outdoors. The prototype is comprised of computer hardware as well as the GPS unit that has been incorporated into the backpack, along with an on-head display that displays maps and navigational information. Users who use the Touring Machine can interact with the AR map by using a hand-held stylus or a surface that is touch-sensitive [74]. Best Public email lists.

However, recent AR headsets have made amazing improvements, especially in terms of mobility. People who use light AR headsets are able to receive audio and visual feedback signals to indicate AR objects, however other sensory dimensions like the sense of smell and haptics remain ignored [58]. It is important to remember that AR headsets aren’t the only option for accessing the content from the metaverse. In the present state of AR advancements, AR overlays, and even digital entities from the metaverse are accessible through a variety of devices, such as but not restricted to AR headsets [5875touchscreens for hand-held devices [76 ceiling projections [77], tabletops [78as well as Pico (wearable) projectors [79] on. However, AR headsets own advantages over other options regarding the shifting of attention of the user and the ability to keep hands busy. Best Public email lists.

Primarily, humans have to switch their focus between their surroundings and digital content in other kinds of AR devices. Contrary to that, AR headsets enable AR overlays that are displayed right in the user’s eyes [80, [81]. The user’s hands are not distracted by the tangible devices since the computing devices and displays are placed on top of the head of the user. These advantages allow users of AR headsets to enjoy the metaverse via the lens of an AR camera’. A more detailed explanation of the user interaction is available at Section V.

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Mixed Reality (MR)

After introducing both extremes in the Reality-Virtuality Continuum [82] – AR and VR, we try to examine the connection with the metaverse, and MR. It is unfortunate that there isn’t a consensus-based definition of MR However, it is essential to establish a common definition that refers to the alternate reality between two extremes of AR and VR. However, the numerous and divergent definitions are able to be summarized into six definitions that can be grouped together [55], which include the “traditional” concept of MR as a middle-ground in the Reality-Virtuality Continuum [82], MR as an alternative to AR [83], MR as a type of collaboration [84], MR as a combination of AR and VR [85], MR as an alignment of different environments [86], and a “stronger” form that is a stronger version of AR (87).

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Best Public email address

The six definitions mentioned above are commonly used in studies on MR. The research community is of the opinion that MR is a bridge somewhere between AR and VR and permits interaction between virtual entities within physical environments. It is worthwhile to point out the fact that MR objects, which are backed by a solid ca-pability awareness of the environment or situational awareness and can be used together with tangible objects within various physical situations. Best Public email address.

For example an actual screwdriver could be used to turn digital screws fitted with slotted heads in MR showing a crucial characteristic of interoperability between physical and digital objects. As opposed to this, as seen in existing applications [58(58, 58, 58), AR usually simply displays information overlayed over physical world, not considering interoperability. In light of this additional aspect, MR is viewed as an improved variant of AR in a substantial amount of publications that show closer and more collaborating connections between the physical interactions, spatial, or virtual entity [58 [69], [88] and [89The following articles provide a more comprehensive overview of MR.

Based on the above discussion even though we aren’t able to make a conclusive conclusion about MR, MR is the base of the metaverse. Certain features of the six definitions are common to both the metaverse as well as MR. We think that the metaverse began by connecting the twins which link to our physical universe [9]-14The metaverse is the place where we begin. Humans then begin creating content in the digital twins [16] -[20and 20. Best Public email address.

Therefore, digitally generated contents are reflected within physical surroundings, and humans expect digital objects to blend with the physical world around us across time and space [90]. While we aren’t able to accurately forecast how the metaverse may influence our physical surroundings but we can see that the existing MR prototypes as having specific objectives, such as creating realistic scenes [91], creating a sense of being in the present [92], and generating empathetic physical spatial. These objectives can be seen as aligned with the metaverse that argues that different virtual worlds function in harmony with one another 9.

Large Display, Pico-Projector, Holography

Based on the literature available This paragraph is designed to speculate on methods of bringing the unique created content inside the virtual environment (ultimately the metaverse) back to physical counterparts within the public space shared by all.  Best Public email address. The social acceptance of using mobile headsets within public areas is in doubt [96], there is no evidence that mobile headsets can be the only means to bring metaverse content to the public realm. Other technologies that are mature like large screens and pico-projectors can serve as a means to project images into the real world. Figure 6 shows three examples. 

Large display13 and pico-projectors [79] permit users with no headsets for mobile phones to look at digital images with a high level of realistic. Furthermore, miniature projectors built into phones, e.g., MOVI Phone14 allows sharing of content at any time and anyplace. It’s also important to note that smartphones are among the most popular devices in the market today.

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We also discuss possible holographic tech focusing on enhanced communication media that go beyond 2D display [97] and seeking genuine volumetric displays (showing videos or images) that do not show any distinction in comparison to our normal objects. The current holographic technology could be divided into two main kinds: laser-driven and reflection-based holo-graph15. A recent study [98] proved the viability of displaying vibrant volumetric images on sedentary and bulky devices but with the drawbacks of low resolution which may affect the perception of users to realisticity. 

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Best Public email database

However, the primary benefit of reflection-based holography lies in its ability to create holograms that are vibrant and have a the colour rendering that is very similar to objects found in the real world (94) (Figure 7(a)). However, Plasma Fairies [95] is an 3D aerial hologram which can be detected by skin of the users however, the device can only emit plasmonic light within a mid-air area not larger that 5 CM3 (Figure 7(b)). If a technological advancements allow these 3D volumetric objects to be visible all over the globe then it will be an unsurprising fact that our universe could be integrated into our urban environments, as seen by Figure 3. (top-right corner) and create an incredibly strong sense of presence for those who live in urban environments. Best Public email database.

However Holographic technology has three major issues in the previous works that include small resolution screen size, display resolution, and also the device’s mobility. Therefore, getting over these weaknesses is the key to achieving the goal of providing enriched 3D images to reality.

Interaction with the user

This section begins by reviewing the latest methods that allow people to communicate with digital objects within physical spaces. Then, we review the current technologies that show digital entities to humans. We also examine the feedback signals that users receive and the haptic-driven telepresence , which connects humans in physical environments, avatars from the meta-verse, as well as digital entities in the spectrum that is extended-reality. Best Public email database.

Mobile Input Techniques

As the final stage in the metaverse, which will connect the physical world as well as its digital twins. humans everywhere who are physically present can interact with avatars and other virtual objects that reside in both the metaverse as well as the MR in physical environments. i.e. that both the virtual and physical worlds continuously interact with one another. It is essential to allow people to communicate with virtual entities in a broader way. 

But, most of the current metaverse lets users interact with keyboards and mice that do not accurately reflect the movements of the avatar. Best Public email database. Furthermore, these large keyboards and mice aren’t specifically designed to facilitate mobile interaction and, consequently, force users to remain in sedentary positions (e.g. sitting) [58]and [69[69].

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While freehand interaction is intuitive because of the use of barehanded techniques [58] and can further facilitate the ability to manipulate objects and point them [99], the majority of freehand interactions are based heavily on computers and computer vision (CV) methods. Therefore, precise and real-time recognition for freehand interactions is technically de-manding. even the most basic mid-air pointing demands adequate computational resources [100100. Insufficient computational resources could cause delays to user actions and thus impact your user’s experience101. 

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Best Public email directory

Beyond CV-based interaction strategies researchers search numerous input methods for complex user interaction such as the optical [102] IMU-driven Pyroelectric Infrared [104] electrical [105], capacitiveIMU-driven interactions [103IMU-driven user interactions [103. These alternative modes of interaction can be used to be able to capture user activity and interact with digital entities of the metaverse. Best Public email directory.

We present a selection of works to demonstrate mobile input methods using alternative input modes, which are as follows. The first is that human user could be the most practical and easy-to-use interface surface, referred to as body-to-body interaction [58for short. For example, ActiTouch [106] owns a capacitive touch surface connected to the user’s forearm. The electrodes inside ActiTouch transform the body of the user into a large input surface, meaning that users are able to tap on their body to interact with other participants across various digital worlds.

A similar method [107] has enriched the range of input commands in which users could interact with menus, icons and other virtual objects using AR overlayed onto the arm of the user. In addition, on-body interactions could be used to facilitate interpersonal interactions that allow social touch remote [108], [109(108, 109). The use of on-body interaction can improve communication between humans and avatars. The most recent technologies for body-based interaction illustrate the trend towards shrinking the size of devices, which ranges between a palm [110]-[112up to a fingertipFingertip [113].  Best Public email directory.

The user’s interaction, as a result will be less obvious as opposed to the previously mentioned finger-to-arm interactions. However, the fact that you can search for different input options is not a sign that CV-based techniques don’t work. Combining alternative input modalities and CV-based techniques allows for both a natural user interface and the ability to handle complex or time-sensitive inputs from users [58]. For example, a CV-based approach is a perfect complement to IMU sensors. The CV-based approach determines the location of the virtual objects that users hold in mid-air. IMU sensors allow for precise and subtle control of the virtual object [103The IMU sensors allow for precise and subtle manipulation of virtual objects [103. Best Public email directory.

Instead of using sensors to our body, a different option is known as digital textile. Digital textiles incorporate novel materials and conductive threads within regular fabrics, allowing interaction between users using 3D and 2D users interfaces (UIs). Research prototypes like PocketThumb [114 or ARCord [115] transform our clothes into interfaces for users that interact with digital entities in MR. PocketThumb [114] is a smart fabric that can be placed in the front pocket of a trouser. 

Users can use tapping and swiping on the fabric to perform interactions with the user, e.g., positioning the cursor when performing pointing with 3D virtual objects that are available in MR. Additionally, ARCord [115] is a cord-based garment that can be tucked into the jacket. Users can use the cord to select menus or perform casting rays onto virtual objects in different virtual environments.