## 1 Introduction  
A 360-degree video is a video filmed in all directions by an omnidirectional camera or numerous cameras simultaneously, encompassing a whole 360-degree 3D sphere view, hence creating a Virtual Reality (VR) environment. When played back on a 2D flat screen (mobile or computer), viewers may alter the viewing direction and view the film from whichever angle they like, similar to a panorama. It can also be played on a display like a head-mounted display or projectors organized in the shape of a sphere or a portion of a sphere. The potential of 360-degree video and VR is enormous. The development of VR, AR and 360-degree video could be seen in education, real estate, medical, economics and more. Due to the COVID-19 pandemic situation where close contact with physical connections is forbidden, the work from home and study from home culture has further encouraged the development of these technologies. For instance, hologram conference meetings [1], home shopping with AR [2], etc. Based on the study in [3], the growth of the 360-degree video is demonstrated in Figure 1.  
The exponential expansion in online material, more inexpensive and cost-effective technologies and the remarkable advances offered to mobile technology have sparked attentiveness in the employment of immersive technologies and 360\({}^{\circ}\) video, especially in sectors such as education [4; 5]. The 360-degree videos are a step forward from traditional two-dimensional videos in that they provide the user with the sensation of being immersed in the middle of a scene that can be examined freely and interactively by just rotating the head to a specific Region of Interest (Rol). 360-degree video streaming is deemed to be the essential instrument to develop technical creativity and implement research and project activities among students. In addition, the 360-degree video may improve the understanding of more complicated subjects, ideas, or concepts by providing a more active rather than the traditional passive education atmosphere that is conducive to embedding learning and elevating education to new heights. Thus, it helps in increasing student motivation on exploring more on the subject that they are learning limitlessly. The development of these technologies is further driven by the big corporations, Facebook officially announced that it would be renaming its company \"Meta\" in October 2021 [6]. [PERSON], the Chief Executive Officer (CEO) of Meta has propagated the concept of bringing social connection, entertainment, gaming, health, work, education, and commerce, all of which are daily activities, into the virtual universe known as the \"Metaverse\". Along with the other technologies Blockchain, Non-Fungible Token (NFT) and Cryptocurrency, people could even run their businesses and own assets such as houses inside the Metaverse. The business potential and opportunities are impossible to overlook. For instance, JP Morgan, the central bank and global financial institution in the United States (US) sees a $1 Trillion market opportunity in Metaverse and launched a virtual lounge on Blockchain-based VR platform \"Decentraland\" on 15 February 2022 [7]. Afterwards, Second Life (SL), which is known as a 3-D virtual environment offers a user something different, where users could pose to be anybody or anything they desire, and this SL receives massive attention. They can go to social events such as a concert, press conferences and classes, buy land, clothes and gadgets or visit their friends [8]. Moreover, in February 2022, one of the Asia entertainment companies SM Culture Universe (SMCU) forged a metaverse collaboration with a company called \"The Sandbox\", which is the utmost metaverse platform in the world. The goal of this collaboration is to host events in the metaverse, such as concerts and fan gatherings, as well as to release various games and  
Figure 1: Growth of the 360-degree video in various industries. NFT products [9]. Furthermore, completing tasks in the Metaverse may occur considerably faster than we expect.