HOW METAVERSE WILL CHANGE THE WORLD AS WE KNOW IT.
The metaverse (a of "meta-"
and "universe")
is a hypothesized iteration of the internet,
supporting persistent online 3-D virtual environments through conventional
personal computing, as well as virtual and augmented reality headsets Metaverses,
in some limited form, are already present on platforms like VRChat or video games like Second Life.
Current metaverse ambitions are centered on addressing technological limitations
with modern virtual and augmented reality devices, as well as expanding
the use of metaverse spaces to business, education, and retail
applications. Numerous entertainment and social media companies have
invested in metaverse-related research and development. The metaverse has come
to be criticised as a method of public
relations building using a purely
speculative, "over-hyped" concept based on existing technology. Information
privacy and user addiction are concerns within the metaverse, stemming from
current challenges facing the social media and video game industries as a whole
The metaverse is
described as a means of manufacturing immersive digital spaces for a range of
human activity. To achieve this, some iterations of the metaverse involve
integration between virtual and physical spaces and virtual economies.
Additional qualities include digital persistence and synchronicity in order to
better establish a sense of presence in a realistic environment along with
implementing existing social media elements such as avatar identity, content
creation, and social acceptability.
Current implementations
Video games
Several
components of metaverse technologies have already been developed within modern
internet-enabled video
games. The 2003 video game Second Life is
often described as the first metaverse, as it incorporated many aspects of
social media into a persistent virtual world. Social functions are often an
integral feature in many massively
multiplayer online games. Technology
journalist Clive Thompson has
argued that the emergent, social-based gameplay of Minecraft represents
an advanced implementation of the metaverse. Other claims of developing a
metaverse have been made for the games Active
Worlds, Roblox Decentraland, and Fortnite[] in
addition to a few early MUD games.
Virtual reality
Metaverse
development has often focused on bettering virtual
reality technologies due to
benefits in establishing immersion in virtual environments. In 2019, the social
network company Facebook launched
a social VR world called Facebook
Horizon. Facebook would later be
renamed "Meta
Platforms" in 2021. Its
chairman Mark
Zuckerberg declared a company
commitment to developing a metaverse ecosystem. Much of the underlying virtual
reality technology that Meta Platforms advertised remains to be developed Microsoft acquired
the VR company AltspaceVR in
2017, and is planning on integrating metaverse features into Microsoft Teams.
Potential implementations
There is a
considerable interest in developing metaverse technology for improvements in
work productivity. Within the education sector, it has been proposed that
metaverse technologies would allow for more focused and interactive
environments for learning history and human
geography
Virtual reality
has long been used in the real estate sector for home tours and metaverse
development may expand that function.
There is a
significant interest in developing the metaverse for online retail.
Technology
The metaverse is
a proposed expansion to existing internet technologies. Access points for the
metaverse include general-purpose computers and smartphones, in addition
to augmented
reality (AR), mixed reality, virtual reality (VR),
and virtual
world technologies
There are
significant business and commercial interests in metaverse-related research and
technology. Facebook bought VR company Oculus in
2014, looking to build a new 3-D social space with "connective
tissue" to bridge the gap between varying services. A virtual environment
is considered to be the most likely access point to the metaverse. The
metaverse's dependency on VR technology places limitations on its development
and wide-scale adoption.] Limitations
stemming from the balance between cost and design include the lack of high
quality graphics and a lack of mobility. Lightweight wireless headsets lack
image quality, which is optimized for bulky, wired VR goggle
systems Another issue for wide-scale adoption of the technology is the
cost, with the HTC Vive Pro 2 headset costing US$799 plus controllers in
2021 Many high-end computers are incapable of powering VR machines. In
2016, NVIDIA estimated that 99% of computers on the market were incapable of
handling the software requirements for an adequate virtual reality experience
More
sophisticated sensors than are currently available are needed to make AR and VR
movements more precise and visual overlays more accurate with higher image
quality; visual anchoring, movement tracking, and motion following all need to
be handled at scale in order to support these improvements. The widespread
adoption of VR largely hinges on sophisticated sensors with the ability to
reliably measure depth while consuming little amounts of battery power, all in
a portable and affordable model, which has not yet been efficiently produced at
a large scale. In 2021, the South Korean government announced the creation of a
national metaverse alliance with the goal to build a unified national VR and AR
platform.
Technical standards
Common
standards, interfaces, and communication protocols among virtual environments
are in development. Collaborations and are attempting to create
standards and protocols to support interoperability between virtual
environments, including:
·
OpenXR,
application programming interfaces (APIs) for interfacing with VR and AR
devices, Khronos Group (2019–present)
·
Virtual
Worlds—Standard for Systems Virtual Components Working Group (P1828), IEEE (2010–Present)
·
Information
technology—Media context and control—Part 4: Virtual world object
characteristics (ISO/IEC 23005-4:2011), ISO (2008–Present)
·
Immersive
Education Technology Group (IETG), Media Grid (2008–Present)
·
Virtual World
Region Agent Protocol (VWRAP), IETF (2009–2011)
·
The Metaverse
Roadmap, Acceleration Studies Foundation (2006–2007)
·
The Open
Source Metaverse Project (2004–2008)
·
X3D,
the successor to the Virtual Reality Modeling Language (VRML)
as the open standard for interactive real-time 3D (web3D).
X3D is an accepted standard for integrating virtual and augmented realities
with the web.
Criticisms and concerns
The term arose
in the early 1990s, and has come to be criticised as a method of public
relations building using a purely speculative,
"over-hyped" concept based on existing technology.
Information privacy in
the metaverse is an area of concern because the companies involved will likely
collect users' personal information through wearable devices and user
interactions. Facebook is planning on persisting targeted advertising within
the metaverse, raising further worries related to the spread of misinformation
and loss of personal privacy.
User addiction
and problematic
social media use is another
concern for the development of the metaverse. Internet
addiction disorder, social media,
and video game addiction can
have mental and physical repercussions over a prolonged period of time, such as
depression, anxiety, and obesity. Experts are also concerned that the
metaverse could be used as an 'escape' from reality in a similar fashion to
existing internet technologies.
The metaverse
may magnify the social impacts of online echo chambers and digitally alienating
spaces. Since metaverse developments may be made to algorithmically tailor
virtual worlds based on each person's beliefs, the metaverse may further
distort users' perceptions of reality with biased content to maintain or
increase engagement. The alienation of the human personality and the
digitization of the human experience is demonstrated to lead to further
alienation of interpersonal human relationships.
Fiction
The term
metaverse was coined in Neal
Stephenson's 1992 science fiction novel Snow
Crash, where humans, as avatars,
interact with each other and software
agents, in a three-dimensional virtual
space that uses the metaphor of the real world. Stephenson used the term
to describe a virtual
reality-based successor to the internet.
Neal
Stephenson's metaverse appears to its
users as an urban environment
developed along a 100-meter-wide road, called the Street, which spans the
entire 65536 km (216 km)
circumference of a featureless, black, perfectly spherical planet.
The virtual real
estate is owned by the Global Multimedia Protocol
Group, a fictional part of the real Association for
Computing Machinery, and is
available to be bought and buildings developed thereupon.
Users of the
metaverse access it through personal terminals that project a high-quality
virtual reality display onto goggles worn by the user, or from grainy black and white public
terminals in booths. The users experience it from a first-person
perspective. Stephenson describes a sub-culture of
people choosing to remain continuously connected to the metaverse; they are
given the sobriquet "gargoyles"
due to their grotesque appearance.
Within the
metaverse, individual users appear as avatars of any form, with the sole
restriction of height, "to prevent people from walking around a mile
high". Transport within the metaverse is limited to analogs of reality by
foot or vehicle, such as the monorail that
runs the entire length of the Street, stopping at 256 Express Ports,
located evenly at 256 km intervals, and Local Ports, one kilometer
apart.
Ready
Player One is a
2011 dystopian science
fiction novel by Ernest
Cline, depicting the world in the year 2045 as being
gripped by an energy crisis and global warming, causing widespread social
problems and economic stagnation. The primary escape for people is a metaverse
called the OASIS, which is accessed with a VR headset and wired gloves.
It functions both as an MMORPG and
as a virtual society. A film adaptation was
released in 2018.
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