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The Metaverse

  • AD 79
  • Feb 12, 2022
  • 3 min read


What is the metaverse?

It's a combination of multiple elements of technology, including virtual reality, augmented reality, and video where users "live" within a digital universe. Supporters of the metaverse envision its users working, playing, and staying connected with friends through everything from concerts and conferences to virtual trips around to the world.


If the metaverse is to become an embodied internet, then it must have certain properties that separate it from isolated virtual reality experiences like Second Life. Venture capitalist Matthew Ball describes them on his website:


The metaverse is a massively scaled and interoperable network of real-time rendered 3D virtual worlds which can be experienced synchronously and persistently by an effectively unlimited number of users with an individual sense of presence, and with continuity of data, such as identity, history, entitlements, objects, communications, and payments.


Where Did the Concept Come From?

Author Neal Stephenson is credited with coining the term "metaverse" in his 1992 science fiction novel "Snow Crash," in which he envisioned lifelike avatars who met in realistic 3D buildings and other virtual reality environments.


Since then, various developments have made mileposts on the way toward a real metaverse, an online virtual world which incorporates augmented reality, virtual reality, 3D holographic avatars, video, and other means of communication. As the metaverse expands, it will offer a hyper-real alternative world for you to coexist in spacetime are ignored, and free-combat zones where people can go to kill each other.


For example, In Second Life (released in 2003), users can customize realistic avatars, meet with other players, create virtual items, own virtual property, and exchange goods and services. Virtual experiences like Second Life can be described as protometaverses. Why the prefix? Because they exist in isolation, each being a digital island whose inhabitants and their virtual assets never leave it. The metaverse Mark Zuckerberg wants to create isn’t some grand virtual experience—it’s the next version of the internet.


“We’ve gone from desktop to web to mobile; from text to photos to video. But this isn’t the end of the line,” writes Zuckerberg in a recent letter to his employees. “The next platform will be even more immersive—an embodied internet where you’re in the experience, not just looking at it. We call this the metaverse, and it will touch every product we build.”


What Will Power the Metaverse?

The metaverse will be driven by diverse forms of technology such as cloud infrastructure, software tools, platforms, applications, user-generated content, and hardware. In addition to the technical requirements, the metaverse will include various user experiences including, but not limited to, entertainment, gaming, commerce, social interactions, education, and research.


When can we expect to see it?

Mark Zuckerberg, the CEO of the newly named Meta (formerly Facebook), estimates it could take five to 10 years before the key features of the metaverse become mainstream. But aspects of the metaverse currently exist. Ultra-fast broadband speeds, virtual reality headsets and persistent always-on online worlds are already up and running, even though they may not be accessible to all.


What are some examples of it?

Here's a look at what's happening today that could lead to the metaverse of tomorrow:


♦ Meta. The tech giant formerly known as Facebook has already made significant investments in virtual reality, including the 2014 acquisition of Oculus. Meta envisions a virtual world where digital avatars connect through work, travel or entertainment using VR headsets.


♦ Microsoft. The software giant already uses holograms and is developing mixed and extended reality (XR) applications with its Microsoft Mesh platform, which combine the real world with augmented reality and virtual reality.


♦ Epic Games. It's held concerts by the likes of Ariana Grande and Travis Scott, movie trailers and music debuts. And it's developing photorealistic digital humans with its MetaHuman Creator, which could be how you customize your digital doppelganger in future open-world games.


♦ Roblox. The platform, founded in 2004, houses scores of user-generated games, including role-playing offerings like Bloxburg and Brookhaven, where users can build homes, work, and play out scenarios. Roblox is now valued at more than $45 billion after going public this year.


♦ Minecraft. Another virtual universe beloved by kids, the Microsoft-owned Minecraft is essentially the digital equivalent of Legos, where players can create their own digital character and build whatever they desire. Minecraft saw over 141 million monthly active users in Aug. 2021.


 
 
 

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