MetaVerse: The Future Of Internet

MetaVerse is the future of internet!

Science fiction writer Neal Stephenson coined the term “metaverse” in his 1992 book Snow Crash, using it to mean a computer-generated universe. It is generally understood to be a highly immersive, shared virtual world where people gather to play games, socialize and to work.

It’s a combination of multiple elements of technology, including virtual reality, augmented reality and video where users “live” within a digital universe.

Web 3.0 is a shift of power to the people, “the people are in charge of their data, identity, and monetization”.

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 oftomorrow:

♦ 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. Zuckerberg has been bullish on the metaverse, believing it could replace the internet as we know it. “The next platform and medium will be even more immersive and embodied internet where you’re in the experience, not just looking at it, and we call this the metaverse,” said Meta CEO Mark Zuckerberg last month after revealing the company’s rebranding. 

Launched by Facebook in August 2021 -- the company's name is now Meta -- the Horizon Workrooms beta is a virtual meeting space where coworkers can join a VR meeting using Oculus Quest 2 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. Earlier this month, Microsoft showed off its plans for bringing mixed-reality including holograms and virtual avatars to Microsoft Teams in 2022. Also in the works for next year: explorable 3D virtual connected spaces for retail and workplaces. The U.S. Army is currently working with Microsoft on an augmented reality Hololens 2 headset for soldiers to train, rehearse and fight in. Beyond that, Xbox Live already connects millions of video game players across the globe, too.

♦ Epic Games. Tim Sweeney, CEO of the company that developed Fortnite, has said, “It’s no secret that Epic is invested in building the metaverse.” It’sheld concerts by the likes of Ariana Grande and Travis Scott, movie trailers and music debuts and even an “immersive” re-imagining of Martin Luther King Jr.’s 1963 historic “I Have A Dream” speech. 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.  the On the day of its IPO in March, Roblox founder and CEO David Baszucki tweeted a thank you to all who helped bring the platform “one step closer to fulfilling our vision of the #Metaverse.” Since then, Roblox has teamed up with skateboarding shoe company Vans to create Vans World, a virtual skateboarding park where players can dress up in fresh Vans gear and opened a limited Gucci Garden, where you can try and buy clothing and accessories for your virtual self. 

♦ 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. As of August, Minecraft boasts more than 140 million monthly active users. During the pandemic, it has exploded in popularity among kids who had to rely more heavily on virtual connections.

Some lesser-known companies have launched their own online worlds. The online fantasy world Second Life, founded in 2003, is in its second decade as an alternate reality.

A scene inside Nowhere, a 3D events platform where you can see events and participate in events, and meet others in real-time over the net.

The online haven Nowhere has persistent and temporary virtual spaces – for public or private use – to hold concerts, festivals, reunions, and conferences. The Windmill Factory, the New York production company which began developing the platform more than a year ago, has done projects for Lady Gaga and Nine Inch Nails.

The Sensorium Galaxy earlier this year opened the first two of its planned galaxy of various connected online “worlds” to explore with VR headsets or desktop computers. Prism, the first to open, involves music – virtual DJs and bands play, for instance – in futuristic landscapes. 

Lessons From “Web 2.0”

Much like Web 3.0 and the metaverse, ”Web 2.0” over a decade ago promised a utopian and egalitarian vision of the internet where people would be directly empowered, directly connected and the world would become transformed. Indeed—it has transformed and much for the better—we can now connect to family and friends and see their faces without paying massive fees. We’ve discovered people with similar interests from all over the world and in the past fifteen to twenty years, we’ve seen the explosion of social networks, the evolution of work from e-mail to collaboration platforms, and remote work possibilities. Likewise, we’ve experienced many negative aspects that evolved from the Web 2.0 revolution and these negative aspects have a significant societal impact for the worse.

Misinformation spreads across social networks like wildfire, international bad actors have mastered the art of stirring up dissent, our children are faced with cyberbullying and those who don’t develop discipline when it comes to screen time can inflame all sorts of mental health issues. Some critics of modern social technologies label it as the big tobacco of our time—and indeed what promised to be a net benefit for humanity, equally contains threats and power imbalances that we did not predict. The evangelists of Web 3.0 and the metaverse would be wise to look back to the early years of the last digital revolution as they too were disruptive, idealistic and in some cases utopian—and that’s not exactly how it all worked out.

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