The Metaverse is a virtual reality platform for creating and interacting with digital items and surroundings. It is a burgeoning ecosystem comprised of virtual worlds, companies, and users.
We’re going to attempt to explain what the Metaverse is, that idea of a virtual world on which Facebook, Google, Nvidia, and Microsoft have decided to stake so heavily that Facebook changed its corporate name to Meta. It is not a novel notion, and we have already seen glimpses of it in the literary and cinematic worlds, with films such as “Ready Player One” and “The Surrogates.”
At Viral76 Basics, we’re going to attempt to simplify the process. This way, we can all get a sense of what this metaverse is. Besides that, we’ll try to give you a sense of some of the possibilities it will open up, as well as show you how much work is still needed to make this idea a reality.
Table of Contents
What Is the Metaverse, Exactly?
The Metaverse is a virtual environment to which we will link via a variety of gadgets that will give us the illusion of being physically present in it and engaging with all of its features. It will look like we’ve been teleported to a completely new world thanks to virtual reality glasses and other tools that make it possible for us to interact with it.
Virtual worlds are not novel, and there are several examples, particularly in the video gaming industry. You create a persona or avatar and then enter that world via your computer to have adventures. The metaverse, on the other hand, does not strive to be a fantasy world but rather an alternate reality in which we may accomplish the same activities we do outside the house today without ever leaving the room.
The term “metaverse” originates with a 1992 novel titled “Snow Crash” and has come to refer to visions of three-dimensional or virtual workspaces. As a result, the metaverse refers to a virtual world where we can interact, and that has been made to look like the real world.
Concerning the precise definition of the metaverse on which Facebook and other firms are dependent, The idea is to build a parallel and entirely virtual world that we can access through virtual reality and augmented reality devices, letting us interact with each other and with the material inside.
The critical component of this metaverse is that it can be completely immersive, or at least far more so than present virtual reality. Yes, we will have glasses comparable to today’s to immerse ourselves in it, but we will also have sensors that capture our bodily motions so that our avatar in this metaverse does the same.
It is also feasible that the technologies we use can interpret our facial expressions in order to reconstruct ourselves in the metaverse and to communicate our emotions to the other individuals with whom we engage. In other words, these virtual encounters will incorporate body language.
Another important thing about the metaverse is that we can be as creative as we want. We can make our avatars look like us or make them look different, and we can also make our surroundings, companies, and rooms look the way we want.
Consider how the Internet is now. It is densely packed with virtual communities and social networks that we access via a variety of devices. We communicate with more individuals online than we do in person. Thus, the metaverse would be an extension of both the physical and virtual worlds, fusing them together in a new realm that would be run by the company that manages to get its metaverse in place.
What the Metaverse Could Have to Offer
The metaverse may provide us with the next major evolutionary leap on the Internet… or it may fail completely. It is still very early days, and firms like Facebook are only beginning to lay the groundwork and develop the initial concepts that will lead to a future with technologies capable of transporting us there. As a result, it is more of a notion, a blank canvas, than a present-day reality.
According to Facebook’s vision, the metaverse will provide as many options as the real physical world, including the potential to establish our own enterprises. Imagine walking around the streets of Viral76 and meeting other people’s virtual avatars. They have storefronts and invite us to try on and buy virtual clothes, a virtual car, or a virtual home, and they want us to do the same.
Additionally, it may be utilized for practical purposes, such as business meetings in which participants join from their homes and share a virtual office, removing the need for participants to prepare for the meeting. What people will see is your avatar, or virtual character, regardless of whether you are clothed in jammies or are unkempt.
Additionally, a metaverse may have its own economy, with some sort of virtual currency that we can purchase with our actual money or earn via the activities it enables. Perhaps employment might be generated as well. What does your nephew do for a living? He is the manager of a metaverse-based virtual shop.
Finally, in search of something more humane, it will enable us to engage more realistically with individuals who are physically distant, using our virtual eyes and movements, duplicated by the sensors in the virtual reality helmet we wear. We will be able to communicate with one another and move across virtual environments regardless of where we connect from. We will even be able to communicate with ourselves in terms of how we truly feel, rather than how we physically are.
Facebook’s goal appears to be that the metaverse that wins will be theirs, while other firms will almost definitely offer alternatives. Then they will be in charge and make money from everything, including the economy and all of their own business.
Additionally, it is to be predicted that the metaverse will be densely packed with micropayments. For instance, we may pay to alter our avatar’s clothes in the same manner as we can with our own. And, if we’re being serious, perhaps paying to commit certain personal acts with other people, to utilize specific materials while constructing anything in the metaverse, I’m not sure. paying for more items than we do now.
In any case, they are only hypotheses. The metaverse is now a notion, an idea, and a blank canvas. It will have numerous possibilities, but everything will rely on the will to build it, the road was taken to do so, and the degree to which it is available to everyone. Because that is another factor that contributes to its enjoyment by everybody.
When is the Metaverse Going to Become a Reality?
At the moment, the metaverse is only a notion that is beginning to take shape. Meta, formerly known as Facebook, presented the concept and announced significant expenditures to make it a reality. However, it’s not clear whether more businesses will join the effort to develop the technology.
Because we do not yet have the technology necessary to make this vision a reality, We do not have virtual reality equipment that allows us to move freely within that realm. Additionally, we lack an entire infrastructure in terms of design. There aren’t any regions, streets, or other things in this world yet, except for a few virtual rooms that are being used for testing.
We’ll watch how new technologies connect us to this new virtual world over the next five years. The idea is that they will become very complete and cheap in the future, but until then, they might not be very interactive and be a little pricey.
As a result, we are still a long way from being able to connect all of us to a shared metaverse. We have not yet developed that virtual realm, nor have we developed the technology necessary to connect to it. Additionally, we must make this technology, when it becomes available, affordable for everybody.
However, during the next several years, you’re likely to hear and read a lot about this metaverse, as multiple corporations are anticipated to begin developing the infrastructure necessary to connect us to it. It’s an interesting idea that could have a lot of benefits for businesses, and we’ll have to wait and see how it turns out.
Metaverse
The metaverse or metauniverse (an abbreviation for “meta-” meaning “beyond” and “universe”) is a term used to describe an immersive, multi-sensory experience while using different technologies and technological breakthroughs on the internet. The word is derived from Neal Stephenson’s science fiction novel, Snow Crash.
The metaverse is a group of virtual worlds that are shared, permanent, three-dimensional, and linked to a virtual universe that people can see.
The metaverse, in a larger sense, can apply not just to virtual worlds, but to multidimensional internet use and applications in general, particularly in the spectrum that includes web 2.0, augmented reality, 3D technologies, and virtual reality. Monoculargram pictures, holograms
Metaverses are virtual worlds in which humans engage socially and economically as avatars via software in cyberspace, which serves as a metaphor for the current world but without physical or economic restrictions.
So far, metaverses have been used in entertainment, tele-education, tele-health, and the digital economy, where new types of value, like non-fungible tokens (NFTs), have been found.
As a result, Second Life has been the most successful and well-known metaverse experience. The Meta Corporation (formerly known as Facebook, Inc.), owned by US tycoon Mark Zuckerberg, is expected to lead the implementation and new developments of metaverses in the next couple of years because it is the company that spends the most money and time on both human and technological resources, such as software and hardware technology.
The Contribution of Neal Stephenson
Neal Stephenson’s novel Snow Crash not only gives us the philosophical concepts we need to understand the metaverse’s many dimensions, but it also gives us a model for how this could be done in the real world.
Another notable feature of Stephenson’s work is its anachronistic foresight, as he created it before it could be implemented in cyberspace. That is to say, by the time it was published, the notion might have been defined as a vision of the future that could not be realized at the time. It could be said that Stephenson’s work sets the groundwork for how metaverses will be built and how they will be used in the future.
When people read Neal Stephenson’s book, the metaverse is shown to them as an urban environment built around a single 100 meter-wide street known as a “street.” This “street” goes around the 65536 km (216 km) circumference of a flawless black sphere without any details.
The virtual state is owned by the Global Multimedia Protocol Group, a fake section of the Association for Computing Machinery, and may be purchased and used to create structures. Because it is a virtual reality that is not bound by physical laws, the size and shape of the buildings are only limited by the will of those who construct them (and the space they can afford), and it is possible to hire architects to design them or design them themselves if they lack the necessary funds or are not in the mood to do so.
There are personal terminals that show high-quality virtual reality images on the user’s glasses, and there are also public terminals that show low-quality, black-and-white, grainy images in booths.
Stephenson also mentions a subculture of people who like to be constantly linked to portable terminals while wearing spectacles and other accessories. Because of their hideous looks, such people are referred to as “gargoyles.” Users get a first-person perspective on their experience.
Individual users appear in the metaverse as symbols (avatars) of any shape, with the only constraint being height, “to stop someone becoming a mile tall, for example.” For example, the monorail travels the entire street, stopping at 256 express stops (Express Ports) located at 256 km intervals or at local stops (Local Ports) located one kilometer apart. Programmers can make their own vehicles (like motorcycles) that can go very fast because they don’t have to obey the laws of physics.
Characteristics of the Metaverse
Edward Castronova, professor of Economics and Telecommunications at Indiana University, has conducted studies on metaverses, in which he identifies three fundamental characteristics:
- Interactivity: The user is able to communicate with other users, as well as interact with the Metaverse. This also implies that their behavior can influence objects or other users.
- Corporeality: The environment that is accessed is subject to certain laws of physics, and has limited resources. In addition, such access is made in the first person.
- Persistence: Even if no user is connected to the metaverse, the system continues to function and does not stop. In addition, the positions in which the users were when they closed their sessions will be saved, to load them again at the same point when they log in again.
If we analyze the concept of metaverse from a broader sense than the definition of the virtual world given by Stephenson in 1991, we can distinguish the different synthetic worlds, as belonging to four different types.
- Virtual games and worlds: To this type belong those most similar to the one discussed in the novel Snow Crash. These are totally immersive virtual environments, in which the user is immersed in an experience of contact with other users and elements within a virtual world. This contact can be game-oriented (e.g. World of Warcraft or Tibia), or rather oriented to the social aspect of the metaverse, as in Second Life.
- Mirror worlds: These are detailed virtual representations of one or more aspects of the real world. The clearest example is Google Earth, which represents the world’s geography through aerial images.
- Augmented reality: They consist of the application of mirror worlds technology for real applications, which solve certain situations in our daily lives. These tools expand the physical world perceptible by users, establishing a new dimension of useful information.
- Lifelogging: This encompasses systems that collect data on daily life, to be applied through statistics.
Case Second Life
Second Life (abbreviated SL) is a free virtual world built by Linden Lab and made available to users on the Internet in June 2003. Residents can access it by using one of many interface applications known as viewers, which allow them to engage with each other through an avatar. Residents may then explore the virtual environment, connect with other residents, form social bonds, engage in a range of individual and group activities, produce and exchange virtual property, and provide services to one another. SL is only for people above the age of 18.
Second Life is considered one of the first massive experiences of the applied use of metaverses or metauniverses, having managed to consolidate a successful community of users in a short period of time, with extended use that goes beyond entertainment, consolidating itself in areas such as education.
The study of the complex dynamics between avatars, users, the Second Life platform, and the metaverse itself, according to academic Israel Marques, has created new areas of inquiry for the study of the potential and problems of education in the twenty-first century.
Education is Impacted
Marshall McLuhan proposed the concept of “The classroom without walls” in the text “The classroom without walls: research on communication techniques” in the 1960s, a concept with which he proposed to rethink education beyond the walls of the school, that is, beyond the formal institutions of education.
“In today’s cities, the majority of instruction takes place outside of the classroom. The quantity of information transmitted by the press, periodicals, movies, television, and radio much outnumbers that communicated by school teaching and textbooks. This challenge has shattered the monopoly of the book as a teaching resource and has shattered the classroom’s very walls, leaving us perplexed and befuddled.” Carpenter and McLuhan (Carpenter and McLuhan, 1968: 235-236).
There are a lot of important projects that use metaverses in the field of education, and they use many of the ideas Marshall McLuhan came up with at the time. One example is the controversial businessman Mark Zuckerberg, who used metaverses so much that he changed the name of his company.
Some of the Possible Uses That Metaverses Could Have in Educational Experiences Are:
- Laboratory practices: immersive experiences that help to understand the tools at their disposal and allow with much greater security to perform multipurpose experiments.
- Events: attending exhibitions, courses or conferences where information is presented through immersive experiences.
- Visits to museums or companies where metaverses are incorporated into the tours through audiovisual information. Students learn about the topic of the visit while developing technological skills.
- Experiential learning: almost all skills allow the use of metaverses to make the content more engaging. For example, in architecture and engineering, 3D models are very useful to students.
Impact on the Digital Economy
According to Gabriel E. Levy, an expert in digital transformation, one of the biggest effects that metaverses will have on humanity isn’t going to be in entertainment, where it has a natural place. Instead, it might be in the digital economy, through the growing market for non-fungible tokens (NFT), the world of real estate simulation, or the rise of virtual reality.
Companies like Facebook (now Meta Platforms) and Google will be big supporters of the metaverse, not just because they have a lot of money or users, but because they have a lot of experience in the IT field, which will likely let them lead the development and implementation of metaverse technologies before any other research center or global organization. This is similar to how Levy Bravo said that.
In this case, there should be no market concentration because these new technologies should benefit everyone, not just a group of people in Silicon Valley, as has been the case with other digital services.