The announcement of Facebook founder Mark Zuckerberg to change the name of the parent company to Meta was surprising and confusing news at the same time, the recent rebranding of Meta and its investments in Facebook has sparked a new wave of interest in the metaverse, with many people not understanding the idea of the metaverse which it revolves around.
Headlines about the metaverse are circulating in corporate news, gaming platforms, and social media. The increasing ubiquity of the word creates a sense of impending doom, as if, at any moment, our physical lives would be drowned out by corporate pixels and forbidden interactions.
But Fortnite and Roblox have also inflated the meaning of the metaverse, but the term itself has actually been around for decades.
Metaverse isn’t a new concept. It was first used in science fiction in Neil Stevenson’s book Snow Crash, which is set in a future US-dominated corporate capitalist world that transforms life into a three-dimensional world in which people interact via avatars – or avatars rather than their actual bodies.
The beginning was Second Life. Then, starting from that revolutionary intuition, back in 2003, the multimedia, three-dimensional and shared worlds began to increase online, to the point in which virtual space is filled with real meaning.
With the development of technology and the desire of companies to break into this field, it has become important to understand the merits of this idea, especially with the great similarity of the concepts presented and the difficulty of visualizing their actual appearance at the present time. In this article, we will answer some of the questions related to the concept of metaverse in a simplified manner, in which it is easy to understand this future vision.
What is Metaverse
“Metaverse” is a term coined by Neal Stephenson in the book belonging to the cyberpunk culture “Snow Crash” (1992), described by the author as a sort of virtual reality shared via the internet, where one is represented in three dimensions through one’s avatar, a virtual likeness of the character and through technological and wearable devices, such as smart glasses, virtual reality helmets and visors, gloves and tactile suits.
A digital world where virtual reality is connected to the web and where people can live a life parallel to that of the real world. In this world, the difference between social classes is represented by the resolution of one’s avatar and the consequent possibility of accessing exclusive places.
“Metaverse” is an English word consisting of two syllables: “meta” which derives from the Greek word and means “above” or “beyond”, and “verse” short for the universe, meaning the universe, so the word means the metaphysical or virtual world, as special technology is required to enter this world.
There is no single agreed upon definition of the metaverse, especially with the difference between its current form and future perception. Facebook simply defines the concept as “a collection of virtual spaces that enable you to interact with other people from remote physical places.”
The Facebook metaverse is a kind of “Internet brought to life”, or at least rendered in 3D. Zuckerberg described it as a virtual environment that you can enter and access instead of just looking at it on a computer monitor.
But let’s not fall into the error of thinking that metaverse and virtual reality are the same thing, the metaverse is virtual reality projected on the network and shared by many people at the same time. In the metaverse, one can assume one’s identity or a new digital identity, connect with other people and things, and engage in social activities. Living a second parallel life, like in a huge video game.
Today the metaverse is represented by platforms that people can log in to simply with a computer and an internet connection. To use most of these platforms, interact and perform actions, however, you need to have a crypto wallet and cryptocurrency.
From Second Life to Facebook Metaverse, what changed
Facebook’s two billion members, as well as Zuckerberg’s enormous authority and investments, suggest that Mark Zuckerberg’s future initiative will be unlike anything else on the internet, from Second Life to Roblox, passing through Sim City and Fortnite. In recent weeks, the founder of Facebook has come out in the open with a long post on his Facebook page, in which, talking about the future of the company, its potential and its evolutions, he officially launched his next challenge, the metaverse for precisely, defining it the future of Facebook and the successor of the mobile Internet.
What changes in practice and how the online experience differs can already be tested, in an early stage, on Horizon Workrooms.
Horizon Workrooms, and that’s just the beginning
The first application of the Facebook metaverse, presented by Mark Zuckerberg during a press conference in virtual reality, is a cross between the video games we have already mentioned and the existing social networking apps in VR.
Workrooms was specially designed to meet a real need which is named remote work and , starting from the pandemic period the many videoconferences in which, we are forced to participate.
According to Zuckerberg, the main use of the metaverse in the future will be linked to the professional sphere and the need to promote and optimize new forms of shared work online.
“We hope that over the next decade the metaverse will reach 1 billion people, host hundreds of billions of dollars of digital commerce, and create jobs for millions of creators and developers.”
Mark Zuckerberg, CEO of Meta
What is the value of being an avatar?
It’s actually more valuable than we think. Players have learned that people who use avatars can be more expressive, honest, and feel more psychologically secure. Fast-growing training company Mursion has learned that avatar-based learning allows people to be more authentic in their experiences, enabling them to learn and change behavior much better than face-to-face training.
And what if you’re just shy, introvert, tired, or maybe even disabled? An avatar is a way for you to “be yourself” in a new way, opening up a range of conversations and interactions that might be uncomfortable or impossible in a traditional setting.
I also imagine that Microsoft’s Metaverse (and other vendors will create their own) will allow you to walk around and learn about the factory that makes your products. Your sales team can run realistic simulations with your customers.
And if you use a developed platform like STRIVR, you will be able to experience a 3D simulation of every operational, high-risk or high-value training scenario in your company. The experiences in STRIVR are much less expensive than the real world simulation, and the applications are amazing.
Consider, for example, how does Verizon teach its store employees how to approach first-person shooters? How Walmart is training its employees to be ready for Black Friday. How does FedEx teach packers how to perfectly pack and harness packages in the back of a truck? Or how JetBlue learned its flight mechanics to check safety while under the plane.
Is metaverse a completely virtual world?
While VR technologies now allow users through devices such as Oculus glasses or HTC Vive to play and engage in activities in a completely virtual reality, Metaverse is a digital reality that combines virtual reality technologies, augmented reality, digital currencies and digital assets (NFTs) to allow users to interact virtually, integrating AR Augmented Reality Technologies Digital technologies and visual and sensory elements in real life to enhance the user experience.
But the development of metaverses would represent the future of the Internet or the post-smartphone stage, as there are parallel spaces across the Internet that allow users to immerse themselves in content through the convergence of the physical and digital worlds.
Who Owns It?
Because the term Metaverse is associated with Mark Zuckerberg and the Meta parent company of Facebook, some may think that Facebook is responsible for developing this technology, but the matter is much more complex than that, and no single company can, according to the popular perception, represent or monopolize the Metaverse.
Facebook did not create metaverse, and this equation is similar to saying that Facebook made the Internet. The parent company, which also includes Instagram and WhatsApp, as we mentioned earlier, announced its entry into the world of metaverse.
Until now, the only thing that will change is the starting badge that used to appear “From Facebook”, which will now change to “From Meta”, according to the recent updates of the three applications.
Meta Corporation intends to break into the metaverse, like many other companies that are racing to impose their presence in the future. However, there is not yet any differentiation between the companies and experiences that exist, but some impressive and relatively close attempts can be considered.
For example, Fortnite has reached a really impressive level of connection between players across different dimensions, but it is, technically speaking, a small part of the overall perception of metaverse.
Tim Sweeney, CEO of Epic, refers to the game as a small piece of a large, inclusive world, just as social media is to the Internet. The Internet exists regardless of the sites and applications that make up its existence, which is confirmed by Facebook’s statement that “Metaverse is not a product that one company can build. Like the Internet, metaverse exists regardless of whether Facebook is present or not.”
Companies such as Google, which had pioneered the launch of augmented reality glasses called Google Glass, but their business model did not achieve success due to its early launch and high price, and it is the glasses that provided a graphic screen in front of the user and built into it a camera, microphone and headphones.
As well as During its annual conference for developers this year, Google io2021, Google revealed a vision of a technology that it said will change the future of communication called Project Starline, which it said will provide an experience that makes communication via the Internet remotely more like communicating with a person in the same room, and confirmed that its employees are already testing the new technology.
Apple CEO Tim Cook has more than once expressed his admiration and interest in AR augmented reality technology, and many reports indicate that the Apple glasses will be available during 2022, and it is a virtual reality glasses in preparation for the launch phase of the AR glasses.
Microsoft has augmented reality glasses called HoloLens that many commercial, educational and medical institutions now rely on, as medical institutions use them, for example, to train in performing surgeries, invent new surgeries, or even help perform remote surgeries, as researchers rely on them. Moreover.
So when asking the question “Who owns metaverses?” The answer to the question is “Nobody,” since the Internet has been a point of superiority since its appearance is decentralization, meaning that the Internet may be Facebook or Google in the point of view of non-experts, or it may be WeChat in China, but in fact the Internet does not own it nobody.
So the question may evolve, who will own the metaverse then? There may not be a definitive answer here, but there are many very common perceptions that wish or imagine building a cyberspace similar to the Internet, as it has no rules and no one owns it. To have a place reserved for independent persons where there is no central authority over it.
How to enter/access the Metaverse
The doors of the Metaverse are accessible to anyone interested. In fact, no special computer skills are required to get access the Metaverse. Decentraland also hosted a music festival with Paris Hilton. Only a few tools are needed to access the Metaverse:
- a computer that can be replaced by a smartphone
- an internet connection to interact with the world of the web
- an account on one of the platforms of the Metaverse virtual world
- to make the experience more immersive, it is also possible to use augmented reality viewers.
The most famous platforms for entering the Metaverse
Many digital worlds are emerging that appeal to consumers and which can be accessed via a browser, app or device for virtual reality. Here are the main platforms for entering the Metaverse.
Decentraland is a virtual reality world “metaverse” that is created by Ethereum. In this virtual universe, Once users have registered in this virtual universe, they can develop and create virtual buildings, houses, and parks, and charge others to visit them.
All virtual elements of Decentraland can be purchased with a cryptocurrency called MANA. Decentraland also hosted a music festival with Paris Hilton.
Sandbox is a virtual metaverse that has become popular since it announced its partnership with Meta.Entering the Decentraland Metaverse is very simple and easy, just go to the website, create an account with your avatar and begin your exploration.
Sandbox is a virtual metaverse that has grown in popularity since its cooperation and partnership with Meta was announced. Its avatars have a blocky visual style similar to Minecraft and they can build, own and monetize their creations using NFT and SAND.
Sandbox has also partnered with over 165 brands to create avatars in the virtual world of famous characters such as Snoop Dog and The Walkind Dead. While the Sandbox platform is not yet available, you can explore the site and communicate with the community while waiting.
Stageverse is a virtual platform for immersive experiences. It debuted at the Muse concert and allows users to attend concerts through 360 ° 3D movies and special effects. Stageverse can be accessed through the Oculus Quest app for iOS and android devices.
The possible applications of it
For now, we will limit ourselves to briefly listing some areas of activity, some of which are already present in Virtual Worlds.
One of the first and most evident fields of application of virtuality, in all its degrees of separation from reality. The emergence of original game palyers within the Metaverse will be the most intriguing feature,exploiting the resources within the world in which they take place, or the creation of virtual native shows capable of gathering an audience.
Luxury brands such as Gucci, Dolce & Gabbana, LV, fast fashion chains such as Zara, H&M, Benetton and sportswear, in full FOMO (fear of missing out) effect, have not missed the opportunity to open their flagships store in the Metaverse Fashion District, creating real immersive experiences for users. An example of this is the Metaverse Fashion Week, which took place last March in Decentraland and which represented the first and largest entirely digital fashion week in the world with four days of fashion shows and over 60 brands, designers and artists with well-known names.
Food & Beverage
Some brands in the Food & Beverage sector have already fully consolidated their presence in the Metaverse, while others are starting to take their first steps by launching experimental projects to engage and entertain, create NFT labels, create unique and quality digital content.
Training and education
Community of practices, laboratories, simulators. The Metaverse is the ideal place to live experiences with a strong emotional impact, but also educational. From Team Building to medical experience, from sailing schools to university classrooms, the virtual world allows you to have memorable experiences like the real one and sometimes more.
Art, Theater, Architecture and Design
The Metaverse itself is the work of creatives. The success of virtual worlds is based on the attraction of creatives to the platform. and in doing so, contributing to the construction of things, environments, objects that will make the Metaverse livable. Undoubtedly, virtual activities are essentially creative.
Social sciences, marketing, communication
Simulating the effectiveness of a store or a marketing campaign, verifying the public’s interest in a product, creating a contest or designing a real / virtual hybrid staff of creatives: The Metaverse allows you to have answers and verifications as it is best of any survey, it allows you to create a prototype and also to make a social prototype and test it on the product.
The virtual city, geolocation
The virtual city and the real city, the map and the territory can overlap until they match, or, on the contrary, become an extension of the other. Geolocation and the combination of real and virtual are among the most promising areas.
Synth-travel: virtual traveling is not “pretending to travel”, it is a tool to build an opinion and experience of an offer, as well as knowing who will welcome us who will welcome us when we take the plane.
Virtual office and Smart Working
The evolution of identity technologies, Agile work, call conferences. All communication and work technologies and solutions that we know well and that find the most effective synthesis in virtuality, and the major players in this market are already offering scenarios and products to the interest of the public and companies. If there is ever a booster for the Metaverse, office automation will once again lead the way, as for the web.
Virtual real estate
Probably the first and most profitable of the virtual worlds businesses have been real estate businesses. Anshe Chung was the first virtual real estate developer in Second Life to capitalize on millions of dollars in virtual land brokerage and arbitrage.
What are the most prominent companies competing to develop MetaVerse?
Facebook is not the only company interested in developing metaverse . Most experts see Metaverse as a global space that anyone can use, not just one company. Therefore, many organizations are interested in using this technology at the present time, as different websites do today within the Internet.
“Metaverse will not be programmed by one company,” Zuckerberg asserts. “It will be created by innovators and developers who have taken it upon themselves to create new experiences, provide interoperable digital goods, and open the door to an economy driven by innovation, rather than the reality that is constrained by existing policies and platforms.”
So how will other companies get involved? No wonder other tech companies are reviewing their capabilities, investing time and money into developing Metaverse. Below we will explain how a number of important companies visualize their products and services after incorporating Metaverse.
The pandemic has taught us that working from home is not only possible, but also effective, with many workers preferring to work remotely because of its convenience and flexibility. Of course, not everyone is eager to return to the office, so it’s no surprise that tech companies like Microsoft are looking at making it easier to work remotely under Metaverse.
Microsoft has announced that it will add 3D avatars and digital workspaces to Microsoft Teams, allowing companies to build “digital twins” of their offices in the physical world, so that employees can access them remotely. Operating will be done by Microsoft Mesh, a collaboration platform that uses virtual and augmented reality to create digital spaces. The platform is expected to be available during the current year (2022). Microsoft Loop will allow remote workers to move, sync and share documents and resources easily via a digital collaboration panel.
Microsoft has indicated that it plans to expand its offerings in Metaverse games, which may allow Xbox games to be transferred to a 3D world in the future.
While Apple has not announced its plans for metaverses, it does not hide Tim Cook’s great admiration for AR technologies, in addition to the company’s plans to launch a mixed reality glasses and then augmented reality glasses after that in the coming years, and with the financial capabilities of the large American giant. Programmatically and by owning a group of devices and systems connected together efficiently, Apple is expected to be the main Meta competitor in the Metaverse world.
Zoom, the video conferencing platform, has also indicated that it will get its share of Metaverse in the future when it comes to digital workspaces. CEO Eric Yuan mentioned in a recent interview that the implementation will take a few years.
With Amazon’s huge market share in e-commerce, digital entertainment and cloud computing, the shopping giant is likely to consider Metaverse. But so far, no statement has been issued on the matter.
The ROBLOX gaming platform will be heavily involved in the metaverse space. You may not have heard of it before, but your kids probably have. ROBLOX has created a virtual platform whose users can design their own games. It is still free to play, but users can get a virtual currency called robux, to buy additional features, and then the company will make a lot of money.
Already ROBLOX has built a system where users create their own metaverses, and it has been proven that such an investment can be profitable, so ROBLOX tops the list for using metaverses.
Epic Games, the entertainment company that programmed Fortnite, sees huge potential in Metaverse. In April 2021, the company announced a $1 billion funding round, including funding from Sony, to revive its Metaverse vision.
Why would a sneaker company want to join Metaverse? The sportswear giant is looking to the future, as users want to buy virtual products for their avatar. If you are playing a virtual reality game with your friends, you will want to be in full style. Nike has submitted several applications for permission to sell virtual products bearing its logo.
This raises an important question about how to regulate brands, and deal with counterfeit goods. Nike has taken precautions before making Metaverse available to avoid these problems.
How will metaverse change our lives and the way we work?
“In the near future, you will be able to teleport a 3D image to be in the office without long waiting hours, or at a concert with friends, or in the living room of your parents’ house for a chat,” Zuckerberg says. Think about how many physical objects you have today, which in the future may only be 3D images.”
The pandemic has proven that employees are no longer satisfied with their nine-to-five office jobs and endless commute hours. Many employees prefer working remotely, looking for companies that allow working from home, or abandoning the traditional career path in favor of self-employment or entrepreneurship opportunities.
When you want to do your work from anywhere in the world, in theory yet, Metaverse could be a tool for changing the rules of how you communicate for business purposes, especially between countries. From virtual office spaces to interviews, a lot can be done online without your physical presence. Metaverse can change boring team meetings from 2D to 3D, allowing you to be in your virtual office with the feeling of being in a real meeting.
If integration is possible between Metaverse technology and existing Office software and technologies, you can easily create an offline presentation and present it to colleagues in the Metaverse meeting room. Or hand your colleague a file to your avatar so they can download it at home when they see fit.
Employees can work from home, forgo commuting and spend more time with their family and friends. It’s obvious how attractive that would be, but will companies accept losing their real-world work spaces forever?
Despite the benefits of remote working for employee morale and psychological state, many companies still express concerns about productivity and time use. They are unable to allow employees to work remotely due to such considerations.
From a business perspective, Metaverse is likely to offer many new ways to shop. Entrepreneurs can set up shop in Metaverse. Creators will share their own ideas and clips, and the way you shop online may change, allowing you to pop into a Metaverse clothing store, browse for new clothes, and have selected – real – products shipped directly to your home.
In-game purchases and entertainment apps may play a role in Metaverse as well. In-game purchases, such as character add-ons or extra lives, are ways to earn money and game companies to benefit from Metaverse.
With regard to digital advertising, advertising can be placed almost everywhere, as companies create targeted advertising campaigns, such as what we currently see on the Internet and social media.
What can metaverses do for businesses
Let me start by noting that today’s metaverse is where the Internet was during AOL (the Internet before Google). In other words, there are a lot of new things coming. Remember, the original web was all text based, it was slow, and there wasn’t even any video.
The Business Metaverse is already taking shape. In training, we went from “e-learning” to “we are learning” to “digital learning” and soon to “holistic learning”. This includes a massive new range of applications – from on-boarding and training to leadership development, meetings, simulated experiences, large employee events, and of course entertainment.
Large corporations have been trying and experimenting for a while. Accenture built an entire “Nth Floor” for advisors based on Microsoft’s early release of Mesh (the Metaverse and Avatar toolkit).
The product teams at Microsoft are working and their plans are great. Microsoft Mesh for Teams, coming out in the middle of next year, will allow you to replace your video presence with an avatar, create virtual rooms, and implement 3D spaces in Teams.
Imagine a business presentation, an educational conference, or a 3D setup experience, it’s all based on Teams. And it’s believed that there will be a great interest in this technology.
How to invest in the Metaverse
There are several ways to invest directly in the metaverse. Those who invest in the stock market can invest in listed companies with business models or projects related to the metaverse, such as Meta, Microsoft, Roblox, Unity and Nvidia just to name the most famous. Or you can play NFT-based games (for example Axie Infinity), or sell and buy virtual properties on Decentraland and The Sandbox.
Another strategy is to buy cryptocurrencies linked to the metaverse (also called metaverse tokens or metaverse crypto), in the hope that the project to which they are linked will catch on, which would make them more used and increase their demand, increasing their value. with the same offer. These virtual currencies are in fact used to carry out digital transactions within the metaverse and in the world of NFTs. Owning them allows,
for example, to:
- buying, selling and creating in the world of the metaverse
- participate in play-to-earn games (where you play to earn)
- buy virtual land to rent or sell, or clothing for your avatars in the form of NFT (non-fungible token, i.e. digital objects with a code that makes them unique and unrepeatable)
But how and where can you buy cryptocurrencies used in the metaverse?
A simple and secure platform is Bitpanda, one of the leading neo-brokers in Europe. On Bitpanda, users can invest in over 1,000 assets by choosing between Bitcoin and other cryptocurrencies, cryptocurrency indices, fractional shares (including those related to the metaverse we mentioned at the beginning), ETFs and precious metals.
Recently, the investment platform has added new cryptocurrencies to its offering to invest in the world of NFTs and the metaverse. These are Flow (FLOW), Gala (GALA), and MyNeopleAlice (ALICE).
The ALICE token allows you to enter the metaverse of My Neighbor Alice, a blockchain-based online gaming platform where you can build and own islands and archipelagos, collect objects and meet other people. The currency used in the game, the ALICE token, is used to purchase land, objects, clothes and even cosmetics for the avatar, but is also used to earn staking rewards and participate in governance.
FLOW is the native token of the Flow blockchain, the network conceived by the CryptoKitties team which today is a popular decentralized network integrated into different games and applications. Companies that have worked with Flow include brands such as Samsung, Ubisoft, Dr. Seuss, Warner Bros Music Group, NFL and UFC.
GALA is Gala Games’ utility token, a blockchain-based digital ecosystem that allows users to earn tokens to complete game missions and milestones. Players can also create and trade NFTs. Gala Games has more than 1.3 million monthly active users with over 26,000 NFTs sold since its inception in 2019, according to CoinMarketCap.
If you want to start earning with Decentraland know that on Bitpanda it is also possible to buy MANA.
How to do? It’s very simple. Just register on the platform from a website or app and start investing. Here are the steps:
- Go to the website or app and click on Subscribe
- Enter your name and email address and choose a secure password
- Click Create account (site) or Sign up (app)
- Verify your email address by clicking on the link in the email you receive and log in to the newly created account.
To start investing, simply go to the Deposit function and deposit money into your account via SEPA transfer or credit card, but first the system will require a verification of the account in which an identity document is required and which consists of a video identification procedure.
Is metaverse secure or is it a more sophisticated way to steal my data?
The direct answer is that we don’t know yet, but what is certain is that there are many dangers associated with metaverse due to its open and endless nature. These risks will be translated at levels of personal information, financial, biological such as fingerprints, and even emotional information such as feelings. For example, an avatar or electronic avatar will be one of the ways to identify the identity, which exposes it to plagiarism and theft. Personal fingerprinting may be a way to avoid this, but it’s also vulnerable to breaches as well.
The risks are manifold, but it is in the interest of companies to provide a safe and comfortable space for users in the future in order to avoid the scenario of endless hacks, especially with Facebook, which experts believe that changing its name to “meta” is an attempt to transcend being a social network tainted by scandals regarding privacy and data leakage.
Perhaps that is why the company has also decided to scrap the facial recognition system and delete one billion face prints – in response to privacy concerns.
Marcus Carter, a senior lecturer in digital cultures at the University of Sydney for Fortune, expressed concerns about data privacy in Facebook’s Metaverse, noting that some of the user data Facebook can track in virtual reality includes information about how people move in virtual environments. Motion data within these virtual environments can be used to identify you like a fingerprint.”
Also lawyers warn that the metaverse will see disputes over intellectual property and ownership, data protection and content licensing, as well as risks related to crypto assets. Several lawsuits will have to be fought to set the rules — in September, for example, Roblox settled a lawsuit with the National Association of American Music Publishers that paves the way for artists to be able to feature their music for the first time in metaverses.
At last, another security issue appears with the so many reasonable concerns about social media use, from harming children’s mental health to spreading misinformation about vaccines, it’s not hard to imagine how Metaverse might open up a new set of dangerous files that we might not have researched previously.
What are the challenges at present?
At the moment, no one is sure what the final metaverse will look like and there are also questions about who will finally control this virtual environment.
The mixed reality space will represent an entire ecosystem of many virtual realities that cannot be built by just one company and therefore it is likely to take decades to build metaverses and this requires the combined efforts and resources of thousands of companies including hardware, software and content.
Metaverse requires technologies and infrastructure that do not currently exist. The current form and bandwidth of the Internet are limited in their design to accommodate the 3D digital space.
An interoperable virtual environment can also raise questions about personal data protection as it would be difficult to protect the data 100%.
This virtual world will need entirely new rules for censorship and control of communications, tax reporting, prevention of online extremism, and many other challenges that remain unresolved today.
When will the metaverse start?
According to Facebook, it will take 15 years, at least with the data that exists now, which makes it somehow difficult to imagine the nature of metaverses. In its predictable real-world, metaverse remains an idea that companies today are working towards. This idea will create a virtual world that identifies with our physical reality with its sensory dimensions from image, sound, even smell and feelings.
Meta’s CEO, however, admitted that there is still a lot of work to be done in this regard, especially if we consider that the hardware that should make it possible to make full use of the metaverse and consequently of much more natural virtual experiences, still has to be optimized: think in this sense of virtual reality headsets which, to be adopted on a large scale, should become more minimalist and also more accessible.
Not surprisingly, Mark Zuckerberg is investing heavily in optimizing this technology with Meta-owned company Oculus. Furthermore, in September 2021, in collaboration with Ray Ban, Meta launched smart sunglasses that allow you to take photos, videos, phone calls, listen to music and which, in the future, will have augmented reality features.
Speaking of this launch, Mark Zuckerberg stated that these glasses would be “part of a larger goal”, which is to “help building the metaverse”. The commitment of Facebook Inc. became even more evident after the rebranding of the company (announced on October 28, 2021) which changed its name and logo, becoming Meta Platforms, Inc. (more simply known as Meta).
So the Metaverse will not be available at a specific time or after a specific time, as this requires the development of many technologies, including virtual reality technologies, augmented reality, sensors, screens, audio technologies, etc.
In addition to the software itself, including Artificial intelligence and Machine learning technologies, and simply The evolution to reach the stage of metaphysics will be gradual and may take up to 10 years or may encounter obstacles.
Films to understand what the metaverse is
In 1945, the American inventor Vannevar Bush wrote an article about a device, in which the writer imagines a device called Memex. The device is characterized by its ability to store all records, books and correspondence, and the ability to connect them to each other mechanically.
At the time, it was purely science fiction and it can be said that it is a fantasy of a very heavy caliber, but at the present time we can use the closest possible to this memex in our hands and read this article on it.
It also seems that what was fiction is about to become reality embodied, but with a whole new term, as the term metaverse, which seemed to be an expression derived from one of the films and science fiction novels, began to invade the world of technology recently.
Following the same idea, The metaverse was just an abstract concept from a sci-fi novel or a Hollywood movie until the gaming and technology industry gave it life. In any case, as often happens, it is the cinema that comes to meet us to better understand the metaverse.
The most famous example is perhaps the Matrix, where humanity is unknowingly trapped within a simulated reality, the Matrix, that intelligent machines have created to distract humans while they use their bodies as a source of energy. But let’s also think about Minority Report and Avatar.
In recent cinematography, the best example of a metaverse is that of Ready Player One, a 2018 film by Steven Spielberg based on the novel Player One by Ernest Cline. Here the metaverse is called OASIS and is an immersive and parallel virtual universe in which most of humanity spends its time. This world represents the only salvation for man as the real world is in collapse due to overpopulation, poverty and pollution.
Also in Wreck-It Ralph 1 and 2, we are faced with a sort of metaverse: the journey of the protagonist Ralph into the internal world of videogames and then of the totality of the Internet shows the potential interconnection between the real and virtual world.