Companies like Meta and Microsoft see a great future for work and play in shared virtual and augmented reality environments. “So the first thing we need to look at is what a metaverse actually is; than the breadth and depth of change that a metaverse brings us, our consciousness, our physical world. In fact, advanced, immersive, 3D and online worlds have the potential to benefit all aspects of society, from education, healthcare and government to gaming, entertainment and the arts, and have a positive impact on all social and civic life. Yes, and this if it could not be greater, if we examine, deal with, understand and then regularly check the logic of the metaverse and our adaptation to that logic. These experts wrote that “virtual” spaces have sprung up in the human imagination for millennia, and that no special technological features or gadgets are needed to create vibrant places beyond “real life.” At the same time, some argued that even the most distant versions of virtual reality will remain anchored in the basic human sensory “interfaces” of eyes, ears, taste, smell, movement, balance, and speech. Whatever we do, whether we want to work or play, we will use virtual reality headsets. Just as every company created a website two decades ago to have a presence on the internet, companies will have to create a presence in the virtual 3D space.
That means identifying the architecture and logic that best fits multiple digital platforms. Leaders need to determine how these digital systems translate into a scalable and consistent architecture. It’s worth finding specialists with solid knowledge of blockchain, computer vision, artificial intelligence, high-speed networks, data analytics, and quantum computing to lead your digital transformation efforts. The paradox of defining the metaverse is that to be the future, you have to define the present. We already have MMOs that are essentially full virtual worlds, digital performances, video calls to people from all over the world, online avatars and trading platforms. So in order to sell these things as a new worldview, there has to be an element that is new.
James A. Danowski, president of Communication Sciences and Technology, predicted that interest in virtual reality will not outweigh the appeal of real-world digital overlays, writing, “While many activities will take place in the virtual reality gaming space, the non-game-related digital world will be dominant. The recent metaverse talk stems from Facebook’s latest attempt to jump on its stagnant user base and the declining importance of social media in people’s lives. This is a temporary deviation. Andrew Nachison, founder of WeMedia, executive analyst and creative, commented: “I’m not convinced that fully virtual experiences replace ‘real’ experiences for most people. The transformation of “real” life will be more like what we now call augmented reality: layers of information and interaction on top of real environments. There’s a lot of hype around the metaverse because it’s a great idea that will transform our digital and real existence into a combined format. The metaverse will not be fully realized until it connects technologies and trends such as the Internet of Things, AR, AI, and space technologies in an immersive digital environment. Ideologically, much of the tech industry is calling for that platform to be decentralized and interoperable, as opposed to the “walled gardens” we see today on social media and other precursors to the metaverse.
Social media allows you to post 3D images where your friends can move around the image. The metaverse could use virtual reality, or augmented reality as we know it today, to immerse users in an alternative world. The technology is still being developed, but companies like Meta say they are building and improving these devices. The web-based instrument was first sent directly to an international set of experts (primarily based in the United States) identified and collected by the Pew Research Center and Elon University during previous studies, as well as to those identified in a 2003 study of people who made predictions about the likely future of the Internet between 1990 and 1995.
In today’s world, most platforms that use the metaverse offer virtual identities, avatars, and goods associated with a specific platform. However, in a futuristic scenario, the metaverse could allow you to create a person that you can take with you wherever you go and link to other platforms. There could also be a chance that multiple metaverses are linked together, just like many social media platforms now. To think further, as of today, it is not possible for an avatar in Second Life to interact with an avatar in The Fortnite. This increase in metaverse popularity can provide many opportunities for technology companies to create interoperable metaverses. In a more idealistic view of the metaverse, this will not only allow users to create their avatars and interact with each other, but will also allow companies to create digital assets and sell them in the virtual world.
The content of the metaverse is not much different from the internet, as it is an online experience that connects you with information and people. However, you’ll go from interacting with text, images, videos, games, news feeds, and ecommerce stores to experiencing the same 3D elements like virtual reality or augmented reality. In his essay, Clegg often talks about what the metaverse “will be” in the future, but largely ignores what is currently happening in the fundamental realms metaverso tecnologia of the immersive internet. Currently, the fastest growing segment in VR is in gaming, non-immersive versions of social media is Horizon Worlds or its competitors like Microsoft’s AltspaceVR. In many VR gaming spaces, there is a social component where people come together, chat, share their lives, and continue to form offline friendships. ‘Metaverse’ is a fashionable name combined with existing ideas such as shared social spaces where you communicate with others through avatars.