Social “evolution” in the Metaverse

Regarding the topic of “social evolution”, the Metaverse seems to have given us a new answer.

With technological upgrades such as smart devices, virtual reality, augmented reality, and blockchain, the future of Metaverse social interaction is full of imagination.

Since Facebook changed its name to Meta in 2021, the concept of the Metaverse has set off a wave of carnivals in the business field and capital market.

What new experiences will the Metaverse bring to subvert the traditional way of social interaction?

With the rapid iteration of technology, what possibilities are there for the social track to look forward to?

As an important scenario for the landing of the Metaverse, is social networking the next investment outlet?

01 What is the social system of the Metaverse? What are the core elements or thresholds?

Liu Zhiqiang: Social interaction in the Metaverse, one is low-latency synchronization, and the other is more immersion, which elevates the experience to a high level.

There is not yet a relatively unified and clear definition of the Metaverse, and there are various theories. In conclusion of our research, we believe that the characteristics of the Metaverse that everyone agrees on are these four:

First, the Metaverse will provide users with a more immersive, real-time, and synchronized experience, more from 2D to 3D on the mobile side, and from mobile phones to wearable devices such as VR and AR;

Second, the content ecology in the Metaverse should be jointly built by the platform and users;

Third, the content, data and assets produced by users on the platform should belong to the users themselves, and data should not be lost because the platform is shut down one day. This is mentioned more in Web3.0;

Fourth, there should be a relatively complete economic system in the Metaverse. It could be that the user can have a decent income in the Metaverse, or that it can replace the user’s job in the real physical world. For example, on some overseas Web3.0 Metaverse platforms, after some brands and companies buy a piece of land in the Metaverse, they need to build buildings and do decorations, thus giving rise to a profession—the decoration team in the Metaverse.

Based on the cognition of the four characteristics of the Metaverse, our company has divided into two general directions. One is to do immersive experience, such as 2D to 3D, VR/AR devices other than mobile phones, and pay attention to the progress of wearable devices; the other direction is Web3.0, about user data and assets, how to return user data to Users themselves bring more benefits to creators.

Regardless of strangers socializing or socializing with creators and content consumers, there is no change in the bottom-level social demands of users. If you rely on the Metaverse, social interaction is more inclined to experience differences.

The social interaction in the Metaverse, one is low-latency synchronization, and the other is more immersive, the scene construction more perfectly restores the online 3D space, and improves the experience to a high level. This requires at least the team to have the ability to develop and develop from 2D to 3D. Of course, the major premise is that it must have a deep enough understanding of the underlying social needs of users, and then make scene-based upgrades on this basis. In addition, at the level of the economic system, including the distribution of benefits, Metaverse social interaction is somewhat different from traditional social interaction.

02 The “virtualization” boom promotes various product innovations. What changes will this bring to Internet social networking?

Luo Yihang: After 2020, some relatively big changes are taking place, which may be related to the involvement of giants.

The word Metaverse has gradually been frequently mentioned by everyone since 2020. In 2021, we will see that many giants and leading companies have made very clear actions and in-depth practices in this area.

But if time goes back, 2015 and 2016 were the first wave of VR/AR entrepreneurship, including VR headsets, games or copyrighted content in the VR environment, etc., but at that time, the combination of social networking and VR was still relatively small. .

After 2020, some relatively big changes are taking place. Why is this time? It may have a lot to do with the involvement of the giants. From a domestic perspective, there is a very big possibility that ByteDance and Tencent will still become two tit-for-tat players in the Metaverse field, continuing their competition in the previous era. If that’s the case, this thing is too tedious.

How the concept of Web 3.0 is involved in the Metaverse environment, I think this is a particularly valuable question. User identity, assets, etc. may generate new value in another world.

Facebook’s success in the past 15 years has largely been based on its grasp of user data and social relationship chains. It treats all user data as its own assets and uses these assets to sell advertisements. When the user’s data and assets belong to him, the user can extend a lot of value, which challenges the bottom line and foundation for Facebook’s survival.

Next, I think it is more interesting to have many new players intervene, because it is difficult for giants to return users’ data and assets to users.

03 What are the differences in gameplay when players of different sizes enter the Metaverse?

Liu Zhiqiang: Giants and small and medium players may have two different ideas.

Big players in the Metaverse field, such as Meta, aim to be a global platform, just like there is only one Metaverse in Ready Player One.They may make a comprehensive layout in the entire hardware, developer ecology and upper-level applications.

But we do not belong to a large company like Meta. Our idea is to make a relatively vertical social requirement in different scenarios according to the different needs of different users, and then expand the entire boundary. These may be two different lines of thought in our opinion.

04 From the bottom layer of the engine, what are the technical requirements of the Metaverse social APP compared to traditional social APPs?

Wang Qinzhou: The underlying social technology of Metaverse needs to be able to support large-scale users and continue to experience it, so that individuals can have a sense of existence when they are in it.

The bottom layer of the Metaverse is relatively based on the creation and development of the virtual world. Cocos needs to do infrastructure-type things, which is equivalent to preparing a road for those who want to take this road.

In fact, from the bottom layer of the engine that Cocos is going to do, what the social Metaverse platform needs to provide is nothing more than real-time rendering and 3D. Interaction must have a space-aware experience. The underlying social technology of the Metaverse needs to be able to support large-scale users and continue to experience it, so that individuals can have a sense of existence when they are in it. This involves digital humans, virtual scenes, large map generation tools, as well as server architecture, AI capabilities, communication frameworks, and other related infrastructures required by the Metaverse. Of course, these functions are not all undertaken by our engine, we are doing an integrated role.

Another very important point is that the Metaverse needs UGC content very much, and content creators need to be encouraged to create virtual worlds and interact with them. For example, Meta previously released a VR scene to support users to enter the virtual space as a builder, which is equivalent to exploring the unknown virtual world of the Metaverse together.

05 In addition to the underlying technology, is there any way in the product design process to enable users to gain a stronger sense of immersion? 

Liu Zhiqiang: In addition to the technical level, the industry needs a set of unified standards, such as whether the image in the virtual world can be quickly reused.

If the process can be standardized, the more image materials developers accumulate, it may be easier for the entire ecosystem to build the images and scenes they need.

For a more immersive experience, our idea is to restore the offline scene and make it 3D. What we do is more about interaction, entertainment, and social interaction with strangers. Currently, the 2D scenes are all based on KTV karaoke and theater scenes. If you want to restore the actual scene needs of offline users, you must make the offline scene as realistic as possible online.

06 In what ways can social platforms satisfy the experience of Generation Z? What are the effects of changes in the needs of young people on Metaverse social interaction?

Liu Zhiqiang: The essential demands and needs of social interaction have not changed, but Generation Z emphasizes the circle culture more, “Are you and I the same kind of person?”

Each era has its own social products. The essential demands and needs of social interaction have not changed, but Generation Z emphasizes more on the circle culture, “Are you and I the same kind of person?” For example, we all like skateboarding or we all like script killing, so it is easy to become friends, and the circle culture is very obvious.

Specific to the so-called Metaverse, the same goes from 2D to 3D. In the Metaverse, is it possible to build specific scenes suitable for users in different circles, such as the two-dimensional scene should be isolated from hip-hop, and make it an island for each circle of users? Sometimes cultures should not be too common, so as to reflect the differences and diversity of cultures. At the same time, try to avoid cultural conflicts between different circles. I think this may be a key point.

07 What kind of social experience will Web3.0 bring? How is Web2.5 defined?

Luo Yihang: Web3.0 is a tool for storing user data and assets on the chain.

Web3.0 itself is not an immersive tool, it is a tool to protect user rights, user privacy, user data security, and user asset security. This includes the credit system and the credit reporting system, which can be regarded as infrastructure. The value and assets accumulated by everyone in the virtual scene must be protected and released by this set of credentials.

The Metaverse, social Metaverse, and Web 3.0 can be separated. The latter can better protect the former. This is my opinion.

Liu Zhiqiang: For Web3.0, all the rules are transparent and cannot be tampered with from the beginning, and will exist forever.

VR/AR is an experience-oriented aspect, making the user experience more immersive, synchronized, and real-time, while Web 3.0 is a user-oriented data and asset layer, and it is not a dimension.

Web 3.0 is more about whether the user’s data can be owned by the user, and whether the creator’s income can be more open and transparent, and not be threatened by the platform. For example, the platform says that it will give you 50% of the share today, and it will give you 30% tomorrow. For users, it is subject to the platform.

For Web3.0, all the rules are transparent and cannot be tampered with from the beginning, and will exist forever. If it is a Web3.0+ scenario, it may be a Metaverse. Simply speaking, Web3.0 is more of a set of mechanisms at the bottom.

08 How long will it take for the so-called “unfettered social interaction” to be realized from a technical point of view?

Wang Qinzhou: The vast majority of what we see now is the development of a single technology, and the development of integrated technology should still take decades.

Scenarios without any constraints are unlikely to be realized in reality. For example, the best-selling VR device in the world still has problems, such as weight, battery life, and performance, which limit “unfettered social interaction”.

In my vision, to improve vision, hearing, and touch, the user may need a walking universal wheel or a device wrapped around him to enter the virtual world.

Liu Zhiqiang: We can’t achieve it in the short term, but we still need to have confidence in the long term.

This matter should not be viewed in one or two years. We think it may need to be viewed in a dimension of 10 or 20 years.

20 years ago, we could not have imagined that we could have live broadcasts today. But after 20 years of development, the entire infrastructure and equipment have been qualitatively improved. Therefore, although it cannot be achieved in the short term, it still requires confidence in the long term.

09 Under the tuyere of the Metaverse, what opportunities are there for the Metaverse social APP?

Luo Yihang: Now that we are at a relatively early stage, we can first look at how digital humans evolve.

The Metaverse, AI, and hard tech are related. Now investors invest in hard technology, Web3.0, digital people, basically these.

For future scenarios, we will look at it in stages. Now is the stage of heavy helmets and heavy equipment, the next may be the stage of lightweight equipment, and the future may be the stage of holography, and the things presented at each stage are different.

For example, digital people are now more tools, such as combining with AI, combining with voice processing, and doing intelligent customer service, etc., and may also become a social form in the future. I’ve even seen virtual tours with virtual people doing some party building work, which I think is pretty cool.

10 The real world and the virtual world are in binary opposition. Will the arrival of the Metaverse intensify the conflict?

Liu Zhiqiang: I personally don’t think there will be a conflict.

Users have offline social needs, such as meeting friends offline, playing script kills or watching movies, etc. From an online perspective, although the so-called Metaverse era has not yet arrived, Generation Z also likes to play kings, eat chickens, and make friends online.

Wang Qinzhou: I think the question of the Metaverse is a question of how to guide and use it.

At present, the vast majority of virtual people are hyper-realistic virtual people, and they are more inclined to real people. Some domestic manufacturers or foreign engine manufacturers have also realized hyper-realistic virtual humans. But not everyone has such a strong demand for virtual people. Many people may like two-dimensional virtual people, or even some cartoonish or so-called IP products.

11 Some people think that Meta is the dominant company overseas. Is there such a phenomenon-level Metaverse social product that may appear in China? 

Liu Zhiqiang: Some small and medium-sized companies can only build their own scenes on large platforms, or become part of this ecosystem.

I think the Metaverse platform has the potential to be even bigger than the current social platform. Now our social platforms include WeChat, Weibo, Zhihu, Xiaohongshu , BilibIli, etc., but the Metaverse needs to be combined with VR, and in the end, there may only be one or two relatively large platforms. Some other small and medium-sized companies can only build their own scenes on large platforms, or become part of this ecosystem.

Luo Yihang: I look forward to seeing a battle between Meta and Byte in the world, and a battle between Tencent and Byte in China.

I think whether it is Byte or Meta, sooner or later, they will realize that putting everyone in one universe is a particularly bad thing. So there may be all kinds of small universes built up, and that’s one way. Another way is the combination of what everyone calls Web 3.0 and the social Metaverse, and something new may be born.

12 Imagine how people’s lives will change in the virtual Metaverse world?

Luo Yihang: We hope to find a better self and improve ourselves in another virtual world.

Wang Qinzhou: We hope to realize more scene applications, let users achieve immersion through technology, and let more people experience the pure Metaverse.

Liu Zhiqiang: The starting point of our current social Metaverse is to provide different users with a more immersive and real-time synchronized social experience. If it is combined with Web3.0, I think there will be many new things, such as user data, creator economy, profit distribution, etc., which we are optimistic about for a long time.

Posted by:CoinYuppie,Reprinted with attribution to:
Coinyuppie is an open information publishing platform, all information provided is not related to the views and positions of coinyuppie, and does not constitute any investment and financial advice. Users are expected to carefully screen and prevent risks.

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