Metaverse, a parallel digital world modeled on the real world, where users can immerse themselves in seamless social and financial interactions in addition to VR and educational experiences.
What is the Metaverse?
Conceptually, the Metaverse is not entirely new. Virtual reality (VR) games and their momentum into every aspect of life have been part of popular culture since at least the 1980s. Writer Neal Stephenson coined the term “Metaverse” in his sci-fi cyberpunk novel “Avalanche”, in which humans live in a virtual three-dimensional world through digital avatars (Avatar), The author calls this space “Metaverse”, or “Metaverse”.
Since then, the Metaverse has been at the forefront of the pop culture imagination, with concept descriptions appearing in films like The Matrix, Black Mirror, and more. Epic Games hosted multiple VR concerts across its Fortnite franchise featuring Ariana Grande, Travis Scott and Toni ·Watson (Tones and I) and other famous people. Metaverse themes have even begun to appear in music videos, such as Duke Dumont’s “I Got U,” in which he puts on a VR headset and enters a magical digital realm, providing a visual feast for the audience.
In fact, people’s underlying demand for the Metaverse is waiting to be developed, such as the game industry associated with it has more than 3 billion online players and a market value of more than 150 billion US dollars, and games like “League of Legends” have at least 150 million users, About 75% of these users log into the game every month, which means that nearly 500,000 people are playing “League of Legends” at any time.
When we compare the ratings of the 2021 NBA Finals, we can see that the scale of these gamers is huge. The TV ratings of each game of the NBA Finals were less than 10 million, and the final game of the Finals only reached 16.54 million at its peak, and the high point was only maintained for a short 15 minutes.
Number of video game players by continent in 2021
The Metaverse is an immersive digital universe where users can explore, build, and trade with their avatars, including dressing up in the Metaverse, purchasing digital goods and services, participating in virtual events with online users, and exploring the Metaverse Other event scenes in the universe, etc. However, the specific definition of the Metaverse is controversial, and there is no consensus on what the Metaverse should be, or whether it currently exists. We are bringing software, hardware, and digital ownership technologies to market with a mature fusion of Metaverse features in the context of current discussions.
Interactivity, Interoperability, and Telepresence in the Metaverse
The fundamental concepts underpinning the Metaverse are: interactivity, interoperability, and a seamless immersive experience with telepresence.
Interactivity refers to the sense of control the user experiences from the ability to manipulate the environment, and in Web3 it is currently possible to use VR hardware to be in a digital space. In this interaction process, due to technical limitations, the immersive experience has to be withdrawn for practical reasons, even if the Metaverse moves elements from other parts of the world online to enhance the interactive experience. However, interactivity suffers when the user understands that the virtual world cannot actually be manipulated, or that the items made in the game have no transferable value or real impact on the real world.
For example, when using a VR device, having to manually log out and log in to different apps, and sometimes reaching for a credit card, is always a reminder that we are still in the real world: we are still in the office, at home, in the physical world , not the Metaverse. Currently, our experience of the Metaverse is roughly like a meta sandbox or meta room. Due to current technical limitations, many people still feel dazzled when using a headset, and the room for improvement in interactivity is obvious.
As the underlying architecture of the Metaverse, blockchain is a siloed ecosystem, which has great limitations in cross-chain browsing and operations. If the Metaverse is to be a seamless, open world, it needs robust blockchains working in tandem with decentralized oracles so that digital goods and services can flow seamlessly, securely, and with low latency across cyberspace .
Oracles can verify simple operations such as P2P transactions, architect mutual communication between IoT devices, and assist in enabling rich immersive virtual experiences such as live multiplayer games, concerts, sporting events, social gatherings, professional and academic conferences, concerts and more.
Oracles ensure the transferability and liquidity of user assets by facilitating the interoperability of numerous systems that trust each other and operate seamlessly so that our experience in the Metaverse is not frequently interrupted.
Comparison of traditional meta-sandboxes and Web3 Metaverse
Telepresence is a person’s experience of being in a place where they are not physically present through mixed reality technology. Unlike “virtual reality”, a telepresence experience should be fully immersed in a distant place and interact with the real environment, not a virtual space.
Telepresence relies on the realization of hardware and software technologies, and hardware devices such as Apple Glass, Facebook’s Ray-Ban Stories, Amazon’s Echo Frames, and Google’s “Project Iris” AR project are only a small part of the future devices. With the continuous rise of VR and AR technologies and the continuous approach of the virtual world to the real world, users will get a more figurative on-the-spot experience.
Perceived digital avatars
Existing social media platforms already have the basic form of a Metaverse, where users can manage their digital identities and create virtual spaces to interact with others publicly or privately. Many social software in the European and American markets, such as Facebook, Apple Message, and Snapchat, are vigorously developing the social AR market to strengthen users’ AR experience in social networking.
Another digital avatar scene is Metaverse Office. In recent years, due to the impact of the new crown epidemic, many people have begun to work from home. Zoom-type conference video products have become an indispensable tool for remote office work. However, the monotonous experience brought by such technologies , the disadvantages of long-term use and lack of participation have also begun to appear.
With the continuous combination of VR and AR technologies, in the context of major breakthroughs in telepresence and online immersive interaction, the use of VR and AR technologies combined with the Metaverse can create new virtual reality workspaces, platforms such as Zoom The limitations will also be solved. Working in the Metaverse conference room, employees are no longer limited by geographical location, global talents can gather together to chat without delay, and everyone can choose their own virtual digital avatar to show a more interesting side than a 2D avatar.
In the Metaverse, no matter where you are, just connect your device and you can get to the space you want to go.
write at the end
Humans have fantasized about the Metaverse for decades, and now a new immersive experience is finally here. While the dystopian future of The Matrix is unimaginable, with the constant escalation of interactivity, secure digital ownership, and telepresence, the Metaverse is expected to soon be the world’s best escape from reality.
Posted by:CoinYuppie，Reprinted with attribution to:https://coinyuppie.com/the-metaverse-digital-ownership-and-a-brilliant-way-to-escape-from-reality/
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