The word "metaverse" consists of the prefix "meta" (meaning "transcendence" and the root "verse" (a variation of "universe"; the term is often used to describe the concept of a future version of the Internet, which is connected by perception A permanent, shared, three-dimensional virtual space composition in a virtual universe. Conceptually, Metaverse describes a future Internet of permanent, shared, three-dimensional virtual spaces connected in a perceptual virtual universe , but standards, common interfaces and communication protocols between virtual environment systems are still under development. Metaverse is a public collective virtual space that is a fusion of virtual augmented physical reality and physical permanent virtual space , including the sum total of all virtual worlds, augmented reality, and the Internet. The Metaverse is a combination of various technological elements, including virtual reality, augmented reality and video, in which users "live" in a digital world.
As the Metaverse expands, it will give you a surreal alternative world that can coexist. In practice, when users are able to enter a huge virtual mall that can be visited by as many people as possible, buy a unique digital item, and then sell the same digital item within a few weeks, there is a Metaverse. Later in the virtual world. Completely different, or maybe on Twitter, eBay or OpenSea. In a broader sense, the metaverse is understood as a graphically-rich virtual space with a degree of rationality in which people can work, play, shop, socialize — in short, be people in real life Like things to do together (or, more accurately, on the Internet). In fact, very few people use virtual reality to experience virtual worlds that are almost completely visible through the 2D screens of gaming monitors, laptops, tablets, and mobile phones.
Aside from marketing articles and proof-of-concept demos, virtual worlds like the Metaverse have actually been around for almost as long as their fictional counterparts. Since then, various developments have paved the way for a true metaverse, an online virtual world that includes augmented reality, virtual reality, 3D holographic avatars, video, and other media. Generally speaking, the technologies that make up a virtual world can include virtual reality, which is characterized by persistent virtual worlds that persist even when you're not playing a game, and augmented reality, which combines aspects of the digital and physical worlds. All three games allow players to create worlds, the cornerstone of the metaverse concept.
Rec Room and world-building games like Roblox and Minecraft are part of the discussion about what the metaverse is. There may be a reason why many fictional metaverse milestones, including Ready Player One and Snowball Showdown, take place in dark dystopias. In fiction from Snow Crash to The Matrix to Ready Player One, the metaverses are commonly seen as escapes, willy-nilly, from dystopian realities that are too horrific to bear. Neil Stevenson came up with the metaverse in Snow Crash, a 1992 novel in which the protagonist, a pizza driver, finds himself in an online virtual fantasy world.
The term "metaverse" was coined in Neil Stevenson's 1992 science fiction novel Avalanche, in which humans interact as avatars and software agents in a 3D space using real-world metaphors. Here, the future state is often envisioned as a digital "connected" Internet—a representation of real reality, but based on a virtual world (often resembling a theme park), such as that depicted in Ready Player One. , and the matrix. In his 1992 novel "Avalanche," the metaverse is a virtual reality world represented as a marketplace around the Earth where virtual real estate can be bought and sold, with users wearing virtual reality goggles living in identically shaped 3D avatars. choose. The idea of a luxury Metaverse that requires headphones is a 360-degree immersive digital world.
"Virtual space". Digital content such as Second Life is often viewed as "proto-Metaverse" because (A) it lacks game objectives or skill systems; ( virtual hangouts that persist; (C) offer near-synchronous content updates; and (D) having real people represented by digital avatars. As with Facebook, the future state of need must be “inhabited,” not just “inhabited,” and that population must then fill this digital world with things to do and content to consume. The "new user-generated content platform" - the future state - is not just another platform like YouTube or Facebook where countless people can "create", "share" and "monetize" content, and where the most popular content accounts for only the smallest of total expense.
Such a hyperscale interconnected virtual world is just one of many possible futures for the metaverse, and not everyone chooses it in the first place. If the metaverse is essentially an extension of our current Internet, just think about the many problems we have yet to solve in our online existence - hacking, extortion, harassment, hate speech - to see how dangerous the future can actually be. in the metaverse. , to be. While it may seem like the metaverse is the product of the Meta's wild ambitions, that's not the case at all.
For Metaverse entrepreneur Carrie Tatsu, the future is even better, thanks in part to the Metaverse. We need to see people like me play these roles in front of an audience because you can inspire more people to come together and say, "Hi, welcome to this virtual world." Metaverse entrepreneur Carrie Tatsu spent over 15 Years of designing, marketing and selling avatars, pets and accessories for the residents of Second Life, a game that launched in 2003 as an empty digital world where users can buy land and spend real money for the world Custom clothing everywhere. Peace.
DTC AI Writer - Bizverse Journal