In the current technological context, metaverse discussions abound. The metaverse, once the domain of technology pioneers and data scientists, is now affecting everyone. In the wake of this environment, everything from the increased demand for Roblox to the transition of Facebook into the new “Meta” brand demonstrates its impact.
However what exactly is the metaverse? Where did it come from? How will it develop? Is it a true representation of the future of living and working?
Despite its growing popularity, the metaverse remains a mysterious notion for many people. Those who are unfamiliar with the metaverse refer to it as a virtual reality environment, while those who know it well compare it to a video game. But there is so much more to it than meets the eye.
Let’s take a look around the metaverse and see what’s new.
In the digital landscape, the metaverse is becoming a more complicated idea, presenting extraordinary prospects for billions of individuals. Modern pioneers are still working on a comprehensive definition of the metaverse. Most people, on the other hand, think of the “metaverse” as a new type of internet experience based on a variety of cutting-edge technology.
Mark Zuckerberg, one of the market leaders now investing in this concept, said the metaverse is a form of “embodied internet.” It is something people can immerse themselves in (through VR, virtual reality) or incorporate into their everyday life (through AR, augmented reality).
A metaverse is a concept that is becoming increasingly complex in the digital landscape, offering extraordinary opportunities for billions of people. However, at present, there is no complete definition of it. However, most people refer to the “metaverse” as a new kind of internet experience built around many unique technologies.
In order to delve a bit deeper, the metaverse envisions a future in which the physical and digital lives are more closely intertwined. Consider how the new iPhone’s LiDAR scanner can scan the surroundings and inject fresh content into them via the camera.
The Main Metaverse Technologies:
Today, Metaverse’s promise focuses on universality and decentralization. It invites people to envision a world in which they have greater control over their digital experiences and may access them in a more flexible way. The metaverse, as the new internet, is still in its early phases of development, with new technology constantly improving the environment. Extended Reality, blockchain, and AI are the three most popular technologies linked with the metaverse (apart from the internet itself).
Blockchain is not only a concept linked to Bitcoin and cryptocurrencies, it is a fundamental component of decentralization.
In the metaverse, blockchain has the potential to empower individuals over their online experience, moving them away from Web 2.0 and to Web 3.0, where large corporations such as Google and Amazon have less control over what people do and see. The blockchain metaverse already offers things like Non-Fungible Tokens (NFTs), smart contracts, and decentralized finance through things like NFTs.
Improving the relationship between the physical and digital worlds necessitates some machine intelligence. A variety of metaverse experiences require Artificial Intelligence. It can aid in natural language processing, ensuring that the machines and robotics are able to understand us.
The AI also supports computer vision, simultaneous location, and mapping technologies, which enable robots to grasp the physical environment.
Extended Reality (XR):
Extended reality is perhaps the most commonly referenced form of metaverse technology today, combining the physical and digital worlds using headsets and devices. Using XR, people can enter virtual worlds and interact with 3D avatars in communities. In the future, this will increase the demand for 3D motion capture technology, due to factors including the rising popularity of metaverse. According to Astute Analytica, the global 3D motion captures system industry will grow at a CAGR of 5% from 2022 to 2030.
Mixed and augmented reality can also bring digital content into the real world, altering how people engage with everything from maps to retail experiences.
The Current Metaverse World
Most analysts still regard the gaming environment to be the “beginning point” of the metaverse. There are already a lot of games with massive audiences, and gaming has quickly become a popular consumer activity, with 59% of US people identifying as “gamers”.
Games are an excellent metaverse setting since they already inspire us to immerse ourselves in digital worlds and join communities that transcend geographical boundaries. Consumers can currently enjoy and engage with unique experiences provided by said games. As the pandemic has recently reduced the number of opportunities for face-to-face contact and experiences, gaming has been increasingly widespread.
For example, Epic Games’ CEO said his firm is investing in the metaverse, with Travis Scott and Ariana Grande performing in their gaming settings. Epic Games is also working with the Metahuman creator to make photorealistic digital humans, which shows how users may make avatars of themselves to explore the digital world more deeply.
Another example of a metaverse embedded into a game environment is Roblox. The website was introduced in 2004 and contains many user-generated games in which users can construct homes and act through unique scenarios. Following the IPO, Roblox CEO David Baszucki took to Twitter to express his gratitude to everyone who helped the platform achieve its vision of the metaverse.
Roblox has since partnered with businesses to create virtual skating playgrounds and open gardens where you can try on Gucci products.
The Metaverse Path:
In many ways, the gaming industry represents the metaverse’s foundation. In addition, it is setting the way for a future where social interactions, workplace cooperation, and even financial transactions can take place on a metaverse platform. Let’s have a look at a few examples.
Beyond the metaverse, digital communities have been around since the internet’s inception. In order to connect with other people, people have employed a variety of tools, including social networking sites, online forums, and video games. Since the COVID-19 pandemic, social encounters have become one of the metaverse’s most identifiable cornerstones.
Many people looked to the internet realm to reestablish human relationships during social isolation and lockdowns. Online communication across a variety of platforms, such as gaming hubs and virtual reality centers, became the norm for talking with family members and coworkers.
Companies like Epic Games have offered settings in the past couple of years where players can hang out with their friends in “Party Royale” mode. For its users, Animal Crossing has begun hosting virtual weddings and graduations. Even things like “Roblox birthday parties” became a huge fad, allowing people to connect with others when they were not doing this physically.
Coming into the future, people could see a number of celebrations and events happening in the metaverse, from concerts to weddings. As technology progresses, scientists expect social encounters in the metaverse will include various states of simulated presence and human relationships.
The metaverse’s immersive, fully accessible, and open nature makes it ideal for recreating crucial human interactions. It is worth emphasizing that these encounters can extend beyond recreational and social gatherings. Companies starting to think about a new workplace future are also thinking about how the metaverse might affect them.
Companies can, for example, construct virtual environments to develop goods, test ideas, and collaborate with peers. In the workplace, virtual reality meeting rooms and interactions enhanced by MR and AR are already becoming more common.
Extending reality and metaverse concepts have already been implemented by businesses in various industries to bring specialists and employees together in a hybrid environment.
Thanks to the metaverse, which will bring more incredible options for online learning and training in the workplace, people will be able to jump into unique situations where they can form muscle memory and learn new abilities. People may even witness the creation of virtual landscapes where people can quickly use tools for enhancing their workflow, whether at work or at home.
Microsoft has already tested constructing digital workspaces for collaboration, and Facebook (Meta) Horizon provides virtual workspaces via headsets.
Media and entertainment
Because gaming is the foundation of the metaverse, it is natural that the entertainment and media industries benefit from it as well. Several conveyed virtual events, such as celebrations and concerts, are already taking place in Roblox, Minecraft, and other comparable settings, demonstrating that metaverse entertainment is becoming a popular notion
Many shared virtual events like concerts and celebrations are already taking place in environments like Minecraft, Roblox, and other similar spaces, indicating that entertainment in the metaverse is becoming a popular concept.
The metaverse was a critical tool for many event organizers in keeping people connected in a world where in-person events were no longer possible. Customers could watch NFL games from the sidelines in virtual reality or explore virtual exhibits at the National Museum of American History. In Fortnight, people have seen concerts and even world premieres.
There will no longer be a limit to the number of virtual events available to consumers in the metaverse. A number of professional groups are likely to use the technology as well. A future metaverse media experience will combine in-person interactions with digitally-twinned events in the virtual world, offering a hybrid experience for conference attendees who can’t physically attend.
People will be able to fully participate in metaverse events from afar, interact with other attendees, purchase items in real-time, and even share information with people they want to connect with in the future. 5G is essential to ensuring real-time interaction between in-person attendees and the online event attendees.
Author bio: Emma is a freelance writer and content strategist who offers ghostwriting, blogging, and copywriting services. She has a keen interest in content marketing with a hold on social media management and market research. With more than five years of experience in writing for different domains. Pitch her out to discuss interesting and niche technology domains blooming in integration with modern technologies.
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