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This is the term time. And if so far its applications have been significantly reduced, the potential for the future is real.
Despite recent popularity, the term metaverse was actually first coined thirty years ago, in 1992, by science fiction writer Neal Stephenson. His novel Snow Crash describes the Metaverse as a 3D virtual world where individuals-through avatars-roam, interact and interact with each other and with AI-generated virtual characters. world in which they operate. .
In fact, according to the origin of its name, the metaverse (contraction, in English, of “meta” and “universe”) is rather a meta-universe, i.e. a virtual world. The term is often used to describe the future version of the Internet where virtual, continuous and shared spaces can be accessed through 3D interaction. The term consistency is important because it means that the virtual world never stops, unlike a game. It is available and permanently upgraded, even if the user leaves it by disconnecting. Without it, other people continue to thrive there and the world changes. When reconnecting, the user finds a world going on.
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It’s a kind of parallel world, evolving user-independent like in real life, where the world keeps spinning when you sleep. Now, however, we are far from that and the term metaverse is used more broadly to describe a virtual world where individuals can interact, work, eat and play. What metaverse are we talking about? There are several acceptances and ways of defining a metaverse. To facilitate understanding, entrepreneur Meagan Loyst favors an angle from the user’s perspective, and introduces three main families, in her article Metaverse 101: virtual reality, augmented reality and virtual worlds.
1- Virtual reality
The first family is the immersive world that can be experienced through headsets and haptic technology to touch, feel and move in the digital world. Linked to a proprietary application, the headsets allow their users to discover a virtual world of virtual reality, in an immersive way. The possibilities of creating virtual worlds where the user can immerse themselves more and more, and the tools as many: work, games, social, commerce… Everything is possible. For example, Facebook (which rebranded itself as “Meta” in October 2021) wants to create its own proprietary metaverse, which will cost $ 10 billion. Their base virtual reality game “Horizon Worlds” is a social world, accessible using an Oculus headset.
2- Added fact
The other family is the interactive experience that takes place in the physical world, overlaid with computer -generated objects and environments, through technology augmented by reality. Augmented reality works on the recognition of reality, which he is taught to recognize, which not only gives him a signal to show the interior, but also allows him to place it correctly in space. For example, 2016 Pokémon GO (created by Niantic) took the world by storm reaching 232 million users at its peak, with the core experience taking place in augmented reality. Players can move in the real/physical world to get the Pokémon displayed in the app on their phones, which can be viewed anywhere and anytime. Snapchat is also part of this category, as it offers augmented reality filters (and augmented glasses at a time).
3- Virtual worlds
This is the closest interpretation of the metaverse. Traditional games with avatars, skins, self -economics and social platforms can be considered metaverse in themselves. The players in the area, most of them from playing, are setting themselves up. Others also show up, everyone wants to create a virtual world. Game players, like Roblox or Fortnite, aspire to be metaverses. They now host virtual concerts and fashion shows. They have a centralized metaverse design, while new players build games and virtual worlds on the blockchain (like Axie Infinity, Sandbox), which allows creating new ecosystems in a decentralized luna. For example, Roblox has a world where users can play millions of 3D games online, customize their own avatars with skins, and spend/see Robux, Roblox’s virtual currency .
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This is true metaverses 1.0, the beginning of what will be metaverses in the future, as we are at the beginning of this revolution. Almost everything has to be built, even if it’s the technical foundations, the rules of operation, as well as the tools. The metaverse presents itself as the “next generation of the Internet” – web 3.0 – to be used by hundreds of millions of users. Large companies in the area, from GAFAM to game leaders, are likely to play a major role in the growth and evolution of the metaverse (s). With a centralized vision of these virtual worlds. Decentralized platforms and services want to come out, offering truly sustainable decentralized virtual worlds, with digital avatars and digital assets that provide access to services, building the core values of the blockchain. . Virtual worlds where everyone can create their own virtual space, their own economy, offer services, sell works of art, and so on. One thing is for sure, consumers and brands need to be proactive, in projecting themselves, adapting to new devices and thus seizing the opportunities that these metaverts bring.
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