Explaining the Metaverse: Everything You Need to Know About Future of the Internet

CNET
22 Mar 202209:15

Summary

TLDRIn July 2021, Mark Zuckerberg rebranded Facebook to Meta, signaling a major investment in the metaverse, envisioned as the next internet iteration. The metaverse, a collective virtual space for socializing, working, and gaming, is being developed by various companies with different visions. Concerns include technical challenges, corporate control, and social issues like harassment. The future of the metaverse hinges on accessibility, interoperability, and ethical development, with potential economic opportunities for creators.

Takeaways

  • 🌐 Mark Zuckerberg has positioned the metaverse as Facebook's future, renaming the company Meta and committing significant investment to its development.
  • 🤔 The metaverse is challenging to define but is generally understood as persistent online spaces where people interact via avatars for various activities.
  • 🏙️ The concept of the metaverse has been around for decades, with elements present in gaming and virtual communities, but has gained recent prominence.
  • 🎮 Popular games like Roblox, Minecraft, and Fortnite incorporate virtual, augmented, or mixed reality, offering early glimpses into the potential of the metaverse.
  • 📡 Advancements in technology, including virtual reality (VR) and augmented reality (AR), are crucial for creating immersive experiences within the metaverse.
  • 🛠️ Critics argue that the technology needs further development to achieve the level of realism and fidelity required for a fully functional metaverse.
  • 👥 Concerns about who controls the metaverse's development are raised, with the possibility of corporate influence leading to issues similar to those in social media.
  • 🌍 The metaverse's global adoption depends on bridging the digital divide and ensuring internet accessibility for a worldwide user base.
  • 💼 The metaverse could revolutionize various sectors, including entertainment, work, and economics, offering new opportunities for job creation and economic participation.
  • 🔮 The future of the metaverse remains uncertain, with questions about its widespread adoption, technological challenges, and societal implications to be addressed.

Q & A

  • What did Mark Zuckerberg do to show his commitment to the metaverse?

    -Mark Zuckerberg showed his commitment to the metaverse by staking Facebook's future on it, renaming the company to Meta, and promising to spend billions of dollars to rebuild a metaverse platform.

  • What is the metaverse and why is it difficult to define?

    -The metaverse is usually described as online spaces where people socialize, work, and play as avatars, digital representations of their identities. It's difficult to define because it's a broad concept that encompasses various technologies and experiences, and it's still an evolving idea.

  • How is the metaverse expected to evolve the internet?

    -The metaverse is expected to evolve the internet into a virtual world that parallels our real lives, offering an immersive and persistent online experience that goes beyond the current web browsing and app-based interactions.

  • What are some examples of existing platforms that incorporate aspects of the metaverse?

    -Roblox, Minecraft, Second Life, and Fortnite are examples of platforms that have been building virtual worlds and incorporating aspects of virtual, augmented, or mixed reality for years.

  • What is the difference between virtual reality and augmented reality in the context of the metaverse?

    -Virtual reality refers to entirely digital spaces accessed through hardware like headsets, immersing users fully in digital worlds. Augmented reality, on the other hand, brings digital objects into the real world, often without the need for a headset, by overlaying digital information onto the user's view of reality.

  • What are some technical challenges that need to be addressed for the metaverse to deliver high fidelity experiences?

    -Technical challenges include advancing software to introduce more realistic experiences through higher levels of fidelity, ensuring the technology can deliver the exactness of the real world that the metaverse needs, and making the metaverse accessible on various platforms without sacrificing quality.

  • Who might build and control the metaverse, and what are the concerns regarding this?

    -The metaverse could be built and controlled by existing tech companies, which risks repeating social media's issues like bias, bullying, misinformation, and harassment. There are also concerns about the potential for abuse in an immersive environment like the metaverse.

  • How might the metaverse affect the future of work and economic opportunities?

    -The metaverse could come to the world of work, with predictions that millions of jobs worldwide will use AR and VR by 2030. It could offer new economic opportunities such as game creation, virtual retail, digital asset trading, and potentially create a new class of economic participants.

  • What role does interoperability play in the success of the metaverse?

    -Interoperability is crucial for the success of the metaverse as it allows users to move freely between platforms and experiences. This means that users should be able to use the same avatar or other digital assets across different metaverse platforms.

  • What are some of the companies currently working on metaverse or metaverse-like projects?

    -Companies like Meta (formerly Facebook), Qualcomm, Nvidia, Valve, Epic, HTC, and Apple are among those working on metaverse or metaverse-like projects.

  • What are the challenges to widespread adoption of the metaverse?

    -Challenges to widespread adoption include bridging the digital divide to ensure global accessibility, addressing technical aspects to maintain fidelity across platforms, and ensuring that the metaverse is built with mindful consideration of past technological infrastructures to avoid repeating past mistakes.

Outlines

00:00

🌐 The Emergence of the Metaverse

In July 2021, Mark Zuckerberg declared Facebook's commitment to the metaverse by renaming the company Meta and pledging billions of dollars for its development. The metaverse is an evolving concept, often described as persistent online spaces where users interact via avatars. It's seen as the next phase of the internet, incorporating elements of virtual reality (VR), augmented reality (AR), and high-speed internet. While the idea has been around for decades, it's now gaining traction with tech companies like Roblox and Minecraft already offering virtual world experiences. The script discusses the potential of the metaverse to transform social interaction and work, but also raises concerns about the need for technical advancements to achieve the desired level of realism and the challenges of building an inclusive and safe virtual space.

05:02

🤖 The Future of the Metaverse and Its Challenges

The script explores the uncertainty surrounding the metaverse's development, with industry standards yet to be established. It discusses the potential for a single, unified metaverse platform versus a collection of competing platforms. Interoperability is highlighted as a key requirement for widespread adoption, allowing users to move seamlessly between different virtual environments. Companies like Meta, Qualcomm, Nvidia, Valve, Epic, HTC, and Apple are all working on metaverse-related projects, but the timeline for these developments remains unclear. The metaverse's potential impact on the job market and economy is also considered, with predictions of millions of jobs involving AR and VR by 2030. The script concludes by emphasizing the importance of mindful development of the metaverse, learning from past technological advancements, and ensuring that it is built with global accessibility and ethical considerations in mind.

Mindmap

Keywords

💡Metaverse

The metaverse is a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual reality. It is described in the script as the expected next iteration of the internet, where people can socialize, work, and play as avatars. The concept is central to the video's theme, as it discusses the potential of the metaverse to transform how we interact online, with companies like Meta investing heavily in its development.

💡Avatar

An avatar, in the context of the metaverse, refers to a digital representation of a person's identity. It is used to depict a user within the virtual spaces of the metaverse. The script mentions avatars as a means for individuals to engage in online spaces, reflecting the video's focus on the immersive and interactive nature of the metaverse.

💡Virtual Reality (VR)

Virtual Reality is a technology that creates a simulated environment, which users can interact with through hardware like headsets. The script discusses VR as a key component of the metaverse, allowing for fully immersive digital experiences. It is highlighted as a technology that can make objects in the digital world seem real.

💡Augmented Reality (AR)

Augmented Reality is a technology that overlays digital information or objects onto the real world, often without the need for a headset. The script touches on AR as a related technology to VR, suggesting it could be a gateway to broader acceptance of the metaverse by bringing digital elements into our everyday reality.

💡Interoperability

Interoperability refers to the ability of different systems or components to work together. In the script, it is mentioned as crucial for the metaverse's success, as it would allow users to move freely between different platforms and experiences with a consistent identity, like using the same avatar across various metaverse platforms.

💡Digital Divide

The digital divide is the gap between those who have access to technology and the internet, and those who do not. The script points out that addressing the digital divide is essential for the widespread adoption of the metaverse, as it currently excludes a significant portion of the global population who do not have basic internet access.

💡Fidelity

Fidelity in the context of the metaverse refers to the degree of real-world exactness that is digitally reproduced. The script discusses the need for higher fidelity in the metaverse to deliver more realistic experiences, which is a challenge that technology developers are working to overcome.

💡Second Life

Second Life is mentioned in the script as an example of an existing virtual world that has been around for years, incorporating aspects of virtual reality. It serves as an example of how the concept of the metaverse has been present in different forms before becoming a mainstream discussion.

💡Economic Opportunities

The script highlights the potential economic opportunities that the metaverse could offer, such as game creation, virtual retail, and digital asset trading. It suggests that the metaverse could become a lucrative space for creators and a new platform for economic participation.

💡Hybrid Work Model

A hybrid work model refers to a combination of remote work and traditional office work. The script speculates that with more companies adopting this model, the metaverse could extend into the professional workspace, indicating a potential future where work and virtual environments are more closely integrated.

💡Token Economics

Token economics relates to the use of digital tokens or cryptocurrencies in the context of the metaverse for transactions and value exchange. The script suggests that token economics could be a way for a new class of economic participants to benefit from the shift towards the metaverse, indicating a potential future where digital assets and currencies play a significant role in the virtual economy.

Highlights

Mark Zuckerberg's commitment to the metaverse by renaming Facebook to Meta and investing billions.

The metaverse is described as online spaces for socializing, working, and playing as digital avatars.

The metaverse is still a vague concept for many outside the tech industry.

The metaverse combines virtual reality, augmented reality, and high-speed internet for a virtual space.

Meta and other companies see the metaverse as an evolution of the internet, paralleling real-world lives.

The idea of the metaverse has been around for decades, with gaming experiences like Roblox and Minecraft.

Virtual reality provides fully immersive digital spaces through specialized hardware.

Augmented reality overlays digital objects onto the real world, often without the need for a headset.

The metaverse's fidelity and realism are improving but still require technological advancements.

Concerns about who builds and controls the metaverse, with risks of repeating social media's issues.

The potential for abuse in the metaverse due to its immersive nature.

User-generated content is considered a key component in building the metaverse.

Interoperability among metaverse platforms is crucial for user adoption.

Challenges in creating a unified metaverse experience across different platforms.

Tech giants like Qualcomm, Nvidia, Valve, Epic, HTC, and Apple are working on metaverse projects.

The metaverse could revolutionize work with remote collaboration and training.

Economic opportunities in the metaverse include game creation, virtual retail, and digital asset trading.

The metaverse's global adoption depends on bridging the digital divide and internet accessibility.

The need for deliberate choices in building the metaverse to avoid past technological mistakes.

Transcripts

play00:00

[Music]

play00:01

in july 2021 mark zuckerberg staked

play00:05

facebook's future on the metaverse

play00:07

to prove he was serious he renamed the

play00:09

company meta and promised to spend

play00:11

billions of dollars to rebuild a

play00:12

metaverse platform

play00:14

he isn't alone other companies are also

play00:16

working on their plans for the metaverse

play00:18

the expected next iteration of the

play00:20

internet

play00:21

[Music]

play00:25

the metaverse is difficult to define

play00:28

it's usually described as online spaces

play00:30

where people socialize work and play as

play00:32

avatars digital representations of their

play00:35

identities

play00:36

unlike a zoom chat the spaces don't

play00:38

disappear when you're done

play00:40

they're there for someone else to use

play00:42

though it's often name checked in the

play00:44

tech world the metaverse is still a

play00:46

fuzzy idea for people outside the

play00:48

industry i mean the metaverse is clearly

play00:50

a term of great currency in this moment

play00:52

in time and i think for right now 2022

play00:56

the metaverse is a

play00:58

story we are telling about what the

play01:00

future of technical infrastructures

play01:01

might look like when you combine virtual

play01:04

reality augmented reality

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high-speed internet connections and some

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kind of notion of a virtual space you

play01:10

might occupy with other people so

play01:13

an easy answer to the metaverse is well

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it's you know the next version of the

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future of computing the more complicated

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answer is of course it's a story about

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how we imagine the world

play01:22

[Music]

play01:25

meta and other companies tout the

play01:27

metaverse as an evolution of the

play01:28

internet a virtual world that parallels

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our lives in the real world

play01:33

but it's an idea that's been tossed

play01:34

around for decades and tried before one

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of the other ways to think about the

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metaverse is that it's always already

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existed uh in different pockets of the

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world right so whether you were someone

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engaging in

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gaming experiences whether those were

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multiplayer games or whether those were

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deeply immersive games

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if you were

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engaging in other kinds of online

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communities there's an argument to say

play01:58

that the metaverse is already here just

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wasn't called that roblox and minecraft

play02:02

have been building virtual worlds for

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years

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second life fortnight minecraft and

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other games all incorporate aspects of

play02:09

virtual augmented or mixed reality to

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create an immersive gaming experience

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for users

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if you're unfamiliar with the term

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virtual reality refers to entirely

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digital spaces that are accessed through

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hardware like the oculus headset these

play02:24

headsets use special lens technology

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cameras and motion tracking controllers

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to fully immerse you in their digital

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worlds where objects can seem real even

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when they

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aren't augmented reality is a related

play02:38

but different technology

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ar brings digital objects into the real

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world often with no headset required

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though there are some ar headsets on the

play02:47

market

play02:48

some experts see augmented reality as a

play02:50

gateway to broader acceptance of the

play02:52

metaverse the technology has continued

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to advance and continue to

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uh find touch points in all of our lives

play02:58

whether it's through you know mobile

play03:00

phones connected to the internet or

play03:01

other forms of connectivity smart tv all

play03:04

those sort of pieces of the puzzle

play03:06

[Music]

play03:08

advances in software have introduced

play03:10

users to more realistic experiences

play03:12

through higher levels of fidelity the

play03:14

degree of real-world exactness that's

play03:16

digitally reproduced however critics say

play03:19

more work is needed in order for the

play03:21

technology to deliver the fidelity the

play03:23

metaverse needs

play03:25

it can be easy to

play03:26

you know get carried away in like this

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nirvana state of of what's being sold to

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us but we need to think about what's

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right in front of us right now we're now

play03:36

starting to see

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um some metaverses being made available

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on mobile platforms uh you know as well

play03:42

as through even the web browser

play03:44

uh so we're starting to see a shift

play03:45

towards accessibility um you know that

play03:48

also comes typically at the cost of

play03:50

fidelity

play03:52

beyond the technical aspects of the

play03:54

metaverse another area of concern is who

play03:57

builds and controls the metaverse a

play03:59

corporate version of the metaverse one

play04:01

that's built by existing tech companies

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risks repeating problems that already

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plague social media some people worry

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bias bullying misinformation and

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harassment could even be magnified in

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the metaverse because it's an immersive

play04:14

environment

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it's one thing to send 180 characters to

play04:17

somebody over twitter and another thing

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entirely to bully somebody in a

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metaverse type space where your brain

play04:23

has tricked you into feeling like you're

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really there

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that's i think the potential for abuse

play04:28

in the metaverse that

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the argument that maybe we need to get

play04:31

ahead of this

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other critics believe that

play04:34

user-generated content will be the

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building blocks of the metaverse like

play04:38

current and previous iterations of

play04:40

virtual platforms like the game's second

play04:42

life

play04:43

but even in second life larger entities

play04:46

like corporations and businesses still

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had a hand in shaping the space i'm not

play04:50

sure it's as straightforward as saying

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it's either large tech companies or it's

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user generated i think it's usually a

play04:55

little bit of drift between both of

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those things

play04:57

and i think that undercourse the role of

play04:59

governments in all of this and the role

play05:01

of sort of social institutions

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whether the metaverse will come together

play05:06

as a single platform is an open question

play05:09

right now industry standards don't exist

play05:12

for the metaverse that means big

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companies are competing to lay the

play05:16

foundation others will have to follow

play05:18

a pattern that was established with the

play05:20

development of the internet one of the

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really interesting facets of the

play05:23

metaverse and of calling this

play05:25

constellation of technologies and

play05:26

experiences as the metaverse is that it

play05:28

creates the opportunity to build a

play05:30

platform and the thing about platforms

play05:32

is that if you build them right which is

play05:34

usually open and with standards you can

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move things between pieces of the

play05:39

platform so you know when we think about

play05:41

the internet whilst we may experience it

play05:44

via a particular service provider or a

play05:46

particular device the underlying

play05:48

architecture is such that it can be

play05:49

delivered in lots of different places

play05:52

zuckerberg arguably metaverse's biggest

play05:54

champion says interoperability among

play05:57

applications is crucial to get people to

play05:59

use the metaverse

play06:01

that means companies will need to

play06:02

collaborate so people using the

play06:03

metaverse can move freely between

play06:05

platforms and experiences

play06:07

for instance if you have an avatar in

play06:09

meta's metaverse ideally you should be

play06:12

able to use the same avatar when moving

play06:14

to a microsoft platform

play06:16

that however is easier said than done

play06:19

if you're familiar with the roblox style

play06:22

um lego like experience um compare that

play06:25

to something like fortnite trying to

play06:26

take your character just take it over to

play06:29

fortnite and make it work there it just

play06:31

wouldn't work you actually need to have

play06:32

two completely different iterations or

play06:35

models of your your avatar that's where

play06:37

i think fundamentally they're just

play06:39

straight up challenges that exist

play06:41

because no two metaverses really are

play06:43

delivering you know a common experience

play06:45

qualcomm nvidia valve epic htc and apple

play06:49

are among the companies working on

play06:51

metaverse or metaverse-like projects how

play06:54

or when these projects develop is

play06:56

anyone's guess game and entertainment

play06:57

companies like stageverse which

play06:59

digitally reproduce concerts and

play07:01

festivals have been operating in a

play07:03

metaverse-like environment for years but

play07:05

with more companies adopting a hybrid

play07:07

work model the metaverse could also come

play07:09

to the world of work

play07:11

a 2020 report from consultancy pwc

play07:14

predicts that nearly 23 and a half

play07:16

million jobs worldwide will use ar and

play07:19

vr by 2030. the technology will be used

play07:22

for tasks like employee training

play07:24

meetings and customer service according

play07:26

to pwc

play07:27

the metaverse could also offer new

play07:29

economic opportunities such as game

play07:31

creation virtual retail or digital asset

play07:34

trading

play07:35

the virtual world could be a source of

play07:37

real money i think there's a good

play07:39

argument that over the long run you

play07:40

could potentially create a new class of

play07:43

economic participants who could share in

play07:45

the upside of this new platform shift

play07:48

right through maybe token economics

play07:50

through game mechanics and so forth that

play07:52

you're already starting to see

play07:53

but i think the metaverse is

play07:55

potentially a really lucrative place for

play07:59

creators to kind of populate this new

play08:01

world

play08:02

and um and make a great living doing so

play08:06

how widespread the metaverse becomes is

play08:08

in part dependent on how many people get

play08:11

on the internet a little less than

play08:13

two-thirds of the world's population had

play08:15

access to the internet in 2021 according

play08:18

to the itu

play08:19

without basic accessibility to the

play08:21

internet widespread adoption among a

play08:23

global community of users will be a

play08:25

challenge

play08:26

companies building the metaverse will

play08:28

need to first see the digital divide is

play08:30

bridged if they want their virtual world

play08:32

to attract people from around the globe

play08:34

when i think about the metabolism my

play08:36

hope for it is that we can

play08:39

be really mindful about what's happened

play08:41

when we've built large technology

play08:43

apparatus and infrastructure in the past

play08:46

and that as a result we go into this a

play08:48

little less naive and a little more

play08:50

deliberate about the choices we make

play08:52

that also means as citizens we have an

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obligation to hold the organizations and

play08:56

our lives accountable to the values that

play08:57

we care about

play08:58

[Music]

play09:00

it's unclear whether the metaverse live

play09:02

up to the promises or fail to live up to

play09:04

the hype

play09:05

what is clear you're sure to be hearing

play09:07

more about the metaphors for years to

play09:08

come

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MetaverseVirtual RealityAugmented RealityTech InnovationDigital PlatformsSocial MediaGaming WorldsImmersive TechInternet EvolutionFuture Trends
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