Gaming, Fashion, Music: The Metaverse Across Industries – Techopedia

“In it together.”

This phrase from the early days of the pandemic—when lockdowns and restrictions accelerated the individuals’ and brands’ adoption of the metaverse—really defines the core of the immersive experiences technology enables by technology. (Also read: Immersive Graphical Displays of Information: How Mixed Reality Technology is Changing the Game.)

Exploring the metaverse is not just about entering into—or even building—your own world; it’s about sharing that experience with others in real time. Those who enter another realm in the form of an avatar are not merely playing in a computer program; they are interacting with others in the same virtual space.

That capability enables real-time games involving many players scattered around the globe. But beyond that, it opens the possibility of vast of human interactions which make the metaverse function as a meeting place and as a marketplace without boundaries.

The possibilities, truly, are endless.

However, at present, the metaverse is not a single entity—or even defined by a standard type of virtual experience. Rather, it encompasses a collection of brave new worlds on different platforms that each operate in their own way rather than merging seamlessly together.

The term “metaverse” was first coined in Neal Stephenson’s 1992 science fiction novel “Snow Crash.” In a 2017 interview with “Vanity Fair,” the author clarified the vision he had of this concept was much more in line with our experiences of virtual reality (VR) than augmented reality (AR). (Also read: What’s the difference between augmented reality and virtual reality?)

Likely, Stephenson’s own creation was inspired by the shared experience of fabricated realities made possible by the holodeck on “Star Trek: Next Generation.” That bit of technology made the immersive fantasies—that the denizens of the planet Talos IV were able impose on humans in “The Menagerie”—episode of the original series a regular occurrence.

“If you’re in a VR simulation, every photo that’s hitting your eye, everything you see, is a virtual object that’s rendered from scratch by a computer graphics system,” Stephenson said in the interview.

In contrast, when experiencing “an AR application, you are where you are.” That means that you remain “in your physical environment; you’re seeing everything around you normally,” only with additional digital effects layered on to it.

Despite Stephenson’s insistence on VR as the definitive metaverse experience, a large number of the products and services that currently fall into the metaverse bucket, and contribute to the industry’s growth, do not depend on the complete immersion attained by wearing headsets. It’s not practical at this stage because the technology still has to mature more before it can become mainstream. (Also read: The Metaverse: Possibilities and Perils.)

Problems with headsets include a short battery life and the headaches and nausea they can induce in those who wear them. That’s why some of the metaverse meeting rooms—and gaming platforms—designed for avatars allow options for participation without headsets.

Like the physical universe, the virtual metaverse is expanding; and it is doing so at an accelerated rate when measured in terms of revenue generated. It already hit $478.7 billion in 2020 and is poised to top $783 billion in 2024, according to Bloomberg Intelligence.</…….

Source: https://www.techopedia.com/gaming-fashion-music-the-metaverse-across-industries/2/34683

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