Had a look through a few resources to update on the hype surrounding the metaverse.
This CNA documentary provides a good overview of the metaverse. Notes below:
Summarises what it is, why it is NOW that it is more possible / accessible, and provides a range of examples.
The reporter also explains the contexts for the expansion of the metaverse
beyond games. Second Life was a start
with the popularity of Fortnite creating impetus for spending time online to
socialise.
The current technology allow the creation of authentic
avatars, creating more realistic inter-relationships.
Studios (sandbox VR) allow participants to play games in VR
collaboratively. Participants do not only don VR goggles / hand controllers,
but also a haptic vest. However, still not multimodal as spell/temperature etc.
not possible.
Vocktails provide a concept where by taste / smell possible
through virtual means. A range of flavours are possible, including sensations
of ‘tingling’ to enhance sensations of
bitterness, sourness etc.
Commercial aspects of the metaverse well developed. Allowing
accessories to be purchased for avatars. Services like interior design can also
be purchased to ‘pimp’ ones VR environment.
Connecting the various aspects of current metaverse is being
worked on, allowing for a virtual life.
Implications of how to distinguish between the virtual and
real when one engages on the metaverse. Actions completed on the metaverse are
stored/archived. Who owns this!! Digital ethics is a key aspect that is still
nascent.
Still much to be done to allow for mainstream metaverse. Obvious
advantages for education, especially bringing together AR and VR (mixed
reality).
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