What is Metavers?

The word "Metavers", originally created by Sci -Fi Neal Stephenson in the 1992 novel Snow Crash , refers to the vision of a submerged and virtual virtual world of such a complex, useful and convincing that it is difficult to consider it a strictly subordinate "real world". People could legitimately spend most of their time in such a world, just like many office workers today spend most of their time on computers. Metavers is similar to the idea of ​​virtual reality, but it goes beyond the magnificence and specificity of its connotations. The term is created from a combination of meta , which means the umbrella and extension –erse , which means a place or world, as in the "universe".

Metavers is a technologically sophisticated idea. Since 2008, we have lacked the necessary infrastructure, energy processing, devices and software interfaces to create a truly absorbing world of virtual reality worthy of Metavers. SOME futurists speculate that Metavers in full scaledevelops sometime between 2020 and 2030.

Primitive metavers precursors have been developed from various game and other online communities. An example is the popular World of Warcraft massively multiplayer role play (MMORPG), which boasts millions of subscribers and has become a real life network. Another virtual world, Second Life , is even more similar to Metavers in that it is not a focused game, but rather an open world where "victory" simply means exploring, communicating and creating objects for your own pleasure and other players. Some objects in Second Life are even bought and sold by means of currency in the world, Linden Dollars. The Economy Second Life is similar to many medium -sized cities. Places have set up many companies, Life to advertise their products and allow consumers before buying a preview of their MOdely.

A real metavers would not be just a separate world, but an additional world intimately connected to the real world. This would allow people from one side of the planet to meet people on the other side in a virtual environment and perform normal conversations as if they were both in the same room. The key to unpacking Metavers in accordance with the original vision of Stephenson would be more advanced input and imaging technologies. Perhaps haptic gloves that would allow gestures of hands as input, and retina display that projects images of virtual worlds directly on our retina would be enough to engage millions to participate in new and intimate virtual reality.

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