The’metaverse, perhaps the biggest buzzword in global tech, business, and finance, has recently attracted worldwide attention from corporate executives and CEOs to your grandmother.
The renaming of Facebook as Meta signaled a dramatic shift in the Silicon Valley powerhouse’s future focus, and other key Internet companies and businesses are following suit.
With Microsoft, Google, and Apple all investing heavily in the metaverse, it’s no surprise that it’s expected to be an $80 billion business by 2024. This will undoubtedly be boosted by Qualcomm’s recent announcement of a $100 million fund geared at virtual reality (VR) and augmented reality (AR) technologies to kickstart the metaverse. In addition, Gartner expects that by 2026, 25% of individuals will spend time in the metaverse for entertainment, retail, work, social media, and education.
But what precisely is the metaverse, and what does it represent for our future society?
What exactly is the metaverse?
It is simpler to think of the metaverse regarding how we described the Internet in the 1970s and 1980s. A new system of networked information and communication was slowly emerging, and no one knew exactly what it would look like or how it would function. But here we are today, a digitally literate, networked global civilization that benefits from the Internet, constantly transforming our reality.
The same can be said for the metaverse: it is undoubtedly the “new internet,” but no one knows what it will look like once completely embraced by society. But we have a look into its early beginnings, and here is what we know thus far:
The Metaverse Development Companies represent a significant shift in how humans engage with technology. It is a shared virtual place where physical and digital virtual realities combine, similar to the 3D Internet or cyberspace. Virtual reality (VR), augmented reality (AR), head-mounted displays (HMDs), the Internet of things (IoT), artificial intelligence (AI), spatial technologies, and 5G enable it. It is, however, device-independent, which means that it persists at all times, whether you are in the metaverse or not.
There is no solitary metaverse.
The metaverse is not held by a single vendor and operates on a non-fungible token-enabled economy and virtual digital currency.
The metaverse is currently defined as an open digitally upgraded virtual area where users can work, play, and socialize using a customized avatar. Consider it a video game in which, instead of quests, people live their virtual lives as they normally do online, but through a more immersive experience.
It is simpler to refer to the metaverse as the Internet. It is a type of virtual world (verse/universe) that will welcome users in the same way that social media platforms did in Web 2: creating an online profile, engaging with other shapes, and so on, but this time in immersive 3D environments. As a result, users will be able to engage with many metaverses. It is critical to understand that the term “metaverse” refers to a virtual open place.
Popular platforms for the metaverse
There is now a significant distinction between metaverses: centralized and decentralized. This means that centralized metaverses are owned and operated by a business, implying that all data and assets owned by users are also under the jurisdiction of this entity. There is no single owner of a decentralized blockchain, and users interact with it via a public blockchain wallet.
The Sandbox is an Ethereum-based game metaverse where users can design, sell, use, and monetize their virtual reality NFTs. It is currently one of the most popular metaverses. Visually, it is heavily influenced by the popular video game Minecraft. It powers the in-game economy with its native crypto coin, SAND.
The Sandbox has grown in popularity, with a flood of celebrities and businesses purchasing virtual land to create experiences or own digital real estate. HSBC just acquired NFT land in The Sandbox metaverse, following previous high-profile acquisitions such as Warner Music, Snoop Dogg, Adidas, and Ubisoft games.
Decentraland, another popular metaverse based on the Ethereum blockchain, lets users purchase and sell digital real estate, play games, and engage with other users in its virtual environment. The metaverse platform supports interactive apps and in-world payments via two distinct tokens. MANA is the in-world cryptocurrency that underpins purchasing LAND and other virtual products and services in Decentraland. LAND NFTs are used to facilitate the purchasing, selling, and evidence of ownership of digital land.
What’s all the hype about?
Well, judging by the original, the impact of the “new internet” on society will undoubtedly be a game changer for how we live our lives. The Internet began as a script/text-based medium, then added visual media (pictures and movies). Now, VR and AR will take it to a degree of immersion previously only imagined by futurists.
Technology corporations are undoubtedly driving much of the metaverse hype because they will develop technologies to augment and enrich our physical and digital realities. But, despite the hype, the possibilities seem limitless because of the convergence of these technologies, which have dramatically advanced in recent years.
According to Gartner, hitherto isolated activities will soon take place in the metaverse, including:
- Purchasing online avatar clothing and accessories
- Purchasing virtual land and building virtual residences
- Taking part in a virtual social experience
- Virtual mall shopping via immersive commerce
- Immersive learning through the use of virtual classrooms
- Purchasing digital artwork, collectibles, and assets (NFTs)
- Interacting with virtual humans for employee onboarding, customer service, sales, and other business interactions
The metaverse will provide collaborative, consistent, decentralized, and interoperable commercial prospects and models that enable enterprises to develop digital businesses.
The metaverse is currently benefiting industries.
Currently, video games are the best example of the metaverse in action. Games like Fortnite and Minecraft are open-world virtual settings where users interact with other players in real-time and purchase stuff like guns and apparel using the Fortnite currency (obtained by using real money).
The key difference is that in the metaverse, users will own their items as NFTs and can use them in other metaverses as long as they operate on the same blockchain. In this sense, these games are exactly what the metaverse is: an entire online community interacting, socializing, and buying/selling virtual objects in a shared virtual space/verse.
However, there is substantial uncertainty about the compatibility of NFTs between metaverses. There are bold assertions that all NFTs can work across other metaverses. However, this is not the case right now. Some NFTs, such as photos, can already communicate between platforms, but things become more complicated when it comes to 3D assets. Because 3D assets need a lot of development and certain game creators use different elements. It is currently exceedingly difficult for complicated digital assets to interoperate across metaverses. Furthermore, these assets have IP concerns, which generate interoperability challenges.
Fashion and retail
VR and AR are already changing the way we purchase products online. These technologies enable shoppers to virtually try on things and peruse catalogs in a virtual realm, creating a one-of-a-kind and immersive digital shopping experience.
The metaverse will allow the retail and fashion industries to elevate the digital shopping experience by enabling consumers to virtually walk through shopping malls and clothes stores from the comfort of their homes.
For example, Decentraland recently hosted the Metaverse Fashion Week, when renowned fashion labels such as Tommy Hilfiger, Dolce & Gabanna, and Cavalli (to mention a few) displayed their Spring 2022 collections. Items could be purchased as NFT assets, which owners could then redeem for tangible products delivered to their houses.
Virtual reality (VR), augmented reality (AR), head-mounted displays (HMDs), the Internet of things (IoT), artificial intelligence (AI), spatial technologies, and 5G are enabling more immersive and engaging learning experiences without the need for infrastructure. The metaverse will allow learners worldwide to access educational content, removing geographical, social, cultural, and economic barriers.
VR technology has already substantially aided the teaching of hard skills and work simulations (such as flight simulators for pilots), allowing these talents to be advanced faster and at a fraction of the cost. However, in an era of remote learning where employers still need to upskill their staff, VR is increasingly assisting in teaching soft skills such as leadership and resilience.
Universities are using virtual campuses worldwide to enable remote access to higher education while providing an immersive learning experience. The University of South Korea recently held a Minecraft-based virtual student admittance ceremony. The sandbox game has an Education Edition that allows teachers and students to connect through the game.
Hilton, the world’s largest hotel company, has recently turned to virtual reality technology to improve staff learning and development through interactive and immersive virtual environments. Hilton team members (from management to front-line workers) use the Oculus for Business platform to learn hospitality skills in a virtual environment that simulates real-world settings to improve services.
What the future of the metaverse might look like
“…everything that can become an NFT will become an NFT,” says Brian Trunzo, Metaverse Lead at Polygon Studios (creators of NFTs, games, and different metaverse initiatives for the Ethereum sidechain).
This means that stores will join the metaverse NFT bandwagon, creating catalogs of NFTs that will only exist within the metaverse. More branding and marketing opportunities will arise when omnipresent NFTs are offered to metaverse users.
The metaverse’s creation of user-generated, decentralized financial ecosystems will most certainly transform the future of money. This will open up new chances for converting virtual to physical funds, which will aid in AR/VR, revolutionizing the way finance operates in both the virtual and actual worlds.
The metaverse’s destiny is intrinsically related to the future of modern society. Businesses and brands will undoubtedly attempt to use the metaverse to influence both the physical and digital worlds. The convergence of today’s technology that enables the metaverse will continue to evolve, as will the metaverse’s promise. Need more information, contact our metaverse consulting company directly
"Metaverse, labda neno kubwa zaidi katika teknolojia ya kimataifa, biashara, na fedha, hivi karibuni imevutia umakini wa ulimwengu kutoka kwa watendaji wa kampuni na Mkurugenzi Mtendaji kwa nyanya yako. """ Kupewa jina jipya la Meta kwa Facebook ni ishara ya mabadiliko makubwa katika mwelekeo wa baadaye wa kampuni hiyo kubwa ya Silicon Valley, na makampuni mengine muhimu ya mtandao yanafuata mfano huo. Kwa kuwa Microsoft, Google na Apple wote wanawekeza sana katika metaverse, haishangazi kwamba inatarajiwa kuwa biashara ya $ 80 bilioni ifikapo 2024. Hii bila shaka itaendelezwa na tangazo la hivi karibuni la Qualcomm la mfuko wa $ 100 milioni ulioelekezwa kwa teknolojia ya hali halisi (VR) na hali halisi (AR) ili kuanzisha metaverse. Gartner inatarajia kwamba kufikia 2026, 25% ya watu watatumia wakati katika metaverse kwa burudani, rejareja, kazi, media ya kijamii, na elimu. Lakini metaverse ni nini hasa, na inawakilisha nini kwa jamii yetu ya wakati ujao? Metaverse ni nini hasa? Kwa mfano, ni rahisi zaidi kufikiria metaverse kwa njia ambayo tuliielezea mtandao katika miaka ya 1970 na 1980. Mfumo mpya wa mawasiliano na habari uliokuwa ukijitokeza polepole, na hakuna mtu aliyejua hasa ungeonekanaje au ungefanya kazije. Lakini hapa tuko leo, utamaduni wa kimataifa wa dijiti, unaounganishwa, unaofurahia mtandao, unaobadilisha hali yetu ya kweli kila wakati. Vivyo hivyo inaweza kusemwa kwa metaverse: ni bila shaka "internet mpya", lakini hakuna anayejua itakuwaje mara moja kabisa kukumbatiwa na jamii. "Hii ni moja ya sababu za msingi za ""Metaverse"" na ""Metaverse"" ni kampuni ya maendeleo ya teknolojia ya teknolojia ya teknolojia ya teknolojia ya teknolojia ya teknolojia ya teknolojia." Ni sehemu ya kawaida ya virtual ambapo vitu halisi vya kimwili na vya dijiti huunganishwa, sawa na mtandao wa 3D au cyberspace. Virtual Reality (VR), Augmented Reality (AR), Head-mounted displays (HMDs), Internet of Things (IoT), Artificial Intelligence (AI), teknolojia za nafasi na 5G zinawezesha. Hata hivyo, ni vifaa-ujitegemea, ambayo ina maana kwamba inaendelea wakati wote, kama wewe ni katika metaverse au la. Hakuna metaverse ya upweke. Metaverse haishikiliwa na muuzaji mmoja na inafanya kazi kwenye uchumi usioweza kubadilishwa na ishara na sarafu ya dijiti ya virtual. Metaverse kwa sasa inafafanuliwa kama eneo la wazi la dijiti lililoboreshwa ambapo watumiaji wanaweza kufanya kazi, kucheza, na kushirikiana kwa kutumia avatar iliyoboreshwa. Fikiria mchezo wa video ambapo, badala ya quests, watu kuishi maisha yao virtual kama wao kawaida kufanya online, lakini kwa njia ya uzoefu zaidi immersive. Ni rahisi zaidi kutaja metaverse kama Internet. "Kama ""virtual world"" (verse au ulimwengu) ambayo inakaribisha watumiaji kwa njia ile ile ambayo mitandao ya kijamii ilifanya katika Web 2, kuunda wasifu mtandaoni, kushirikiana na maumbo mengine, na kadhalika, lakini wakati huu katika mazingira ya 3D ya kuvutia." Matokeo yake, watumiaji wataweza kushiriki na metaverses nyingi. Ni muhimu kuelewa kwamba neno <unk>metaverse<unk> inahusu mahali wazi virtual. Metaverse ni moja ya mifumo ya msingi ya ulimwengu wa sasa, na ni tofauti kubwa kati ya metaverse: katikati na kutengwa. Hii inamaanisha kwamba metaverse ya kati inamilikiwa na kuendeshwa na biashara, ikimaanisha kwamba data zote na mali inayomilikiwa na watumiaji pia ziko chini ya mamlaka ya chombo hiki. Hakuna mmiliki mmoja wa blockchain decentralized, na watumiaji kuingiliana na yake kupitia blockchain umma mkoba. Sandbox ni mchezo wa Ethereum-msingi metaverse ambapo watumiaji wanaweza kubuni, kuuza, kutumia, na kupata pesa kwa NFTs zao za hali halisi. Kwa sasa ni moja ya metaverses maarufu zaidi. Kwa kuona, imeathiriwa sana na mchezo maarufu wa video Minecraft. Ni nguvu katika-mchezo uchumi na cryptocurrency yake ya asili, mchanga. Sandbox imekuwa maarufu sana, na mafuriko ya watu mashuhuri na biashara kununua ardhi virtual kujenga uzoefu au mali isiyohamishika digital. HSBC imepata ardhi ya NFT katika The Sandbox metaverse, ikifuatia ununuzi wa zamani wa juu kama Warner Music, Snoop Dogg, Adidas na Ubisoft. Decentraland, metaverse nyingine maarufu kulingana na Ethereum blockchain, inaruhusu watumiaji kununua na kuuza mali isiyohamishika digital, kucheza michezo, na kushiriki na watumiaji wengine katika mazingira yake virtual. Jukwaa la metaverse linaunga mkono programu za maingiliano na malipo ya ndani ya ulimwengu kupitia ishara mbili tofauti. MANA ni sarafu ya ndani ya ulimwengu ambayo inasaidia ununuzi wa LAND na bidhaa na huduma zingine za kawaida huko Decentraland. NFTs hutumiwa kuwezesha ununuzi, uuzaji, na uthibitisho wa umiliki wa ardhi ya dijiti. Ni nini sababu ya msisimko huo wote? Kwa kweli, kwa kuzingatia asili, athari ya "intaneti mpya" kwenye jamii bila shaka itakuwa mabadiliko ya mchezo kwa jinsi tunavyoishi maisha yetu. Mtandao ulianza kama maandishi ya maandishi, kisha akaongeza vyombo vya habari vya kuona (picha na filamu). VR na AR ni njia ya kuvutia ya kuvutia ambayo haijawahi kuonekana na watu wa siku zijazo. Kampuni za teknolojia bila shaka zinaendesha mengi ya metaverse hype kwa sababu watatengeneza teknolojia za kuongeza na kutajirisha hali halisi za kimwili na dijiti. Lakini, licha ya hype, uwezekano inaonekana ukomo kwa sababu ya kuunganika kwa teknolojia hizi, ambayo wameendelea sana katika miaka ya hivi karibuni. Kulingana na Gartner, shughuli zilizotengwa hivi karibuni zitafanyika katika metaverse, ikiwa ni pamoja na: Ununuzi wa nguo za avatar na vifaa vya mtandaoni, ununuzi wa ardhi ya virtual na ujenzi wa makazi ya virtual, kushiriki katika uzoefu wa kijamii wa virtual, ununuzi wa virtual kupitia biashara ya immersive, kujifunza kwa njia ya madarasa ya virtual, ununuzi wa sanaa ya digital, vitu vya kukusanya na mali (NFTs), na kuingiliana na watu wa virtual kwa kuajiri wafanyikazi, huduma ya wateja, mauzo, na mwingiliano mengine ya biashara. Metaverse kwa sasa inanufaisha viwanda. Kwa sasa, michezo ya video ni mfano bora wa metaverse katika hatua. Michezo kama vile Fortnite na Minecraft ni mazingira ya ulimwengu wazi ambapo watumiaji wanaingiliana na wachezaji wengine kwa wakati halisi na kununua vitu kama bunduki na nguo kwa kutumia sarafu ya Fortnite. Tofauti kuu ni kwamba katika metaverse, watumiaji watamiliki vitu vyao kama NFTs na wanaweza kuzitumia katika metaverse nyingine, mradi tu zinafanya kazi kwenye blockchain moja. Katika maana hii, michezo hii ni hasa nini metaverse ni: jamii nzima online kuingiliana, socializing, na kununua au kuuza vitu virtual katika pamoja virtual nafasi au ulimwengu. Hata hivyo, kuna kutokuwa na uhakika mkubwa kuhusu utangamano wa NFTs kati ya metaverses. Kuna madai ya ujasiri kwamba NFTs zote zinaweza kufanya kazi katika metaverses zingine. Hata hivyo, sivyo ilivyo sasa hivi. NFTs kama vile picha zinaweza kuwasiliana kati ya majukwaa, lakini mambo yanakuwa magumu zaidi linapokuja mali za 3D. Kwa sababu 3D ni mchezo wa kuvutia, na baadhi ya watengenezaji wa michezo ya kubahatisha hutumia vifaa tofauti. Kwa sasa ni vigumu sana kwa mali ngumu digital kwa kushirikiana katika metaverses. Zaidi ya hayo, mali hizi zina wasiwasi wa IP, ambayo huzalisha changamoto za ushirikiano. VR na AR tayari zinabadilisha njia tunayoweza kununua bidhaa mtandaoni. Teknolojia hizi huwawezesha wanunuzi kujaribu vitu na kutazama orodha katika ulimwengu wa virtual, kuunda uzoefu wa ununuzi wa digital wa kipekee na wa kuvutia. Metaverse itawawezesha wauzaji wa rejareja na wa mitindo kuongeza uzoefu wa ununuzi wa dijiti kwa kuwawezesha watumiaji kutembea karibu na maduka ya ununuzi na maduka ya nguo kutoka kwa faraja ya nyumba zao. Kwa mfano, Decentraland hivi karibuni ilikaribisha Wiki ya Mtindo wa Metaverse, wakati lebo maarufu za mitindo kama vile Tommy Hilfiger, Dolce & Gabbana, na Cavalli (kwa kutaja chache) zilionyesha mkusanyiko wao wa Spring 2022. Vitu vinaweza kununuliwa kama mali za NFT, ambazo wamiliki wanaweza kubadilisha kwa bidhaa halisi zinazotolewa kwenye nyumba zao. Virtual Reality (VR), Augmented Reality (AR), Head-mounted displays (HMDs), Internet of Things (IoT), Artificial Intelligence (AI), teknolojia za nafasi na 5G zinawezesha uzoefu wa kujifunza zaidi na wa kuvutia bila haja ya miundombinu. Metaverse itawaruhusu wanafunzi ulimwenguni kote kupata maudhui ya kielimu, kuondoa vizuizi vya kijiografia, kijamii, kitamaduni, na kiuchumi. Teknolojia ya VR tayari imesaidia sana kufundisha ujuzi mgumu na simulations za kazi (kama vile simulator za ndege kwa marubani), ikiruhusu vipaji hivi kuendelezwa haraka na kwa sehemu ya gharama. Hata hivyo, katika enzi ya kujifunza mbali ambapo waajiri bado wanahitaji upskill wafanyakazi wao, VR ni zaidi na zaidi kusaidia katika kufundisha ujuzi laini kama vile uongozi na resilience. Vyuo vikuu vinatumia vyuo vikuu vya virtual ulimwenguni kote kuwezesha upatikanaji wa mbali wa elimu ya juu wakati wa kutoa uzoefu wa kujifunza wa kuvutia. Chuo Kikuu cha Korea Kusini hivi karibuni kilifanya sherehe ya uandikishaji wa mwanafunzi wa kawaida inayotegemea Minecraft. Mchezo sandbox ina Elimu Edition ambayo inaruhusu walimu na wanafunzi kuunganisha kupitia mchezo. Hilton, kampuni kubwa ya hoteli ulimwenguni, hivi karibuni imegeuka kwa teknolojia ya hali halisi ili kuboresha kujifunza na maendeleo ya wafanyakazi kupitia mazingira ya maingiliano na ya kuvutia. Washiriki wa timu ya Hilton (kutoka kwa usimamizi hadi wafanyikazi wa mstari wa mbele) hutumia jukwaa la Oculus kwa Biashara kujifunza ujuzi wa ukarimu katika mazingira ya kawaida ambayo huiga mipangilio ya ulimwengu halisi ili kuboresha huduma. "Kila kitu kinachoweza kuwa NFT kitakuwa NFT, ""Brian Trunzo, Kiongozi wa Metaverse katika Polygon Studios (waundaji wa NFT, michezo, na mipango tofauti ya metaverse kwa Ethereum sidechain) anasema." Hii inamaanisha kuwa maduka yatajiunga na bandwagon ya metaverse ya NFT, na kuunda orodha za NFT ambazo zitatokea tu ndani ya metaverse. Uuzaji wa bidhaa na masoko utaongezeka wakati NFTs za kila mahali zinapotolewa kwa watumiaji wa metaverse. Metaverse <unk> uundaji wa mtumiaji-kuzaliwa, decentralized mifumo ya kifedha bila shaka kubadilisha siku zijazo za fedha. Hii itafungua nafasi mpya za kubadilisha fedha halisi kwa fedha halisi, ambayo itasaidia katika AR na VR, na kubadilisha njia ya fedha inafanya kazi katika ulimwengu wa virtual na halisi. Hatima ya metaverse inahusiana sana na siku zijazo za jamii ya kisasa. Biashara na chapa bila shaka zitajaribu kutumia metaverse kuathiri ulimwengu wa kimwili na wa dijiti. Mkusanyiko wa teknolojia ya leo ambayo inawezesha metaverse itaendelea kubadilika, kama vile ahadi ya metaverse. Unahitaji habari zaidi, wasiliana na kampuni yetu ya ushauri wa metaverse moja kwa moja