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Nov 2, 2022

What is a "metaversion"? And what problems are associated with it? Read and think what will be after the Internet?

 What is a "metaversion"? And what problems are associated with it? Read and think what will be after the Internet?

 by Abeeha Arshad



1. Introduction:

Metaverse: a tech scholar considers it an up version of the internet, but hundreds of schools of thought don't consider it just the internet. It will change, influence and control the human body and human behavior. The internet experience is 2D - meaning you can scroll and navigate it on screen - the meta version is 3D. You will "walk" through it through connected headphones or glasses.

It is unclear whether there will be one metaversion or many different separate metaversions (or any metaversion at all), but this seems to be the only constant: the metaversion is an immersive version of the next-generation Internet, possibly rendered by virtual or augmented reality technology.

Venture capitalist Matthew Ball, whose writing on the metaverse influenced Mark Zuckerberg, describes the metaverse as "the successor state of the mobile internet" and "a platform for leisure, work and existence in general".

2-digital twin

Mirrorworld: Mirrorworld is a digitally rendered version of the real world where virtual counterparts of real people, places and things exist. Mirror worlds feature frequently in science fiction, including Netflix's Stranger Things, the Matrix film series, the novel, and the film Ready Player One. The metaversion could be a mirror world designed to accurately reflect the physical world, or it could resemble a completely fictional world you might encounter in a video game.

The metaverse could resemble the physical world in that it will often appear tied to the physics and designs of our reality, but it may not be identical to it. A digital twin is a virtual version of a real object or structure. The term was first introduced in 1991 in the book Mirror Worlds by David Gelernter. Digital twin technology was first used by NASA to simulate space capsules in 2010. In particular, Microsoft emphasized the need for digital twin technology when building the meta version.

3-Difference between VR and AR?

Virtual Reality (VR): VR is an immersive experience where a person puts on a headset and sees and can operate in a digital world. VR currently uses full headsets rather than glasses, immersing the user in a 360° virtual world they can move around in – as long as they don't bump into physical walls.

Augmented Reality (AR): AR is a digital overlay projected onto the real world. Think Niantic’s Pokemon Go, Snapchat’s dancing hot dog, or even wearables like Google Glass. Even if Google Glass never took off, we could soon be looking through AR-enabled glasses like Facebook's Ray-Ban Stories or Snapchat Spectacles.

4-Navigation in many metaversions

Massively Multiplayer Online Role-playing Games (MMORPGs): MMORPGs are interactive games that form the basis of what many consider to be metagames. Millions of people interact in shared spaces—playing games, building things, visiting virtual stores, and even going to concerts. Examples include Fortnite, Roblox, Minecraft or NFT-based Axie Infinity.

Oculus and Horizon Workrooms: Social media company Facebook bought Oculus for $2.3 billion in 2014. While it's been the leading VR platform for years, Oculus may now be the portal for many hoping to glimpse Facebook's vision for the meta. Facebook has already introduced a virtual work experience called Horizon Workrooms, a sort of VR version of Zoom with legless avatars.

Second Life: An online virtual world Introduced in 2003, Second Life is an early example of social experiences in the metaverse. Although it's not quite an MMORPG (it's not meant for gaming), Second Life remains an open social network with avatars. Metaversion can resemble a VR version of Second Life.

Non-Fungible Tokens (NFTs): Authentication certificates for blockchain-based digital objects that could enable proof of ownership of goods in the metaverse.




Here are some metaversion challenges to consider

The promise and possibilities of metaversion are huge—and many companies are developing applications, products, and services to help develop metaversion and serve their users in an immersive digital world.

But there is a darker side to metaversion, so we need to look at some of the challenges this incredible technology will bring.

1. imaginary life concept:

Metaverse will develop imaginary life concepts in the human being, especially in children. One of the effects of cartoons on children is that they expect life to be as easy as gadgets make it

2-. Privacy issues

The Metaverse is another version of the Internet, and we use technologies like augmented and virtual reality to immerse ourselves in the digital world. With all this digitization comes privacy issues.

We already have privacy concerns when browsing the web. The technology that already tracks our behavior online will also exist in the metaverse, and the tracking is likely to become even more invasive and intense.

For example, VR headsets will include eye-tracking technology, so marketers and advertisers can potentially see from headset data exactly where we're looking in our immersive experience and for how long. Of course, this is a marketer's dream, but for anyone who cares about their privacy, this is a major concern. Companies will also be able to track our physical reactions as we connect with wearables and haptic devices that measure our emotions and physical reactions. Companies could collect and use vast amounts of data for marketing or other purposes.

3- Protecting our children

As parents, it is already difficult to monitor what our children are doing online, and this challenge will continue with the meta version. Understanding what our kids are doing in the metaverse will be even more challenging because we can't see the world they're looking at in their VR headset, and there's no process for monitoring their screens with tablets or phones.

4- Health concerns

The VR “hangover” is a well-known phenomenon, and people can also experience post-VR grief. When we've experienced a wonderfully immersive world and have to return to the real world, it can send us into depression and sadness—and the more incredible our immersive experiences, the more people struggle with this.

Addiction to the internet or gaming is already a big problem for children and adults alike, and getting attached to spending all our time in the metaverse may be an even bigger problem in the future.

5- Check for profanity and nudity:

Another problem with the Metaverse is exposing the globe as nudity and vulgarity. Many countries are strict about privacy and the use of sex as a taboo, so these countries will resist this kind of openness and there will be a difference between nations.

6-Inequality of access

In order to use augmented reality, we need the latest smartphone and mobile phone technology, and VR experiences require high-end, expensive headsets as well as a strong and reliable connection.

How can we ensure that everyone in the world has equal access to the metaverse, and not just the people who have the most money and live in developed countries? We will need to come up with plans to increase access to the metaverse as these immersive experiences become more and more important.

7- Metaverse laws

Can a virtual act be a crime? Metaversion will bring regulatory challenges and introduce new gray areas in many laws.

For example, if you're in virtual reality wearing a haptic suit and someone in the virtual world touches you without your permission, how does that differ from an attack in the real world? With technological advances and pressing legal issues, we will have to face these regulatory challenges.

8- Desensitization

Many people will play violent games in VR where you can touch and feel what you are doing. These immersive experiences will feel very real and could lead to people becoming desensitized to their behavior. If you shoot someone with a gun or strangle that person in a game, I believe there is a real risk that people will be more likely to replicate that behavior in the real world due to the numbing of VR.

9- Identity hacking

We will use avatars in the virtual world – and it will be possible for people to hack our avatars and steal our online identities. If this happens, the hacker could impersonate you and wreak havoc in your virtual and real world.

We need to focus on security in the metaverse and find ways to verify identities and avoid deep fakes to reduce VR-related cybercrime.

Conclusion:

Summarizing this dialogue, we conclude that this technology opens a new path of progress, it will threaten privacy. Obviously, there are many potential problems with metaversion and many issues that we need to think through and potentially regulate as this technology evolves. I think the world should create rules and regulations for the usability of this internet and beyond

26 comments:

  1. Problems we are. Facing these days this is probably the best one to understand

    ReplyDelete
  2. bhai gee good job keep it up

    ReplyDelete
  3. khursheed RawalpindiNovember 4, 2022 at 6:21 PM

    good effort

    ReplyDelete
  4. further on this topic need content

    ReplyDelete
  5. further need info on this topic

    ReplyDelete
  6. But how we overcome from this sir??

    ReplyDelete
  7. Very informative and good content Sir👍

    ReplyDelete
  8. really appriciable

    ReplyDelete

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