What is a "metaversion"? And what problems are associated with it? Read and think what will be after the Internet?
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:
Problems we are. Facing these days this is probably the best one to understand
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