What is the nature of the struggle that technology companies are waging over "Metaverse"? How will it change our lives?

What is the nature of the struggle that technology companies are waging over "Metaverse"? How will it change our lives?  Discussions about Metaverse technology have become more and more popular in recent years as a major development in digital experiences, but the technology remains a mystery even to many people who are on the cutting edge of technology.  In a report published by Readers Digest , author Mimona Conteh says that the word metaverse does not refer to one specific thing, but rather to a network of applications that facilitate interaction on the Internet by employing technologies developed in virtual reality, and users can embodied images Digital symbolism of themselves, communicating and moving across a variety of virtual spaces, just as in real life.  The writer added that in the nineties of the last century, the Japanese game company "Sega" introduced virtual reality games to video game halls.  Conté believed that the current versions of Metaverse can be attributed to these technologies, "but there is no single technology more important for the development of Metaverse than virtual reality glasses."  The writer added that video game enthusiasts are the ones who get the most from Metaverse, and video games may be what Metaverse is most interested in dealing with, but this technology must add something in every area of ​​life.  Metaverse is generally a virtual place where we will work, learn, entertain, earn and spend money, and most tech experts agree that it will fundamentally change our lives.  In this context, Microsoft CEO Satya Nadella says that Metaverse "will not only change the way we see the world, but will also affect how we participate in it, from the factory to the conference room."  Soon, it may become common for music and sports fans to wear virtual reality glasses and appear live without having to leave their homes at all, and this technology may also solve congestion problems, all of which are just the tip of the iceberg in the metaverse space.  Metaverse Momentum Meta, led by Mark Zuckerberg, currently employs about 10,000 people on the Metaverse project, and has committed $10 billion to spend this year alone on the project.  The company, "Varjo Reality Cloud", recently announced the end of work on the beta version of Metaverse, and is now in the process of a full release.  Fargo's version is very different from Meta's (formerly Facebook) version of metaverses, but it's now clear that we have two big camps fighting over the future of the metaverse network and what it will be like.  Meta's metaphysics is consumer and revenue focused, defined by performance and usage constraints; Such as the necessity of having headphones or "Oculus" glasses as a requirement to enter the metaverse. While my company's approach, Varjo-Nvidia, focuses on performance; Performance is the king, and business comes in second place, as technology specialist Rob Enderley explains in an article recently published by Tech News World , in which he discussed the features of the struggle over the future of metaviruses, and the differences between copies of each From Meta and Fargo-Nvidia from Metaverse.  Major global companies such as Amazon, Apple, Google, Microsoft and Nvidia are also paying unprecedented attention to preparing for metaverses, reorganizing their internals and writing job descriptions suitable for the "metaverse era", and preparing to launch billions of dollars products suitable for this era.  McKinsey, a management consulting firm, estimates the amount of investment related to metaverses during the first five months of this year alone at about $120 billion.  Disadvantages of metavirs There is no doubt that Metaverse will make life easier in several areas, but as with all new technologies, it has its downsides.  Challenges facing metaverse developers include issues of privacy, child protection, inequality, legality, and health.  Experts say there are already very real concerns about personal data online; With data now becoming the most valuable commodity, metaverse is likely to exacerbate data exploitation as it blurs the lines between physical and digital data.  There is also no formal process of identity verification in Metaverse, which makes digital identity impersonation easy and is just one of a host of potential crimes that may go unchecked. Metaverse can also exacerbate a culture of desensitization and cyber addiction; However, it does not appear that companies investing in VR are doing much to counteract these negative effects.  One of the shortcomings of the approach between all and the integration of the different cultures of the world into one is the loss of the beautiful cultural diversity that currently exists in the world; If people were to spend most of their time in the parallel world, they would no longer feel connected to their immediate community.  Nor will they feel the need to adopt their local or regional culture, and this may eventually lead to the end of many traditions that have existed since the beginning of mankind, and are likely to create a new society, although they may be unified and inclusive societies, they may end in failure and will be Not interesting.  One of the main concerns many people have about this technology is how easy it is to lose track of time while you're at it; Because your senses are basically disabled. In other words, it is connected to the virtual world rather than the real world, and people who are exposed to metaverses for a long time may lose their connection with reality, and may go beyond that because they do not want to acknowledge the existence of a world other than the virtual world.  We are currently somewhat experiencing this type of behavior with the use of mobile devices, with many people around the world spending close to 5 hours a day staring at a screen.

Discussions about Metaverse technology have become more and more popular in recent years as a major development in digital experiences, but the technology remains a mystery even to many people who are on the cutting edge of technology.

In a report published by Readers Digest , author Mimona Conteh says that the word metaverse does not refer to one specific thing, but rather to a network of applications that facilitate interaction on the Internet by employing technologies developed in virtual reality, and users can embodied images Digital symbolism of themselves, communicating and moving across a variety of virtual spaces, just as in real life.

The writer added that in the nineties of the last century, the Japanese game company "Sega" introduced virtual reality games to video game halls.

Conté believed that the current versions of Metaverse can be attributed to these technologies, "but there is no single technology more important for the development of Metaverse than virtual reality glasses."

The writer added that video game enthusiasts are the ones who get the most from Metaverse, and video games may be what Metaverse is most interested in dealing with, but this technology must add something in every area of ​​life.

Metaverse is generally a virtual place where we will work, learn, entertain, earn and spend money, and most tech experts agree that it will fundamentally change our lives.

In this context, Microsoft CEO Satya Nadella says that Metaverse "will not only change the way we see the world, but will also affect how we participate in it, from the factory to the conference room."

Soon, it may become common for music and sports fans to wear virtual reality glasses and appear live without having to leave their homes at all, and this technology may also solve congestion problems, all of which are just the tip of the iceberg in the metaverse space.

Metaverse Momentum
Meta, led by Mark Zuckerberg, currently employs about 10,000 people on the Metaverse project, and has committed $10 billion to spend this year alone on the project.

The company, "Varjo Reality Cloud", recently announced the end of work on the beta version of Metaverse, and is now in the process of a full release.

Fargo's version is very different from Meta's (formerly Facebook) version of metaverses, but it's now clear that we have two big camps fighting over the future of the metaverse network and what it will be like.

Meta's metaphysics is consumer and revenue focused, defined by performance and usage constraints; Such as the necessity of having headphones or "Oculus" glasses as a requirement to enter the metaverse. While my company's approach, Varjo-Nvidia, focuses on performance; Performance is the king, and business comes in second place, as technology specialist Rob Enderley explains in an article recently published by Tech News World , in which he discussed the features of the struggle over the future of metaviruses, and the differences between copies of each From Meta and Fargo-Nvidia from Metaverse.

Major global companies such as Amazon, Apple, Google, Microsoft and Nvidia are also paying unprecedented attention to preparing for metaverses, reorganizing their internals and writing job descriptions suitable for the "metaverse era", and preparing to launch billions of dollars products suitable for this era.

McKinsey, a management consulting firm, estimates the amount of investment related to metaverses during the first five months of this year alone at about $120 billion.

Disadvantages of metavirs
There is no doubt that Metaverse will make life easier in several areas, but as with all new technologies, it has its downsides.

Challenges facing metaverse developers include issues of privacy, child protection, inequality, legality, and health.

Experts say there are already very real concerns about personal data online; With data now becoming the most valuable commodity, metaverse is likely to exacerbate data exploitation as it blurs the lines between physical and digital data.

There is also no formal process of identity verification in Metaverse, which makes digital identity impersonation easy and is just one of a host of potential crimes that may go unchecked. Metaverse can also exacerbate a culture of desensitization and cyber addiction; However, it does not appear that companies investing in VR are doing much to counteract these negative effects.

One of the shortcomings of the approach between all and the integration of the different cultures of the world into one is the loss of the beautiful cultural diversity that currently exists in the world; If people were to spend most of their time in the parallel world, they would no longer feel connected to their immediate community.

Nor will they feel the need to adopt their local or regional culture, and this may eventually lead to the end of many traditions that have existed since the beginning of mankind, and are likely to create a new society, although they may be unified and inclusive societies, they may end in failure and will be Not interesting.

One of the main concerns many people have about this technology is how easy it is to lose track of time while you're at it; Because your senses are basically disabled. In other words, it is connected to the virtual world rather than the real world, and people who are exposed to metaverses for a long time may lose their connection with reality, and may go beyond that because they do not want to acknowledge the existence of a world other than the virtual world.

We are currently somewhat experiencing this type of behavior with the use of mobile devices, with many people around the world spending close to 5 hours a day staring at a screen.

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