The Metaverse in 2040 — from pewresearch.org by Janna Anderson and Lee Rainie
Hype? Hope? Hell? Maybe all three. Experts are split about the likely evolution of a truly immersive ‘metaverse.’ They expect that augmented- and mixed-reality enhancements will become more useful in people’s daily lives. Many worry that current online problems may be magnified if Web3 development is led by those who built today’s dominant web platforms

 

The metaverse will, at its core, be a collection of new and extended technologies. It is easy to imagine that both the best and the worst aspects of our online lives will be extended by being able to tap into a more-complete immersive experience, by being inside a digital space instead of looking at one from the outside.

Laurence Lannom, vice president at the Corporation for National Research Initiatives

“Virtual, augmented and mixed reality are the gateway to phenomenal applications in medicine, education, manufacturing, retail, workforce training and more, and it is the gateway to deeply social and immersive interactions – the metaverse.

Elizabeth Hyman, CEO for the XR Association

 


 

The table of contents for the Metaverse in 2040 set of articles out at Pew Research dot org -- June 30, 2022

 


 
 

Metaverse, NFTs, Web3 And Virtual Land In The Sandbox — from forbes.com by Bernard Marr

Excerpt (emphasis DSC):

So, what does Borget – undeniably one of the pioneers of the concept – think the metaverse actually is?

“For us, metaverse is really this myriad of worlds,” he tells me during our recent webinar conversation, “that users can experience through an avatar that becomes a 3D representation of themselves.”

These avatars are the key to unlocking “all sorts of new experiences … more creative, more immersive, unlike what we’ve seen before with traditional virtual worlds, where users can already socialize … here, what’s important is the ability of users to truly own their own identity, own their own belongings, digital assets, virtual land, houses … and are able to move that identity from one world to another without being constrained.”

“There will be millions of virtual worlds, places where users can take their avatars,” Borget continues. “What’s important is this ability to move from one to another while … keeping all their content they create in one and using it in others.”


Also see:

Metaverse Opportunities, risks and policy implications — from europarl.europa.eu by the European Parliamentary Research Service (EPRS)
Metaverse Opportunities, risks and policy implications

Summary:

One of the most talked about concepts in modern technology, the metaverse can be described as an immersive and constant virtual 3D world where people interact by means of an avatar to carry out a wide range of activities. Such activities can range from leisure and gaming to professional and commercial interactions, financial transactions or even health interventions such as surgery. While the exact scope and impact of the metaverse on society and on the economy is still unknown, it can already be seen that the metaverse will open up a range of opportunities but also a number of risks in a variety of policy areas.

Major tech companies are scaling up their metaverse activities, including through mergers and acquisitions. This has given impetus to a debate on how merger regulations and antitrust law should apply. Business in the metaverse is expected to be underpinned largely by cryptocurrencies and non-fungible tokens, raising issues of ownership, misuse, interoperability and portability. Furthermore, the huge volume of data used in the metaverse raises a number of data protection and cybersecurity issues (e.g. how to collect user consent or protect avatars against identity theft).

There is considerable scope for a wide range of illegal and harmful behaviours and practices in the metaverse environment. This makes it essential to consider how to attribute responsibility, inter alia, for fighting illegal and harmful practices and misleading advertising practices, and for protecting intellectual property rights. Moreover, digital immersion in the metaverse can have severe negative impacts on health, especially for vulnerable groups, such as minors, who may require special protection. Finally, the accessibility and inclusiveness of the metaverse remain areas where progress has still to be made in order to create an environment of equal opportunities.


Also see the following from the Legal Talk Network — with Dennis Kennedy and Tom Mighell

  • Metavisting the Metaverse – Dennis and Tom plunge into the metaverse—its trends, current tech, and possibilities for the future.
  • The Wild World of NFTs – Dennis and Tom dive into these unique digital objects (art, video, and much more) and outline the issues surrounding their current hype and value in the real world.

 

Denis Kennedy and Tom Mighell -- run the Legal Talk Network podcast

 


 

From DSC:
For those of you college students who are trying to determine what you enjoy doing, I wanted to pass some items along that may be helpful if you are interested in game development, film, and/or TV-related production.

Some friends recommended knowing how to use the following tools, but I realize one could dive very deep with these tools:


Excerpt from Unity.com
.
Unity can be used for games, in architecture, in automotive, and in film

Additional tip:

  • Stay within what your budget can provide. Making a film about five students on campus is doable. Making a Star Wars-type movie isn’t — unless you are making a spoof or presenting a knowingly-bad movie.

I just wanted to pass these items along.


Also relevant/see:


Addendums on 7/3/22:

 

Animated Series: What’s Up with the Metaverse — from joetechnologist.com by Joseph Raczynski with creative by Elise Harmening, Esq.

Video description (emphasis DSC):

What’s Up with the Metaverse, published on June 2, 2022, was written by Joseph Raczynski of Thomas Reuters, a member of the Governing Council for the Center for Innovation, and created by Elise Harmening, Esq., Project Specialist Manager at the Center for Innovation. Innovation and You is a production by The American Bar Association’s Center for Innovation to help lawyers and our members think about innovative legal technology and practices as the legal landscape continues to change. Join the conversation on Twitter @ABAInnovation.

 

Also see:

Animated Series: What is an API? — from joetechnologist.com by Joseph Raczynski with creative by Elise Harmening, Esq.

 

Will Learning Move into the Metaverse? — from learningsolutionsmag.com by Pamela Hogle

Excerpt:

In its 2022 Tech Trends report, the Future Today Institute predicts that, “The future of work will become more digitally immersive as companies deploy virtual meeting platforms, digital experiences, and mixed reality worlds.”

Learning leaders are likely to spearhead the integration of their organizations’ workers into a metaverse, whether by providing training in using the tools that make a metaverse possible or through developing training and performance support resources that learners will use in an immersive environment.

Advantages of moving some workplace collaboration and learning into a metaverse include ease of scaling and globalization. The Tech Trends report mentions personalization at scale and easy multilingual translation as advantages of “synthetic media”—algorithmically generated digital content, which could proliferate in metaverses.

Also see:

Future Institute Today -- Tech Trends 2022


Also from learningsolutionsmag.com, see:

Manage Diverse Learning Ecosystems with Federated Governance

Excerpt:

So, over time, the L&D departments eventually go back to calling their own shots.

What does this mean for the learning ecosystem? If each L&D team chooses its own learning platforms, maintenance and support will be a nightmare. Each L&D department may be happy with the autonomy but learners have no patience for navigating multiple LMSs or going to several systems to get their training records.

Creating common infrastructure among dispersed groups
Here you have the problem: How can groups that have no accountability to each other share a common infrastructure?

 

Conduct Your Own Virtual Orchestra In Maestro VR — from vrscout.com by Kyle Melnick

Niantic moves beyond games with Lightship AR platform and a social network — from theverge.com by Alex Heath
The maker of Pokémon Go is releasing its AR map for other apps and a location-based social network called Campfire

Excerpt:

Niantic made a name for itself in the mobile gaming industry through the enduring success of Pokémon Go. Now the company is hoping to become something else: a platform for other developers to build location-aware AR apps on top of.

disguise launches Metaverse Solutions division enabling next-level extended reality experiences — from etnow.com

Excerpt:

UK – disguise, the visual storytelling platform and market leader for extended reality (xR) solutions has launched its Metaverse Solutions division to enable the next generation of extraordinary live, virtual production and audiovisual location-based experiences for the metaverse.

The recent rise of real-time 3D graphics rendering capabilities in gaming platforms means that today’s audiences are craving richer, more immersive experiences that are delivered via the metaverse. While the metaverse is already defined as an $8 trillion dollar opportunity by Goldman Sachs, companies are still finding it challenging to navigate the technical elements needed to start building metaverse experiences.

On this item, also see:

disguise.one

disguise launches Metaverse Solutions division — from televisual.com by

Excerpt:

“Our xR technology combines key metaverse building blocks including real-time 3D graphics, spatial technologies and advanced display interfaces – all to deliver a one-of-a-kind gateway to the metaverse,” says disguise CXO and head of Metaverse Solutions Alex Wills.

 

Apple Starts Connecting the Dots for Its Next Big Thing — from nytimes.com by Tripp Mickle and Brian X. Chen
The company has enlisted Hollywood directors like Jon Favreau to help its effort to create products that blend the physical and virtual worlds.

Excerpt:

Nearly 15 years after the iPhone set off the smartphone revolution, Apple is assembling the pieces for what it hopes will become its next business-altering device: a headset that blends the digital world with the real one.

The company has enlisted Hollywood directors such as Jon Favreau to develop video content for a headset that it is expected to ship next year, according to three people familiar with that work. Mr. Favreau, an executive producer of “Prehistoric Planet” on Apple TV+, is working to bring that show’s dinosaurs to life on the headset, which looks like a pair of ski goggles and aims to offer virtual- and augmented-reality experiences, these people said.

Speaking of the future, here’s another item regarding what’s coming down the pike:

 

What Is the Metaverse? A Beginner’s Guide to Tech’s Latest Obsession — from singularityhub.com by Aaron Frank; with thanks to Jack Aldrich for this resource
The metaverse is the internet, but it’s also a spatial (and often 3D), game-engine-driven collection of virtual environments.

Excerpts:

A couple months ago, friends and business contacts started asking me for a crash course on my professional research studying virtual environments. Their interest reflects an explosion—which you’ve probably noticed—of noise and hype surrounding something called the “metaverse.”

This article is an introduction for a complete or almost beginner. There’s plenty of mainstream coverage on the topic, but it often conflates concepts: virtual reality is not the metaverse (though it’s related), and crypto/Web3 by itself is not the metaverse (though also related). Confusing, I know. Whether you’re a businessperson or bystander, this is my best effort to lay everything out.

So if the metaverse is just the internet—what about the internet is about to change? To answer that question, I’ve broken this article into four parts:

    1. Spatial Computing (What is that?)
    2. Game Engines (What are those?)
    3. Virtual Environments (Is that the metaverse? …sort of)
    4. Virtual Economies (Please don’t tell me I have to learn about NFTs…you might)

Also see:

 

Into the metaverse: What does it hold for the future of L&D? — from chieflearningofficer.com by Calvin Coffee

Excerpt:

Instead of putting learners in front of 2D videos where they’re answering questions or just clicking boxes, the metaverse allows learners to experience what a job is actually like before accepting and will enable leaders to see if employees are ready for the next level of work. In the same way flight simulators can prepare pilots for many aspects of operating and flying an aircraft, through technologies like VR the metaverse can prepare employees for almost anything at work.

“This technology can impact every stage of the HR journey for an employee,” Belch says. “We all know the interviewing process is flawed and riddled with bias. Let’s have someone do the job and show us whether or not they can do the job.” And if they mess up in VR, they’re not going to take down the whole factory. From hiring and beyond, there is an abundance of potential spaces that the metaverse can capitalize on and improve.

Research in medical training has found that information retention rates can reach 80 percent after a full year of training through immersive simulated experiences compared to just 20 percent for traditional training. “People are picking it up and are much more comfortable performing their tasks after going through the simulation,” Jordan says. “It’s incredibly powerful.”

Also from chieflearningofficer.com:

 

Opportunities for Education in the Metaverse -- from downes.ca by Stephen Downes

Opportunities for Education in the Metaverse — from downes.ca by Stephen Downes

Excerpt:

This short presentation introduces major elements of the metaverse, outlines some applications for education, discusses how it may be combined with other technologies for advanced applications, and outlines some issues and concerns.

Also relevant/see:

What Should Higher Ed in the Metaverse Look like? – from linkedin.com by Joe Schaefer

Excerpt:

The Metaverse is coming whether we like it or not, and it is time for educators to think critically about how it can benefit students. As higher education continues to evolve, I believe every learning product and platform working with or within the Metaverse should, at least, have these functionalities:


Addendum on 5/23/22:


 

Google Maps to add “immersive view” — from futuretimeline.net
Google Maps, the world’s most-downloaded travel app, will soon become more immersive and intuitive thanks to a major upgrade.

 

Excerpts:

A new “immersive view” will generate far more detailed graphics than are available currently. This will provide sweeping views of cities in full 3D, complete with simulated cars, real-time weather, realistic day/night cycles, shadow effects, water reflections, and even animations like birds flying through the sky.

The company also announced an update for Live View. First launched in 2019, this provides augmented reality (AR) walking routes in the form of arrows, directions, and distance markers.

These improvements are possible thanks to advances in computer vision and AI that allow billions of aerial, street view, and other images to combine and create a rich, seamless, digital model of the world.


Addendums on 5/23/22:

Google Wants To Deliver World-Scale AR Using Google Maps — from vrscout.com by Bobby Carlton

Somewhat relevant/see:

Earth // Around The World From The Air 4K from Kien Lam on Vimeo.

 

Entrepreneur Education Platform GeniusU Raises $1.5M Seed Funding at $250M Valuation — from edtechreview.in ed by Stephen Soulunii

Excerpt (emphasis DSC):

Genius Group has recently announced that its EdTech arm, GeniusU Ltd, has raised $1.5 million in a seed round to support the development of its Genius Metaversity virtual learning plans.

With the fresh funding, GeniusU plans to extend its courses and programs to interactive learning environments in the metaverse, with students and faculty connecting and learning in global classrooms and virtual 3D environments. It also plans to integrate each student’s AI-based virtual assistant ‘Genie’ into the metaverse as 3D virtual assistants that accompany each student on their personalized journey and integrate its GEMs (Genius Education Merits) student credits into the metaverse. GEMs are earned by students as they learn and can be spent on products and services within GeniusU and counting towards their certifications.

 

 
© 2022 | Daniel Christian