Nvidia launches new metaverse efforts at SIGGRAPH — from inside.com

Excerpt:

There is an increasing overlap between computer graphics, the metaverse and AI and that overlap is exactly what is on display this week at the SIGGRAPH 2022 conference, where Nvidia is revealing its latest set of software innovations for computer graphics.

[On 8/11/22] at the conference, Nvidia announced a series of technology innovations that bring the metaverse and AI closer together than ever before. Among the announcements is the Nvidia Omniverse Avatar Cloud Engine, which is a set of tools and services designed to create AI-powered virtual assistants.

Also relevant/see:

Nvidia Sees a Metaverse Populated With Lifelike Chatbot Avatars
— from cnet.com by Stephen Shankland

Excerpt:

What’s happening
Nvidia announced technology to let metaverse developers create lifelike avatars that can give an animated human face to the computers that people will interact with online.

Why it matters
The metaverse needs new computing tools if it’s to live up to its potential of new 3D realms for working, learning, socializing and goofing off, and Nvidia’s technology could also eventually give humans a new look online, not just bots.

 
 

The Metaverse Is Not a Place — from oreilly.com by Tim O’Reilly
It’s a communications medium.

Excerpt:

Foundations of the metaverse
You can continue this exercise by thinking about the metaverse as the combination of multiple technology trend vectors progressing at different speeds and coming from different directions, and pushing the overall vector forward (or backward) accordingly. No new technology is the product of a single vector.

So rather than settling on just “the metaverse is a communications medium,” think about the various technology vectors besides real-time communications that are coming together in the current moment. What news from the future might we be looking for?

  • Virtual Reality/Augmented Reality
  • Social media
  • Gaming
  • AI
  • Cryptocurrencies and “Web3”
  • Identity

#metaverse #AI #communications #gaming #socialmedia #cryptocurrencies #Web3 #identity #bots #XR #VR #emergingtechnologies

 

Impatient for workers, businesses help students take college shortcuts — from hechingerreport.org by Lilah Burke
Employers and states are adding faster-paced skills training for people who want to forgo college

Excerpt:

It’s part of an accelerating movement of noncredit, short-term training programs, not just in technology, but in many fields for which students are impatient for jobs and employers for workers who want to leapfrog their way to careers — and do it without necessarily spending the years and money it takes to earn a university degree.

These are among the ways “employers are creating the solutions they need in order to deal with their talent demands,” said Bridgette Gray, chief customer officer at Opportunity@Work, a nonprofit that encourages employers to hire more people without degrees.

Now some companies, motivated by a mix of corporate social responsibility and the need for talent, are edging toward a new model in which they create their own, or hire from other, training programs.

 

The Metaverse Will Reshape Our Lives. Let’s Make Sure It’s for the Better. — from time.com by Matthew Ball

Excerpts (emphasis DSC):

The metaverse, a 30-year-old term but nearly century-old idea, is forming around us. Every few decades, a platform shift occurs—such as that from mainframes to PCs and the internet, or the subsequent evolution to mobile and cloud computing. Once a new era has taken shape, it’s incredibly difficult to alter who leads it and how. But between eras, those very things usually do change. If we hope to build a better future, then we must be as aggressive about shaping it as are those who are investing to build it.

The next evolution to this trend seems likely to be a persistent and “living” virtual world that is not a window into our life (such as Instagram) nor a place where we communicate it (such as Gmail) but one in which we also exist—and in 3D (hence the focus on immersive VR headsets and avatars).

 

Matthew Ball on the metaverse: We’ve never seen a shift this enormous — protocol.com by Janko Roettgers
The leading metaverse theorist shares his thoughts on the sudden rise of the concept, its utility for the enterprise and what we still get wrong about the metaverse.

Excerpts:

What are the biggest misconceptions about the metaverse?
First, the idea that the metaverse is immersive virtual reality, such as an Oculus or Meta Quest. That’s an access device. It would be akin to saying the mobile internet is a smartphone.

We should think of the metaverse as perhaps changing the devices we use, the experiences, business models, protocols and behaviors that we enjoy online. But we’ll keep using smartphones, keyboards. We don’t need to do all video conferences or all calls in 3D. It’s supplements and complements, doesn’t replace everything.

Also relevant/see:

A former Amazon exec thinks Disney will win the metaverse — from protocol.com by

Excerpt:

This month, Ball is publishing his book, “The Metaverse: And How It Will Revolutionize Everything.” The work explains in detail what the metaverse is all about and which shifts in tech, business and culture need to fall into place for it to come into existence.

How will the metaverse change Hollywood? In his book, Ball argues that people tend to underestimate the changes new technologies will have on media and entertainment.

  • Instead of just seeing a movie play out in 360 degrees around us, we’ll want to be part of the movie and play a more active role.
  • One way to achieve that is through games, which have long blurred the lines between storytelling and interactivity. But Ball also predicts there will be a wide range of adjacent content experiences, from virtual Tinder dates in the “Star Wars” universe to Peloton rides through your favorite movie sets.

Addendum on 7/24/22:

Neurodiversity, Inclusion And The Metaverse — from workdesign.com by Derek McCallum

Excerpt:

Innovation in virtual and augmented reality platforms and the vast opportunities connected to the metaverse are driving innovation in nearly every industry. In the workplace, future-focused companies are increasingly exploring ways to use this nascent technology to offer workers more choices and better support for neurodiverse employees.

It would be nearly impossible to list all the challenges and opportunities associated with this technology in a single article, so I’ll keep things focused on an area that is top-of-mind right now as many of us start to make our way back into the office—the workplace. The truth is, while we can use our expertise and experience to anticipate outcomes, no one truly knows what the metaverse will become and what the wide-ranging effects will be. At the moment, the possibilities are exciting and bring to mind more questions than answers. As a principal and hands-on designer in a large, diverse practice, my hope is that we will be able to collectively harness the inherent opportunities of the metaverse to support richer, more accessible human experiences across all aspects of the built environment, and that includes the workplace.


 

‘Hologram patients’ and mixed reality headsets help train UK medical students in world first — from uk.news.yahoo.com

Excerpts:

Medical students in Cambridge, England are experiencing a new way of “hands-on learning” – featuring the use of holographic patients.

Through a mixed reality training system called HoloScenarios, students at Addenbrooke’s Hospital, part of the Cambridge University Hospitals NHS Foundation Trust, are now being trained via immersive holographic patient scenarios in a world first.

The new technology is aimed at providing a more affordable alternative to traditional immersive medical simulation training involving patient actors, which can demand a lot of resources.

Developers also hope the technology will help improve access to medical training worldwide.

 

From DSC:
The following two items make me wonder how Extended Reality (XR)-related techs will impact theatre, gaming, opera, & other forms of entertainment.


AR Opera Glasses Could Change Broadway Forever — from vrscout.com by Kyle Melnick

Excerpt:

Immersive technology brings the stage to life like never before.

Students from the South Korean Hongik University have developed a pair of reimagined 19th-century opera glasses that utilize AR technology to immerse spectators in Broadway shows in a variety of unique and imaginative ways. The device is compatible with popular shows such as Wicked, Aladdin, Cats, Mamma Mia, and Frozen.

Reddot_Rene from ???/??????? on Vimeo.


What ‘Shakespeare Karaoke’ Teaches About the Virtual Reality Future — from edsurge.com by Rebecca Koenig
Does technology work better as a solo encounter or a group experience?

Excerpt:

To immerse, or not to immerse?

For professors designing virtual reality versions of Shakespeare’s plays, that is the question. The answer(s) may have implications for designing new edtech tools—and VR technology intended to be used beyond the classroom, too.

The Bard’s masterpieces, plays written in the late 1500s and early 1600s, have received all kinds of digital makeovers in the 21st century. Two current efforts designed by academics for use in teaching draw on extended reality tools that invite users to actively participate in scenes from works like “Romeo and Juliet.”

Play the Knave is a video game that helps users design actor-avatars they can direct with their bodies around virtual theater spaces. Shakespeare-VR is a project-in-development that will enable users to don a VR headset, step on to a virtual Elizabethan stage and perform alongside avatars voiced by professional actors.

Play the Knave* is a mixed reality video game that enables virtual design and performance of dramatic scenes from Shakespeare--or any text you choose

 
 

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?

 
© 2024 | Daniel Christian