The Metaverse Will Radically Change Content Creation Forever — from forbes.com by Falon Fatemi

Excerpt:

Although the metaverse promises to touch nearly every person in our society, there’s one demographic that will almost certainly see disproportionately strong disruption: creators. The metaverse has the potential to fundamentally disrupt the content creation process.

The metaverse is slated to help creators make more interactive and immersive content, thanks in large part to advances in VR and AR. The stakes will be raised as creators will be expected to build more immersive and interactive content than ever before.

Also related/see:

The Amazing Possibilities Of Healthcare In The Metaverse — from forbes.com by Bernard Marr

Excerpts:

What’s generally agreed on, however, is that it’s effectively the next version of the internet – one that will take advantage of artificial intelligence (AI), augmented reality (AR), virtual reality (VR), and ever-increasing connectivity (for example, 5G networks) to create online environments that are more immersive, experiential and interactive than what we have today.

Metaverse involves the convergence of three major technological trends, which all have the potential to impact healthcare individually. Together, though, they could create entirely new channels for delivering care that have the potential to lower costs and vastly improve patient outcomes. These are telepresence (allowing people to be together virtually, even while we’re apart physically), digital twinning, and blockchain (and its ability to let us create a distributed internet).

From DSC:
That last paragraph could likely apply to our future learning ecosystems as well. Lower costs. A greater sense of presence. Getting paid for one’s teaching…then going to learn something new and paying someone else for that new training/education.

 

Excerpt:

The use of telehealth has soared during the pandemic, broadening access to care while also allowing providers, patients, and payers to consider possibilities, from expanding care at home to managing costs. But stakeholders have starkly different views on this next wave of healthcare: In a recent McKinsey survey, two-thirds of physicians and 60 percent of patients said they agreed that virtual health is more convenient than in-person care for patients, but only 36 percent of physicians find it more convenient for themselves. Explore these insights to understand the ongoing transition of IRL (in real life) to URL (virtual) medical care offerings…

Also from McKinsey, see:

What technology trends will—and should—lead business agendas in 2022?

Excerpt:

We asked leaders in industry, academia, and at McKinsey to share their perspectives on the technology trends likely to headline business agendas this year, the ones that could—but shouldn’t—slip through the cracks, and what executives should think about when considering new technologies. Here is what they told us.

Metaverse. Web3. Crypto. 5G.

These are just a few of the technologies grabbing headlines at the start of 2022. But what technology trends truly sit atop business agendas this year? Which might be under executives’ radars but should be surfaced? And what should business leaders keep in mind as they consider these trends?

 

Metaverse and the practice of law (Part II) — from abovethelaw.com by Ken Crutchfield
In the Metaverse, many rules that will govern interaction will be defined by terms and conditions in the contract signed to participate on a Metaverse platform.

Excerpt:

We could see more business applications emerge as well. Telemedicine might be an example. Could an MRI be analyzed in real time by a doctor in another state? Would someone trust a specialist in a particular type of cancer to perform laser surgery from thousands of miles away? There is already precedence for remote surgery, so the possibilities may not be that far off.

Overall, what we can expect to see is the Metaverse’s increasing ability to enable virtual transactions and experiences that we had not previously thought possible — and the world of legal technology may be no exception.

 

Why the World’s First Virtual Reality High School Changes Everything — from steve-grubbs.medium.com by Steve Grubs

Excerpts:

The recipe required key ingredients to happen. In addition to an accredited school to manage students, admissions and the for-credit learning, it also needed a platform. That’s where EngageVR comes in. There are other platforms that will ultimately host schools, perhaps AltSpace, Horizon or others, but the first is on Engage.

The bottom line is this: creators, coders, educators, entrepreneurs, investors, corporations, parents and students all played a role in finally bringing the first global virtual reality high school to life. It won’t be the last school to open in the metaverse, but to all those involved in this inaugural launch — the Neil Armstrongs of your age — a special tip of the hat today for having the vision and the willingness to launch a better and more equitable era of education.

Also see:

This is a snapshot from the Geo Guesser VR game

 
 

Living in a world of unicorns — from pwc.com by Vicki Huff Eckert
Venture-backed giants are scaling up and transforming markets as varied fintech, electric vehicles, and healthcare.

Excerpt:

During the pandemic, edtech unicorns raised (on an annualized basis) eight times the annual amount raised from 2016 through 2019. Tutoring platforms Byju (based in India) and Yuanfudao and Zuoyebang (based in China) received massive investment (each attracted $3 billion to $4 billion in funding between 2016 and 2021). The Business Standard reported that Byju had 100 million registered students and 6.5 million paid subscribers as of September 2021.

This trend is just getting started—the convergence of the metaverse, crypto, and 5G has the potential to create a web 3.0 economy that we can’t yet fully envision, and that will evolve over the course of the decade.

 

Metaverse vs. employment law: The reality of the virtual workplace — from arstechnica.com by Kate Beoiley
It is unclear how employee protections apply in the universal digital realm.

Excerpt:

When it comes to employment laws, however, it is unclear what rules of engagement apply in a universal digital realm. What counts as harassment in the metaverse? Can an avatar be discriminated against, or worse? Will national legislation protect employees or does working in the metaverse require a new rule book altogether?

Lack of legal framework
But the metaverse takes hybrid working a step further and brings with it a host of thorny employment law issues. These range from practical challenges, such as how employees are paid, to more philosophical ones, like whether avatars have a legal identity. “The legal conundrums are about as diverse as the possibilities of the metaverse itself,” says Jonathan Newman, managing associate at law firm Simmons & Simmons.

 

Six Unaddressed Legal Concerns For The Metaverse — from forbes.com by Nitin Kumar; with thanks to Ori Inbar on Twitter for this resource

The metaverse is an extremely exciting space with many opportunities. It is also a shift that breaks down conventional legal thinking and frameworks built for the old economy, creating new legal, regulatory and technical issues that need resolution.
 

A whole new world: Education meets the metaverse — from brookings.edu by Kathy Hirsh-Pasek, Jennifer M. Zosh, Helen Shwe Hadani, Roberta Michnick Golinkoff, Kevin Clark, Chip Donohue, and Ellen Wartella

Excerpt:

The metaverse is upon us. Soon it will be as omnipresent as TikTok, Instagram, and Facebook (now Meta). As technology advances to bring us new immersive and imaginary worlds, how we educate children and prepare teachers must also advance to meet these new opportunities. When education lags the digital leaps, the technology rather than educators defines what counts as educational opportunity. This is largely what happened with the introduction of “educational” apps designed to be used on smartphones and tablets meant for adults. Today, as the metaverse infrastructure is still under construction, researchers, educators, policymakers, and digital designers have a chance to lead the way rather than get caught in the undertow. To leverage the potential of the metaverse as a 3D, global, interconnected, immersive, and real-time online space, we need new ways to connect the physical world with augmented and virtual reality (VR) experiences.

In the end, we challenge those creating educational products for the metaverse to partner with educators and scientists to ensure that children experience real human social interaction as they navigate virtual spaces, children’s agency is supported as they explore these spaces, and there is a real eye to diversity in the representation and access to what is created.  

Also relevant/see:

The metaverse can provide a whole new opportunity for education. Here’s what to consider — from fastcompany.com by Stephen Fromkin
The cofounder of Talespin looks at an existing immersive learning program that delivers results and says our next priority should be getting it into the hands of as many learners as possible through the metaverse.

 

Holograms? Check! Now what? [Bieniek @ Webex]

Holograms? Check! Now what? — from blog.webex.com by Elizabeth Bieniek

Excerpt (emphasis DSC):

Two years ago, I wrote about the Future of Meetings in 2030 and hinted at an effort my team was building to make this a reality. Now, we have publicly unveiled Webex Hologram and brought the reality of a real-time, end-to-end holographic meeting solution to life.

With Webex Hologram, you can feel co-located with a colleague who is thousands of miles away. You can share real objects in incredible multi-dimensional detail and collaborate on 3D content to show perspective, share, and approve design changes in real-time, all from the comfort of your home workspace.

As the hype dies down, the focus on entirely virtual experiences in fanciful environments will abate and a resurgence in focus on augmented experiences—interjecting virtual content into the physical world around you for an enhanced experience that blends the best of physical and virtual—will emerge.

The ability to have curated information at one’s fingertips, still holds an incredible value prop that has yet to be realized. Applying AI to predict, find, and present this type of augmented information in both 2D and 3D formats will become incredibly useful. 

From DSC:
As I think of some of the categories that this posting about establishing a new kind of co-presence relates to, there are many relevant ones:

  • 21st century
  • 24x7x365
  • 3D
  • Audio/Visual (A/V)
  • Artificial Intelligence (AI)
  • Cloud-based
  • Collaboration/web-based collaboration
  • Intelligent tutoring
  • Law schools, legal, government
  • Learning, learning agents, learning ecosystems, Learning from the Living [Class] Room, learning spaces/hubs/pods
  • Libraries/librarians
  • K-12, higher education, corporate training
  • Metaverse
  • Online learning
  • Telelegal, telemedicine
  • Videoconferencing
  • Virtual courts, virtual tutoring, virtual field trips
  • Web3
 

How I use Minecraft to help kids with autism — from ted.com by Stuart Duncan; with thanks to Dr. Kate Christian for this resource

Description:

The internet can be an ugly place, but you won’t find bullies or trolls on Stuart Duncan’s Minecraft server, AutCraft. Designed for children with autism and their families, AutCraft creates a safe online environment for play and self-expression for kids who sometimes behave a bit differently than their peers (and who might be singled out elsewhere). Learn more about one of the best places on the internet with this heartwarming talk.

 

Below are two excerpted snapshots from Stuart’s presentation:

Stuart Duncan speaking at TEDX York U

These are the words autistic students used to describe their experience with Stuart's Minecraft server

 

Exploring Virtual Reality [VR] learning experiences in the classroom — from blog.neolms.com by Rachelle Dene Poth

Excerpt:

With the start of a new year, it is always a great time to explore new ideas or try some new methods that may be a bit different from what we have traditionally done. I always think it is a great opportunity to stretch ourselves professionally, especially after a break or during the spring months.

Finding ways to boost student engagement is important, and what I have found is that by using tools like Augmented Reality (AR) and Virtual Reality (VR), we can immerse students in unique and personalized learning experiences. The use of augmented and virtual reality has increased in K-12 and Higher Ed, especially during the past two years, as educators have sought new ways to facilitate learning and give students the chance to connect more with the content. The use of these technologies is increasing in the workplace, as well.

With all of these technologies, we now have endless opportunities to take learning beyond what has been a confined classroom “space” and access the entire world with the right devices.

 

The metaverse: three legal issues we need to address — from theconversation.com by Pin Lean Lau

Excerpt:

The “metaverse” seems to be the latest buzzword in tech. In general terms, the metaverse can be viewed as a form of cyberspace. Like the internet, it’s a world – or reality, even – beyond our physical world on Earth.

The difference is that the metaverse allows us to immerse a version of ourselves as avatars in its environment, usually through augmented reality (AR) or virtual reality (VR), which people are and will increasingly be able to access using tools like VR goggles.

While it all seems very exciting, a curious lawyer like me is inclined to ask: who or what governs the metaverse? The way I see it, there are three key areas which, at this stage, are legally murky.

From DSC:
There are a lot more than three legal issues to be addressed with the metaverse, especially as it further develops. That said, I posted this in the hopes of raising the level of awareness within the legal arena on this particular area of emerging technologies. 

 

Why The Metaverse Is More Than Hype — from linkedin.com by Amy LaMeyer

Excerpt:

There are fundamental reasons why there is more to the current Metaverse enthusiasm than hype. As an angel investor, start-up advisor and fund manager, I’ve been studying this space for almost six years, have ridden the trough of disillusionment, and have seen the shift that promises signs of growth. In particular, it is not about the virtual worlds themselves,  although content is very important, it is the growth in the surrounding technology ecosystem that is supporting and signaling an accelerated virtual future. I’ll highlight those building blocks below.

Also relevant/see:

My night in the metaverse — from axios.com by Thomas Wheatley

Two images -- on left is person wearing a VR headset. On right side, image of being in a virtual place..

Excerpt:

Sports teams and brands are cannonballing into the metaverse, giving fans new ways to experience games in a way TV can’t offer.

Why it matters: Boosters of the virtual reality realm say the metaverse could create a new economy, new experiences, new relationships — essentially a whole new life, and a new revenue source for the brands, teams, bands and companies that want to be there when the crowds arrive.

 

The Metaverse And The Practice Of Law — from abovethelaw.com by Ken Crutchfield
While early, there is tremendous promise and opportunity for legal professionals as new types of issues surface in the virtual world.

Excerpt:

Mark Zuckerberg’s announcement to build Meta — the seventh-largest market cap company in the world — is yet another indicator of the increasing influence that the virtual world is having on our society. From online gaming to digital currencies and everything in between, the rising prevalence of the Metaverse represents new frontiers for how individuals, organizations, and businesses can interact with each other — and that also means new issues and challenges for legal professionals to tackle.

 
© 2024 | Daniel Christian