Post by account_disabled on Mar 10, 2024 4:16:59 GMT -5
Nowadays everyone has their own idea of metaverse. We talk about it with reference to applications for virtual reality, augmented reality, but also games of any kind. All things that existed before the growth of hype, following Zuckerberg's announcement in October 2021. What does not yet exist is the metaverse understood as the next evolution of the internet, a network made not of sites but of persistent three-dimensional digital worlds (which work even when we are not there and where an interaction with the environment has consequences over time), in which to move freely with one's own identity (interoperability). If we get there it won't be before 15/20 years, when the efforts towards standardization and interoperability of systems will be successful (see the work of the Open Metaverse Interoperability Group and on the X3D and MMOX standards ).
In the meantime, it is a good idea to orient yourself in the existing territory, made up India Mobile Number Data of various platforms that define themselves as metaverses. So I decided to open an Observatory on the Metaverse with the idea of studying the evolution of immersive three-dimensional spaces, collecting the best branded experience practices and creating culture around these themes. The Observatory's first product is a map of metaverses, understood as digital worlds, aimed at consumers. In the analysis I only conside#&@ those already usable, with the following characteristics: three-dimensionality of the environments spaces can be sha#&@ simultaneously by multiple people sociality.
I excluded pure games, without prevalent elements of sociality) with identity based on freely moveable avatars and with the ability to interact with others and with the environment (I have excluded those in which the avatar is confined to a single environment) I have not conside#&@ platforms specifically dedicated to the business world (such as Engage and Virbela) and those that mainly serve to create three-dimensional digital worlds (e.g. Vircadia and OpenSimulator). Then I classified the virtual worlds identified according to two dimensions: the access technology (browser/app or virtual reality device) and the operating technology of the internal economy of the metaverse (blockchain or not). For each quadrant I have orde#&@ the services by year of release (the oldest at the bottom, the most recent at the top) Metaverses in Virtual Reality (not blockchain) In the first quadrant I inserted the worlds that can be explo#&@ by wearing a viewer (stand-alone or connected to a PC) and any other haptic devices.
In the meantime, it is a good idea to orient yourself in the existing territory, made up India Mobile Number Data of various platforms that define themselves as metaverses. So I decided to open an Observatory on the Metaverse with the idea of studying the evolution of immersive three-dimensional spaces, collecting the best branded experience practices and creating culture around these themes. The Observatory's first product is a map of metaverses, understood as digital worlds, aimed at consumers. In the analysis I only conside#&@ those already usable, with the following characteristics: three-dimensionality of the environments spaces can be sha#&@ simultaneously by multiple people sociality.
I excluded pure games, without prevalent elements of sociality) with identity based on freely moveable avatars and with the ability to interact with others and with the environment (I have excluded those in which the avatar is confined to a single environment) I have not conside#&@ platforms specifically dedicated to the business world (such as Engage and Virbela) and those that mainly serve to create three-dimensional digital worlds (e.g. Vircadia and OpenSimulator). Then I classified the virtual worlds identified according to two dimensions: the access technology (browser/app or virtual reality device) and the operating technology of the internal economy of the metaverse (blockchain or not). For each quadrant I have orde#&@ the services by year of release (the oldest at the bottom, the most recent at the top) Metaverses in Virtual Reality (not blockchain) In the first quadrant I inserted the worlds that can be explo#&@ by wearing a viewer (stand-alone or connected to a PC) and any other haptic devices.