Every year, new technological terms appear to gain more or less popularity. Some, like PhabletFortunately, while others, such as the Internet of Things (IoT), are settling in in time. If there is one term that has come up a few months ago, it is the term “Metavers”.
In this world where gaming, social networking, augmented reality (AR), virtual reality (VR), the 3D digital world and cryptocurrency come together, many technologies come together to offer a new experience to its users. What AR and VR technologies were used in the first place. Augmented reality, which promotes a virtual world experience across everyone’s devices, attempts to merge the real and digital world to create a feeling of total immersion. Virtual reality technology and advanced computer technology reproduce a real or imaginary environment and simulate the user’s physical presence in that environment. In the meantime, Metavers keeps a promise at the crossroads: participating in a virtual digital world. If the controversy surrounding the Metaverse exists today, would it be better to prepare for adoption within the decade?
For some companies like Microsoft or even Meta, today Metaverse is a definite development of the Internet. It’s an evolutionary leap to decentralized reality using both AR and VR. With a vision that is “inextricably linked to the way people behave online,” Mark Zuckerberg affirms his desire to build a platform that allows everyone to connect securely across all virtual worlds and synchronize actions. For all avatars. For Microsoft, Metavers will be a springboard to promote a more personal experience of working remotely, via its Microsoft Teams tool.
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However, the technologies used to shape this “new world” and create a new experience have already existed in the virtual world and the online world… for more than 20 years. Let’s recall, for example, the online game Second Life, which allowed you to create your own avatar and interact with others in shared virtual spaces. Game designers at the time pushed the concept to create Linden coin, the virtual currency, in the game, trade was already favorable.
AR and VR technologies, which are the basis of the Metaverse, have been around for several years, but their adoption by the general public is still only beginning. VR headsets like the Oculus Rift, Microsoft HoloLens, and Samsung Gear VR are more expensive, and the technology maturity and cost of some reality devices still raise doubts among future buyers.
But international companies see beyond… they present themselves on Web 3.0, a global digital world that places the Internet user as a true link in the global Internet. When Web 2.0 is a participatory Internet, Web 3.0 – based on blockchain technology – aims to be more inclusive and refocus Web 2.0 applications around the user. Associated with Metavers, it is a particular alternative view of the physical world in which more income can be generated, than in the current web. Even if according to the CEO of Meta, the main jobs of Metavers will be published in the next five to ten years.
As you understand, if certain aspects of VR already exist, then Metavers is still technically in its infancy. However, with the promise of some kind of escape and the creation of new virtual social experiences, one of the challenges of this “new world” will ultimately be the ability to sustain it over time. Continue to grab users’ attention and interest new users to follow. In this context, membership of third parties (brands, artists, etc.) is and will be a clear added value, provided that the underlying IT infrastructure is strong and resilient enough to fulfill all the promises of this world, which consumes a lot of IT resources.
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