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The Metaverse: And How it Will Revolutionize Everything

por Matthew Ball

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1083252,233 (3.5)1
"From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term "Metaverse" is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the "next internet," Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it-and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse's almost unlimited applications. The internet will no longer be at arm's length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value-and the radical reshaping of society"--… (más)
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Good review of the Metaverse domain of knowledge from an intelligent journalistic perspective.

Completely lacking in any sense of insight or direction, ignores inherent huge contradictions, follows along with some of the more idiotic ideas that underlie the current use of the term, fails to identify the basic precepts of what was proposed originally.

A simple example of this incongruity is the emphasis on Trust, which we agree is fundamental, but then backed up with Web3, crypto that has been demonstrated total lack of everything but from a structural standpoint. Basing the sense of trust on Ponzi scheme is more than misguided...

In any case a good starter book on this subject area. ( )
  yates9 | Feb 28, 2024 |
I thought it started out pretty well, but as it went on it became harder to hold my attention. 7/10 - November 27, 2023 ( )
  XRayBlaster006 | Nov 27, 2023 |
Il libro "The Metaverse: And How It Will Revolutionize Everything" di Matthew Ball è un'analisi completa del concetto di Metaverse e di come potrebbe cambiare il nostro modo di vivere e di fare affari. Il libro esplora le tecnologie chiave che porteranno alla creazione del Metaverse e di come questo cambierà la vita delle persone a livello globale, creando decine di trilioni di dollari di valore. Il libro è stato definito come una lettura fondamentale per chiunque voglia capire le possibilità del Metaverse.

Il Metaverse è un concetto che sta diventando sempre più popolare e che potrebbe rivoluzionare il modo in cui interagiamo online e offline. Si tratta di una rete persistente e interconnessa di mondi virtuali 3D che servirà come gateway per la maggior parte delle esperienze online e che sottostà gran parte del mondo fisico. Il Metaverse combina aspetti di social media, giochi online, realtà aumentata, realtà virtuale e criptovalute per consentire agli utenti di interagire virtualmente. La realtà aumentata sovrappone elementi visivi, suono e altri input sensoriali su ambienti reali per migliorare l'esperienza dell'utente. Al contrario, la realtà virtuale è interamente virtuale e migliora le realtà fittizie. Il Metaverse è un ecosistema digitale costruito su vari tipi di tecnologia 3D, software di collaborazione in tempo reale e strumenti di finanza decentralizzata basati su blockchain. Il Metaverse è uno spazio dinamico, aperto e interoperabile, molto simile a Internet ma in 3D. In sintesi, il Metaverse è una vasta rete in cui gli individui, tramite i loro avatar, possono interagire socialmente e professionalmente, investire in valute, frequentare corsi, lavorare e viaggiare in realtà virtuale 3D.

Il Metaverse avrà un impatto significativo sui social media, poiché si tratta di un'estensione di essi. Il Metaverse aggiungerà l'immersione nell'equazione e offrirà nuove esperienze per i consumatori. Il Metaverse unirà molti elementi familiari dei social media, come la collaborazione, il commercio, gli eventi dal vivo e le esperienze immersive basate sulla realtà virtuale e aumentata (AR). Inoltre, le regolamentazioni saranno un problema chiave per il Metaverse, poiché i social media sono afflitti da pubblicità, disinformazione, danni online, preoccupazioni per la privacy dei dati e esperienze copiate. Le piattaforme del Metaverse sono destinate ad affrontare problemi simili e altri poiché raccolgono dati biometrici e personali dai loro utenti. Tuttavia, ci sono anche molti vantaggi del Metaverse per i social media. Il Metaverse consentirà ai marchi e alle aziende di esplorare nuove possibilità e di sbloccare la creatività. Anche se potrebbe essere un aggiornamento delle piattaforme di social media esistenti, il Metaverse rivoluzionerà il mondo nel tempo. Ci saranno nuove tecnologie e invenzioni che cambieranno il modo in cui interagiamo online e offline. Inoltre, il Metaverse offrirà ai creatori di contenuti più proprietà sui loro contenuti e più opportunità per monetizzarli. Ad esempio, i creatori potrebbero addebitare l'accesso a esperienze virtuali. In sintesi, il Metaverse cambierà il modo in cui interagiamo sui social media, offrendo esperienze più immersive e nuove opportunità per il coinvolgimento e la comunicazione tra gli utenti.

Il Metaverse non sostituirà completamente i social media tradizionali, ma li estenderà e li evolverà. I social media sono una delle fondamenta su cui il Metaverse sarà costruito e, allo stesso tempo, il Metaverse influenzerà il modo in cui pensiamo e usiamo i social media. I profili, i pulsanti "mi piace" e "condividi", ad esempio, saranno ancora presenti nel Metaverse, solo che saranno stati dati un nuovo aspetto più immersivo ed esperienziale.

Il Metaverse offrirà nuove opportunità per i creatori di contenuti, che avranno più proprietà sui loro contenuti e più opportunità per monetizzarli. I social media tradizionali si concentrano principalmente sulla pubblicazione, il "mi piace" e la condivisione di contenuti, mentre i social media basati sul Metaverse li porteranno al livello successivo consentendo agli utenti di interagire tra loro e con l'ambiente digitale in modo più immersivo.

In futuro, i social media potrebbero diventare il gateway per il Metaverse, dove gli utenti possono interagire tra loro in una vasta gamma di ambienti virtuali, come città virtuali, mondi di gioco e spazi sociali. In sintesi, il Metaverse non sostituirà completamente i social media tradizionali, ma li estenderà e li evolverà, offrendo nuove opportunità per i creatori di contenuti e nuove esperienze immersive per gli utenti. ( )
  AntonioGallo | Aug 13, 2023 |
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"In July 2021, Facebook founder and CEO Mark Zuckerberg said: 'In this next chapter of our company, I think we will effectively transi­tion from people seeing us as primarily being a social media company to being a metaverse company. And obviously, all of the work that we're doing across the apps that people use today contribute directly to this vision.' Shortly thereafter, Zuckerberg publicly announced a division focused on the Metaverse and elevated the head of Facebook Real­ity Labs -- a division that works on miscellaneous futuristic projects including Oculus VR (virtual reality), AR (augmented reality) glasses, and brain-to-machine interfaces -- to chief technology officer.

"In Octo­ber 2021, Zuckerberg proclaimed that Facebook would be changing its name to Meta Platforms to reflect its shift to this 'Metaverse.' To the surprise of many Facebook shareholders, Zuckerberg also said that his investments in the Metaverse would reduce operating income by over $10 billion in 2021, while warning that these investments would grow for several more years.

"Zuckerberg's bold pronouncements drew the most attention, but many of his peers and competitors had launched similar initiatives and made similar announcements in the months prior. In May, Micro­soft CEO Satya Nadella began to speak of a Microsoft-led 'enterprise Metaverse.' Likewise, Jensen Huang, CEO and founder of computing and semiconductor giant Nvidia, had told investors that 'the economy in the Metaverse ... [will] be larger than the economy in the physical world?' and that Nvidia's platforms and processors would be at the heart of it. In the fourth quarter of 2020 and first quarter of 2021, the gaming industry had two of its largest-ever initial public offerings (IPOs) in Unity Technologies and Roblox Corporation, both of which wrapped their corporate histories and ambitions in Metaverse-related narratives.

"Throughout the remainder of 2021, the term 'Metaverse' almost became a punchline as every company and its executives seemed to trip over themselves to mention it as something that would make their company more profitable, their customers happier, and their compet­itors less threatening. Prior to Roblox's IPO filings in October 2020, the 'Metaverse' had appeared only five times in US Securities and Exchange Commission filings. In 2021, the term was mentioned more than 260 times. That same year, Bloomberg, a software company that provides financial data and information to investors, catalogued more than a thousand stories containing the word Metaverse. The prior decade had only seven.

"Interest in the Metaverse was not limited to Western nations and cor­porations. In May 2021, China's largest company, the internet gaming giant Tencent, publicly described its vision of the Metaverse, calling it 'Hyper Digital Reality.' The following day, South Korea's Minis­try of Science and ICT (Information and Communications Technology) announced 'The (South Korean) Metaverse Alliance,' spanning over 450 companies including SK Telecom, Woori Bank, and Hyundai Motor. In early August, South Korean gaming giant Krafton, maker of PlayerUnknown's Battlegrounds (also known as PUBG) completed its IPO, the second largest in the country's history. Krafton's invest­ment bankers made sure to tell would-be investors that the company would also be a global leader in the Metaverse. In the ensuing months, Chinese internet giants Alibaba and ByteDance, the parent company of the global social network TikTok, both began to register various Metaverse trademarks and acquire various VR and 3D-related start­ups. Krafton, meanwhile, committed publicly to launching a 'PUBG Meta verse.'

"The Metaverse captured more than the imagination of techno­capitalists and sci-fi fans. Not long after Tencent publicly unveiled its vision of hyper-digital reality, the Communist Party of China (CCP) began its biggest-ever crackdown of its domestic gaming industry. Among several new policies was a prohibition on minors playing video games Monday through Thursday that also limited their play from 8 p.m. to 9 p.m. on Friday, Saturday, and Sunday nights (in other words, it was impossible for a minor to play a video game for more than three hours per week). In addition, companies such as Tencent would use their facial recognition software and a player's national ID to periodi­cally ensure that these rules were not being skirted by a gamer borrow­ing an older user's device. Tencent also pledged $15 billion in aid for 'sustainable social value,' which Bloomberg said would be focused on 'areas like increasing incomes for the poor, improving medical assis­tance, promoting rural economic efficiency and subsidizing education programs.' Alibaba, China's second-largest company, committed a similar amount only two weeks later. The message from the CCP was clear: look to your countrymen and women, not virtual avatars.

"The CCP's concerns about the growing role of gaming content and platforms in public life became more explicit in August, when the state-owned Security Times warned its readers that the Metaverse is a 'grand and illusionary concept' and 'blindly investing [in it] will ultimately come back to bite you.' Some commentators interpreted China's various warnings, prohibitions, and taxes as confirmation of the Metaverse's significance. For a communist and centrally planned country ruled by a single party, the potential of a parallel world for collaboration and communication is a threat, regardless of whether it's run by a single corporation or decentralized communities.

"Yet China was not alone in its worries. In October, members of the European Parliament began to voice concerns. One particularly important voice was that of Christel Schaldemose, who served as a chief negotiator for the European Union as it worked on its largest­ ever overhaul of digital-era regulations (most of which were intended to curb the power of so-called big tech giants such as Facebook, Ama­zon, and Google). In October, she told the Danish paper Politiken that 'plans for metaverse are deeply, deeply worrying' and that the union 'has to take them into account.'

"It's possible that the many Metaverse announcements, critiques, and warnings are just a real-world echo chamber about a virtual fantasy -- or more about driving new narratives, product launches, and marketing than anything life-changing. After all, the tech industry has a history of using buzzwords that are hyped for far longer than they ultimately end up lasting in the market, such as 3D televisions, or that prove to be further away than originally promised, such as VR head­sets or virtual assistants. But it's rare that the world's largest compa­nies publicly reorient themselves around such ideas at an early stage, thereby setting themselves up to be evaluated by employees, custom­ers, and shareholders on the basis of their success in realizing their most ambitious visions."
añadido por AntonioGallo | editarDelanceyPlace.com
 
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"The growth of the metaverse, among other things, means that the need for more computing power will grow at overwhelming rates. How will this need be met? The answer may come from your own willingness to let others use the idle processing power of your own laptop:

"The insatiable need for more processing power -- ideally, located as close as possible to the user but, at the very least, in nearby indus­trial server farms -- invariably leads to a third option: decentralized computing. With so many powerful and often inactive devices in the homes and hands of consumers, near other homes and hands, it feels inevitable that we'd develop systems to share in their mostly idle pro­cessing power.

"Culturally, at least, the idea of collectively shared but privately owned infrastructure is already well understood. Anyone who installs solar panels at their home can sell excess power to their local grid (and, indirectly, to their neighbor). Elon Musk touts a future in which your Tesla earns you rent as a self-driving car when you're not using it yourself -- better than just being parked in your garage for 99% of its life.

"As early as the 1990s programs emerged for distributed computing using everyday consumer hardware. One of the most famous exam­ples is the University of California, Berkeley's SETl@HOME, wherein consumers would volunteer use of their home computers to power the search for alien life. Sweeney has highlighted that one of the items on his 'to-do list' for the first-person shooter Unreal Tournament 1, which shipped in 1998, was 'to enable game servers to talk to each other so we can just have an unbounded number of players in a single game session.' Nearly 20 years later, however, Sweeney admitted that goal 'seems to still be on our wish list.'

"Although the technology to split GPUs and share non-data cen­ter CPUs is nascent, some believe that blockchains provide both the technological mechanism for decentralized computing as well as its economic model. The idea is that owners of underutilized CPUs and GPUs would be 'paid' in some cryptocurrency for the use of their processing capabilities. There might even be a live auction for access to these resources, either those with 'jobs' bidding for access or those with capacity bidding on jobs.

"Could such a marketplace provide some of the massive amounts of processing capacity that will be required by the Metaverse? Imagine, as you navigate immersive spaces, your account continuously bidding out the necessary computing tasks to mobile devices held but unused by people near you, perhaps people walking down the street next to you, to render or animate the experiences you encounter. Later, when you’re not using your own devices, you would be earning tokens as they return the favor. Proponents of this crypto-exchange concept see it as an inevitable feature of all future microchips. Every computer, no matter how small, would be designed to be auctioning off any spare cycles at all times. Billions of dynamically arrayed processors will power the deep compute cycles of event the largest industrial customers and provide the ultimate and infinite computing mesh that enables the Metaverse."
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"From the leading theorist of the Metaverse comes the definitive account of the next internet: what the Metaverse is, what it will take to build it, and what it means for all of us. The term "Metaverse" is suddenly everywhere, from the front pages of national newspapers and the latest fashion trends to the plans of the most powerful companies in history. It is already shaping the policy platforms of the US government, the European Union, and the Chinese Communist Party. But what, exactly, is the Metaverse? As pioneering theorist and venture capitalist Matthew Ball explains, it is a persistent and interconnected network of 3D virtual worlds that will eventually serve as the gateway to most online experiences, and also underpin much of the physical world. For decades, these ideas have been limited to science fiction and video games, but they are now poised to revolutionize every industry and function, from finance and healthcare to education, consumer products, city planning, dating, and well beyond. Taking us on an expansive tour of the "next internet," Ball demonstrates that many proto-Metaverses are already here, such as Fortnite, Minecraft, and Roblox. Yet these offer only a glimpse of what is to come. Ball presents a comprehensive definition of the Metaverse before explaining the technologies that will power it-and the breakthroughs that will be necessary to fully realize it. He addresses the governance challenges the Metaverse entails; investigates the role of Web3, blockchains, and NFTs; and predicts Metaverse winners and losers. Most importantly, he examines many of the Metaverse's almost unlimited applications. The internet will no longer be at arm's length; instead, it will surround us, with much of our lives, labor, and leisure taking place inside the Metaverse. Bringing clarity and authority to a frequently misunderstood concept, Ball foresees trillions of dollars in new value-and the radical reshaping of society"--

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