All technology developers, regardless of their position in the product ecosystem, have a responsibility to provide users with clear disclosure and explanation of the enhanced, virtual, mediated or multimedia experiences that users will find themselves in. Such awareness-raising initiatives should engage metaverso tecnologia social scientists, humanities scholars, marketers and practitioners, including emotional intelligence or positive psychology, alongside policymakers and manufacturers. Mirror worlds are digital creations that mimic the physical and social structures of the real world in a virtual reality environment.
First of all, it is likely that it will incorporate both the physical and the digital/virtual world into the user experience. Second, the metaverse is expected to have a native economy, including digital native assets and commerce. Although the internet today has an important relationship with the economy, the metaverse could have its own economy. For example, Epic has acquired a number of companies that help create or distribute digital assets, in part to bolster its powerful Unreal Engine 5 platform. And while Unreal may be a video game platform, it’s also used in the film industry and can become easier for anyone to create virtual experiences.
It is the convergence of several separate technologies, all of which are rapidly maturing for general use. Together, these technologies can create the experience of an immersive, three-dimensional environment in which users interact with their environment and other users as if they were in a shared space. It’s a virtual reality/augmented reality universe that helps you virtually build social connections. The term metaverse was coined by Neal Stephenson in a science fiction novel “Snow Crash” in 1992, in which he imagined realistic avatars meeting in realistic 3D buildings and other virtual reality environments, but this virtual world gained recognition when Facebook, now known as Meta, adopted the new nickname, based on the science fiction term metaverse, to describe their vision of working and playing in a virtual world. Today’s tech giants are already adding virtual reality, augmented reality and mixed reality to their daily browsing experiences.
That makes it crucial for tomorrow’s leaders to understand the metaverses and use their power to radically influence the future. Monica Murero, director of the International E-Life Institute and an expert in AI-based digital therapy and human-centered AI at the University of Naples Federico II in Italy, replied: “I don’t think the evolution of the metaverse will be mature by 2040. I expect to see “niche” applications of metaverse technology, and I expect exciting applications for education, health, and some businesses like real estate, learning environments, and games. Interdigital hybrid masters can be very successful in the metaverse in any learning application. Robert Petrosino, head of emerging technology and innovation at PeakActivity, a digital strategy and implementation company, commented: “By 2040, the metaverse will play a crucial role in everyday life. There will first have been a transition from a mobile experience to a headphone experience. These headsets allow people to quickly and easily switch between augmented and virtual reality, and notify us of our current geolocation specific to events, interactions and digital content.
Virtual meetings will move into the metaverse, once in three years, Bill Gates predicts, and employees will increasingly rely on wearing headsets and virtual reality avatars at work. Thus, the role of corporate real estate may take a new hit, causing multiple generations of people who are already used to working from home due to Covid to demand even more spatial flexibility in their working lives, with the metaverse further reducing the need for a formal workplace. Virtual reality goes beyond online gaming, as companies are looking for ways to create virtual office setups. Metaverses provide solutions to some of the challenges the company faces in replicating face-to-face interactions. Some companies are also looking for digital tools such as smart heating and occupancy monitoring to create more efficient hybrid work environments.
A professor of public policy at a major U.S. technical university said, “The metaverse may be ‘more fully immersive’ and skillfully ‘refined’ by 2040, but it will be in a way designed to extract information and dollars from those who come in. For some, that may be a “well-functioning aspect of everyday life,” but it provides tremendous unchecked power to those who control it. “But for the dream of the metaverse to come to life, we all have to live in the same ‘world’. The metaverse, like social media, requires a network effect. People want to talk to people; For that to happen, we need to be on the same platform. Platforms are expensive and complex, relying on internet infrastructure to reach everyone. The money and technical expertise needed to build the platform on which the metaverse should run are in the hands of a small group of people, the same people who built and mastered the current neurodigital media landscape. “What has happened so far in that regard is rather child’s play compared to the truly dystopian ‘Blade Runner 3.0’ imaginable in 2040, when people are much more immersed in digital worlds. When they don’t just relax by playing games or communicating/sharing with friends and family and random strangers and social media data collection bots. When they invest more time and more of themselves when the metaverse is also the workplace/future of work. Blurring psychic and physical boundaries can be very ugly. “By my count, this is the third iteration of a ‘graphically intensive, computer-generated’ multi-user virtual environment, counting ActiveWorlds and Second Life. Both spaces still exist, but our ahistorical and ephemeral media hardly acknowledge that metaverses have been tried before. Not to mention virtual worlds like Habbo Hotel and Club Penguin, or massively multiplayer online games like EVE Online, World of Warcraft, and EverQuest. It also has at least two other key features that increase its potential as a new platform with a wide range of applications.
I taught on the Second Life platform years ago and it was interesting that people with physical disabilities had their avatars reflect those disabilities, rather than being a “perfect” character. Image Getty Images Last year, the metaverse went from ruminating literary texts to boundless technological reality. First mentioned in a 1992 science fiction novel by Neal Stephenson and later picked up in other sci-fi environments like Ready Player One, the metaverse is an immersive, digital alternative to the physical world, where virtual avatars come together to work, pursue hobbies, shop, play games, or come together to participate in online communities and explore the digital space. The term formally entered the mainstream realm when Facebook was renamed Meta Platforms Inc. in October 2021 in an effort to leap beyond its social media roots and signal a broader agenda around the “next chapter of the internet.” Metaverse is the popular term used to describe what many expect to be the next meaningful paradigm of how we use digital technologies and networks to communicate and collaborate with others and have all kinds of virtual experiences.
They said the more attractive and fully immersive XR world of the near future will foster increasing complexity. They expect XR spaces built by commercial interests or authoritarian governments to implement AI to exploit individuals in ways that threaten their basic agency and well-being. They argued that there are implicit problems in allowing the principles of market capitalism and political authoritarianism as key factors in the design and control of the world’s knowledge and network communication ecosystem. Some new laws and recommended regulations should protect vulnerable populations from physical and financial exploitation, prevent large tech companies from gaining monopoly power, preserve user privacy, give people control over their data, and encourage decentralized systems and services. The transition to augmented reality is a shift from the current Web 2.0 to what many call Web3 (the XR plus web). In the early years of the web in the 1990s, before it was commercialized, people generally controlled their online interactions.
Some said that the rumor of augmented reality is mainly what was called “typical technological hype.” Some of them said they expect this group of technologies to likely make some expected but fairly small ripples in the overall technological development flow. Kathee Brewer, editorial director of CANN Media Group, wrote: “The metaverse is another in a long series of developments that saw their origins in science fiction and then became a reality. (Think mobile phones, internet, “smart” homes, space travel, nuclear submarines, etc.) Virtual reality and augmented reality are already making new product demonstrations safer and more immersive in fields such as medicine. Jamais Cascio, a leading fellow at the Institute for the Future, commented: “By 2040, technologies that fall under the umbrella of the ‘metaverse’ will most likely become ubiquitous, even if the term ‘metaverse’ has fallen into disuse. Fully immersive virtual environments other than the physical environment are likely to be used occasionally, as we see today with gaming. More often, we probably use some sort of daily mixed reality system that allows both the physical and digital worlds to overlap. Results released on June 30, 2022: The Pew Research Center and Elon University’s Imagining the Internet Center invited thousands of experts to share their insights into the likely near future of augmented reality and “the metaverse” in a winter 2022 survey. More than 600 technological innovators, developers, business and political leaders, researchers and activists responded; of these, 367 wrote explanatory comments after answering the “yes-no” question of this study. This report organizes and categorizes the most common themes expressed by each of these experts in their comprehensive analyses of the likely future based on current trends.