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Grasping the Metaverse

Grasping the Metaverse

Grasping the Metaverse

Grasping the Metaverse

From what I can find, metaverse still means very different things to different people.

Matthew Ball, a metaverse theorist, has an excellent metaverse definition: “The metaverse is a massively scaled and interoperable network of real-time rendered 3D virtual worlds, which can be experienced synchronously and persistently by an effectively unlimited number of users with an individual sense of presence, and with continuity of data, such as identity, history, entitlements, objects, communications and payments.

But what is  Meta’s description of the metaverse? The key to understanding the company’s vision is the Meta Quest Pro headset. It is billed as “a whole new way to work, create and collaborate.” With this headset, Meta is providing virtual reality to enable users to become part of events, such as concerts or sports, and to do actual work while staying grounded in the real world.

The idea is, while wearing the goggles, users collaborate in mixed reality as they work on joint projects—such as designing cars or buildings; doing artwork; or even mixing audio with virtual screens. Users can walk around the inside of a house or building before it’s built or lift a skyscraper with one hand to examine its structural integrity.

Of course, the metaverse is also about selling—everything from concerts and sports to furniture and virtual clothes. One can only imagine the new ways Meta will entice you to spend your money.

Want to learn more about the current status of the developing ‘metaverse’ marketplace with its benefits and present-day limitations?

Read this article

 

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