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VR or Virtual Reality and the Metaverse - is it the next thing?

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In science fiction, the "metaverse" is a hypothetical iteration of the Internet as a single, universal, and immersive virtual world that is facilitated by the use of virtual reality (VR) and augmented reality (AR) headsets In colloquial usage, a "metaverse" is a network of 3D virtual worlds focused on social and economic connection.

The term "metaverse" originated in the 1992 science fiction novel Snow Crash as a portmanteau of "meta" and "universe". Metaverse development is often linked to advancing virtual reality technology due to the increasing demands for immersion. Recent interest in metaverse development is influenced by Web3, a concept for a decentralized iteration of the internet. Web3 and metaverse have been used as buzzwords to exaggerate the development progress of various related technologies and projects for public relations purposes. Information privacy, user addiction, and user safety are concerns within the metaverse, stemming from challenges facing the social media and video game industries as a whole

Implementations


A screenshot of Second Life with people-like models sitting outside on couches around a coffee table. The person second from the right is in a red character suit. In the background in the distance, behind matchstick-shaped trees, are four towers. One tower is glowing with energy, and the tower on the far right is actually a giant space suit. Being a video game from the 2000s, the graphical fidelity is low, lacking shadows, ambient occlusion, and complex materials.

Avatars socialising in the virtual world Second Life

UMC 5arah's topic link: Topic: SecondLife

Components of metaverse technology have already been developed within online video games. The 2003 virtual world platform Second Life is often described as the first metaverse, as it incorporated many aspects of social media into a persistent three-dimensional world with the user represented as an avatar, but historical claims of metaverse development started soon after the term was coined. Early projects included Active Worlds and The Palace.

Popular games described as part of the metaverse include Habbo Hotel, World of Warcraft, Minecraft, Fortnite, VRChat, and game creation platform Roblox which has since employed significant usage of the term in marketing. In a January 2022 interview with Wired, Second Life creator Philip Rosedale described metaverses as a three-dimensional Internet that is populated with live people. Social interaction and 3D virtual worlds are often an integral feature in many massively multiplayer online games.

In 2017, Microsoft acquired the VR company AltspaceVR, and has since implemented virtual avatars and meetings held in virtual reality into Microsoft Teams.

In 2019, the social network company Facebook launched a social VR world called Facebook Horizon. In 2021, Facebook was renamed "Meta Platforms" and its chairman Mark Zuckerberg declared a company commitment to developing a metaverse. Many of the virtual reality technologies advertised by Meta Platforms remain to be developed. Facebook whistleblower Frances Haugen criticised the move, adding that Meta Platforms' continued focus on growth-oriented projects is largely done to the detriment of ensuring safety on their platforms. Meta Platforms has also faced user safety criticism regarding Horizon Worlds due to sexual harassment occurring on the platform. in 2021, Meta made a loss of over $10 billion on its metaverse development department, with Mark Zuckerberg saying he expected operating losses to "increase meaningfully" in 2022.In February 2023, Zuckerberg wrote a Facebook post announcing the company's pivot away from the metaverse to focus on AI.

Some metaverse implementations rely on digital currencies, and often cryptocurrency. Assets within the metaverse are sometimes traded as non-fungible tokens (NFTs) and track ownership using blockchain technology.

Proposed applications for metaverse technology include improving work productivity, interactive learning environments, e-commerce, mass-audience interaction,healthcare, real estate, and fashion.

Technology

Hardware

Access points for the metaverse includes general-purpose computers and smartphones, augmented reality, mixed reality, and virtual reality.

Dependence on VR technology has limited metaverse development and wide-scale adoption. Limitations of portable hardware and the need to balance cost and design have caused a lack of high-quality graphics and mobility. Lightweight wireless headsets have struggled to achieve retina display pixel density needed for visual immersion. Another issue for wide-scale adoption of the technology is cost, with consumer VR headsets ranging in price from $300 to $3500 as of 2022.

Current hardware development is focused on overcoming limitations of VR headsets, sensors, and increasing immersion with haptic technology.

Software

There has been no wide-scale adoption of a standardized technical specification for metaverse implementations, and existing implementations rely primarily on proprietary technology. Interoperability is a major concern in metaverse development, stemming from concerns about transparency and privacy. There have been several virtual environment standardization projects.

Universal Scene Description is a specification for 3D computer graphics interchange created by Pixar and supported by Blender, Apple's SceneKit and Autodesk 3ds Max. The technology company NVIDIA announced in 2021 they would adopt USD for their metaverse development tools.

glTF is a specification for the efficient transmission and loading of 3D scenes and models by engines and applications created by the Khronos Group, an industry consortium developing royalty free open standards. In August 2022 it was announced that glTF 2.0 had been released as the ISO/IEC 12113:2022 International Standard.

OpenXR is an open standard for access to virtual and augmented reality devices and experiences. It has been adopted by Microsoft for HoloLens 2, Meta Platforms for the Oculus Quest,[62] HTC for the HTC Vive, Qualcomm for the Snapdragon Spaces XR Developer Platform, and Valve for SteamVR.

Criticism and concerns

Feasibility

In a February 2022 article for The New York Times, Lauren Jackson argued that the metaverse is "stalled from achieving scale by a lack of infrastructure for both hardware and software, a monopolistic approach to platform development, and a lack of clear governance standards."

In December 2021, Raja Koduri, senior vice president of Intel, claimed that "Truly persistent and immersive computing, at scale and accessible by billions of humans in real time, will require even more: a 1,000-times increase in computational efficiency from today's state of the art."

In an article for The New York Times on October 26, 2022, Ryan Mac, a technology reporter, claimed that for the past year, Mark Zuckerberg has struggled to find the best way to achieve the metaverse. He failed.


What Makes The $3000 Apple VR headsets Special




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« Last Edit: June 05, 2023, 11:38:06 PM by Administrator »

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Re: VR or Virtual Reality and the Metaverse - is it the next thing?
« Reply #1 on: June 05, 2023, 10:41:46 PM »
THESE VIDEOS USE A VR NAVIGATION WHEEL ON THE TOP LEFT OF YOUR SCREEN - SO YOU CAN VIEW THEM IN 360°


Youtube VR Channel: https://www.youtube.com/channel/UCzuqhhs6NWbgTzMuM09WKDQ


Remember Second Life? It’s Now Taking On Big Tech’s Metaverse | WSJ






Youtube Second Life channel: https://www.youtube.com/@secondlife


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« Last Edit: June 06, 2023, 12:47:17 AM by Administrator »

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Re: VR or Virtual Reality and the Metaverse - is it the next thing?
« Reply #2 on: February 12, 2024, 06:07:37 PM »
I lived inside a Vision Pro for two weeks. Here’s what it was like.

This $3,499 headset is rough around the edges, but it made me optimistic about ‘spatial’ computing

https://www.washingtonpost.com/technology/2024/02/12/apple-vision-pro-review/






SAN FRANCISCO — I’ve fallen asleep watching movies on a Vision Pro, the $3,499 face computer Apple released earlier this month.

I watched virtual planes land in Atlanta while listening to air traffic control, then edited a spreadsheet of addresses for wedding invites. I examined a roast through the headset’s cameras, and ate it without stabbing myself.

Take it from me: Life inside this headset is equal parts mesmerizing and messy.

When you get into the groove, using the Vision Pro can feel thrilling. But when things don’t work the way you expect — which in my case was pretty often — you may wonder why you didn’t just use the gadgets you already have.

To see what “spatial computing” could really do for me, I wore the Vision Pro every day for two weeks. Here’s what you should know





What it’s like to wear the headset for hours


Comfort: I could wear the 1.3-pound Vision Pro for four or five hours before my neck needed a break, but I had to adjust the fit often. (And yes, taking it off is always a relief.) I never felt nauseous, and a colleague prone to motion sickness found the experience surprisingly bearable — but she still started feeling uneasy after 45 minutes.

Navigation: When you open an app, it just floats wherever you stick it in the world around you, even if you walk away. Bring an app close to you, and you can interact with it the way you would on an iPad.

But you’ll also have to get used to navigating with your eyes. For apps you’re not right next to, you can look right at them and put your thumb and index finger together to select something. I’ve watched total novices figure it out instantly — but there’s still a learning curve.

Frequently, I’ve looked at some something I wanted to select and pinched my fingers, only for nothing to happen. I’ve “clicked” on the wrong thing because elements of an app or webpage were too close together. I’ve even flicked app windows someplace else completely, because I didn’t realize my fingers were touching before I moved my hand.

“Spatial” computing: If the Vision Pro has one purpose, it’s to let you put the content and apps you want to use where you need them. You can have 9 or 10 apps running before the headset starts to struggle, and I’ve spent days trying apps in different places to see what feels useful. Surprisingly, those floating apps were most helpful when dealing with daily drudgery.

I hand-wash dishes a lot, and it’s supremely tedious. But it’s less so when I have a YouTube video floating above my sink, one that I can interact with without drenching my phone or touching my ear buds.

I also always forget about clothes in the dryer. Now, when, I do a load of laundry, I can hang a virtual timer in my hallway as a visual reminder.

And on short afternoon workouts, I kept Slack and my email floating off to my side while (slowly) riding a stationary bike. By spinning a small dial (the “Digital Crown”), I could replace my apartment with a craggy Hawaiian landscape, complete with the sound of a lonely wind. I didn’t even need to reach for another device when someone needed me; I just pulled the app window over with a pinch and went to work.

Silly? Maybe — but now that I’ve tried these things, I really want to keep doing them.

Work and play

In theory, the Vision Pro can be a portable, private office — just strap in, arrange your work apps, and get to it.

I tried this for a few hours each day, and it’s definitely doable. It helps to pair a Bluetooth keyboard and one of Apple’s trackpads to the headset, since using the built-in virtual keyboard is a chore.

But to get work done fast, I had to lean on the headset’s Virtual Desktop mode, which connects to a nearby Mac and turns its screen into a virtual window you can resize and stick where you like. When I’m editing my photos or tediously formatting all those wedding invite addresses, a big-screen version of my computer surrounded by vast, virtual environments is tough to beat.


https://www.washingtonpost.com/video/technology/48-hours-with-apples-vision-pro-is-it-worth-the-hype/2024/02/02/8e1f160b-5a2b-45e7-b2ff-cf0de89aa737_video.html


But even this comes with quirks. If you have an Apple laptop, you just have to look at it — a “Connect” button will appear over the computer. But if you use something like a Mac Mini, or a closed MacBook hooked up to a monitor, the Vision Pro may struggle to find it. (As I sat down to write this article, it took three tries to get the Virtual Desktop working.)

The headset’s super-sharp screens also mean it’s wonderful for just watching things. I missed “Oppenheimer” in Imax earlier this year, but cuing it up on a virtual screen as big as my living room wasn’t a bad alternative. And the sound coming from a set of lump-like speakers was so good that I mostly left my ear buds behind.

You’ll also want to keep the Vision Pro’s battery pack plugged in during longer movies; I generally got between two and three hours of use from a single charge.





These are, arguably, what the Vision Pro is best at right now. The Vision Pro’s App Store could change that in time; for now it’s a funky a blend of the practical (like Microsoft’s Office apps), the gimmicky (like “Day,” which lets you spin VR turntables), and the odd-yet-earnest (like “Xaia,” an immersive AI therapy tool.)

A social experiment

People treat you a little differently when you’re wearing a Vision Pro.

Sure, you can see them almost normally through the headset’s cameras. I say “almost” because you’ll see that video feed blur a little while moving your head. (Be careful walking over to them, too, since the headset blocks your peripheral vision.)

But assuming you’re looking right at someone, they may be peering back at a set of hazy digital eyes on the headset’s outer screen. Those “eyes” are powered by the Vision Pro’s still-in-beta “Personas,” your virtual stand-for FaceTime video calls or Zoom meetings.

My traveling fiancée was happy to cut our nightly FaceTime calls short after seeing it.

I was nearly ready to write my Persona off until a friend with a Vision Pro FaceTimed me to catch up. The first half-hour of looking at his faux-face was unnerving. But as the conversation stretched into an hour, and then another, the weirdness had evaporated — it just felt like I was looking at my friend, not some weird facsimile. And he felt the same way.

You can, and probably will, get used to these things. The real question is how fast, and who may avoid you until they get used to it, too.

Unfortunately, the Vision Pro also has a sharing problem.

A Guest User mode lets your friends see what the fuss is about, but two out of three people I’ve tried it with struggled to get through the setup process. (One person put the headset on four times before it even recognized it wasn’t looking at me.)

And no support for multiple users means communal use at home isn’t possible the way it is with a Mac or iPad.

Thankfully, there’s at least one way the Vision Pro can make you feel more connected to others: You can use it to view immersive videos captured with an iPhone 15 Pro, 15 Pro Max, or another Vision Pro. (Don’t worry: You can watch them as normal 2D videos on an iPhone.) They don’t always feel lifelike, but when scenes were captured just right, I felt present — and a little less alone — in moments and with people who weren’t really there.





So, why bother?

You probably know you don’t need this right now. It’s bulky, expensive and very much a first-generation product. But it’s also a glimpse at a new way of living with technology; one I think a lot of people could find helpful if they get past some inherent weirdness.

You might want to try it by scheduling a demo at an Apple Store. Better to lose 25 minutes than thousands of dollars.

After these two weeks, I’m sold on what the Vision Pro can do. I want to keep app windows around me in just the right places, shut out the world sometimes when I need some alone time, and pop back in when I’m ready. I just don’t want to wear a hefty headset on my face to be able to do these things, or shell out at least $3,499 for it.

But it’s a start.

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Re: VR or Virtual Reality and the Metaverse - is it the next thing?
« Reply #3 on: February 12, 2024, 06:25:08 PM »



https://hello.vrchat.com/


Wikipedia: https://en.wikipedia.org/wiki/VRChat

VRChat is an online virtual world platform created by Graham Gaylor and Jesse Joudrey and operated by VRChat, Inc. The platform allows users to interact with others with user-created 3D avatars and worlds. VRChat is designed primarily for use with virtual reality headsets, such as the Oculus Rift and Oculus Quest series, SteamVR headsets (such as HTC Vive), and Windows Mixed Reality, but is also usable without VR in a "desktop" mode designed for either a mouse and keyboard or gamepad.

VRChat was first released as a Windows application for the Oculus Rift DK1 prototype on January 16, 2014, and was later released to the Steam early access program on February 1, 2017.


Over 25,000 Community Created Worlds and Growing

VRChat offers an endless collection of social VR experiences by giving the power of creation to its community.
Whether you're looking for new VR experiences or have an idea of your own, VRChat is the place to be.


Why You Should Join VRChat

Interact with people all over the world
Experiment with identity by trying new avatars
Many users report that VRChat has helped overcome social anxiety
Create long lasting friendships
Express yourself
Build worlds and invite people to them
Play and have fun


Steam: https://store.steampowered.com/app/438100/VRChat/
Facebook: https://www.facebook.com/groups/vrchat
X - Twitter: https://twitter.com/VRChat
Youtube: https://www.youtube.com/VRChat

Twitch.tv: https://www.twitch.tv/vrchat





https://www.twitch.tv/cyberbear_vr





https://www.twitch.tv/necronekovr





https://www.twitch.tv/mausvr


« Last Edit: February 12, 2024, 09:57:15 PM by Administrator »