Difference between revisions of "Metaverse"

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The Metaverse is a collective virtual reality (VR) created by the author Neal Stephenson, in his 1992 sci-fi classic Snow Crash. In this global-spanning virtual world, billions of users could socialize (e.g. hanging out in 3D bars and nightclubs), meet people, and do business. People could also play games in the Metaverse, although this was not its main goal. The concept of the Metaverse rapidly gained popularity after the novel’s release, and has influenced various personalities in the virtual reality and gaming industries <ref name=”1”> Ewalt, D. M. (2014). Mark Zuckerberg wants to build the Metaverse, and that's OK. Retrieved from https://www.forbes.com/sites/davidewalt/2014/03/26/mark-zuckerberg-wants-to-build-the-metaverse-and-thats-ok/#24abc9906230</ref> <ref name=”2”> Infante, A. (2014). 5 ways the Metaverse won’t be like you think. Retrieved from http://www.makeuseof.com/tag/5-ways-metaverse-wont-like-think/</ref>.
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The Metaverse is a collective [[virtual reality]] (VR) created by the author Neal Stephenson, in his 1992 sci-fi classic [[Snow Crash]]. In this global-spanning virtual world, billions of users could socialize (e.g. hanging out in 3D bars and nightclubs), meet people, and do business. People could also play games in the Metaverse, although this was not its main goal. The concept of the Metaverse rapidly gained popularity after the novel’s release, and has influenced various personalities in the [[virtual reality]] and gaming industries <ref name=”1”> Ewalt, D. M. (2014). Mark Zuckerberg wants to build the Metaverse, and that's OK. Retrieved from https://www.forbes.com/sites/davidewalt/2014/03/26/mark-zuckerberg-wants-to-build-the-metaverse-and-thats-ok/#24abc9906230</ref> <ref name=”2”> Infante, A. (2014). 5 ways the Metaverse won’t be like you think. Retrieved from http://www.makeuseof.com/tag/5-ways-metaverse-wont-like-think/</ref>.
  
The novel portrays a posthuman world in which a large number of its inhabitants have a parallel existence in the Metaverse <ref name=”3”> Sedore, M. (2012). The dangers behind technological progress: Posthuman control in Neal Stephenson’s Snow Crash. Master of Arts Thesis, Florida Atlantic University. Retrieved from https://fau.digital.flvc.org/islandora/object/fau%3A3969/datastream/OBJ/view/dangers_behind_technological_progress.pdf</ref>. This internet-like network is mostly populated by real people who use an avatar as a form of personal representation in the virtual space. The digital world is envisioned as a large cyber-planet containing buildings and structures that are found in reality, and others that are not. There are also synthetic characters that inhabit the Metaverse. These vary in capability and complexity, and they interact with the real people in the virtual space like they were avatars of other real characters <ref name=”4”> Allbeck, J. M. and Badler, N. I. (1998). Avatars á la Snow Crash. Retrieved from http://repository.upenn.edu/hms/24</ref>.
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The novel portrays a posthuman world in which a large number of its inhabitants have a parallel existence in the [[Metaverse]] <ref name=”3”> Sedore, M. (2012). The dangers behind technological progress: Posthuman control in Neal Stephenson’s Snow Crash. Master of Arts Thesis, Florida Atlantic University. Retrieved from https://fau.digital.flvc.org/islandora/object/fau%3A3969/datastream/OBJ/view/dangers_behind_technological_progress.pdf</ref>. This internet-like network is mostly populated by real people who use an avatar as a form of personal representation in the virtual space. The digital world is envisioned as a large cyber-planet containing buildings and structures that are found in reality, and others that are not. There are also synthetic characters that inhabit the Metaverse. These vary in capability and complexity, and they interact with the real people in the virtual space like they were avatars of other real characters <ref name=”4”> Allbeck, J. M. and Badler, N. I. (1998). Avatars á la Snow Crash. Retrieved from http://repository.upenn.edu/hms/24</ref>.
  
The users enter the Metaverse by way of a virtual-reality headset that wraps halfway around the head; the headset has small headphones that connect to the users’ ears. According to Sedore (2012), “When one is ‘goggled’ into the Metaverse, his headset will ‘throw a light, smoky haze across his eyes and reflect a distorted wide-angle view of a brilliantly lit boulevard that stretches off into an infinite blackness. This boulevard does not really exist; it is a computer-rendered view of an imaginary place.’” <ref name=”3”></ref>
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The users enter the Metaverse by way of a [[virtual reality]] [[headset]] that wraps halfway around the head; the [[headset]] has small headphones that connect to the users’ ears. According to Sedore (2012), “When one is ‘goggled’ into the Metaverse, his headset will ‘throw a light, smoky haze across his eyes and reflect a distorted wide-angle view of a brilliantly lit boulevard that stretches off into an infinite blackness. This boulevard does not really exist; it is a computer-rendered view of an imaginary place.’” <ref name=”3”></ref>
  
 
The story’s main character is named Hiro Protagonist. He is a young man - a computer hacker by profession - that spends the majority of his time goggled into the Metaverse in order to escape from the harshness of reality <ref name=”3”></ref>.
 
The story’s main character is named Hiro Protagonist. He is a young man - a computer hacker by profession - that spends the majority of his time goggled into the Metaverse in order to escape from the harshness of reality <ref name=”3”></ref>.
  
 
==References==
 
==References==

Revision as of 18:48, 12 May 2017

The Metaverse is a collective virtual reality (VR) created by the author Neal Stephenson, in his 1992 sci-fi classic Snow Crash. In this global-spanning virtual world, billions of users could socialize (e.g. hanging out in 3D bars and nightclubs), meet people, and do business. People could also play games in the Metaverse, although this was not its main goal. The concept of the Metaverse rapidly gained popularity after the novel’s release, and has influenced various personalities in the virtual reality and gaming industries [1] [2].

The novel portrays a posthuman world in which a large number of its inhabitants have a parallel existence in the Metaverse [3]. This internet-like network is mostly populated by real people who use an avatar as a form of personal representation in the virtual space. The digital world is envisioned as a large cyber-planet containing buildings and structures that are found in reality, and others that are not. There are also synthetic characters that inhabit the Metaverse. These vary in capability and complexity, and they interact with the real people in the virtual space like they were avatars of other real characters [4].

The users enter the Metaverse by way of a virtual reality headset that wraps halfway around the head; the headset has small headphones that connect to the users’ ears. According to Sedore (2012), “When one is ‘goggled’ into the Metaverse, his headset will ‘throw a light, smoky haze across his eyes and reflect a distorted wide-angle view of a brilliantly lit boulevard that stretches off into an infinite blackness. This boulevard does not really exist; it is a computer-rendered view of an imaginary place.’” [3]

The story’s main character is named Hiro Protagonist. He is a young man - a computer hacker by profession - that spends the majority of his time goggled into the Metaverse in order to escape from the harshness of reality [3].

References

  1. Ewalt, D. M. (2014). Mark Zuckerberg wants to build the Metaverse, and that's OK. Retrieved from https://www.forbes.com/sites/davidewalt/2014/03/26/mark-zuckerberg-wants-to-build-the-metaverse-and-thats-ok/#24abc9906230
  2. Infante, A. (2014). 5 ways the Metaverse won’t be like you think. Retrieved from http://www.makeuseof.com/tag/5-ways-metaverse-wont-like-think/
  3. 3.0 3.1 3.2 Sedore, M. (2012). The dangers behind technological progress: Posthuman control in Neal Stephenson’s Snow Crash. Master of Arts Thesis, Florida Atlantic University. Retrieved from https://fau.digital.flvc.org/islandora/object/fau%3A3969/datastream/OBJ/view/dangers_behind_technological_progress.pdf
  4. Allbeck, J. M. and Badler, N. I. (1998). Avatars á la Snow Crash. Retrieved from http://repository.upenn.edu/hms/24