NAB
The metaverse is the emperor’s new clothes. It’s a vague
concept of a second life in the digital space provided to humans by tech
corporations via VR sets. It’s nothing more than a marketing ploy that Meta,
for one, is using to divert attention from scrutiny of the damage Facebook has
done to truth and democracy.
article here
That’s one way of looking at it, of course, and one
that Vasily Petrenko, CEO and co-founder of Another World VR, adheres to.
He’s irked by the confusion around the idea of the metaverse
“because tech leaders typically don’t bother to elaborate on the practicalities
of it.”
Another problem Petrenko has with the current usage of the
word “metaverse” is that it erases the decades of VR innovation history that
came long before Meta.
“The truth is that metaverses already exist, while Zuckerberg’s
metaverse at this point is a hazy concept-in-the-making.”
Petrenko points to concrete examples that until recently
would be called Virtual Reality but can justifiably now be called metaverse
prototypes.
His list includes Fortnite, Epic Games’ online multiplayer
game, which has also become a platform for hosting social events like concerts.
Petrenko likens the pioneering nature of theme park
attractions, where virtual reality rides have for years combined
ultra-resolution visuals with haptics like moving seats and full-body
interaction to “provide a far more robust experience,” and one that “more
closely resembles that of the physical world, compared to the experience of
traditional video gameplay.”
There are, of course, many examples of VR’s almost routine
use as an educational tool in schools or a training tool in military or medical
facilities, while museums are using the technology to take their exhibitions on
tour — virtually.
While acknowledging the technical limitations that these VR
‘verses have, Petrenko argues that the singular focus of VR developers will
likely succeed in creating more fully rounded metaverse experiences long before
Facebook.
It’s an odd opinion to hold given that Meta’s Oculus is the
market-leading consumer headset, and that Meta is pumping billions into
building practical metaverse experiences such as Meta Horizon Worlds, a
platform expressly encouraging VR creators and users to collaborate and
participate in virtual communities.
What Meta is trying to achieve, and this has been
Zuckerberg’s vision since acquiring Oculus, is a social virtual experience: to
transplant the networks of relationships of Facebook into a 3D digital space.
His idea is that users can experience live events virtually in VR
(entertainment, work, training) and enable users communicate in real time with
other people inside them.
You can argue whether Meta’s vision extends to the true
interconnectivity demanded of metaverse purists or whether Meta will want to manage
it as a closed shop, but surely Oculus with all of the millions of dollars
being pumped into it will succeed on a grander scale than piecemeal independent
VR projects.
In addition, wearing VR gear inhabiting a VR experience for
any great length of time is simply uncomfortable, disorientating and not a lot
of fun.
Petrenko also completely ignores the idea gaining ground
that augmented reality is likely the most acceptable form of real/virtual
fusion that will take the metaverse mainstream.
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