ARvsVR: Who rules the metaverse?

A big factor in Microsoft's $68.7 billion acquisition of Activision Blizzard is the fight for a piece of the virtual world. Facebook founder Mark Zuckerberg is also renaming his social networking company Meta in late 2021. All the big companies talk about the "metaverse," and Walmart has entered the virtual world.

The Metaverse is the future of technology that will revolutionize society over the next decade. On the other hand, hardcore gamers and sociable teens are the only ones who use VR headsets for hours a day. This disagreement stems from the fact that the term "metaverse" means different things to different people, leading to market misunderstandings.

There is no official definition of the Metaverse , but Meta describes it as "a collection of virtual environments where you can create and explore other people who are not in the same physical space as you." You will be able to socialize, work, play, learn, Shop and Create".

Everyone has seen the movie "ReadyPlayerOne". That means deep down, we all know how this is going to play out. Given how primitive the space is, no one knows. Even big companies and people with so much investment aren't sure about the technologies that will be deployed here.

New reality!

Virtual reality has grown into an innovation that can provide any type of reality that people seek. With VR gadgets, anyone can be anyone, anywhere.

To explore the metaverse, augmented and virtual reality technologies must be deployed. We'll also consider different degrees of acceptability and radically different social implications as we discuss two different concepts closely related to the metaverse.

The main difference between the two terms is that virtual items can be embedded into an actual human environment using augmented reality technology, as shown in the diagram below.

VR, on the other hand, involves immersing yourself in a 3D virtual environment using 3D computer modeling, which is one of the most fascinating styles of graphic design.

Augmented reality (AR) is a technologically enhanced version of the real world created by using digital visual elements, music or other sensory stimuli.

virtual reality

Virtual reality (VR) is a virtual environment that can be explored 360 degrees using computer technology. Compared to traditional interfaces, virtual reality immerses users in a virtual world.

This is an important technology as virtual worlds and digital presences evolve.

The industry has grown to have digital real estate, buildings and museums.

In the future, VR will create jobs and people will operate with VR devices in front of them. What kind of world would that be.

my personal opinion

Although everyone has their own opinion on which technology they think will beat the others. This is my opinion.

VirtualMetaverse (avatar-based virtual reality environments) will become more popular, but only temporarily. On the other hand, the Augmented Metaverse (merging real and virtual worlds into one immersive and unified reality) will affect everyone on Earth and will revolutionize civilization. I believe the Augmented Metaverse will be the technology of the future.

The entire VR experience becomes miserable almost immediately, as wearing a scuba mask on an individual's face for extended periods of time can be restrictive and claustrophobic. And, here's the thing: Even with 3D glasses (i.e. shutter glasses for viewing 3D on a flat panel display), the limiting experience doesn't go away. This is because the individual still has to keep their gaze forward, as if wearing a blindfold to the real world. This could make almost anyone want to lift the blindfold and let the power of virtual reality blend into the real physical environment.

The problem with virtual reality is that it takes advantage of the natural feeling humans have of being isolated from their surroundings. That is, in the end, the real obstacle to the ubiquity of fully virtual worlds in our lives. It's not a natural experience.

So when the metaverse is widely accepted, it will be an augmented reality accessible through a see-through lens. This is still the case even as virtual reality equipment increases the precision to lifelike levels. Once again, however, precision will not be the driving force for widespread adoption. Instead, technologies that provide the most natural experience for the human perceptual system will be employed. Integrating digital content directly into our physical environment is the most natural way to expose it to humans.

All sensory signals (vision, sound, touch and movement) are coordinated in your brain to provide a single mental model of the world. This can be done with relatively low precision in augmented reality, as long as the virtual elements register convincingly in space and time to your surroundings.

However, building a unified environment-aware image in virtual reality is much more difficult. This may seem surprising, considering how much easier it is for VR technology to generate high-precision graphics. However, this is not a problem. Your body is the problem. Unless you're using complex and impractical hardware, your body will sit or stand still, but most virtual experiences include mobility. Because of this difference, your brain is forced to create and maintain two distinct models of the environment: one for your real environment and one for the virtual world you see through your headset.

Augmented reality will not only replace virtual reality as our primary gateway to the virtual world, but it will also replace the current mobile and desktop ecosystem as our primary interface with digital content. After all, walking down the street with your neck bent and staring at your phone is not the most natural way to present content to the human perception system. Augmented reality is, which is why I believe that within a decade, AR hardware and software will be the dominant platform, eclipsing the phones and desktops in our lives.

After all, that's just my opinion. Yours are important too!

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Origin blog.csdn.net/lianke77/article/details/123349812