Métavers

Partager
" Retour à l'index des glossaires

The Metaverse is a complex, multifaceted concept that has gained significant attention in recent times. It refers to a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent réalité virtuelle[2]. It includes the sum of all virtual worlds, réalité augmentée[1]et le Internet[5]. The implementation of the Metaverse involves various key players like Meta (formerly Facebook[3]), Microsoft[4], Nike, Activision, and Oculus. These companies use technologies such as computers, smartphones, Augmented Reality (AR), Mixed Reality (MR), and Virtual Reality (VR) to provide access points. Crucial technological foundations in this context include the X3D Specification and OpenXR standard. However, the Metaverse faces numerous challenges, including vie privée[6] concerns, computational efficiency needs, and potential health impacts. The concept is also explored widely in literature and ongoing discussions about its societal implications.

Définitions des termes
1. réalité augmentée. La réalité augmentée, souvent abrégée en AR, est une technologie qui fusionne l'environnement physique et réel avec des éléments numériques ou générés par ordinateur. Cette intégration est réalisée à l'aide de technologies avancées telles que la reconnaissance d'objets et la vision par ordinateur. La RA peut être appliquée à une gamme d'expériences sensorielles autres que visuelles, offrant une interaction multisensorielle. La technologie n'est pas limitée à un secteur spécifique et a trouvé des applications dans divers domaines, des jeux et divertissements à l'éducation, en passant par les communications et même les pratiques médicales. Le matériel nécessaire à la RA comprend un processeur, un écran, des capteurs et des dispositifs d'entrée, et l'écran peut aller des systèmes de projection optique aux appareils portables et même aux lunettes. La conception et le développement de la RA se concentrent sur la conception de l'environnement et de l'interaction, dans le but d'améliorer l'expérience de l'utilisateur et la facilité d'utilisation du système.
2. réalité virtuelle. Virtual reality, often abbreviated as VR, is a technology that simulates a user's physical presence in a digital environment. Originating as a term in the mid-1400s, the concept of VR has evolved significantly, with notable milestones including the development of the first head-mounted display and the Sensorama. Technological advancements over time have allowed VR to expand from medical and military applications to consumer use. Today, VR is widely employed across multiple industries such as healthcare, architecture, education, and entertainment. Despite facing challenges such as the closure of research labs and hardware development struggles, the field has seen significant innovations. Key aspects in VR technology include display resolution, image latency, and field of view, all crucial in creating immersive experiences. Various tools and technologies, like Virtual Reality Modelling Language (VRML), WebVR, and photogrammetry, are used to develop VR experiences. Hardware considerations for VR production often involve high frame rates, smartphone-based displays, and omnidirectional cameras.
Métavers (Wikipedia)

Les metaverse is a loosely defined term referring to virtual worlds in which users represented by avatars interact, usually in 3D and usually focused on social and economic connection.

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

Le terme metaverse originated in the 1992 science fiction novel Snow Crash as a portmanteau ou "meta" and "universe". In Snow Crash, the metaverse is envisioned as a hypothetical iteration of the Internet as a single, universal, and immersive virtual world that is facilitated by the use of réalité virtuelle (VR) and réalité augmentée (AR) headsets.

The term "metaverse" is often linked to virtual reality technology, and beginning in the early 2020s, with Web3. The term has been used as a buzzword by companies to exaggerate the development progress of various related technologies and projects for relations publiques purposes. Confidentialité de l'information, user addiction, and user safety are concerns within the metaverse, stemming from challenges facing the social media and video game industries as a whole.

" Retour à l'index des glossaires
fr_FRFR
Retour en haut