Metaverse

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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 virtual reality[2]. It includes the sum of all virtual worlds, augmented reality[1], and the 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 privacy[6] concerns, computational efficiency needs, and potential health impacts. The concept is also explored widely in literature and ongoing discussions about its societal implications.

Terms definitions
1. augmented reality. Augmented Reality, often abbreviated as AR, is a technology that merges the physical, real-world environment with digital or computer-generated elements. This integration is achieved using advanced technologies such as object recognition and computer vision. AR can be applied to a range of sensory experiences beyond just visual, providing a multi-sensory interaction. The technology is not limited to any specific sector and has found applications across various fields from gaming and entertainment to education, communications, and even medical practices. The hardware required for AR includes a processor, display, sensors, and input devices, and the display can range from optical projection systems to handheld devices and even eyeglasses. The design and development of AR focus on environmental and interaction design, aiming to enhance user experience and system usability.
2. virtual reality. 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.
Metaverse (Wikipedia)

The 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

The term metaverse originated in the 1992 science fiction novel Snow Crash as a portmanteau of "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 virtual reality (VR) and augmented reality (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 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.

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