Metaverso

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

Definições de termos
1. realidade aumentada. 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. realidade virtual. A realidade virtual, frequentemente abreviada como RV, é uma tecnologia que simula a presença física de um utilizador num ambiente digital. Com origem num termo de meados dos anos 1400, o conceito de RV evoluiu significativamente, com marcos notáveis que incluem o desenvolvimento do primeiro ecrã montado na cabeça e o Sensorama. Os avanços tecnológicos ao longo do tempo permitiram que a RV se expandisse das aplicações médicas e militares para a utilização pelos consumidores. Atualmente, a RV é amplamente utilizada em vários sectores, como os cuidados de saúde, a arquitetura, a educação e o entretenimento. Apesar de enfrentar desafios como o encerramento de laboratórios de investigação e dificuldades no desenvolvimento de hardware, este domínio tem registado inovações significativas. Os principais aspectos da tecnologia de RV incluem a resolução do ecrã, a latência da imagem e o campo de visão, todos cruciais para a criação de experiências imersivas. São utilizadas várias ferramentas e tecnologias, como a linguagem de modelação da realidade virtual (VRML), a WebVR e a fotogrametria, para desenvolver experiências de RV. As considerações de hardware para a produção de RV envolvem frequentemente taxas de fotogramas elevadas, ecrãs baseados em smartphones e câmaras omnidireccionais.
Metaverso (Wikipédia)

O 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 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 realidade virtual (VR) and realidade aumentada (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 relações públicas purposes. Privacidade da informação, 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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