The Metaverse Flashcards
Define the metaverse
The Metaverse is a virtual, digital world where people can interact, work, play, and socialize through avatars in immersive environments. It combines technologies like virtual reality (VR), augmented reality (AR), and the internet to create shared, interactive spaces that mimic or extend real-world experiences.
How has the multimedia space utilised interactive technologies?
Through augmented reality (AR), virtual reality (VR) and the use of avatars since the early 2000’s, via platforms such as Second Life, Roblox, and Fortnite.
What new opportunities can the metaverse bring?
-Immersive AR and VR applications enable substantial opportunities for interacting with customers.
-Metaverse applications will open new avenues for advertising, branding, and product development.
-Selling products in the metaverse will produce income opportunities for firms.
The metaverse and data
-The metaverse is accessed through a multitude of connected devices that each generate specifi data about individuals, their behaviour and through AR
-Consumer data can be used to predict future sales of specific products and provide marketing insights.
-Can lead to an increased understanding of consumer mood and feelings.
What caused the creation of the metaverse?
The blending of physical and dgital life which the pandemic sped up.
Metaverse and gaming
-Games like Minecraft and Fortnite provide gamers with immersive experiences.
-The metaverse brings ways to make money with gaming.
Metaverse and concerts
-Travis Scott earned 420 million for his concert in Fortnite drawing in 12.3 million players
-In Nove,ber 2021, 300 people got injured and eventually 10 died at one of this concerts.
Metaverse and fashion
-Nike acquires RTFKT a company that produces fashion items for the metaverse. If you buy a pair of shoes in real life, you can have them on your avatar.
-Adidas creates collections for the metaverse as well as otherluxury fashion brands such as Gucci, Burberry and Luis Vuitton.
-The metaverse gives the opportunity to buy real clothes in the digital environment, using immersive technologies
Metaverse and education
-The metaverse could redefine the current education models by bringing students into the historical events they are studying
-the possibility of creating interactive learning environments where students can talk to people and better understand historical events through AI
Metaverse for work
-Zoom users grow from 10 million in 2019 to 200 million in 2020
-Meeting will be different, more engaging and will allow people to effectively work from everywhere in the world
-Multiple virtual screens, an INFINITE office
-Better job training
Harrasment in the Metaverse
-36% of males and 49% of females using VR technologies have experienced harassment in public spaces
-People experience “bodily harassment,” which can be more serious than verbal harassment on social media
-Moderation in the metaverse is different than social media: it means moderating behaviour, not just words.
Metaverse and regulation/laws
-Meta is investing in creating a personal boundary feature to allow users to keep their distance from others in the metaverse
-There are some laws that oblige companies to remove illegal contents from digital spaces. However, the mechanisms to spot illegal contents are not perfect.
-AI is still not able to recognise hate speech and other illegal contents real time
Pros of the Metaverse?
-Immersive experience
-Enhanced collaboration
-New business opportunities
Personalisation and creativity
-Global connectivity
-Educational potential
-Technological innovation
Cons of the Metaverse?
-Adiciton & Mental health issues
-Distorted reality
-Economic inequality
-High costs
-Data privacy concerns
-Environmental Impact
-Lack of regulation
-Physical health risks
What is Meta investing in?
A personal boundary feature to allow users to keep their distance from others in the metaverse.
What is AI not able to do?
Recognise hate speech and other illegal contents
What is the Digital Act EU?
A law that obliges companies to remove illegal contents from digital platforms. However, mechanisms to spot illegal contents are not perfect.