Lecture on the Metaverse
Introduction
- Speaker: Lecture/conference about the Metaverse
- Main Focus: Imagination of what the metaverse will enable, creative economy, necessary technology, and collaborative building efforts.
Evolution of Technology
- Past: Text on computers (early Facebook)
- Progression: Cameras on phones → visual internet → faster connections → video content
- Future: Metaverse – an embodied internet to be in the experience, not just look at it
- Experiences: Work, learn, play, shop, create new categories
Vision for the Metaverse
- Successor to Mobile Internet: Feeling present with others
- Enhanced Expression: New immersive ways, deep connection
- Examples: Video sharing, games, virtual meetings
- Goal: Better use of screen time, more natural and vivid interactions
Challenges and Opportunities
- Building Blocks: Existing and emerging technologies
- Purpose: Focus on future rather than just yearly products
- **Types of Experiences: Connecting socially in virtual spaces
Socializing in the Metaverse
- Concept of Home: Virtual representation of physical home, new virtual possibilities, beautiful views
- Presence Feeling: Real-time interaction, facial expressions, body language
- Avatars: 3D representations reflecting expressions and gestures for richer interactions
- Work, social, gaming avatars
- Virtual wardrobe with digital clothes
Meta Homes and Spaces
- Home Space: Design and personalize it, invite friends, store digital goods
- Teleportation: Moving across virtual worlds and experiences
- Different spaces created by users
Interoperability and Ownership
- Interoperability: Avatars and items across different apps and experiences
- Ownership: Own items across platforms, important for metaverse economy
- Technical Work: Crypto, NFTs, governance norms
Privacy and Safety
- Importance: Needs to be integrated from day one
- Features: Control over presence, block functionality, private spaces
Bringing Physical World into Metaverse
- Media: Photos, videos, art, music, movies, books, games
- Holograms: Replace physical items like TVs with virtual holograms
- Device Interoperability: VR, AR glasses, computers, phones for diverse experiences
Interaction with Devices
- New Methods: Hand gestures, voice commands, thought-controlled actions
- Focus: Device integration without overshadowing experiences
Gaming and Entertainment
- Immersive Experiences: Fantasy worlds, standard games with new features
- Live-Service Games: Continuous updates and content
- Major Studios: Collaborations with developers
- Upcoming Games: Multiple game announcements and potential releases
Fitness in the Metaverse
- Fitness Activities: VR workouts, sword fighting, dancing
- Social Fitness: Group activities, AI training, AR charity rides
- Accessories Pack: Comfortable VR gear for fitness
Work in the Metaverse
- Remote Work Evolution: Need for better tools for collaboration
- New Workspaces: Virtual offices, customization, shared physical spaces
- Integration of 2D Apps: Dropbox, Slack, Facebook, and Instagram
Learning and Education
- Immersive Learning: Virtual classrooms, historical era immersions
- Practical Applications: Medical training, earth science explorations with VR
- Example: David Attenborough’s documentary
- Funding: $150 million set aside for creators to build immersive learning content
Creator Economy
- Tools and Monetization: Spark AR, Horizon marketplace
- AR creation democratized for novices
- Support for Creators: Efforts to ensure sustainable creator economy
Commerce in the Metaverse
- Selling Digital and Physical Items: New business models
- Ownership Models: NFTs, selling limited-edition objects securely
Hardware Developments
- Project Cambria: High-end VR product
- Focus: Eye contact, facial expressions
- Optics Advances: High-quality displays, pancake optics for slim profiles
- Pass-Through Technology: Colored mixed reality pass-through
Augmented Reality
- Ray-Ban Stories: First smart glasses (pictures, calls, music, $299)
- Project Nazaré: Full AR glasses, hologram displays
- Technical Challenges: Integration of technology into a normal glasses form factor
Research Initiatives
- Codec Avatars: Realistic avatars with facial expressions and gestures
- Neural Interfaces: EMG input for AR glasses, combined with AI
- Research and Collaboration: External research funding, responsible innovation
Company Rebranding
- New Identity: From Facebook to Meta
- Reflects broader mission beyond social media
- Focus: Building the metaverse with the community
- Mission: Connecting people with innovative technology
Key Takeaway: Meta’s vision involves creating an embodied internet where technology facilitates more natural and immersive human connections across various domains including socializing, work, education, and entertainment.