Lecture on the Metaverse

Jul 3, 2024

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
    • Need for open standards
  • 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.