Layers of Metaverse
Layer 1: Experience:
Many people imagine the metaverse as a three-dimensional fictional space that surrounds us. The Metaverse, on the other hand, does not exist in 3D, much less in 2D or graphic form. It’s about the irreversible dematerialization of physical space, items, and distance. It also includes 3D games such as Fortnite for consoles, Beat Saber for virtual reality headsets, and Roblox for desktops. There’s also Alexa, who works in our kitchen. Zoom for our virtual office, Clubhouse for our cellphones, and Peloton for our home gyms.
Is our physical experience fully detached from the physical universe? Experiential opportunities that were formerly scarce can now be found in plenty. Games can help us see the path ahead: you can see yourself as an artist, a Jedi, a race car driver, or whatever else you can think of in the game. Consider what happens if you apply this principle to everyday situations. For example, a concert in a real location may sell out in the first row, but an online performance may provide an individual space for each person by ensuring that you will always be able to sit comfortably in the area you like.
The games will be expanded to feature more events inspired by live entertainment, such as music shows and immersive theatre, which may be seen in Fortnite, Roblox, and Rec Room. Internet-based entertainment complements social networks and e-sports. Traditional businesses such as tourism, education, and live entertainment will be revolutionised online as a result of game-thinking and abundance economics.
The content-community complex is a different component of the metaverse that can come from the live events I’ve discussed here. Customers used to be content consumers; now they’re also content creators and amplifiers. They were conceived as a notion in the same way that “user-generated content” was used to define simple operations like leaving comments on blogs or even uploading films in the past. Individuals no longer create material; it now originates from dialogues and is a part of the content of talks within their networks. The source of the material is content.
A web-based, interactive flywheel of content, events, and social interactions. interactions. When we talk about “immersion” in the future, we won’t just be talking about the sense of being immersed in visual space or a story-world, but also about the social aspects of being immersed and how it generates interactions and develops content.
Layer 2: Discovery
The allure and draw of exposing people to a wide range of experiences are at the heart of the discovery process. It’s a gigantic network that serves as one of the primary sources of revenue for a variety of businesses, including several of the world’s largest. In general, most discovery platforms are defined as inbound when the user is actively looking for information about the event, as well as inbound marketing that was not specifically requested by the user or even if they opt to sign up.
Layer 3: Creator Economy:
The universe’s adventure is becoming more interactive, social, and real-time, and the number of people providing the experiences is rapidly expanding. This layer comprises all of the tools that producers use on a regular basis to create enjoyable experiences.
In the past, the creator’s economies progressed in predictable ways, whether in the metaverse games, website creation, or e-commerce:
Pioneer Era:
The first individuals to design experiences using a specific technology did not have the tools to create their experiences. Therefore, they created their entire experiences entirely from scratch. The first websites were written entirely in HTML, people created personal shopping carts for online stores, and developers created code directly to gaming equipment that used graphics.
Engineering Era:
In the wake of the first signs of an industry for creativity, there’s a surge in the number of people working in groups. It’s typically expensive and slow to meet the demands of the users and the workflow becomes more complex. The initial tools on the market are designed to ease the burden of stressed engineers by providing engineers with SDKs and middleware that can aid them in saving time. For instance, Ruby on Rails (along with a myriad of different stacks of application servers) helped to make it easier for developers to create websites built on data. Graphics libraries for games like OpenGL and DirectX have been introduced to provide developers with the ability to create 3D graphics that do not require programming knowledge at a lower level.
Creator Era:
In the final analysis, makers and creators don’t require any programming hurdles which make them slow And coders are more inclined to apply their expertise to the distinct aspects of their job. This new age is marked by a swift and increasing amount of creatives. Creators are given tools, templates, and marketplaces of content that change the development process from a bottom-up process that is centred on code to an upward-facing process driven by art.
Now, you can create an eCommerce website using Shopify in a matter of minutes without knowing the smallest bit of code. Websites can be created and maintained up to date using Wix and Squarespace. 3D graphics can be made by using game engines such as Unity and Unreal without the need to make use of the basic rendering of the visual interfaces of their studios. They can use the visual interfaces within their Studios.
Experiences in the Metaverse will likely be active and interactive, as well as continuously upgraded. The experiences of creators within the metaverse are centred around centrally controlled platforms such as Roblox, Rec Room, and Manticore where an array of tools are integrated and discover social networks, as well as monetization functions, have led to an unprecedented amount of users who create experiences for others.
Layer 4: Spatial Computing:
The term “spatial computing” refers to a type of hybrid computing that blurs the lines between the physical and virtual worlds. The space-based computer, as well as the space within the computer, should ideally flow into one another. This can entail bringing space into the computer, but it’s more commonly about embedding computational power into physical objects. The majority of the time, it’s about creating systems that go beyond the usual limitations of the screen and keyboard, but without becoming a tinny simulator or interface in the process.
Spatial computing has developed into a broad class of technology that lets us be able to access and control 3D space, as well as enhance our lives with additional data and experiences. I distinguish the science behind space computing from the hardware layer, which I will go over within this Human Interface section below. To define the most significant components of the software, this would include:
3D engines for showing the geometry of the world and animation (Unity as well as Unreal)
The mapping and Interpretation of the world of the inside and the outside
the spatial map Niantic as well as the Planet-Scale as well Cesium and recognition of objects. Recognition of gestures and voice Integration of data from sensors Internet of things and biometrics taken from individuals for reasons of identification and self-quantified applications in fitness and health
Interfaces for users of the future will provide simultaneous information streams and analysis.
Layer 5: Decentralization:
The ideal arrangement of the Metaverse is the opposite of that of OASIS in Ready Player One in which it was run by a single entity. Exploration and expansion can be exponentially increased as the possibilities are expanded and technology is interoperable and created within competitive markets where creators are granted the right to use their personal information as well as their own inventions.
The most basic form of centralization can be found within the Domain Name System (DNS) which assigns IP numbers to addresses, thereby removing you from having to type with a code each when you go to websites.
Distributed computing and microservices provide an environment that allows developers to take advantage of the capabilities of the internet, ranging from commerce system-specific artificial intelligence to game systems of various kinds without the need to concentrate on developing or building back-end capabilities.
The technology behind blockchain allows for value exchange between software programs that are autonomous and autonomous, as well as new ways of disaggregating and bundling currencies and information It is an important element of decentralization.
This area of technological innovation is referred to as Web3 that frees funds from the centralization of control. Also, in the context of decentralized finance ( Defi), it is already possible to create the possibility of connecting finance Legos to develop new applications. With the advent of NFTs and blockchains specifically designed for the types of microtransactions required by games as well as the virtual world, it’s likely that we’ll be witnessing a fresh series of market decentralization as well as applications for game assets too.
“Far edge” computing will bring cloud computing close to us at home, and even into our vehicles, allowing high-performance applications with low latency and not burdening your device on the shoulders of the work. Computing power will become more of a service in grids (not like the grid of electricity) and less of a data centre.
Layer 6: Human Interface
Computers are becoming more intimate to our bodies making us cyberborgs.
Smartphones aren’t actually phones. They’re extremely portable, always connected and powerful machines that have the benefit of being able to include the phone’s application that’s already installed. They’re getting more efficient and with smaller size, the appropriate sensors as well as embedded AI technology, and the capability to connect low latency to modern edge computing and edge computing, they’ll be able to take in more and better technology and knowledge from the digital world.
This is the Oculus Quest, which is essentially an ordinary smartphone, but it’s been redesigned into a VR device. Untethering gives us an idea of where the future is going to lead us.
In the next few years, in a short period of time, the Quest 2 ought to be like those mobile phones of the past. Soon we’ll be seeing smart glasses that will be equipped to use all the functions of smartphones, along with AR and VR applications. In some time, in a few years, the Quest 2 ought to be as similar to smartphones with bricks on them of the past. In the near future, we’ll be able to wear smart glasses that will provide all of the functions of a smartphone, together with AR as well as VR apps.
In addition to smart glasses, there is a booming industry that is exploring new methods to connect us with technology:
3D-printed wearables that are printed using 3D printing, which is integrated with clothing and fashion
Biosensors are miniature, and some are printed on the skin
Maybe even consumer neural interfaces?
Layer 7: Infrastructure:
The infrastructure layer is the technology that allow devices to be connected to networks and provide information.
5G networks will significantly boost capacity while reducing latency and competition. 6G will boost the speed of your internet by an extra ten times. of magnitude.
Enabling the untethered functionality, high performance, and miniaturization required by the next generation of mobile devices, smart glasses, and wearables will require increasingly powerful and tinier hardware: semiconductors that are imminently dropping to 3nm processes and beyond; microelectromechanical systems (MEMS) that enable tiny sensors; and compact, long-lasting batteries.