Metaverse is a term used to describe a collective virtual shared space that allows users to interact with a computer-generated environment and each other in real-time. It is an advanced form of virtual reality that goes beyond individual experiences and enables a shared immersive experience that mimics real-world environments and social interactions. Metaverse technology has been gaining popularity in recent years and is expected to be a key component of the next generation of the internet.
The concept of the metaverse originated in science fiction literature and has since evolved into a reality, with various companies developing platforms and technologies to create a virtual shared space. Metaverse environments can be created using virtual reality (VR) or augmented reality (AR) technologies, allowing users to experience a fully immersive environment or a hybrid of the real and virtual world.
Metaverse applications can be used in a variety of industries, including gaming, education, social media, and e-commerce. In gaming, metaverse environments allow players to interact with each other and explore complex virtual worlds with advanced artificial intelligence and physics engines. In education, metaverse technology can create immersive learning experiences, allowing students to explore historical events or scientific concepts. In social media, metaverse technology can create virtual social spaces where users can interact with each other in a variety of settings. In e-commerce, metaverse technology can be used to create virtual storefronts, allowing customers to browse and purchase products in a fully immersive environment.
As technology continues to evolve, the metaverse is expected to become an increasingly important part of the way we interact with each other and the world around us. It has the potential to create entirely new industries and change the way we work, learn, and socialize. However, there are also concerns about the impact of metaverse technology on privacy, security, and societal norms. As the metaverse continues to develop, it will be important to address these concerns and ensure that this technology is used in a way that benefits society as a whole.
2. Disclaimer
This presentation is for educational and informational purpose only, not advice or
guarantee of outcome. Information is gathered and shared from reputable
sources; however the author is not responsible for errors or omissions in reporting
or explanation.
3. What is the Metaverse?
● The Metaverse is the successor to today’s Internet. Think of the Metaverse as a
universe of inter-connected virtual words. And just like smartphone users jump
between apps on mobile devices, Metaverse users will jump from one world to
another without needing to return to real life.
● No matter what you believe the term actually means, "the metaverse" is not a single
destination. Instead, it will be a massive system that presents an undeniable
opportunity for industries across the globe.
● Meta believes there will be 1 billion metaverse users by 2030. Don’t think of the
Metaverse as merely a virtual twin of your existing life. Instead, consider it an array of
alternative realities with unexpected possibilities and psychological effects.
● The Metaverse will change how humans interact with technology, with one another,
and with the world. Ultimately, it will even upend the concept of what a world is.
4. Origin of Metaverse
The words "meta" and "universe" were combined to create the phrase "metaverse," which first
appeared in the science fiction book Snow Crash in 1992. The growing demand for immersion makes
the development of the metaverse frequently associated with improvements in virtual reality
technology. Web3, a theory for a decentralised internet, has recently sparked interest in metaverse
development.
Online video games have already included elements of metaverse technology. Because it combined
many social media elements into a persistent three-dimensional world with the user represented by an
avatar in 2003, the virtual world platform Second Life is frequently referred to as the first metaverse.
However, historical claims of metaverse development began soon after the term was coined. Active
Worlds and The Palace were among the early works. Popular video games that have been referred to
as being a part of the metaverse are Roblox, the World of Warcraft, Minecraft, Fortnite, and Habbo
Hotel.
A virtual VR reality named Facebook Horizon was introduced by the social network corporation
Facebook in 2019. Facebook changed its name to "Meta Platforms" in 2021, and its chairman Mark
Zuckerberg committed the organisation to creating a metaverse. Many of the virtual reality
technologies that Meta Platforms promote are still in the development phase.
5. Why does it matter?
❖ It matters because of the economic value up for grabs.
The advent of the Internet made most industries go
“digital”.
❖ And now, 30 years later, about 15 percent of the world
economy is purely digital, while the remaining 85pc is
digitally enhanced.
❖ So the Internet’s footprint is everywhere. Expect the
Metaverse to take over the global economy at a
comparable rate and in a similar timeframe.
❖ Moreover, if going digital was a big shift, this next one
would be even bigger due to the increasing criticality of
technology to economic activity.
11. Potential Cases of Metaverse
● Education: Covid-19 enforced ‘Zoom School’ on the world, but we soon realised it
couldn’t replace presence in the classroom. That’s where the Metaverse shines.
● Real estate: The best way to illustrate this is via an example. In July, UAE’s largest
real estate company Damac declared a $100 million investment in Metaverse
technology.
● Fashion and apparel: As the Metaverse takes off, so will virtual fashion. We’re
already seeing virtual fashion brands like ‘dressx’ making a mark and virtual
influencers like ‘lilmiquela’ playing muse to fashion houses on Instagram.
● Defence and security: Many countries including Pakistan have established
combat aircraft programme with a growing export market that virtual reality
simulators will further stimulate.
12. Potential Cases of Metaverse
● Tourism: Imagine 3D videos and immersive VR that depict flying like a bird over valleys ,
virtually climbing mountain peaks, or experiencing the best camping sites in the world.
Marketing like that will naturally pique a lot of interest and vigorously feed tourism.
● Skills training: Be it professional sportsmen, medical staff, machine operators, or health and
safety professionals, high-quality training is a vital ingredient for productivity and excellence.
The Metaverse can facilitate such training effectively while offering substantial time and cost
savings.
● Healthcare: Metaverse technology will cause a disruptive shift in healthcare, providing better
surgical precision, opening new channels of treatment and lowering costs while improving
patient outcomes.
16. Predictions About Metaverse
Metaverse Prediction No. 1: It Won’t Go Mainstream for 3-5 Years
Metaverse Prediction No. 2: Serious Privacy, Security, and Legal Concerns
Will Arise
Metaverse Prediction No. 3: Design and Tech Services Will Be in Extremely
High Demand
Metaverse Prediction No. 4: Standardization Is Coming
17.
18. Conclusion
The technology of the metaverse is several steps ahead of what we are accustomed to in the
real world. Moving forward, if everything becomes virtual, people will no longer have direct
human contact, and the next generation may not even recognise the value of this. Imagine a
period when the immersive nature of new technology causes you to lose all direct human
interaction! Although technology will undoubtedly play a larger role in our lives, it can also
utterly detach people from their surroundings. The transformation that has occurred as we
have leaned more toward technology is clearly evident to everyone. In contrast to a decade
ago, when people would congregate and recall old experiences, today many would prefer to
utilise their mobile phones. Such circumstances would only worsen when the metaverse
became overpopulated.
19. References
1. The Metaverse and How It Will Revolutionize Everything by Matthew Ball.
2. https://www.forbes.com/sites/forbestechcouncil/2022/09/20/the-
metaverse-from-a-developers-perspective/?sh=7930cc3371a4
3. https://www.dawn.com/news/1711561/the-metaverse-opens-up-a-world-of-
possibilities-for-pakistan-can-we-take-advantage
4. https://dreamcast.co/blog/metaverse/
5. https://www.toptal.com/insights/innovation/metaverse-and-business
6. PIAIC Resources: https://www.panaverse.co/