Join the metaverse; the virtual world that facebook's zuckerberg is creatingaditi agarwal
Facebook plans to announce a rebranding and name change to focus on building the "metaverse" at its annual Connect conference on October 28th. The metaverse refers to a future version of the internet that combines digital, physical, and virtual worlds, allowing users to meet, work and share virtual spaces using technologies like virtual and augmented reality. Facebook has invested $50 million to build out the metaverse and plans to create 10,000 new jobs in Europe over the next five years focused on its development. While still in its early stages, the metaverse could fundamentally change how people interact and use technology through virtual avatars and shared virtual environments across gaming, work, social media and more.
Facebook’s ‘Metaverse’ is Rocket Fuel for Blockchain Virtual Land ProjectsNext Earth
Facebook announced plans to pivot towards becoming a "metaverse company" and creating a virtual world, but many are skeptical of one company controlling users' virtual identities and data. Next Earth is creating an open and distributed virtual world called a "metaverse" that is owned by its users through blockchain technology. They are selling virtual land NFTs which represents true digital ownership for users in this decentralized metaverse alternative to Facebook's proposed centralized world. Next Earth aims to give users control over their own identity, data, and experiences in a globally governed virtual world without restrictions from a single company.
This document defines the metaverse and explores ways companies are entering and conducting commerce within virtual worlds. It begins by defining the metaverse as a network of 3D virtual worlds accessed synchronously by many users. Examples are given of companies like Meta/Facebook and Roblox investing in the metaverse. The document then explores how brands are partnering with games like Fortnite and Roblox to reach users. Examples of fashion brands and retailers experimenting with virtual stores, NFTs, and direct-to-avatar commerce are provided. The document concludes that brands should begin experimenting in the metaverse now while paying attention to generational differences and emerging sales opportunities in this new virtual landscape.
A crucial insights into hot topic “metaverse”KatrinKunze
Metaverse is a revolutionary tech that can create an online shared virtual world, where people connect, communicate and collaborate for different purposes.
The document discusses the Metaverse and investment opportunities related to it. It explains that the Metaverse refers to virtual reality and augmented reality technologies that will allow for more immersive online experiences. Facebook is changing its name to Meta to reflect its focus on developing Metaverse technologies, while Microsoft's $70 billion acquisition of Activision Blizzard positions it as a major player in the Metaverse through its gaming content and platforms. The document outlines several companies actively working on Metaverse technologies that could present investment opportunities as the concept continues to evolve in coming years.
1. Game marketing provides an engaging way for brands to integrate with consumers through digital channels in games. It allows two-way communication and direct measurement of effectiveness.
2. Myths about gamers are debunked - the typical gamer is over 30 years old, half of all gamers are women, and gamers will accept ads and product placements if they don't interfere with gameplay.
3. The landscape of game marketing is evolving as gaming expands across multiple platforms including consoles, PC, mobile and online games. This allows consumers to connect their identity and gameplay across devices.
Join the metaverse; the virtual world that facebook's zuckerberg is creatingaditi agarwal
Facebook plans to announce a rebranding and name change to focus on building the "metaverse" at its annual Connect conference on October 28th. The metaverse refers to a future version of the internet that combines digital, physical, and virtual worlds, allowing users to meet, work and share virtual spaces using technologies like virtual and augmented reality. Facebook has invested $50 million to build out the metaverse and plans to create 10,000 new jobs in Europe over the next five years focused on its development. While still in its early stages, the metaverse could fundamentally change how people interact and use technology through virtual avatars and shared virtual environments across gaming, work, social media and more.
Facebook’s ‘Metaverse’ is Rocket Fuel for Blockchain Virtual Land ProjectsNext Earth
Facebook announced plans to pivot towards becoming a "metaverse company" and creating a virtual world, but many are skeptical of one company controlling users' virtual identities and data. Next Earth is creating an open and distributed virtual world called a "metaverse" that is owned by its users through blockchain technology. They are selling virtual land NFTs which represents true digital ownership for users in this decentralized metaverse alternative to Facebook's proposed centralized world. Next Earth aims to give users control over their own identity, data, and experiences in a globally governed virtual world without restrictions from a single company.
This document defines the metaverse and explores ways companies are entering and conducting commerce within virtual worlds. It begins by defining the metaverse as a network of 3D virtual worlds accessed synchronously by many users. Examples are given of companies like Meta/Facebook and Roblox investing in the metaverse. The document then explores how brands are partnering with games like Fortnite and Roblox to reach users. Examples of fashion brands and retailers experimenting with virtual stores, NFTs, and direct-to-avatar commerce are provided. The document concludes that brands should begin experimenting in the metaverse now while paying attention to generational differences and emerging sales opportunities in this new virtual landscape.
A crucial insights into hot topic “metaverse”KatrinKunze
Metaverse is a revolutionary tech that can create an online shared virtual world, where people connect, communicate and collaborate for different purposes.
The document discusses the Metaverse and investment opportunities related to it. It explains that the Metaverse refers to virtual reality and augmented reality technologies that will allow for more immersive online experiences. Facebook is changing its name to Meta to reflect its focus on developing Metaverse technologies, while Microsoft's $70 billion acquisition of Activision Blizzard positions it as a major player in the Metaverse through its gaming content and platforms. The document outlines several companies actively working on Metaverse technologies that could present investment opportunities as the concept continues to evolve in coming years.
1. Game marketing provides an engaging way for brands to integrate with consumers through digital channels in games. It allows two-way communication and direct measurement of effectiveness.
2. Myths about gamers are debunked - the typical gamer is over 30 years old, half of all gamers are women, and gamers will accept ads and product placements if they don't interfere with gameplay.
3. The landscape of game marketing is evolving as gaming expands across multiple platforms including consoles, PC, mobile and online games. This allows consumers to connect their identity and gameplay across devices.
Metaverse is a collection of fully connected interoperable physically augmented digital worlds with
physical persistence that are converged with the virtually augmented physical world in which people and
digital representations of people (digital people) can fully interact with one another and digital
objects/environments (including digital twins) with full reality. Metaverse is the converged world of
augmented physical world and virtual world that is hyper-decentralized, hyper-connected, hypervisualized, hyper-interacted, and hyper-reality enabled. Metaverse can create economic values without
space/time/resource limitations.
Web 3.0 is the next evolution of the World Wide Web that aims to make it smarter and more personalized. It will treat the entire web as a giant database that can be queried to provide tailored answers and recommendations to users. For example, a user could ask "What are my options for an action movie and Chinese food?" and Web 3.0 would analyze their question, search the internet, and present optimized results. It is expected that mobile technology will be integral to Web 3.0's development given growing mobile internet usage worldwide. Web 3.0 could enable more advanced mobile applications for tourism, banking, and marketing.
It’s time for Cross Metaverse communitiesNext Earth
NextEarth.io. Learn how Next Earth empowers metaverse communities to operate in a way much similar to the real-world scenario.
Transparent Digital Land Purchasing Platform.
Join NextEarth.io.
BUY LAND BEFORE OTHERS!
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
The document discusses trends towards integrating the digital and physical worlds, including virtual worlds, mirror worlds, enhanced reality, and lifelogging. It describes how virtual worlds are converging with social networks and becoming more three-dimensional. Mirror worlds digitally map physical reality with satellite imagery and user-generated data. Enhanced reality uses intelligent objects to augment people's perceptions. Lifelogging aims to digitally record people's experiences and objects' states over time. These trends are advancing towards a "metaverse" that further blends reality and virtual experiences.
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
Technology Enabled Identity Within Virtual Worlds And Implications For Our Fu...gfatima
Gulfam Fatima used Second Life both as an immersionist, interacting and communicating within the virtual world, and as an argumentationist, believing that the real person is separate from their avatar. She role played with a different avatar name but acted as herself. Her experience of creating objects in Second Life made her reflect on her identity across real and virtual worlds. Navigation and large class sizes could create difficulties for educational users in Second Life.
The document provides a history of the development of virtual reality technologies from the 1800s to present day. It discusses early concepts and inventions related to stereoscopic vision, virtual environments, and head-mounted displays. Key developments discussed include the Sensorama machine (1956), Telesphere Mask (1960), Headsight (1961), Sword of Damocles (1968), VIDEOPLACE (1975), Sayre Gloves (1982), DataGlove and EyePhone by VPL Research Inc. (1985), Virtuality arcade machines (1991), Virtual Vietnam PTSD therapy (1997), and Oculus Rift (2010). The document traces how VR has evolved from early concepts to commercial applications today.
1. The document discusses trends in web2.0 and mobile technologies including the shift from desktop to mobile browsing and the growth of social networking and user participation on the web.
2. It predicts that open platforms, user personalization, social advertising, and the "attention economy" will be important trends in 2008.
3. The document also makes predictions for web trends in Korea, including the growth of social networking services (SNS), mobile web, and the transition to an "IPTV era."
The document discusses 9 collision events that could occur from 53 emerging realities, including the personal consumer experiencing accelerating serendipity and having simultaneous identities, everything becoming connected, and disruptive inventions in areas like robotics, self-driving cars, and alternative energies. The events also explore trends like the power of the crowd, a new age of sharing through renting and accessing over owning, and computers becoming super-smart through advances like passive computing and speech recognition.
Building your virtual chat room (Mozilla hubs and spoke) yamama shakaa
This document discusses opportunities to get involved with Mozilla through internships, volunteering, or contributing to open source projects. It also provides an overview of developing immersive web content using tools like Mozilla Hubs, Spoke, and the Architecture Kit. Hubs allows for shared social VR experiences, while Spoke is a 3D editor for creating scenes. The Architecture Kit includes pre-built 3D models that can be used to compose virtual buildings and spaces. Instructions and resources are provided for getting started with these tools to build immersive web content.
Keynote presentation for Future Artists lab 8
The fringe will become the mainstream but not as we knew it in the past. The next generation of the web promises this potential in an ethical and trusted way.
https://www.futureartists.net/immersive-arts-lab-8-adventures-in-the-metaverse-a-virtual-conference
The future is hybrid. Augmented reality is a trend thrown around a lot at the end of every year as a prediction for the future. But at no time has the impact of the virtual on the physical shown more signs of growth than during the pandemic. One could even say that the pandemic has accelerated the trend, with brands having to go full digital in a blink. In fact, both businesses and customers experienced five years’ worth of digital adoption progress in just eight weeks at the beginning of the pandemic. This session will dive into the corner of online & offline to better equip your marketing efforts of 2022.
Watch on-demand: https://www.falcon.io/cmp/2022-digital-trends-resources/
The document discusses trends in the mobile data revolution including the rise of smartphones and open mobile ecosystems. It analyzes opportunities and risks for mobile operators as control shifts away from walled gardens. Key recommendations are for operators to build their own application platforms and APIs to maintain some control while giving third parties access to network assets and participating in new revenue streams. This addresses risks of becoming a "dumb pipe" while capitalizing on growing data and application opportunities.
The document discusses the use of 3D virtual worlds like Second Life for health and healthcare applications. It provides examples like virtual libraries and simulations. Special features of 3D worlds include realistic human interactions, shared virtual spaces that allow real-time collaboration, and their ability to intuitively visualize and experience information in 3D. A case study describes a University of Plymouth sexual health simulation in Second Life that provides educational experiences on sexually transmitted infections.
Despite these losses, Zuckerberg reiterated in a February 2023 earnings call and again in a presentation to all of Meta’s staff his intent to press ahead with the company’s Metaverse plans. Here are some of the things we know about Meta plans for the metaverse.
https://youtu.be/Z2kqIRxxZlo
While definitions of the metaverse vary, most proponents agree it involves more than just putting on virtual reality goggles or augmented reality glasses and interacting with avatars. It implies a bridging of countless smaller digital worlds and experiences through technical standards that allow users to move between them, carrying their virtual identity, social connections and possessions as they go.’
Metaverse is a collection of fully connected interoperable physically augmented digital worlds with
physical persistence that are converged with the virtually augmented physical world in which people and
digital representations of people (digital people) can fully interact with one another and digital
objects/environments (including digital twins) with full reality. Metaverse is the converged world of
augmented physical world and virtual world that is hyper-decentralized, hyper-connected, hypervisualized, hyper-interacted, and hyper-reality enabled. Metaverse can create economic values without
space/time/resource limitations.
Web 3.0 is the next evolution of the World Wide Web that aims to make it smarter and more personalized. It will treat the entire web as a giant database that can be queried to provide tailored answers and recommendations to users. For example, a user could ask "What are my options for an action movie and Chinese food?" and Web 3.0 would analyze their question, search the internet, and present optimized results. It is expected that mobile technology will be integral to Web 3.0's development given growing mobile internet usage worldwide. Web 3.0 could enable more advanced mobile applications for tourism, banking, and marketing.
It’s time for Cross Metaverse communitiesNext Earth
NextEarth.io. Learn how Next Earth empowers metaverse communities to operate in a way much similar to the real-world scenario.
Transparent Digital Land Purchasing Platform.
Join NextEarth.io.
BUY LAND BEFORE OTHERS!
History about the industry AR/VR
A brief about the AR/VR industry, how far did it go? And what is the Obstacle?
What is Metaverse
How many “Universe” is there? What is the similarity and difference?
Metaverse may look like
Francesco D'Orazio - Everything you know about virtual worlds is WRONG - Meta...Francesco D'Orazio
Patterns and challenges in the evolution of immersive entertainment.
Plus, all the wrongest things you could possibly say at a virtual worlds conference.
The document discusses trends towards integrating the digital and physical worlds, including virtual worlds, mirror worlds, enhanced reality, and lifelogging. It describes how virtual worlds are converging with social networks and becoming more three-dimensional. Mirror worlds digitally map physical reality with satellite imagery and user-generated data. Enhanced reality uses intelligent objects to augment people's perceptions. Lifelogging aims to digitally record people's experiences and objects' states over time. These trends are advancing towards a "metaverse" that further blends reality and virtual experiences.
Metaverse Marketing: Games and Virtual Worlds in Product PromotionSebastian Küpers
The document discusses how companies can effectively market and advertise in virtual worlds. It notes that over 80 million people actively participate in virtual worlds each month. The author argues that a presence in virtual worlds will become critical for businesses as more people spend time and have social experiences in these spaces. The document provides advice on how to avoid common mistakes made by early virtual world advertisers, and emphasizes the importance of engaging residents through in-world activities and experiences that keep them within the virtual world, rather than just linking to external websites. It also highlights how interactions, user behavior and interests can be measured and connected to existing business data systems to gain insights.
Goes with the slides https://www.slideshare.net/LoriLanday/ready-for-the-metaverse-immersive-and-interactive-experiences-in-virtual-worlds-game-audio-boston-92562619
Technology Enabled Identity Within Virtual Worlds And Implications For Our Fu...gfatima
Gulfam Fatima used Second Life both as an immersionist, interacting and communicating within the virtual world, and as an argumentationist, believing that the real person is separate from their avatar. She role played with a different avatar name but acted as herself. Her experience of creating objects in Second Life made her reflect on her identity across real and virtual worlds. Navigation and large class sizes could create difficulties for educational users in Second Life.
The document provides a history of the development of virtual reality technologies from the 1800s to present day. It discusses early concepts and inventions related to stereoscopic vision, virtual environments, and head-mounted displays. Key developments discussed include the Sensorama machine (1956), Telesphere Mask (1960), Headsight (1961), Sword of Damocles (1968), VIDEOPLACE (1975), Sayre Gloves (1982), DataGlove and EyePhone by VPL Research Inc. (1985), Virtuality arcade machines (1991), Virtual Vietnam PTSD therapy (1997), and Oculus Rift (2010). The document traces how VR has evolved from early concepts to commercial applications today.
1. The document discusses trends in web2.0 and mobile technologies including the shift from desktop to mobile browsing and the growth of social networking and user participation on the web.
2. It predicts that open platforms, user personalization, social advertising, and the "attention economy" will be important trends in 2008.
3. The document also makes predictions for web trends in Korea, including the growth of social networking services (SNS), mobile web, and the transition to an "IPTV era."
The document discusses 9 collision events that could occur from 53 emerging realities, including the personal consumer experiencing accelerating serendipity and having simultaneous identities, everything becoming connected, and disruptive inventions in areas like robotics, self-driving cars, and alternative energies. The events also explore trends like the power of the crowd, a new age of sharing through renting and accessing over owning, and computers becoming super-smart through advances like passive computing and speech recognition.
Building your virtual chat room (Mozilla hubs and spoke) yamama shakaa
This document discusses opportunities to get involved with Mozilla through internships, volunteering, or contributing to open source projects. It also provides an overview of developing immersive web content using tools like Mozilla Hubs, Spoke, and the Architecture Kit. Hubs allows for shared social VR experiences, while Spoke is a 3D editor for creating scenes. The Architecture Kit includes pre-built 3D models that can be used to compose virtual buildings and spaces. Instructions and resources are provided for getting started with these tools to build immersive web content.
Keynote presentation for Future Artists lab 8
The fringe will become the mainstream but not as we knew it in the past. The next generation of the web promises this potential in an ethical and trusted way.
https://www.futureartists.net/immersive-arts-lab-8-adventures-in-the-metaverse-a-virtual-conference
The future is hybrid. Augmented reality is a trend thrown around a lot at the end of every year as a prediction for the future. But at no time has the impact of the virtual on the physical shown more signs of growth than during the pandemic. One could even say that the pandemic has accelerated the trend, with brands having to go full digital in a blink. In fact, both businesses and customers experienced five years’ worth of digital adoption progress in just eight weeks at the beginning of the pandemic. This session will dive into the corner of online & offline to better equip your marketing efforts of 2022.
Watch on-demand: https://www.falcon.io/cmp/2022-digital-trends-resources/
The document discusses trends in the mobile data revolution including the rise of smartphones and open mobile ecosystems. It analyzes opportunities and risks for mobile operators as control shifts away from walled gardens. Key recommendations are for operators to build their own application platforms and APIs to maintain some control while giving third parties access to network assets and participating in new revenue streams. This addresses risks of becoming a "dumb pipe" while capitalizing on growing data and application opportunities.
The document discusses the use of 3D virtual worlds like Second Life for health and healthcare applications. It provides examples like virtual libraries and simulations. Special features of 3D worlds include realistic human interactions, shared virtual spaces that allow real-time collaboration, and their ability to intuitively visualize and experience information in 3D. A case study describes a University of Plymouth sexual health simulation in Second Life that provides educational experiences on sexually transmitted infections.
Despite these losses, Zuckerberg reiterated in a February 2023 earnings call and again in a presentation to all of Meta’s staff his intent to press ahead with the company’s Metaverse plans. Here are some of the things we know about Meta plans for the metaverse.
https://youtu.be/Z2kqIRxxZlo
While definitions of the metaverse vary, most proponents agree it involves more than just putting on virtual reality goggles or augmented reality glasses and interacting with avatars. It implies a bridging of countless smaller digital worlds and experiences through technical standards that allow users to move between them, carrying their virtual identity, social connections and possessions as they go.’
solutions to solve metaverse problems.pdfBlockchainX
Enter and create digital economies, leveraging blockchain technology with our Metaverse development services. Design, build, and launch amazing experiences for your users effectively with a leading metaverse development company.
The metaverse refers to shared virtual spaces where users interact through avatars. It builds on concepts from science fiction and seeks to make online interactions more lifelike through technologies like virtual and augmented reality. While still in early stages, many tech companies and investors see the metaverse as the future of the internet and are working to develop the required technologies and digital spaces.
What is the metaverse, how does it work, and who wants it Marketing Bloq
Facebook recently decided to rebrand its parent company as Meta. The term “Metaverse” has been brought into the discourse by Mark Zuckerberg. The growing craze for the Metaverse poses a lot of questions. Some of the most pressing ones are: what is the Metaverse, is it the next big thing, and how significant will it be to us?
Where did the concept of Metaverse come from?
Hiro Protagonist reflects on being caught in a dead-end job during a global economic downturn. He’s barely scraping by, and the future doesn’t provide him with much to aspire to. Above all, the traditional money has been replaced by encrypted alternatives on his planet. As a result, a few large corporations mold things to suit their purposes. To get away, he puts on virtual reality goggles and embarks on a journey to the metaverse. There his virtual avatar strolls through the streets of a more fascinating, intriguing, and equitable society.
This is a vignette of Neal Stephenson’s 1992 science fiction novel Snow Crash. This term was first coined in his novel and offers a vision of 21st-century reality.
Facebook founder Mark Zuckerberg stated, “ In the metaverse, you’ll be able to do almost anything you can imagine. Getting together with friends and family, work, learn, play, and shop. You will be able to create completely new experiences as well, that don’t really fit how we think about computers or phones today.”
Mark Zuckerberg has set an ambitious goal. He aims to bring a billion people into his version of the metaverse by the end of the decade. Last year, he vowed at least $10 billion to make that a reality.
What is Metaverse?
Metaverse facilitates a digital environment with augmented reality. That adds visual elements, audio, and sensory input onto realistic conditions. It, therefore, allows users to create social networks, play online games, and invest in crypto. It also enables to access augmented reality (AR), and virtual reality (VR). As a result, it provides users with simulated real-life experiences while also connecting them online. Alternatively, virtual reality is entirely digital and adds to the richness of fictitious worlds. According to Zuckerberg, the metaverse is a
2.Facebook Vs Microsoft Metaverse – Read the comparison here.pdfBelayet Hossain
Facebook vs Microsoft Metaverse: Which one is better? That’s the question many people are asking.
Facebook’s recent acquisition of Oculus has many investors excited about the potential of AR and VR.
Microsoft, on the other hand, is already working on a headset with AR technology.
Full Article Link:
https://metadictory.com/facebook-vs-microsoft-metaverse/
It is essential to know how to access the Metaverse and which apps to use in 2022, whether you are a new or seasoned user. Games and other interactive content that appeal to users of all ages can be created using these apps.
The document provides an introduction and overview of the metaverse. It discusses that the metaverse combines technologies like blockchain, VR, AR and digital assets to create shared virtual spaces. Users can interact and engage through avatars. While still in development, the metaverse aims to be a decentralized digital world that provides opportunities for social connection, commerce, entertainment and more. Large companies like Meta (formerly Facebook) are making major investments to help build out the metaverse over the next 5-10 years.
Web 3.0 continues to create a more democratic, censorship-free, and more transparent internet network by producing solutions to the problems of Web 2.0.
In this direction, metaverse technology, which is a future repetition of the internet consisting of 3-dimensional, permanent virtual spaces connected to the virtual universe, continues to reveal its difference.
At this point, the new technologies of the future continue to develop.
So, are you curious to know about Meta Verse? Great! You are visiting the right place. Let's understand all the crucial points about the Metaverse.
Please visit: https://www.glancesys.com/blogs/the-metaverse-a-glimpse-of-the-future-and-virtual-economy
Read the article from The Economist magazine entitled Facebook.docxwilliel5
Read the article from The Economist magazine entitled “Facebook: Imperial Ambitions.”
First Page: Write a list of tactics that Facebook uses to create value for its customers. For each tactic, discuss if that tactic is easy or difficult for other firms to copy.
2. Write an essay identifying Facebook’s top two strategies for capturing value over a long period of time. The essay should be typed on a single page (double spaced, at least 1 inch margins, and 12 point type). Since this is an essay, write in sentences and paragraphs. Do not use bullet lists or outlines. DO NOT WRITE MORE THAT ONE PAGE.
Facebook: Imperial ambitions
Mark Zuckerberg prepares to fight for dominance of the next era of computing
Print edition | Leaders
Apr 9th 2016
NOT since the era of imperial Rome has the “thumbs-up” sign been such a potent and public symbol of power. A mere 12 years after it was founded, Facebook is a great empire with a vast population, immense wealth, a charismatic leader, and mind-boggling reach and influence. The world’s largest social network has 1.6 billion users, a billion of whom use it every day for an average of over 20 minutes each. In the Western world, Facebook accounts for the largest share of the most popular activity (social networking) on the most widely used computing devices (smartphones); its various apps account for 30% of mobile internet use by Americans. And it is the sixth-most-valuable public company on Earth, worth some $325 billion.
Even so, Mark Zuckerberg, Facebook’s 31-year-old founder and chief executive, has even greater ambitions (see article). He has plans to connect the digitally unconnected in poor countries by beaming internet signals from solar-powered drones, and is making big bets on artificial intelligence (AI), “chatbots” and virtual reality (VR). This bid for dominance will bring him into increasing conflict with the other great empires of the technology world, and Google in particular. The ensuing battle will shape the digital future for everyone.
Empires built on data
Facebook has prospered by building compelling services that attract large audiences, whose attention can then be sold to advertisers. The same is true of Google. The two play different roles in their users’ lives: Google has masses of data about the world, whereas Facebook knows about you and your friends; you go to Google to get things done, but turn to Facebook when you have time to kill. Yet their positions of dominance and their strategies are becoming remarkably similar. Unparalleled troves of data make both firms difficult to challenge and immensely profitable, giving them the wealth to make bold bets and to deal with potential competitors by buying them. And both firms crave more users and more data—which, for all the do-gooding rhetoric, explains why they are both so interested in extending internet access in the developing world, using drones or, in Google’s case, giant balloons.
The task is to harness data to offer new ser.
Brands No Longer See Metaverse-Like Worlds as Abstract Gimmicks Bruell (1).pdfarenterprisespat
Brands No Longer See Metaverse-Like Worlds as Abstract Gimmicks Bruell, Alexandra, Wall
Street Journal (Online); New York, N.Y., 29 Nov 2021. Facebook's announcement that it was
investing $10 billion in the coming year on developing a metaverse environment and changing
its name to Meta Platforms Ine. got the attention of major brands and advertisers. Your case
study assignment this week is to explain what the metaverse is and how companies/brands can
use the platform to improve brand recognition and get existing customers more engaged. Please
read the attached WSJ article or locate the article in UNM's Global Newsstream Database and
answer the following questions: 1. First, explain what the metaverse is and how consumers
interact with brands in the metaverse. Refer to the information presented in the article as well as
your textbook to support your responses to this question. 2. What companies or btands do you
think should be investing in a metaverse strategy? Critically evaluate why and how these
companies/brands can benefit from expanding into the metaverse. Support your response with
information from your textbook or other sources (be sure to cite these appropriately). The answer
to each question should be at least a paragraph in length. Do not simply bullet ideas - discuss and
explain in full sentences. NUMBER your responses to each question. Discuss your answers
thoroughly and use relevant terminology from the chapters for full credit! NOTE: It is your
responsibility to: 1) ensure that you submitted the correct document (you can verify what you
submitted by going to "Grades"); and 2) verify your assignment was properly submitted (watch
for a confirmation email and/or check for "submitted" in "Grades"). Eormatting requirements: -
Write clearly and concisely and run a grammar and spelling check. - Separate your answers in
numerical order. In other words, please do not type one long paragraph. - Submit this submission
as a Word document. Brands No Longer See Metaverse-Like Worlds as Abstract Gimmicks;
Chipotle, Vans and Verizon turn to Roblox, Fortnite in an effort to build brand recognition
Brueli, Alexandra. Wall Street Journal (Online); New York, N.Y. [New York; N.Y. 29 Nov
2021. PProQuest document link FULL TEXT Brands had been toying wath the metaverse for
some time before Facebooks tecent name change turned the term. into a household word. Now
some of them are getting serious. Companies including Chipotle Mexican Grill inc, Verizon
Communications inc and streetwear brand Vans earliec: this year built their own digital worlds
on metaverse-like platforms such as Roblox Corp. and Fortnite Creative in an attempt to improve
beand recognition and get existing customers more engaged. Their efforts are a sign that
advertisers, which have long been hesitant to spend marketing dollars on experimental efforts,
are warming to new digital platforma. Facebook's late October announcernent that it would
develop a metaverse environment, including inve.
Chatbots. Where it came from and where it's going.Joey Rigor
Chatbots have come a long way in 50 years. The first chatbot, called Eliza, was developed in 1966 and used simple pattern matching to hold conversations. Now, major tech companies are integrating chatbots into popular messaging platforms like Facebook Messenger, making them accessible to billions of users. While early chatbots introduced by Facebook still have limitations, the technology continues to improve. In the future, chatbots could perform tasks like providing insurance quotes, assisting with accidents, or listing available jobs directly within messaging applications. This integration could significantly disrupt how customers interact with businesses.
Facebook held its annual F8 developer conference on April 18-19, 2017 to showcase new products and reinforce its mission to connect the world. Key announcements included positioning the camera as central to augmented and virtual reality experiences, expanding AR capabilities, introducing social virtual reality through Spaces, enhancing Messenger with bots and games, and initiatives to expand internet access globally through technologies like drones and wireless networks. Analytics tools were also updated to provide more automated insights into user behavior and engagement across channels.
Microsoft is trying to build an office metaverse to address the problems of working remotely such as lack of human connection. In the office metaverse, users' avatars would interact in a virtual office setting similar to normal in-person interactions. The metaverse is an emerging virtual world platform that is attracting tech companies, social networks, and investments as it allows blending the physical and virtual worlds. Some examples of developing the metaverse concept include online games allowing virtual hunting using smartphones and companies exploring virtual work environments with digital avatars.
The document discusses whether the metaverse is the next big thing. It describes the metaverse as a collection of 3D virtual worlds where users can access activities and create avatars. Many large companies like Facebook, Microsoft, and Roblox are investing heavily in developing metaverse technologies. Key elements needed for the metaverse include infrastructure, human interfaces, decentralization, spatial computing, and support for a creator economy. The possibilities of the metaverse include virtual tourism and remote learning.
Similar to Facebook's future lies in the virtual metaverse, according to mark zuckerberg (20)
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2. Mark Zuckerberg doesn’t simply want you
logging in to his organization’s products.
He needs you dwelling, running or even
workout internal them.
That’s the very excessive-degree concept
at the back of the “metaverse,” a vision for
the destiny of Facebook Inc. And the whole
net that Zuckerberg started pushing
aggressively inside the past week.
“In the approaching years, I anticipate
human beings will transition from seeing us
broadly speaking as a social media
company to seeing us as a metaverse
organisation,” Zuckerberg delivered. “In
many approaches the metaverse is the
final expression of social generation.”
Think of the metaverse as an immersive
digital international wherein human beings
can spend time collectively and grasp out,
3. similar to you could do nowadays with
virtual reality, dialed up to 11. You’ll be able
to “teleport” between one-of-a-kind
reviews, Zuckerberg explained. It’s not a
brand new idea—any number of dystopian
sci-fi films have been predicting this
because the future for many years—and at
the same time as the Facebook CEO has
only currently commenced the use of the
terminology publicly, it’s some thing
Facebook has been building closer to for
years with investments in digital and
augmented truth.
On Monday, Facebook introduced a
standalone product institution internally
tasked with building out this imaginative
and prescient. Then, the futuristic belief
turned into a critical subject matter of
debate on Facebook’s 2d-area earnings
name Wednesday, while Zuckerberg took
time to outline his version of the metaverse
4. for analysts and investors. Though he’s
mentioned it before, he ratcheted up his
enthusiasm to a heightened degree of
zeal, with a clearer recognition at the
concept of the metaverse as a foregone
conclusion for the internet’s subsequent
chapter. Facebook executives noted the
phrase metaverse more than a dozen
times on Wednesday’s name, a term that
hasn’t come up on income calls in the
beyond.
“The defining pleasant of the metaverse
presence is this sense that you're actually
there with another character or in every
other region,” Zuckerberg stated. “Creating
avatars and digital objects are going to be
important to how we explicit ourselves.”
Wall Street turned into skeptical. Evercore
analyst Mark Mahaney requested
Zuckerberg how a great deal Facebook
5. plans to spend building this metaverse,
and others desired to realize while the
organization would possibly start to see a
return on funding and what sort of control
the corporation anticipated to have over all
the pieces of this type of future virtual
universe. The answers had been indistinct.
Facebook is spending “billions,” stated
finance leader Dave Wehner, and the
social media large will make money
eventually as soon as the metaverse
succeeds.
On the question of collaboration and
interoperability, Zuckerberg said he
believes this “digital environment” might be
reachable from all forms of gadgets and
headsets, along with those that aren’t built
by way of Facebook. That way all
businesses may have the danger to create
reviews in this virtual global. Still, that
assumes all of the groups working on
6. digital worlds have the identical element in
thoughts, and will agree to play first-class.
Microsoft Corp., as an instance,
additionally pointed out “the company
metaverse” for corporate computing on its
own conference call with analysts Tuesday.
Companies together with chipmaker Nvidia
Corp. And recreation makers Roblox Corp.
And Epic Games Inc. Have all laid out
plans for building various iterations of the
metaverse.
Zuckerberg sees it as simply important for
Facebook to help pioneer this new version
of the net. The social large has constructed
a almost unstoppable marketing and
messaging business—however it did so
the use of operating structures and
gadgets created by using competitors, like
Apple Inc. And Alphabet Inc.’s Google.
Because of that version, in a few methods
Facebook unearths itself at a drawback: It
7. has to broaden its products to adhere to
the software program constraints its
competition build, which causes issues
when, say, Apple decides it desires to
crack down on online monitoring.
Which is part of why Facebook and
Zuckerberg are pushing so aggressively
into this new frontier. Zuckerberg says
there might be many winners within the
metaverse, however the more influential
Facebook is in constructing it, the extra this
new online universe will mirror Facebook’s
present project and business version round
connecting humans.
“We're without a doubt making a whole lot
of the key investments that we need to
make within the foundational technology
that allows you to deliver the parts that we
need to,” he said.