Thursday, February 16, 2023

Making Too Little and Too Much of Metaverse

It is possible to make too little or too much of movement towards metaverse experiences. In the near term, we usually exaggerate the importance of any important new technology. In the long term, we typically underestimate impact. 


Metaverse provides a good example of that adoption process. 


“You need to think about the metaverse the same way you think about the internet,” says Robby Yung, chief executive of Animoca Brands, which operates a metaverse investment fund. “It’s not one thing. It’s everything.”


“When we talk about the metaverse, it’s really just simply immersive technologies,” says digital consultant David Shing. 


The analogy I tend to use is that metaverse is part of a long move in electronic media towards greater realism. Radio was sound only. Movies added sight, but initially without sound. Still, even early movies without sound arguably represented greater realism. 


Then we added sound. Television in black and white arguably did not so much improve realism over movies, but did make the experience easier to consume. The addition of color did add more realism. Many of the later advances in higher video definition and audio quality enhanced realism further. 


Most of our experiments with 3D have not taken hold, but likewise are efforts to enhance realism. Videogames have been the latest examples of greater realism, especially in terms of immersion. 


In that sense, metaverse experiences will simply further extend immersion and realism.


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