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Metaverse in 2024: Predictions and Trends

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A boy in purple submerged in the metaverse wearing VR glasses and watching the outer space.

Let us explore and lift the bonnet of the metaverse and look at what is under. The metaverse belongs to a suite of technologies that build on alternative types of realities, aided by wearable devices. The most well-known technologies are augmented reality (AR), virtual reality (VR), and mixed reality (MR) – which is a blend of both. Extended reality (XR) is an umbrella term that encompasses all kinds of altered realities offered by technology. It is important to note that these different types of realities provide different levels of immersion or how users experience them (these types of realities).

 

Is the metaverse VR, AR or MR?

While VR, AR and MR are one of the most important elements of the metaverse, we might even say a cornerstone (of the metaverse), the simple answer is no, the metaverse is neither. These extended reality technologies will be just one of the ways to access and experience the metaverse. Although not the only way (to experience it), all it takes is a device with a screen, like a computer or a smartphone. The Metaverse is a much broader concept, and it is a combination of virtual reality (VR), augmented reality (AR), mixed reality (MR), blockchain, Web3.0, artificial intelligence, social media, and much more.

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Augmented reality (AR) allows users to view the real-world environment with augmented (seamlessly added) elements, generated by digital devices. We usually view the combined actual and digital content through a handheld device or smart glasses (still often in two dimensions). Mixed reality merges the real world with the virtual world to create new environments and visualisations where objects from the virtual world and real world coexist and interact in real-time. We may describe it as enhanced augmented reality with some aspects of virtual reality – thus a blend of both. Experts forecast that users, for their daily activities on the internet, will engage in the metaverse through augmented reality (AR) and mixed reality (MR) for the foreseeable future. In contrast, virtual reality (VR) is foreseen to be used mostly for entertainment, gaming, meetings, and virtual learning and training.

Virtual reality (VR) simulates 3D experiences using a computer-generated environment, allowing the user to completely be detached from the physical world and immersed into a digital one. Users experience Virtual reality using ocular technology (VR headsets or glasses) and, more recently, haptic technology, such as gloves and suits. Haptic technologies are rapidly being developed and adapted for the metaverse to be used in combination with AR or VR. This technology essentially stimulates users’ sense of touch; it enhances what the user experiences by adding tactile response, so the user may ‘feel’.

A boy in purple submerged in the metaverse wearing VR glasses and watching the outer space.

Another emerging tech is a brain-computer interface (BCI) which is a part of neurotechnology. BCI is a computer-based system that takes brain impulses, examines them, and then converts them into instructions for devices that ultimately deliver the required result. Researchers predict it will be applied in the metaverse to enable people to operate devices, interact with one another, and control avatars through their thoughts alone. Eventually, further advances would allow the brain to reproduce the sense of taste, touch, and smell.

Sophisticated algorithms and computing power are predicted to be key factors (or enablers) in the further development of more immersive environments. Metaverse will certainly require ‘supercomputers’ with a high-performance level; this is where quantum computing development comes into play. Quantum computing should add computational power to the metaverse, VR and MR, resulting in more immersive and seamless experiences.

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Virtual worlds and their infrastructure, landscape(s), and other assets will be created by AI in addition to humans as the primary content creators. As technology advances, AI is expected to take a primary role in content creation. Researchers at Stanford’s Computational Imaging Lab believe that AI is crucial for improving 3D displays for virtual and augmented reality applications. At the same time, companies are already training AI to create entire virtual worlds. Soul Machines is working on Humans OS 2.0, an AI-driven digital 3D version of chatbots that will eventually inhabit the metaverse, which learns from interactions with real people. 

 

Governance and technology

When it comes to governance, perhaps the biggest concerns are about our condition as human beings. Whom do we trust to run and govern the metaverse – is it tech companies, or do we expect countries to have digital twins of their governance structures in the metaverse? Web 3.0, the metaverse building block, offers a different approach – decentralisation. It is important to note that Web 3.0 is still in the process of being imagined, designed, and built. Much of Web 3.0 remains hypothetical. 

Web 3.0 is a notion of who would own and govern the internet of the future, rather than a new technology per se, although it is based on emerging technologies like blockchain, non-fungible tokens, and AI. 

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Decentralisation is an idea that ownership and governance should be divided among the internet’s users and creators, as opposed to centralised corporations owning and managing it. 

In particular, this approach tries to get rid of the current model of a centralised network run by a single entity (like social networks or e-commerce websites), but rather to take a step back in internet history and build the network on free and open source standards of the internet backbone. In theory, this could enable access to metaverse on a utility level for everyone (as is the case with the internet). 

Blockchain is the backbone of what is titled Web 3.0. Ownership over digital assets is foreseen to boost new types of economic, social and financial relations. For communities involved in a build-up of Web 3.0 based on blockchain technologies, metaverse will in fact be based on Web 3.0, while XR will ‘only’ add the 3D and immersive component on top of it.

Blockchain is the basis for allowing ownership over digital(ised) assets – be it digital money, art, or other types of information. Some known examples of blockchain use are crypto-currencies like bitcoin or Ether, in-game items like avatars, digital and non-digital collectables, ect. Importantly, blockchain has enabled the emergence of non-fungible tokens (NFT) – digital tokens that represent non-fungible assets in the real or digital world (like art, music, real estate, or in-game items). Unique properties and ownership over those assets is stored in an NFT blockchain. Trading NFTs thus equals the trade of real or digital assets, while blockchain ensures a decentralised and secure track record of those transactions. NFTs can play a pivotal role in enabling the economic and trade potentials of the metaverse.

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However, this concept comes with its set of challenges. For instance, platforms built on Web3.0 do not really rely on a single server. Instead, information is copied and spread over multiple servers via a peer-to-peer network. As a result, no institution, such as a hosting company, has the power to take down unlawful/harmful content. Another challenge is blockchain technology. Once information is on the blockchain, it is permanently stored and can only be removed through a consensus.

 

Geopolitics and trends

The global metaverse market was valued at US$40 billion in 2021 and is estimated to surpass around US$1,607.12 billion by 2030. Another report by McKinsey & Company (‘Value Creation in the Metaverse’) stated investment in the metaverse so far in 2022 (US$120 billion) has already more than doubled the total investment for 2021. The same reports estimate the value of the market by 2030 to surpass US$5 trillion. Furthermore, the report predicts the e-commerce industry is likely to benefit the most, with an estimated market impact of somewhere between US$2 trillion and US$2.6 trillion by 2030, followed by the academic virtual learning market (US$180 billion to US$270 billion), advertising (US$144 billion to US$206 billion) and gaming (US$108 billion to US$125 billion).

With such market predictions, geopolitical competition is inevitable. As the metaverse idea goes mainstream, more companies, from the gaming industry to luxury fashion brands, are entering the contest. However, the state of play is ultimately the same: Companies headquartered in the USA and China are at the forefront of the race.

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Source: Fortune Business Insights

Companies are not the only ones interested in the metaverse – governments and their institutions are keeping a close eye on developments. 

China has signalled it is ready to embrace the metaverse, but has also issued some cautionary messages to stay rational ‘in understanding the current metaverse mania’. The new Chinese industry group, the Metaverse Industry Committee was established under the state-supervised China Mobile Communications Association (CMCA) and may signal that China is ready to embrace the metaverse. Meanwhile, the city of Shanghai has decided to encourage metaverse use in public services, business offices, and other areas.

Other countries are joining the ‘race’, with Barbados, South Korea, Dubai, and Spain making announcements of their own. Barbados is planning to launch the world’s first metaverse embassy in the Decentaland metaverse. Barbados government is also finalising agreements with other metaverse platforms to buy land, build virtual consulates and embassies, provide e-visas, and build a teleporter that will allow users to transport their avatars between various metaverses. Meanwhile, South Korea is investing around US$177.1 million, while its capital Seoul plans to become the ‘first major city’ to enter the metaverse. Its citizens will be able to access the cities’ economic, cultural, tourism, educational, and civic services by 2023.  Moreover, the emirate of Dubai announced the launch of the metaverse Strategy, which aims to turn Dubai into one of the world’s metaverse economies as well as a global hub for the metaverse community. The Spanish government promised grants to small and medium-sized firms (SMEs) and independent contractors with domicile in Spain or the European Union who are involved in research, development, and innovation projects integrating Web3 and metaverse technologies.

Margrethe Vestager, the bloc’s antitrust chief, stated that the EU is analysing the metaverse landscape, before deciding how to regulate it and its potential impacts. Accordingly, the European Parliament commissioned a study investigating the potential benefits and challenges of the metaverse, with aim to assist the Members and staff of the European Parliament as background in their parliamentary work.  

European Commission president Ursula von der Leyen has published her ‘2022 State of the Union Letter of Intent’, underpinning the metaverse as an important digital opportunity and trend while also setting out plans for potential regulations of the metaverse. However, the letter provides little specifics on EU actions. Another EU official, Thierry Breton, the Commissioner for Internal Market, wrote about the metaverse in a blog post. Breton explained that the metaverse was one of the European Commission’s most pressing challenges, and its plan to foster the virtual world will focus on people, technologies, and infrastructure.

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Even though there is a broad debate about the metaverse in the US public, the government is keenly silent. The discussion of the metaverse is still in its early stage among politicians; a group of US representatives established the Congressional Caucus on Virtual, Augmented and Mixed Reality Technologies to educate lawmakers and their staff on this emerging tech.

The metaverse and the underlying technologies could aid developing nations in closing economic and digital divides, for they provide a fresh start for everyone – venture into the unknown.


According to a survey conducted by Ipsos for the World Economic Forum (WEF), enthusiasm for the metaverse and extended reality is highest in developing countries, while in developed (countries) not so much. Turkey was the country most familiar with the Metaverse at 86%, followed by India (80%), China (73%), and the higher-income country of South Korea (71%). At the same time, familiarity with (the metaverse) is lowest in Poland (27%), France (28%), Belgium (30%), and Germany (30%). 

 

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Science & Environment

Drones setting a new standard in ocean rescue technology

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Drones setting a new standard in ocean rescue technology


Last month, two young paddleboarders found themselves stranded in the ocean, pushed 2,000 feet from the shore by strong winds and currents. Thanks to the deployment of a drone, rescuers kept an eye on them the whole time and safely brought them aboard a rescue boat within minutes.

In North Carolina, the Oak Island Fire Department is one of a few in the country using drone technology for ocean rescues. Firefighter-turned-drone pilot Sean Barry explained the drone’s capabilities as it was demonstrated on a windy day. 

“This drone is capable of flying in all types of weather and environments,” Barry said. 

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Equipped with a camera that can switch between modes — including infrared to spot people in distress — responders can communicate instructions through a speaker. It also can carry life-preserving equipment.

The device is activated by a CO2 cartridge when it comes in contact with water. Once triggered, it inflates into a long tube, approximately 26 inches long, providing distressed swimmers something to hold on to.

In a real-life rescue, after a 911 call from shore, the drone spotted a swimmer in distress. It released two floating tubes, providing the swimmer with buoyancy until help arrived.

Like many coastal communities, Oak Island’s population can swell from about 10,000 to 50,000 during the summer tourist season. Riptides, which are hard to detect on the surface, can happen at any time.

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Every year, about 100 people die due to rip currents on U.S. beaches. More than 80% of beach rescues involve rip currents, if you’re caught in one, rescuers advise to not panic or try to fight it, but try to float or swim parallel to the coastline to get out of the current.

Oak Island Fire Chief Lee Price noted that many people underestimate the force of rip currents.

“People are, ‘Oh, I’m a good swimmer. I’m gonna go out there,’ and then they get in trouble,” Price said.

For Price, the benefit of drones isn’t just faster response times but also keeping rescuers safe. Through the camera and speaker, they can determine if someone isn’t in distress.

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Price said many people might not be aware of it. 

“It’s like anything as technology advances, it takes a little bit for everybody to catch up and get used to it,” said Price.

In a demonstration, Barry showed how the drone can bring a safety rope to a swimmer while rescuers prepare to pull the swimmer to shore.

“The speed and accuracy that this gives you … rapid deployment, speed, accuracy, and safety overall,” Price said. “Not just safety for the victim, but safety for our responders.”

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Netflix teases its animated Splinter Cell series

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Netflix teases its animated Splinter Cell series

It’s been quite some time since we heard anything about Netflix’s animated adaptation of Splinter Cell — but the streamer has finally provided some details on the show. The reveal comes in the form of a very brief teaser trailer, which shows a little bit of the show, but mostly showcases Liev Schreiber’s gravelly take on lead character Sam Fisher. We also have a proper name now: it’s called Splinter Cell: Deathwatch.

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Horseshoe crabs: Ancient creatures who are a medical marvel

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Horseshoe crabs: Ancient creatures who are a medical marvel


Horseshoe crabs: Ancient creatures who are a medical marvel – CBS News

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Correspondent Conor Knighton visits New Jersey beaches along the Delaware Bay to learn about horseshoe crabs – mysterious creatures that predate dinosaurs – whose very blood has proved vital to keeping humans healthy by helping detect bacterial endotoxins. He talks with environmentalists about the decline in the horseshoe crab population, and with researchers who are pushing the pharmaceutical industry to switch its use of horseshoe crab blood with a synthetic alternative used in medical testing.

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NYT Strands today — hints, answers and spangram for Friday, September 20 (game #201)

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NYT Strands homescreen on a mobile phone screen, on a light blue background

Strands is the NYT’s latest word game after the likes of Wordle, Spelling Bee and Connections – and it’s great fun. It can be difficult, though, so read on for my Strands hints.

Want more word-based fun? Then check out my Wordle today, NYT Connections today and Quordle today pages for hints and answers for those games.

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SpaceX to launch bitcoin entrepreneur and three crewmates on flight around Earth’s poles

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SpaceX to launch bitcoin entrepreneur and three crewmates on flight around Earth's poles


A blockchain entrepreneur, a cinematographer, a polar adventurer and a robotics researcher plan to fly around Earth’s poles aboard a SpaceX Crew Dragon capsule by the end of the year, becoming the first humans to observe the ice caps and extreme polar environments from orbit, SpaceX announced Monday.

The historic flight, launched from the Kennedy Space Center in Florida, will be commanded by Chun Wang, a wealthy bitcoin pioneer who founded f2pool and stakefish, “which are among the largest Bitcoin mining pools and Ethereum staking providers,” the crew’s website says.

081224-fram2-crew.jpg
The Fram2 crew, seen during a visit to SpaceX’s Hawthorn, Calif., manufacturing facility. Left to right: Eric Philips, Jannicke Mikkelse, commander Chun Wang and Rabea Rogge.

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SpaceX


“Wang aims to use the mission to highlight the crew’s explorational spirit, bring a sense of wonder and curiosity to the larger public and highlight how technology can help push the boundaries of exploration of Earth and through the mission’s research,” SpaceX said on its website.

Wang’s crewmates are Norwegian cinematographer Jannicke Mikkelsen, Australian adventurer Eric Philips and Rabea Rogge, a German robotics researcher. All four have an interest in extreme polar environments and plan to carry out related research and photography from orbit.

The mission, known as “Fram2” in honor of a Norwegian ship used to explore both the Arctic and Antarctic regions, will last three to five days and fly at altitudes between about 265 and 280 miles.

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“This looks like a cool & well thought out mission. I wish the @framonauts the best on this epic exploration adventure!” tweeted Jared Isaacman, the billionaire philanthropist who charted the first private SpaceX mission — Inspiration4 — and who plans to blast off on a second flight — Polaris Dawn — later this month.

The flights “showcase what commercial missions can achieve thanks to @SpaceX’s reusability and NASA’s vision with the commercial crew program,” Isaacman said. “All just small steps towards unlocking the last great frontier.”

Like the Inspiration4 mission before them, Wang and his crewmates will fly in a Crew Dragon equipped with a transparent cupola giving them a picture-window view of Earth below and deep space beyond.

No astronauts or cosmonauts have ever viewed Earth from the vantage point of a polar orbit, one tilted, or inclined, 90 degrees to the equator. Such orbits are favored by spy satellites, weather stations and commercial photo-reconnaissance satellites because they fly over the entire planet as it rotates beneath them.

The high-inclination record for piloted flight was set in the early 1960s by Soviet Vostok spacecraft launched into orbits inclined 65 degrees. The U.S. record was set by a space shuttle mission launched in 1990 that carried out a classified military mission in an orbit tilted 62 degrees with respect to the equator.

The International Space Station never flies beyond 51.6 degrees north and south latitude. NASA planned to launch a space shuttle on a classified military mission around the poles in 1986, but the flight was canceled in the wake of the Challenger disaster.

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“The North and South Poles are invisible to astronauts on the International Space Station, as well as to all previous human spaceflight missions except for the Apollo lunar missions but only from far away,” the Fram2 website says. “This new flight trajectory will unlock new possibilities for human spaceflight.”

SpaceX has launched 13 piloted missions carrying 50 astronauts, cosmonauts and private citizens to orbit in nine NASA flights to the space station, three commercial visits to the lab and the Inspiration4 mission chartered by Isaacman.

Isaacman and three crewmates plan to blast off Aug. 26 on another fully commercial flight, this one featuring the first civilian spacewalks. NASA plans to launch its next Crew Dragon flight to the space station around Sept. 24.

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Finally, a screen that goes anywhere

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Finally, a screen that goes anywhere

Today we’re launching a totally new, totally different app. Meet Orion.

Orion is a small, fun app that helps you use your iPad as an external HDMI display for any camera, video game console, or even VHS. Just plug in one of the bajillion inexpensive adapters, and Orion handles the rest.

But wait — we’re a camera company. Why an HDMI monitor?

We built this to scratch a few itches. First, in professional cinematography, it’s common to connect an external screen to your camera to get a better view of the action. Orion not only gives you a bigger screen, but you can even share screenshots with your crew with a couple of taps.

We also built this for… pure fun. When traveling with a Nintendo Switch, it’s a delight to play games on a bigger screen, especially alongside friends.

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