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“The idea of a ‘virtual reality’ such as the Metaverse is by now widespread in the computer-graphics community and is being implemented in a number of different ways”*…

 

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Technology frequently produces surprises that nobody predicts. However, the biggest developments are often anticipated decades in advance. In 1945 Vannevar Bush described what he-called the “Memex”, a single device that would store all books, records and communications, and mechanically link them together by association. This concept was then used to formulate the idea of “hypertext” (a term coined two decades later), which in turn guided the development of the World Wide Web (developed another two decades later). The “Streaming Wars” have only just begun, yet the first streaming video took place more than 25 years ago. What’s more, many of the attributes of this so-called war have been hypothesized for decades, such as virtually infinite supplies of content, on-demand playback, interactivity, dynamic and personalized ads, and the value of converging content with distribution.

In this sense, the rough outlines of future solutions are often understood and, in a sense, agreed upon well in advance of the technical capacity to produce them. Still, it’s often impossible to predict how they’ll fall into place, which features matter more or less, what sort of governance models or competitive dynamics will drive them, or what new experiences will be produced…

Since the late 1970s and early 1980s, many of those in the technology community have imagined a future state of, if not quasi-successor to, the Internet – called the “Metaverse”. And it would revolutionize not just the infrastructure layer of the digital world, but also much of the physical one, as well as all the services and platforms atop them, how they work, and what they sell. Although the full vision for the Metaverse remains hard to define, seemingly fantastical, and decades away, the pieces have started to feel very real. And as always with this sort of change, its arc is as long and unpredictable as its end state is lucrative.

To this end, the Metaverse has become the newest macro-goal for many of the world’s tech giants…

Matthew Ball (@ballmatthew)  peers ahead: “The Metaverse: What It Is, Where to Find it, Who Will Build It, and Fortnite.”

[image above: source]

* “The idea of a ‘virtual reality’ such as the Metaverse is by now widespread in the computer-graphics community and is being implemented in a number of different ways. The particular vision of the Metaverse as expressed in this novel originated from idle discussion between me and Jaime (Captain Bandwidth) Taaffe — which does not imply that blame for any of the unrealistic or tawdry aspects of the Metaverse should be placed on anyone but me. The words ‘avatar’ (in the sense used here) and ‘Metaverse’ are my inventions, which I came up with when I decided that existing words (such as ‘virtual reality’) were simply too awkward to use. […] after the first publication of Snow Crash, I learned that the term ‘avatar’ has actually been in use for a number of years as part of a virtual reality system called ‘Habitat’ […] in addition to avatars, Habitat includes many of the basic features of the Metaverse as described in this book”…   – Neal Stephenson, Author’s acknowledgments, Snow Crash, Bantam, 2003 (reissue)

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As we visualize the virtual, we might recall that it was on this date in 1978 that the first computer bulletin board system went on-line.  Created in Chicago by Ward Christensen and Randy Suess, the Computerized Bulletin Board System (CBBS) had been built in 30 days.

250px-Remoteaccess1 source

 

Written by (Roughly) Daily

February 15, 2020 at 1:01 am

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