technologyreview | The first person to write about the “metaverse” was Neal Stephenson in his 1992 novel Snow Crash, but the concept of alternative electronic realms, including the “cyberspace” of William Gibson’s 1984 novel Neuromancer, was already well established.
In
contrast to what we typically think of as the internet, a metaverse is a
3D immersive environment shared by multiple users, in which you can
interact with others via avatars. A metaverse can, with the support of
the right technology, feel like real life, with all the usual elements
of work, play, trade, friendship, love—a world of its own.
Perhaps
the best-known prototype metaverse is the online virtual world Second
Life, whose very name implies an alternate existence. Other games might
also be said to be metaverses in their own right: World of Warcraft,
Everquest, Fortnite, Animal Crossing. Each of these offers its own
version of an immersive world, although they don’t quite have the
ability to completely take over your senses. Most users experience these
games from the outside looking in: screens front and center, with
speakers on the sides. Actions are mediated by a keyboard, mouse,
trackpad, or game controller instead of players’ hands and feet.
Technology
is starting to change that. High-density screens, virtual-reality
goggles and glasses, surround sound, and spatial audio are putting more
genuinely immersive experiences within reach. Cameras are gaining 3D
capabilities, and single microphones are giving way to microphone arrays
that capture sound with better depth and position. Augmented reality,
which overlays virtual objects onto a video feed of the real world,
provides a bridge between purely virtual and analog or real experiences.
There is progress toward adding a sense of touch, too, in the form of
multitouch screens, haptic technologies, control gloves, and other
wearables. Wraparound environments like Industrial Light and Magic’s
Stagecraft are within reach only to certain industries for now but may
see wider use as technology follows the typical curve of adoption and
commoditization.
The tech giants weigh in
The core
ideas of a metaverse can be found most readily in games. But that’s
likely to change, as evidenced by the way certain tech CEOs are now
talking openly about how a metaverse might work for them. Facebook’s
Mark Zuckerberg and Microsoft’s Satya Nadella have already publicly
mused about the possibilities.
Zuckerberg uses the term
“embodied internet” for his version of the metaverse: he imagines a
system that is already much like Facebook’s now-familiar communities,
photos, videos, and merchandise, but instead of looking at that content,
in Zuckerberg’s vision you’d feel as if you were inside and surrounded
by the content—an experience he presumably aims to deliver with
technologies from Facebook-owned Oculus VR.
Immersive
environments can also help people experience things that would
otherwise be out of reach. Projects at Rensselaer Polytechnic Institute
and Penn State, as an example, have sought to change attitudes toward
climate change by letting people viscerally experience the results of
irreversible global warming.
Immersion might also help us
understand each other. The National Center for Civil and Human Rights in
Atlanta has an exhibit where participants experience being the target
of racist taunts and threats. With audio alone, this is revelatory; if
similar experiences were made available to more people, in a manner that
included visuals and haptics, metaverse technologies could be used to
advance the cause of diversity, equity, and inclusion by helping people
empathize with marginalized groups and understand the effects of
systemic prejudice.
The metaverse can and should become
newsworthy for reasons other than being some privileged executive’s
dream. A fully realized metaverse can stand not only as a feat of
technological innovation and engineering but also, with the right
applications, as a vehicle for good in the real world we all inhabit.
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