What is the Metaverse?

Below are links to several additional resources intended to give a broad and general overview, as well deeper-dives for those that are curious, about understanding and learning “What is the Metaverse”.

However, for specifics on how our team at Exponential Destiny is using Virtual Reality and related capabilities of the Metaverse, please refer to our case-studies for how we are working with schools and social impact organizations in “OUR PROJECTS & APPROACHES” and other sections of this website, as this section is intended to provide a more general perspective on how the economy at large is starting to adopt the Metaverse, including how businesses across different sectors are exploring this emerging field and innovation.

In these articles, reports, videos, and podcasts there are different perspectives and descriptions of the “Metaverse”, including Virtual Reality (“VR”) and Augmented Reality (“AR”), often referred to collectively as Mixed Reality (“XR”).

Please also review Exponential Destiny’s opinion and position on “RISKS & CONCERNS OF VR” which we acknowledge as requiring attention and focus as this technology evolves.

In this short video (above), Exponential Destiny Co-founder and CEO, Marcus Shingles, shares a brief description of what the Metaverse is, including distinctions between virtual reality (VR) vs. augmented reality (AR) , as well as how NFTs and blockchain technology may play a role.

Mark Zuckerberg, CEO and Founder of Facebook, in 2021 changed the name of Facebook to “Meta” as he positioned the company’s strategy and investments to focus on this “next generation of  the internet”.  NOTE: This perspective is biased considering its from the CEO of a company that is promoting this new capability, nonetheless it is a good video to hear from one of the pioneers in the field.


The above two McKinsey & Company 2021/2022 Reports give a more detailed and intricate opinion and description of ”What is the Metaverse?” Click on each photo to visit the respective full report.

 

How will businesses use the metaverse?

A video summary of projects delivered by members of Exponential Destiny by commercial organizations using the Metaverse/VR in their businesses

A podcast interview by Exponential Destiny CEO discussing how businesses will use the Metaverse

A video by The Economist describing what is the Metaverse and how will it be used by businesses

A video by the BBC describing what is the Metaverse and how will it be used by Marketing Brands

THE EVOLUTION OF THE INTERNET

Web 1.0: Static documents and read-only interactions limited the internet to one-way exchanges.

Web 2.0: Provided quite an upgrade, introducing multimedia content, interactive web pages, and participatory social media. Still mediated by 2D screens.

Web 3.0 & “The Metaverse”: Today we are riding the convergence of high-bandwidth 5G connectivity, rapidly evolving Augmented/Virtual Reality eyewear, an emerging trillion-sensor economy, and ultra-powerful AIs. As a result, we are able to superimpose digital information atop any physical surrounding—freeing our eyes from the tyranny of the screen, immersing us in smart environments, and making our world endlessly dynamic, introducing a totally new immersive experience.

WHY ARE WE TALKING ABOUT THE METAVERSE NOW?

Virtual Reality & related ”Metaverse” technology have been available and used for decades, however recent innovations have improved the capabilities exponentially. And by 2022 it had hit a significant inflective point that makes it more feasible for scale and adoption, even in under-resourced and marginalized communities/schools.

2015

“Then” vs. “Now”

2022

  • High implementation costs
    (hardware + software > $10,000)
  • Dramatic reduction in HW/SW costs
    (<$300 for Hardware & Software)
  • Poor quality of experience
    (graphic resolution, field-of-view, nausea, comfort)
  • Exceptional quality of experience
    (Life-Like realistic & improving exponentially/month)
  • Limited pragmatic use-cases for organizations
  • Increased growing interest & demand by organizations
  • Primarily ”Consumption” Focused VR
    (e.g., gaming experiences)
  • Numerous (good & “free”) options for production “Create-it-Yourself” VR
  • Required high technical skillset/coding
    (computer programing/coding, advanced engineering)
  • “Non-Coding Coding”
    (Relies on creative & story-telling skills thus labor availability & economic opportunity for upskilling)
  • High implementation costs
    (hardware + software > $10,000)
  • Dramatic reduction in HW/SW costs
    (<$300 for Hardware & Software)
  • Poor quality of experience
    (graphic resolution, field-of-view, nausea, comfort)
  • Exceptional quality of experience
    (Life-Like realistic & improving exponentially/month)
  • Limited pragmatic use-cases for organizations
  • Increased growing interest & demand by organizations
  • Primarily ”Consumption” Focused VR
    (e.g., gaming experiences)
  • Numerous (good & “free”) options for production “Create-it-Yourself” VR
  • Required high technical skillset/coding
    (computer programing/coding, advanced engineering)
  • “Non-Coding Coding”
    (Relies on creative & story-telling skills thus labor availability & economic opportunity for upskilling)

BEYOND ALL OF THE HYPE, WHY ARE WE EXCITED ABOUT THE POTENTIAL OF THE METAVERSE, SPECIFICALLY VIRTUAL REALITY?
ANSWER : IMMERSIVE & EXPERIENTIAL LEARNING & EDUCATION

Training and Learning in VR Compliments – and May Even Outperform – Classroom or On-Line Methods

Faced with the issues and market failures in the public education system (per above), it is clear that innovation is essential to meet these challenges. Fortunately, in early 2020 there was a significant inflection point in the advancement and innovation of virtual reality (VR) capabilities – i.e., exponentially improving quality of experience combined with dramatically declining cost for hardware and software. As important, there were some early efficacy studies that were emerging that were signaling game-changer potential when introducing immersive and experiential methods of learning to students within VR.

One noteworthy initial efficacy study really struck a chord with us at Exponential Destiny. Specifically, the following 2020 Price Waterhouse Coopers (PwC) independent study (see Chart) :

View the full PwC report here.

The report highlights the dramatic (exponential vs. incremental) improvements in training and education when comparing learning in Virtual Reality to classroom and on-line learning approaches.

Read more +