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History of Metaverse

TheMorningCrypto Desk
TheMorningCrypto Desk

Updated on January 16, 2023 07:29 AM

Published on December 08, 2022 06:29 PM

People can interact in real-time while shopping, working, playing, and hanging out thanks to the metaverse, a shared three-dimensional virtual universe that connects a variety of digital platforms.

History of Metaverse
Source: Terrazero

A virtual world made up of one or more virtual reality worlds connected by the internet is known as a Metaverse. It can also be used to describe the systems and procedures used to access these worlds.

The word "over-world," which refers to a hypothetical location that people with telepathic mental talents can explore without physically going there, is borrowed from the French. In 1992, science fiction author Neal Stephenson created it in a book titled "Snow Crash."

The setting of a metaverse, on the other hand, is a digitally enhanced cyberspace where each user is free to move around on their own and complete tasks that they would be unable to complete in the physical world.

History of Metaverse

The idea of "binocular vision," which combines two images—one for each eye—to produce a single 3D perspective, was first put forth by scientist Sir Charles Wheatstone in 1838.

Stereoscopes, a tool that creates images by creating the illusion of depth, were developed as a result of this concept. The same concept is used in the latest VR headsets.

Snow Crash

In Neal Stephenson's science fiction book Snow Crash from 1992, the term "metaverse" was first used to describe a three-dimensional virtual environment where people can interact with programmable avatars and software agents in a manner similar to the real world. Stephenson uses the concept to describe an internet replacement based on virtual reality.

Users of Neal Stephenson's metaverse see it as a city built along the Street, a 100-meter-wide avenue that encircles the whole surface of a featureless, black, perfectly spherical world.

The Global Multimedia Protocol Group, a fictitious affiliate of the real Association for Computing Machinery, is the owner of the virtual real estate, which may be acquired and on which constructions can be erected.

Everyone tried their luck in the ecosystem after the metaverse's formative years because it was a hot issue. The following are some recent changes to the Metaverse ecosystem:

1938 - In his collection of essays titled The Theater and its Double, French playwright and poet Antonin Artaud uses the term virtual reality. He sketches a picture of how people, things, and images can be combined to make complex, compelling worlds.

1956- Morton Heilig produced the Sensorama Machine, the first VR device. According to John Licata, vice president and chief innovation foresight strategist at SAP New Venture Technologies Future Hub, "The Sensorama was by far the ultimate achievement which created the foundation for what the immersive virtual environment may become."

1960- Heilig also obtained a patent for the first head-mounted display, which integrated stereo sound with stereoscopic 3D pictures.

1970- Aspen Movie Map, developed by MIT allowed visitors to enjoy a computer-generated tour of the Colorado town of Aspen.

1984 - VPL Research, Inc. is founded by American computer scientist, musician, and pioneer of virtual reality Jaron Lanier. One of the first VR headsets and data gloves was created by the company. It produces examples of how virtual reality may be applied to business and artistic undertakings.

Alex Weishaupl, managing director of Protiviti Digital, stated that "Jaron Lanier's VPL Research started to commercialize goggles and gloves to facilitate augmented reality and virtual reality interactions, While there are a host of prior thinking and experiments" (including a great 1965 paper by Ivan Sutherland imagining an "Ultimate Display" that recognizably describes this sci-fi staple).

1989- While working at CERN, English computer scientist Tim Berners-Lee establishes the foundation for the World Wide Web. This represented a fundamental improvement over already-available text-based sharing services like Gopher and exclusive bulletin board systems. With Berners-Lee's invention, a client and server for a network of linked web pages with text, graphics, and audio were made publicly available.

1990- Sega produced VR arcade games including the SEGA VR-1 motion simulator, which customers loved in numerous arcades.

1992 - The phrase "metaverse" is first used by American science fiction author Neal Stephenson in his dystopian future setting of Snow Crash, where wealthy individuals escape into a different connected, 3D reality.

The alternate reality begins as a single 65,536 km road encircling a manufactured planet and grows as individuals purchase, construct, and upgrade virtual properties. In this scenario, there is just one universe that links everyone together.

People are in charge of their own avatars, which can be anything from extremely creative, individually designed objects to inexpensive, mass-produced items from Walmart known as "Clints" and "Brandys."

1993 - American and Israeli computer scientists Cynthia Dwork and Moni Naor develop proof-of-work strategies to thwart spam and denial-of-service assaults. Participants in the software must complete a challenging cryptographic task that is simple to verify. Later, the fundamental ideas are formalized and serve as Bitcoin's foundation.

1998 - Sportsvision aired the first live NFL game with a yellow yard marker, and other sports broadcasting swiftly adopted the practice of overlaying graphics over actual images of the field.

2003 - Second Life, a shared 3D virtual environment that enables users to explore, interact with one another, create things, and trade virtual goods, is unveiled by Linden Lab. With more than 70 million registered Second Life accounts, the virtual environment created the prototype for what a shared virtual world could look like.

Weishaupl noted that "major firms like IBM, Coca-Cola, and others put significant effort in figuring out how this 3-D platform could nurture employee and consumer experiences, which are themes we see being tested once more in the metaverse of today.

2006 - Users can build and participate in massively multiplayer games made by other users on Roblox. Users could test out new game concepts, and the platform offered the infrastructure to quickly scale the most popular ones. Users of the Roblox platform can also produce and market new goods. During the Covid-19 pandemic, adoption exploded, and the platform now has over 200 million users.

2007 - Google adds Street View to Maps so that users may explore a scaled-down virtual version of the actual world. "Google proved there are clever, straightforward ways of generating vast, complicated digital twins of actual settings for consumers to explore," Weishaupl said, "Beyond the cool immersive-ness of the product itself."

2009 - The first Bitcoin is created by Satoshi Nakamoto (a pseudonym), who also introduces the first public blockchain and the proof-of-work algorithm. It gradually becomes the most valuable cryptocurrency, proving the capability of decentralized ledgers to secure large-scale trade. Research on innovative ways to build decentralized markets outside of the control of any one party and interest in a variety of alternative cryptocurrencies are driven by wild speculation.

2010 - The prototype for the Oculus Rift VR headgear was made by 18-year-old inventor and entrepreneur Palmer Luckey. The groundbreaking device rekindled interest in VR with its 90-degree field of vision and use of computer processing power.

2011- Ernest Cline's book Ready Player One was published, providing us yet another glimpse into a thoroughly immersive world we may inhabit to escape reality. The novel was a smashing success, and Steven Spielberg turned it into a film in 2018. Oculus VR was purchased by Facebook in 2014 for $2 billion.

2014- Sony and Samsung both revealed that they were developing their own VR headsets, which was a busy year for XR. Google also introduced its first Cardboard gadget and its Google Glass AR glasses.

2016- Microsoft's HoloLens headsets debuted on the market, ushering in the era of mixed reality (AR and VR). In 2016, players of the augmented reality game Pokémon GO ran around their neighborhoods attempting to capture Pokémon.

2017- With the help of their ground-breaking Place app, which lets you choose a piece of furniture and see how it might appear in your house or office, the Swedish furniture giant IKEA entered the metaverse.

2020- Apple incorporated Lidar (Light Detection and Ranging) into iPhones and iPads, improving depth sensing for better photographs and augmented reality while also laying the groundwork for future mixed reality headsets.

2021- Facebook's name was changed to Meta to reflect its commitment to influencing the metaverse's future.

Furthermore, two companies unveiled highly transportable virtual reality headsets in the form of sunglasses (HTC's Vive Flow) or smart glasses (Ray-Ban Stories).

2022- Siemens and Nvidia collaborate on the industrial metaverse. The new term relies on Siemen's extensive platform of digital twin technologies for the aerospace, healthcare, manufacturing, automotive, and energy industries as well as Nvidia's Omniverse collaborative engineering environment.

Roland Busch, president and CEO of Siemens AG, stated that "photorealistic, physics-based digital twins embedded in the industrial metaverse offer enormous potential to transform our economies and industries by providing a virtual world where people can interact and collaborate to solve real-world problems."

Future of the Metaverse

For many years, the technologies that will shape the metaverse have been in development. A lot of them have offered us a peek of the future. But in order to enable new experiences and extend the infrastructure and services, a lot more work is needed. It will occur.
Implementations focused on social media and games will figure out how to accommodate more concurrent users. Enterprise-oriented metaverses will figure out how to enable more advanced and modular digital twins that enhance design, testing, and expert cooperation.

Metaverse FAQs

Describe the Metaverse.

The Metaverse is a spatial computing platform based on blockchain technology that offers virtual worlds that can be used in place of or as a copy of the real world, complete with social interactions, money, trade, and other significant aspects of civilization like economics and property ownership.

What activities are available within the metaverse?

A virtual environment would allow you to live there, work there, shop there, and socialize with others all from the comfort of your couch in the real world. One can shop, play games, make their own avatar, speak with people all around the world, and do many other things in the metaverse.

How can one access the metaverse?

By creating their own avatar on the platform—a 3D virtual world browser-based platform—people can have quick access to the metaverse. One of the greatest and simplest methods to enter the metaverse is through this. On their website, Decentraland also enables users to build their own avatars.

Why do businesses invest in the metaverse?

A growing number of companies are looking for ways to join in the Metaverse as it is poised to change how customers interact online. The "future of social media" can be changed by tech giants like Meta, NVIDIA, and Microsoft, and other businesses are attempting to make that idea a reality.

 

 

Metaverse

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