Showing posts with label Metaverse. Show all posts
Showing posts with label Metaverse. Show all posts

Friday, January 7, 2022

Metaverse gets touch of reality at CES

LAS VEGAS, United States— A jacket equipped with sensors that let wearers feel hugs or even punches in virtual reality was among the innovations giving the metaverse a more realistic edge at the Consumer Electronics Show.

"What is the metaverse if you can't feel it?" asked Jose Fuertes, founder of the Spain-based startup Owo, which made the jacket. "It's just avatars."

The "metaverse"— a parallel universe where human, augmented and virtual realities are supposed to merge— was a hot theme at the annual gadget extravaganza in Las Vegas, with startups showing off computers, headsets and other gear promising to enhance time spent in virtual worlds.

Owo touts its jacket as able to immerse wearers, whether in video games or in the metaverse, letting them feel "a gunshot, the wind, someone grabbing your arm and even a hug from a loved one."

The tight-fitting jacket features bands that stick to the skin, with sensors that sync to a mobile application. Before donning a virtual reality (VR) headset, the wearer can choose the intensity of each sensation.

"Our mission is to turn the virtual into reality with a second skin; to add the sense of touch in the metaverse or video games," Fuertes said as AFP tried out the jacket.

The Owo garb— to be priced less than $450 when it hits the market late this year— brings to mind the sci-fi novel-turned-film "Ready Player One," in which people in a dystopian world live alternate lives in a virtual universe.

The science fiction future seems distant given a lack of full body suits and comfortable headsets for simulated experiences, or ubiquitous high-speed internet service to handle such rich data streams.

Nonetheless, the metaverse has become a popular topic since being endorsed by Facebook chief Mark Zuckerberg so enthusiastically that the technology company was renamed "Meta."

Sound of inevitability? 

Virtual reality has mostly been used for video games, despite its potential for experiences such as letting people visit museums, landmarks or far-off cities while sitting at home, and even for providing seats literally in the middle of feature films.

While companies such as Meta and HTC have invested heavily in virtual reality headsets, the equipment is still not light and comfortable enough to wear for long periods of time.

"I'm the biggest sort of augmented and virtual reality nerd, but I don't think we are anywhere close to anything exciting happening in the metaverse," said Paddy Cosgrave, head of Web Summit in Europe.

He expects it to take more than a decade for the metaverse to become real.

"Nothing can stop it," Touchcast chief and founder Edo Segal said of the metaverse.

Touchcast showed off a platform for collaboration between companies in virtual reality, complete with ".metaverse" addresses akin to .com web addresses. But the domains will be registered on a blockchain database, instead of on servers.

"In 1999, it was hard to believe people would buy things online," Segal said.

"Look where we are today. Humanity is moving in this direction."

Industry trackers report that sales of virtual reality gear were boosted by the pandemic as people relied on the internet for games, work, learning and socializing.

'Like a cyborg' 

Since the pandemic began restricting people's movements, Takuma Iwasa has taken to spending weekends on a VR platform where people chat and party in a virtual world with avatars as their proxies.

As the year 2020 neared its end, the young Japanese entrepreneur focused on ways someone's leg or torso movements can be mirrored by avatars and other ways of making visits to virtual worlds more realistic.

His startup Shiftall, a subsidiary of Panasonic, unveiled lightweight, high-resolution VR glasses at CES.

"In the future, some of the special suits like in 'Ready Player One' will contain every system," Takuma said.

"Currently, metaverse users need to use different products, like a cyborg."

Israeli start-up Wearable Devices is working on a bracelet that detects the electrical signals sent by the brain to the hand. The wearer can control synced objects with a mere snap of their fingers— a function that could prove useful if people use augmented reality glasses and need to select items displayed on the lenses.

But as the metaverse evolves, society will also need to be wary of dangers from online ills such as misinformation, harassment and losing touch with the real world, some experts warned.

"Counterfeit goods are going to exist in the metaverse, as well. Counterfeit identities are going to exist in the metaverse, as well," said Dan Guenther, an extended reality specialist at Accenture.

"And we've seen in many other evolutions of the internet that many times... (there) are the portions of the internet that we're uncomfortable with."

Agence France-Presse

Tuesday, December 28, 2021

Chinese tech giant Baidu tests metaverse waters with new app

Chinese tech giant Baidu on Monday took its first steps into the metaverse industry with the launch of a virtual reality app, looking to test the waters in what is considered by many to be the next phase in the Internet's evolution.

The Beijing-based company joins brands such as Nike and Ferrari in rushing to experiment with virtual goods against a backdrop of predictions that the metaverse could one day overtake and replace the web of today.

The firm, nicknamed the Chinese Google, held a conference inside the virtual world of its new app XiRang, which means "Land of Hope". It can be accessed from a smartphone, computer or through virtual reality goggles.

It took place in front of Baidu co-founder and chief executive Robin Li and an audience of 3D avatars.

The platform, however, is still in its infancy and Ma Jie, a vice president at Baidu, told reporters at an earlier event that it could take up to six years for a full launch, according to CNBC.

XiRang allows users to create a digital character and interact with other users in a 3D world, for example a fictional city.

Baidu says it will allow up to 100,000 users to participate in the same digital space.

Users, who can only access the app in China, can take part in activities such as visiting virtual exhibitions or practicing diving in a digital swimming pool.

The opportunities offered by the creation of a "new virtual world" are whetting the appetites of digital giants such as Facebook, whose parent company was re-baptized Meta in October to signal a strategic shift to the metaverse.

Like Baidu, other Chinese digital giants have made inroads into the metaverse.

ByteDance, the owner of TikTok, has invested in several companies in the sector, including the maker of virtual reality headsets Pico.

And Tencent, aided by its expertise in video games, is developing its own metaverse platform.

Agence France-Presse

Sunday, December 5, 2021

'Metaverse' hype fuels booming digital property market

PARIS, France - The idea of spending millions on non-existent land may sound ludicrous -- but feverish predictions of a virtual reality future are pushing investors to bet big on digital real estate.

This week, New York-based company Republic Realm announced it had spent a record-breaking $4.3 million on digital land through The Sandbox, one of several "virtual world" websites where people can socialise, play games and even attend concerts.

That came hot on the heels of a $2.4-million land purchase in late November on a rival platform, Decentraland, by Canadian crypto company Tokens.com. And days before that, Barbados announced plans to open a "metaverse embassy" in Decentraland. 

Such websites bill themselves as a prototype of the metaverse, a future internet where online experiences like chatting to a friend would eventually feel face-to-face thanks to virtual reality (VR) headsets. 

"Metaverse" has been a Silicon Valley buzzword for months, but interest soared in October after Facebook's parent company renamed itself "Meta" as it shifts its focus towards VR. 

The Facebook rebrand "introduced the term 'metaverse' to millions of people a lot faster than I would have ever imagined," said Cathy Hackl, a tech consultant who advises companies on entering the metaverse. 

According to crypto data site Dapp, land worth more than $100 million has sold in the past week across the four largest metaverse sites, The Sandbox, Decentraland, CryptoVoxels, and Somnium Space.

For Hackl, it's unsurprising that the market is booming, spawning an entire ecosystem around virtual real estate, from rents to land developers. 

"We're trying to translate the way we understand physical goods into the virtual world," she told AFP. 

And while it may be some time before these sites operate as true metaverses, transporting us elsewhere with VR goggles, digital land is already functioning as an asset just like real land, said Hackl.

"They can build on it, they can rent it out, they can sell it," she said.

'Fifth Avenue of the metaverse' 

Tokens.com has bought a prime patch in Decentraland's Fashion Street district, which the platform hopes to develop as a home for luxury brands' virtual stores.

"If I hadn't done the research and understood that this is valuable property, it would seem absolutely crazy," admitted Tokens.com CEO Andrew Kiguel.

Kiguel spent 20 years as an investment banker focused on real estate. He insists the Decentraland plot makes exactly the same kind of business sense as it would in the real world: it's in a trendy area with high footfall.

"That is advertising and event space where people are going to congregate," he explained, pointing to a recent virtual musical festival in Decentraland which attracted 50,000 visitors.

Luxury brands are already venturing into the metaverse -- a Gucci handbag sold on the Roblox platform in May for more than the real version -- and Kiguel hopes Fashion Street will become a shopping destination akin to New York's Fifth Avenue.

As for how the land could be used to make money, "it can be as simple as having a billboard, or it can be as complex as having a storefront with an actual employee," he said.

"You could walk in with your avatar and have 3D digital representations of a shoe that you can hold, and ask questions."

Second Life, rebooted 

As far back as 2006, a real estate developer made headlines after making $1 million from land sold on the virtual world site Second Life.

While Second Life remains active, proponents of its next-generation rivals point out a key difference.

In Decentraland, everything from land to virtual artwork comes in the form of a non-fungible token, or NFT. 

Some people have spent tens of thousands of dollars on these digital items, and the concept has generated scepticism as well as excitement. 

But Kiguel predicts this form of digital ownership will become widespread in the coming years, because the blockchain technology behind it creates trust and transparency when making transactions.

"I can see the ownership history, what's been paid for it and how it's been transferred around," he said. 

But the investment is not without its risks -- particularly given the volatility of the cryptocurrencies used to buy NFTs. 

And while virtual concerts on sites like Roblox and Fortnite have drawn tens of millions of viewers, the sparse data available suggests traffic on metaverses like Decentraland lags far behind that of established social media sites like Facebook and Instagram.

Ultimately the value of the land investments depends on whether people start flocking to these sites. 

"I know it all sounds quite ludicrous," said Kiguel. "But there's a vision behind it."

Agence France-Presse