https://www.brisklogic.co/the-seven-layers-of-meta-verse/

LAYER 1: EXPERIENCE

A lot of people consider of the metaverse as a 3D space that surrounds us. However, the metaverse isn’t 3D or 2D or even graphic; it’s about the unstoppable dismaterialization of physical space, distance and objects. It also includes 3D games such as Fortnite on our gaming consoles Beat Saber in our virtual reality headsets and Roblox playing on our PCs. Also included are Alexa in our kitchen. Zoom in our online office, Clubhouse on our phones, and Peloton in our home gyms.

What happens when the physical world is removed from the physical world? Once scarce experiences can now be numerous. Games can show us the way forward: in a game, you can imagine of becoming a musician, a Jedi, a race car driver, or whatever else you may think of. Imagine what happens if you put this to the more common experiences. For instance, a concert in physical space can sell just a couple of places in the first rowhowever, a online concert can produce a personalized space of existence for each person in the sense that you always have the most comfortable seat in the seat of your choice.

The games will grow to include additional events inspired by the live show, like the music performances and immersive theatre that have been seen in Fortnite, Roblox, and Rec Room. The esports and social networks will also be enhanced by entertainment on the internet. In the meantime, traditional industries like education, travel and live performances will be transformed by game-thinking and the online economics of abundance.

The live events that I’ve discussed here can lead to another dimension of metaverse events: the content-community complex. While in the past, customers were merely users of content, they’re today content creators and content-amplifiers, too. The way they were used to think about it was in the previous, there was the notion of “user-generated content” when it was referring to simple features such as commenting on blogs or uploading a video. Today, content isn’t only created by people and it is created from their conversations and contributes to the content of the discussions within their communities. Content is the seed that creates content. a online flywheel of events, content and social interactions. When we speak of “immersion” in the future it will not refer exclusively to the experience of being in a graphic space , or a story-world as well as to the social aspect of immersion and how it creates interactions and creates the content.

LAYER 2: DISCOVERY

Discovering is all about the pull and pull that exposes people to different experiences. It is a huge ecosystem and an area that is of the most profitable for various businesses — including many of the most significant in the global marketplace. In general, the majority of discover platforms can be classified as either inbound (the person is actively looking for information regarding the event) as well as outbound (marketing that wasn’t specifically asked for by the person or even in the event that they opt in).

INBOUND:

  • Live-streamed presence
  • Community-driven content
  • No of the people you know who like App
  • App stores (along with reviews, ratings systems, and categorization/tagging)
  • Curation through applications that are featured in retail stores, flavor-makers and “influencers”
  • Search engines
  • Earned media

OUTBOUND:

  • Advertising on display
  • Spam (email, LinkedIn, Discord)
  • Notifications

The majority of the mentioned above are well-known to Internet users at this moment, and I’ll concentrate here specifically on the areas of discovering that increase in significance in the virtual world.

In the first place, communities-driven material is a much more efficient and cost-effective method of finding out than other forms of marketing. If people are truly invested in the material or the activities they’re taking part in They’ll share the word about it. When content becomes easier to trade, exchange, and share within more metaverse settings, the content itself will also turn into a advertising asset. A prime example is the NFTs. Whether you love them or not One of their principal advantages are the accessibility with that they can be provided to the decentralized marketplaces and the business models that support the more direct interaction between creators and communities. Content marketplaces are expected to become an alternative to applications marketplaces as a way of discovery.

live-time present at the moment

The different wallsed gardens for specific games make great use of real-time interaction: if you sign in to Steam, Battle.net, Xbox or PlayStation you’ll be able to see which games your pals are playing this moment. In addition to the game of gaming, Clubhouse illustrates the potential of this structure. Deciding which rooms to join is mostly geared towards your personal of a list of people you are following.

In the same way that we are dematerializing our physical realities, the metaverse is also digitalizing social structures. While earlier phases of the Internet could be identified by digital media “stickiness” around a few single providers, a decentralized identity ecosystem could shift the influence to the social groups and allow them to easily move across the collective experience. Clubs are formed from Clubhouse and create a gathering in Rec Room and guilds are able to move between games; a circle of friends moves between different interactions on Roblox. This is the advertising implication of the complex of the content-community.

Real-time presence detection that covers the variety of things happening in the virtual world is among of the best discoveries for creators. Discord offers a presence detection SDK that can be used across various game environments; when it (or something similar) is widely adopted and is made more visible it will be a gradual transition from the asynchronous “social networking” to real-time “social activity.” Experiences that provide community leaders the ability to start events that people really would like to take part in will set the way.

LAYER 3: CREATOR ECONOMY

Not just is the adventures of the universe becoming more immersive, social and real-time as well, however, the number of people who create them is growing exponentially. This layer houses the entirety of the tools that creators employ on a regular basis to create the experiences people are enjoying.

Creator economies in the past developed in predictable patterns, whether in the metaverse or games, the development of websites, even e-commerce:

PIONEER ERA:

First people to develop experiences for a given technology had no tools to build their experiences, so they construct all of their experiences from scratch. Initial websites written entirely in HTML; people implemented their own shopping carts for online stores; and developers wrote code direct to the graphic equipment for games.

ENGINEERING ERA:

Following the first results in a market for creativity there’s an explosion of the number of people working in teams. It’s usually too slow and costly to accommodate the needs of users, and workflow grows more complicated. The first tools in a market is designed to alleviate overloaded engineers by giving the engineers with the SDKs and middleware to help them save time. For instance Ruby on Rails (along with a huge number of other stacks of application servers) helped make it easier for developers to develop websites that are based on data. In games graphics libraries like OpenGL and DirectX came into use to allow developers with the capability to create 3D graphics with no programming at a low level.

CREATOR ERA:

In the end, creators and makers don’t need programming obstructions to cause them to slow down -and and coders prefer to add their skills to the distinctive aspects of a task. This new era is marked by a rapid and rapid increase in the number of creatives. Creators are provided with tools and templates and markets of content that transform development from a bottom-up, code-centered procedure to a upward-facing, artistically driven process.

Presently, you can launch an eCommerce website in Shopify in minutes , without having to know a tiny bit of code. Websites can be developed and kept up-to date in Wix as well as Squarespace. 3D graphics can be created using game engines like Unity and Unreal with out having to use the basic rendering the visual interfaces of their studios using visual interfaces inside their Studios.

Experiential experiences in the Metaverse are likely to become constantly live, interactive, and continuously updated. At present, the experiences of creators in the metaverse have been centered around centrally controlled platforms like Roblox, Rec Room, and Manticore -which are where a full set of integrated tools and discovery, social network, and monetization functions has created the most unprecedented number of people to make experiences for other users.

LAYER 4: SPATIAL COMPUTING

Spatial computing is a hybrid form of computation that reduces the boundaries in between the real and the virtual worlds. … When possible the computer in space and the space in the computer should be permitted to be able to bleed into each other. Sometimes this involves that space is brought to the computer, and sometimes this means introducing computational power into physical objects. Most often, it’s about designing systems that go through the conventional boundaries of the screen and keyboard , without getting caught up there and turning into an meek simulation or interface.

Spatial computing has grown into a vast class of technology that allows us to access and manipulate 3D space, and to augment the real world with more data and experiences. I separate the technology of space computing from the supporting hardware layer that I discuss in the Human Interface section below. To define the most important elements of software this includes:

3D engines to show geometry and animated (Unity and Unreal)

The mapping and Interpreting the inside and outside world

spatial mapping (Niantic and Planet-Scale) and Cesium) and object recognition. Voice and gesture recognition

Integration of data from sensors( Internet of things) and biometrics from people (for purposes of identification as well as self-quantified applications in fitness/health)

User interfaces of the next generation to provide concurrent information streams and analysis

 

LAYER 5: DECENTRALIZATION

The ideal configuration of the Metaverse would be the contrary of the OASIS of Ready Player One 《头号玩家》 in which it was run by a one entity. Exploration and expansion are exponentially increased when the options are increased and technology is interoperable and constructed within competitive markets in which creators have the right to their own information and their own creations.

The most basic instance of centralization can be seen in the Domain Name System (DNS) that maps IP addresses to names, thus removing you from needing to fill in a number every time you need to visit a website.

Distributed computing and microservices create a flexible ecosystem for developers to benefit from the online capabilities that range from the commerce system to special AI to different game systemsand without having to focus on creating or building back-end capabilities.

The technology of blockchain, that permits value exchange among software programs, autonomous identification and new methods of disaggregating and the bundling of information and currencies -it is a significant aspect of decentralization. This field of technological innovation is known as Web3 which liberates financial assets from central control and custody and within the decentralized finance (DeFi) it is already possible to have instances of connecting financial Legos to create new applications. With the arrival of NFTs and blockchains that are optimized for the type of microtransactions demanded by game titles and the metaverse, it is likely that we will be witnessing a new wave of innovations in market decentralization and applications for games assets too.

Far edge” computing will bring the cloud even closer to our homes and even in our cars– to provide powerful applications at low latency without taking your device with the burden of the tasks. Computing power will be more of a utility in a grid (not like the electricity grid) and less like a datacenter.

LAYER 6: HUMAN INTERFACE

Computers are advancing more close to the human body, turning us into cyberborgs.

Smartphones aren’t phones. They’re highly portable, always connected, and powerful computers that have the advantage of being able to include a phone application already installed. They’re getting even more powerful and with the further reduction in size, the right sensors, embedded AI technology and the ability to connect at low latency to advanced edge computing, they’ll be able to absorb the more and new software and experience from the cyberworld.

It’s the Oculus Quest is basically a smartphone that’s been transformed to become a VR device. this untethering provides us with a the impression of the direction the future will take us.

Then in a short time the Quest 2 ought to be similar to of the mobile brick phones from the past. Soon we’ll see smart glasses that can be able to perform the majority of the features of a smartphone, along with AR and VR applications.In a few years the Quest 2 ought to be like the of the mobile brick phone from the past. Soon we’ll be able to use smart glasses that can be able to perform every one of the features of a smartphone, along with AR and VR apps.

In addition to smartglasses there exists a growing sector that is playing with innovative ways to connect us to technology:

3D-printed wearables printed with 3D printing integrated with fashion and clothing

Miniaturized biosensors, some are printed onto the skin

Maybe even consumer neural interfaces?

LAYER 7: INFRASTRUCTURE

The infrastructure layer comprises the technology that allows our devices to connect to the network and provides the content.

5G networks will drastically increase capacity while also reducing competition and latency. 6G will improve speeds by an additional magnitude. of magnitude.

Enabling the untethered functionality, high performance, and miniaturization required by the next generation of mobile devices, smartglasses, and wearables will require increasingly powerful and tinier hardware: semiconductors that are imminently dropping to 3nm processes and beyond; microelectromechanical systems (MEMS) that enable tiny sensors; and compact, long-lasting batteries.

INTERNET 3.0

A metaverse isn’t “a” metaverse. This is the next stage of the Internet: a multiverse. The numerous opportunities in this area will be all around us both physically and visually.

Although there will be numerous proprietary (and extremely enjoyable) themes park in the world of the metaverse we’re were more enthralled by the possibility of a new world in the world of a metaverse that is powered by a strong creator-economy that is enabled through decentralization.