Some lesser-known companies have launched their own online worlds. The online fantasy world Second Life, founded in 2003, is in its second decade as an alternate reality. During the pandemic, it has exploded in popularity among kids who had to rely more heavily on virtual connections. As of August, Minecraft boasts more than 140 million monthly active users. Another virtual universe beloved by kids, the Microsoft-owned Minecraft is essentially the digital equivalent of Legos, where players can create their own digital character and build whatever they desire. Army is currently working with Microsoft on an augmented reality Hololens 2 headset for soldiers to train, rehearse and fight in. Beyond that, Xbox Live already connects millions of video game players across the globe, too. Also in the works for next year: explorable 3D virtual connected spaces for retail and workplaces. Earlier this month, Microsoft showed off its plans for bringing mixed-reality including holograms and virtual avatars to Microsoft Teams in 2022. The software giant already uses holograms and is developing mixed and extended reality (XR) applications with its Microsoft Mesh platform, which combine the real world with augmented reality and virtual reality. Zuckerberg has been bullish on the metaverse, believing it could replace the internet as we know it. "The next platform and medium will be even more immersive and embodied internet where you’re in the experience, not just looking at it, and we call this the metaverse," said Meta CEO Mark Zuckerberg last month after revealing the company's rebranding. Meta envisions a virtual world where digital avatars connect through work, travel or entertainment using VR headsets. The tech giant formerly known as Facebook has already made significant investments in virtual reality, including the 2014 acquisition of Oculus. Here's a look at what's happening today that could lead to the metaverse of tomorrow: Staff video, USA TODAY What are some examples of it? Ultra-fast broadband speeds, virtual reality headsets and persistent always-on online worlds are already up and running, even though they may not be accessible to all. But aspects of the metaverse currently exist. Mark Zuckerberg, the CEO of the newly named Meta (formerly Facebook), estimates it could take five to 10 years before the key features of the metaverse become mainstream. "Right now, we are on the cusp of the next internet," said Matthew Ball, managing partner of venture capital firm Epyllion Industries, in a February 2021 essay on his website. Supporters of the metaverse envision its users working, playing and staying connected with friends through everything from concerts and conferences to virtual trips around to the world. It's a combination of multiple elements of technology, including virtual reality, augmented reality and video where users "live" within a digital universe. ►Investing in the metaverse: What the future holds as real estate, crypto, NFTs fuel growth What is the metaverse? ►The virtual landscape: How the metaverse could reshape real estate ►Are we ready? From Facebook to Fortnite, the metaverse is calling And the companies behind those games have ambitions to be part of the evolution of the metaverse. Inklings of the metaverse already exist in online game universes such as Fortnite, Minecraft and Roblox. As the metaverse expands, it will offer a hyper-real alternative world for you to coexist in. Since then, various developments have made mileposts on the way toward a real metaverse, an online virtual world which incorporates augmented reality, virtual reality, 3D holographic avatars, video and other means of communication. But what is the metaverse? And when will it get here?Īuthor Neal Stephenson is credited with coining the term "metaverse" in his 1992 science fiction novel "Snow Crash," in which he envisioned lifelike avatars who met in realistic 3D buildings and other virtual reality environments. The metaverse has been a hot topic of conversation recently, with Facebook and Microsoft both staking claims.
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