From Wikipedia, the free encyclopedia
The Metaverse is a fictional virtual world,
described in Neal Stephenson's 1992 science fiction
novel Snow
Crash, where humans, as avatars, interact with each other
and software
agents, in a three-dimensional space that uses
the metaphor of the real world. The word metaverse is a portmanteau of the
prefix "meta" (meaning "beyond")
and "universe". Stephenson
coined the term to describe a virtual reality-based successor to the
Internet.[1]
Concepts similar to the Metaverse have appeared under a variety of
names in the cyberpunk
genre of fiction as far back as 1981 (in the novella True Names).
The
Metaverse in Snow Crash
The Metaverse appears to its users as an urban environment, developed along a single
hundred-meter-wide road, the Street, that runs the entire 65536 km
(216 km) circumference of a featureless, black,
perfectly spherical planet.
The virtual real
estate is owned by the Global Multimedia Protocol Group, a
fictional part of the real Association for
Computing Machinery, and is available to be bought and
buildings developed thereupon.
Users of the Metaverse gain access to it through personal
terminals that project a high-quality virtual reality display onto
goggles worn by the user, or from low-quality public terminals in
booths (with the penalty of presenting a grainy black and white appearance). Stephenson
also describes a sub-culture of people choosing to remain
continuously connected to the Metaverse by wearing portable
terminals, goggles and other equipment; they are given the
soubriquet "gargoyles" due
to their grotesque appearance. The users of the Metaverse
experience it from a first person
perspective.
Within the Metaverse, individual users appear as avatars of any
form, with the sole restriction of height, "to prevent people from
walking around a mile high". Transport within the Metaverse is
limited to analogs of reality - by foot, or vehicle, such as the monorail that runs the entire
length of the Street, stopping at 256 Express Ports, located evenly
at 256 km intervals, and Local Ports, one kilometer
apart.
Real-life
implementations
Various software implementations, with differing degrees of
similarity to the original text, have been made of Metaverse-like
environments.
- In 1993, Steve Jackson Games launched a MOO (a text-based, low-bandwidth
virtual reality system) called The Metaverse as
part of their BBS, Illuminati Online.
- In the mid-1990s, SenseMedia created a MOO called SnowMOO, also
based on Snow Crash.
- Active
Worlds, which was based entirely on Snow Crash,
popularized the project of creating the Metaverse in 1997 by
distributing virtual-reality worlds capable of implementing at
least the concept of the Metaverse.
- In 1998, the online three-dimensional virtual world There was created, wherein users
appear as avatars and, in addition to socializing, can purchase
objects and services using the virtual currency
therebucks, which are purchasable with real world
money.
- In 2003, the online three-dimensional virtual world Second Life was
launched by Linden
Lab. The stated goal of the project is to create a user-defined
world like the Metaverse in which people can interact, play, do
business (using the virtual currency Linden Dollars, also
purchasable with real money) and otherwise communicate.[2
] It is usually used from a third-person
perspective (although first-person "mouselook" is available), and
its current technology (like the others listed here) does not yet
allow the photo-realistic environment described in the Metaverse of
the book.[3]
- After Linden Lab made its client open-source, OpenSimulator and
the closely related Open Life Grid have
appeared, developing free virtual world software that are
protocol compatible with Second Life.
- In 2004, X3D was approved by ISO as the
successor to the Virtual Reality Modeling Language (VRML) as the open standard for interactive
real-time 3D (web3D). Today X3D
is the standard defining the 3D web and mixed reality Open
Metaverse by combining virtual, mirror, and augmented realities
with the web.
- The Open Source Metaverse
Project was begun in 2004 but ceased development a few years
later in the light of the success of Second Life.
- Solipsis, begun in
2005, is a free open source system aiming to provide the
infrastructure for a Metaverse-like public virtual territory.
- The Croquet
Project, begun in 2005, is an open source software development
environment for "creating and deploying deeply collaborative
multi-user online applications on multiple operating systems and
devices",[4] aiming
to be "more extensible than the proprietary technologies behind
collaborative worlds such as Second Life".[5] It has
been used to build virtual worlds such as the Arts Metaverse'.
- In 2007, some companies launched a few social networks
completely devoted to metaverse members. The most relevants are Koinup, Myrl, AvatarsUnited. The
main issues challenged by these projects are the DataPortability
of the Avatar across many virtual worlds and the possibility of
managing multiple accounts on a single dashboard.
- Google unrolled a
Metaverse-like platform called Google Lively through the Google Labs
July 8 2008.[6] It was
intended that new features would be added over time, but on
November 19, 2008, it was announced that the Lively service would
be discontinued at the end of December.
- Metaverse new comer ExitReality supports the existing 3D web
open standards and has taken an open platform approach to virtual
worlds, building on the existing web infrastructure to create an
open metaverse system.
- Various massively multiplayer online games bear a
resemblance to elements of the Metaverse, although typically
focusing on specific gaming purposes rather than socializing.
References