Tuesday, 17 May 2022

Metaverses. Computer games are the engine of a new reality.


    The Metaverse is a computer simulation of a three-dimensional world using virtual and augmented reality. It is assumed that, unlike existing virtual environments, it will be possible to spend almost a whole day in this computer world. In addition, the developers promise high realism and functionality to engage in almost any activity - from some kind of business activity, meetings, virtual offices to any goals, gyms, meetings, maintaining relationships across the universe. This is all we are promised by the leaders of this sphere.

    The technologies for the implementation of the metaverse already exist, just that they are not yet suitable for mass use in terms of economic and technical characteristics. As soon as the number of users of the metaverse reaches the threshold of 300-500 million, then everything will change. Firstly, devices for entering the metaverse will immediately become cheaper, because the price of their development will be distributed among all users, and secondly, since the operators of the metaverse will earn on collecting data and selling digital goods, this will become extremely profitable.

     Using the metaverse will help save money and avoid additional risk in a pandemic. It will be possible to meet with friends, work, be at a meeting without leaving home. In addition, there are already many studies of virtual reality showing that a person reacts to virtual reality in much the same way as to the real world. There is a famous experiment where in virtual reality a person sees a skyscraper with a plank protruding beyond the building. In reality, this board lies in an ordinary room on the floor, and the person knows this. And still, it is very difficult for people to walk along it, because in virtual reality the body and brain very quickly forget about it and see a board on the roof of a skyscraper in front of them. This is the most popular experiment among budding researchers and can be found in numerous YouTube videos.

    If the realism of the virtual environment develops, then in the near future people will be able to experience emotions that, for financial or some other reasons, are not available to them in the real world. There is another famous experiment about a Korean girl. In virtual reality, an exact copy of the deceased seven-year-old girl was recreated using videos recorded with her. Her mother was very grateful. Perhaps in the metaverses we will be able to make similar virtual copies of the departed people.

    There are a lot of risks in such projects. First, of course, there are the most negative scenarios, up to the matrix scenario about the fact that we all go into this universe and forget about the real world. Or that it will be easier for the state to improve the metauniverse than the real urban environment, and the streets of cities will turn into incomprehensible things.

    In addition, at this stage, when there is such high competition and everyone urgently wants their own metaverse, it is very likely that virtual spaces will be extremely vulnerable to hacker attacks. Because everyone wants to quickly release a new device or create some kind of attractive environment to lure as many users as possible. At the same time, developers forget about things like cybersecurity. But given that, as I said earlier, a person reacts to this reality in much the same way as to the real one, there are risks that hackers will be able to manipulate emotions and moods. At this stage, while there are no recognized security standards, this is a rather big risk.

    Now the engine of this whole story is computer games. Microsoft recently bought major gaming company Activision Blizzard in one of the company's largest deals and shows that the fight for leadership in building the metaverse has already begun.

    

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