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Metaverse
In science fiction, the "metaverse" is a hypothetical iteration of the Internet as a single, universal, and immersive virtual world that is facilitated by the use of virtual reality (VR) and augmented reality (AR) headsets. In colloquial usage, a "metaverse" is a network of 3D virtual worlds focused on social connection. The term "metaverse" originated in the 1992 science fiction novel ''Snow Crash'' as a portmanteau of " meta" and "universe". Metaverse development is often linked to advancing virtual reality technology due to the increasing demands for immersion. Recent interest in metaverse development is influenced by Web3, a concept for a decentralized iteration of the internet. ''Web3'' and ''metaverse'' have been used as buzzwords to exaggerate the development progress of various related technologies and projects for public relations purposes. Information privacy, user addiction, and user safety are concerns within the metaverse, stemming from challenges facing the social ...
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Snow Crash
''Snow Crash'' is a science fiction novel by the American writer Neal Stephenson, published in 1992. Like many of Stephenson's novels, it covers history, linguistics, anthropology, archaeology, religion, computer science, politics, cryptography, memetics, and philosophy. In his 1999 essay " In the Beginning... Was the Command Line", Stephenson explained the title of the novel as his term for a particular software failure mode on the early Macintosh computer. Stephenson wrote about the Macintosh that "When the computer crashed and wrote gibberish into the bitmap, the result was something that looked vaguely like static on a broken television set—a 'snow crash. Stephenson has also mentioned that Julian Jaynes' book ''The Origin of Consciousness in the Breakdown of the Bicameral Mind'' was one of the main influences on ''Snow Crash''. Stephenson originally planned ''Snow Crash'' as a computer-generated graphic novel in collaboration with artist Tony Sheeder. In the author's ackn ...
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Avatar (computing)
In computing, an avatar is a graphical representation of a user or the user's character or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons (personal icons). Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games. The term ' () originates from Sanskrit, and was adopted by early computer games and science fiction novelists. Richard Garriott extended the term to an on-screen user representation in 1985, and the term gained wider adoption in Internet forums and MUDs. Nowadays, avatars are used in a variety of online settings including social media, virtual assistants, instant messaging platforms, and digital worlds such as ''World of Warcraft'' and ''Second Life''. They can take the form of an image of one's real-life self, as often seen on platforms like Facebook, or a virtual character that diverge ...
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Virtual World
A virtual world (also called a virtual space) is a computer-simulated environment which may be populated by many users who can create a personal avatar, and simultaneously and independently explore the virtual world, participate in its activities and communicate with others. These avatars can be textual, graphical representations, or live video avatars with auditory and touch sensations. Virtual worlds are closely related to mirror worlds. In a virtual world, the user accesses a computer-simulated world which presents perceptual stimuli to the user, who in turn can manipulate elements of the modeled world and thus experience a degree of presence. Such modeled worlds and their rules may draw from reality or fantasy worlds. Example rules are gravity, topography, locomotion, real-time actions, and communication. Communication between users can range from text, graphical icons, visual gesture, sound, and rarely, forms using touch, voice command, and balance senses. Massively multi ...
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Buzzword
A buzzword is a word or phrase, new or already existing, that becomes popular for a period of time. Buzzwords often derive from technical terms yet often have much of the original technical meaning removed through fashionable use, being simply used to impress others. Some "buzzwords" retain their true technical meaning when used in the correct contexts, for example artificial intelligence. Buzzwords often originate in jargon, acronyms, or neologisms.Grammar.About.com - definition of buzzword
Examples of overworked business buzzwords include ''synergy'', ''vertical'', ''dynamic'', ''cyber'' and ''strategy''. It has been stated that es could not operate without buzzwords, as ...
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VRChat
''VRChat'' is an online virtual world platform created by Graham Gaylor and Jesse Joudrey and operated by VRChat, Inc. The platform allows users to interact with others with user-created 3D avatars and worlds. ''VRChat'' is designed primarily for use with virtual reality headsets, such as the Oculus Rift and Oculus Quest series, SteamVR headsets (such as HTC Vive), and Windows Mixed Reality, but is also usable without VR in a "desktop" mode designed for either a mouse and keyboard or gamepad. ''VRChat'' was first released as a Windows application for the Oculus Rift DK1 prototype on January 16, 2014, and was later released to the Steam early access program on February 1, 2017. Features ''VRChat''s gameplay is similar to that of games such as ''Second Life'' and '' Habbo Hotel''. The game is made up of thousands of connected worlds, in which they can interact with each other through virtual avatars. Avatars and worlds are created and uploaded by its users, which require technic ...
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Virtual Reality
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry. Currently, standard virtual reality systems use either virtual reality headsets or multi-projected environments to generate realistic images, sounds and other sensations that simulate a user's physical presence in a virtual environment. A person using virtual reality equipment is able to look around the artificial world, move around in it, and interact with virtual features or items. The effect is commonly created by VR headsets consisting ...
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Second Life
''Second Life'' is an online multimedia platform that allows people to create an avatar for themselves and then interact with other users and user created content within a multi player online virtual world. Developed and owned by the San Francisco-based firm Linden Lab and launched on June 23, 2003, it saw rapid growth for some years and in 2013 it had approximately one million regular users. Growth eventually stabilized, and by the end of 2017 the active user count had declined to "between 800,000 and 900,000". In many ways, ''Second Life'' is similar to massively multiplayer online role-playing games; nevertheless, Linden Lab is emphatic that their creation is not a game: "There is no manufactured conflict, no set objective". The virtual world can be accessed freely via Linden Lab's own client software or via alternative third-party viewers. ''Second Life'' users, also called ' residents', create virtual representations of themselves, called ''avatars'', and are able to int ...
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Meta
Meta (from the Greek μετά, '' meta'', meaning "after" or "beyond") is a prefix meaning "more comprehensive" or "transcending". In modern nomenclature, ''meta''- can also serve as a prefix meaning self-referential, as a field of study or endeavor (metatheory: theory about a theory, metamathematics: mathematical theories about mathematics, meta-axiomatics or meta-axiomaticity: axioms about axiomatic systems, metahumor: joking about the ways humor is expressed, etc.). Original Greek meaning In Greek, the prefix ''meta-'' is generally less esoteric than in English; Greek ''meta-'' is equivalent to the Latin words ''post-'' or ''ad-''. The use of the prefix in this sense occurs occasionally in scientific English terms derived from Greek. For example: the term ''Metatheria'' (the name for the clade of marsupial mammals) uses the prefix ''meta-'' in the sense that the ''Metatheria'' occur on the tree of life adjacent to the ''Theria'' (the placental mammals). Epistemology In epi ...
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Active Worlds
Active Worlds is an online virtual world, developed by ActiveWorlds Inc., a company based in Newburyport, Massachusetts, and launched on June 28, 1995. Users assign themselves a name, log into the Active Worlds universe, and explore 3D virtual worlds and environments that others have built. ActiveWorlds allows users to own worlds and universes, and develop custom 3D content. The browser has web browsing capabilities, voice chat, and basic instant messaging. History In the summer of 1994, Ron Britvich created ''WebWorld'', the first 2.5D world where tens of thousands could chat, build and travel. WebWorld operated on the Peregrine Systems Inc. servers as an after-hours project until Britvich left the company to join Knowledge Adventure Worlds (KAW) in the fall of that year. In February 1995, KAW spun off their 3D Web division to form the company Worlds Inc. Britvich was eventually joined by several other developers, and the renamed AlphaWorld continued to develop as a skunkwork ...
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Web3
Web3 (also known as Web 3.0) is an idea for a new iteration of the World Wide Web which incorporates concepts such as decentralization, blockchain technologies, and token-based economics. Some technologists and journalists have contrasted it with Web 2.0, wherein they say data and content are centralized in a small group of companies sometimes referred to as " Big Tech". The term "Web3" was coined in 2014 by Ethereum co-founder Gavin Wood, and the idea gained interest in 2021 from cryptocurrency enthusiasts, large technology companies, and venture capital firms. Commentators associated with the Open Rights Group argue that Web3 will provide increased data security, scalability, and privacy for users and combat the influence of large technology companies. They also raise concerns about the decentralized web component of Web3, citing the potential for low moderation and the proliferation of harmful content. Some have expressed concerns over the centralization of wealth to a sma ...
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The Palace (computer Program)
''The Palace'' is a British drama television series that aired on ITV in 2008. Produced by Company Pictures for the ITV network, it was created by Tom Grieves and follows a fictional British Royal Family in the aftermath of the death of King James III and the succession of his 24-year-old son, King Richard IV, played by Rupert Evans. It also stars Jane Asher and Zoe Telford. The series was filmed on location in Lithuania in 2007 and broadcast from 14 January to 3 March 2008. Low viewing figures cancelled it after one series. Plot On the sudden death of King James III, his 24-year-old elder son inherits the throne and becomes Richard IV. Princess Eleanor (Sophie Winkleman), his older sister, wants the throne for herself and resents that it goes to Richard. Her Private Secretary, Major Simon Brooks (David Harewood), helps her try to discredit the new king. Richard's younger brother, Prince George (Sebastian Armesto), is a party-animal, and the youngest sister, Princess Isabelle ...
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USA Today
''USA Today'' (stylized in all uppercase) is an American daily middle-market newspaper and news broadcasting company. Founded by Al Neuharth on September 15, 1982, the newspaper operates from Gannett's corporate headquarters in Tysons, Virginia. Its newspaper is printed at 37 sites across the United States and at five additional sites internationally. The paper's dynamic design influenced the style of local, regional, and national newspapers worldwide through its use of concise reports, colorized images, Infographic, informational graphics, and inclusion of popular culture stories, among other distinct features. With an average print circulation of 159,233 as of 2022, a digital-only subscriber base of 504,000 as of 2019, and an approximate daily readership of 2.6 million, ''USA Today'' is ranked as the first by circulation on the list of newspapers in the United States. It has been shown to maintain a generally center-left audience, in regards to political persuasion. ''US ...
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