Could We See a Real-Life ‘Ready Player One’ Metaverse Soon?
Could We See a Real-Life ‘Ready Player One’ Metaverse Soon?
Blog Article
It is interesting to observe that a fully immersive metaverse that is similar to the one shown in the 2011 movie Ready Player One has become a hot topic for tech enthusiasts, futurists, and gamers, and therefore, they have been very interested in it. In the film, people get away from the daily sufferings of their lives by transferring into a virtual world which is OASIS for them, where they become superheroes, work, meet people, as well as earn money. However, is the metaverse a utopian future or is it realizable in the near future?
The Rise of the Metaverse
Metaverse is a concept that is not new per se. This virtual world has advanced from simpler multiplayer games and social platforms to a more complex one during the past decade. Platforms like Roblox, Fortnite, and Second Life made it possible for the players to interact with others in virtual spaces, which resulted in a more immersive online experience. The introduction of AR and VR devices, for instance, the Oculus Rift and Microsoft’s HoloLens, has led to the production of new computer-generated products that blur the lines between the virtual and physical worlds.
The truth is that businesses like Meta (formerly Facebook), Microsoft, and Google are quite heavy on investment in order to create their own versions of the metaverse. For example, Meta’s long-term plan is to make a virtual world that is completely immersive wherein the users could have social interactions, work from home, play games, and even go to the store. As AR and VR technologies are getting more and more popular, it is likely that the metaverse may become a reality sooner rather than later.
Key Technologies That Could Make the Metaverse Possible
The real-life Ready Player One metaverse is exciting, but there are still some roadblocks before it comes true, here are they are:
Virtual Reality (VR) and Augmented Reality (AR): VR is absolutely realistic and AR just mixes digital elements up with the actual reality. When here both are put together then the total performance becomes the best performing, both individuals could be involve and switch back and forth from the real world to the virtual world. That would be as seamless as possible. The combination of both can make virtual games more thrilling and lifelike. Gaming can thus be even more entertaining and engaging. Besides, VR, or AR technologies can be easily used for other purposes such as simulation in training, or visualization of art pieces and creations.(static)
Haptic Feedback and Motion Capture: The possibility of experiencing the virtual world with all of our senses is one of the most prominent features that we witnessed in the film OASIS. The haptic feedback system, to produce the feel of a body in motion through vibrations and other cues that will deceive the brain, is already a possibility today. Motion capture will render a whole tactile virtual world when the system will track all the movements that occur in a given time period.
Blockchain and NFTs: The concept of ownership in the virtual world is another of the important issues on the Ready Player One metaverse. Blockchain technology and non-fungible tokens (NFTs) have practically let people buy, use, or sell digital assets on platforms like the one offering virtual lands and digital art. It would even allow combining the technology into the game, so that the users could own and trade the assets with the others like it is in the OASIS.
Cloud Computing and 5G Networks: A metaverse that is seamlessly online all the time that would have to be worked by the mighty crane, the computing power would be an immense one. The development of both cloud computing and 5G networks will make it possible to do the majority of tasks associated with the aforementioned work remotely, hence there will be no need for heavy loads of equipment anymore. Vast virtual worlds can still be experienced in the user's real time with the help of cloud computing and 5G networks without the physical existence of end-users who may not afford such a situation.