WEBVTT - What is the metaverse?

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<v Speaker 1>Welcome to tech Stuff, a production from I Heart Radio.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I'm your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer with I Heart Radio

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<v Speaker 1>and love all things tech. But boy, that that less

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<v Speaker 1>phrase comes with a lot of qualifiers, doesn't it. You know,

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<v Speaker 1>I think that I might need to create a sub

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<v Speaker 1>series of tech Stuff episodes called the Grumpy Old Man Episodes.

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<v Speaker 1>Um and in which case, maybe we need like some

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<v Speaker 1>sort of grumpy old man music, maybe something you know,

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<v Speaker 1>like hill billy esque playing in the background, considering my

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<v Speaker 1>my my own background in southern culture. But um yeah,

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<v Speaker 1>this is gonna be a grumpy episode in many ways.

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<v Speaker 1>And it's because I thought I would talk a bit

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<v Speaker 1>about the concept of the metaverse and what that is

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<v Speaker 1>besides being kind of using. And the reason I'm bringing

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<v Speaker 1>it up at all is there have been a few

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<v Speaker 1>recent examples of companies committing to building out a type

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<v Speaker 1>of metaverse. One of those is Facebook, which you know,

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<v Speaker 1>if you're listening to this in the future, might not

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<v Speaker 1>be called Facebook anymore. The company that is. I'm sure

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<v Speaker 1>the platform will still be called Facebook, but the company

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<v Speaker 1>is looking at a rebranding at least according to rumor,

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<v Speaker 1>and I'm sure I'll talk about that more in tomorrow's

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<v Speaker 1>news episode, but first let's talk about some general concepts,

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<v Speaker 1>because we're not just going to talk about Facebook's metaverse here.

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<v Speaker 1>So the term itself has its roots in science fiction,

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<v Speaker 1>similar to the term cyberspace. In fact, we should first

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<v Speaker 1>consider cyberspace before we move on to the metaverse. Now, cyberspace,

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<v Speaker 1>at least the version of cyberspace that became popularized within

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<v Speaker 1>mainstream culture, originated from the works of cyber author William Gibson.

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<v Speaker 1>Gibson himself was no programmer. He was not even a technologist.

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<v Speaker 1>He has said that he picked up terms and expressions

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<v Speaker 1>when essentially eaves dropping on conversations at a science fiction

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<v Speaker 1>convention back in the early nineteen eighties, and he found

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<v Speaker 1>certain phrases and you know, jargon, really captivating and they

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<v Speaker 1>became part of his work and he used them liberally

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<v Speaker 1>and loosely. One of the terms that he used with cyberspace,

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<v Speaker 1>and he kind of coined it. Now, to be fair,

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<v Speaker 1>other artists had actually used the term cyberspace before Gibson,

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<v Speaker 1>but in a different context. So I'm not really including

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<v Speaker 1>those in his short story Burning Chrome He called cyberspace

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<v Speaker 1>a consensual hallucination. So it was a thing that took

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<v Speaker 1>abstract data and ideas and turned it into stuff you

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<v Speaker 1>could actually see, like visualize. And that sounds pretty trippy,

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<v Speaker 1>but stick with me for a second, because honestly, this

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<v Speaker 1>is how we interact with a lot of our technology today.

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<v Speaker 1>It's just you know, mundane to us. So take the

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<v Speaker 1>typical computer user interface or even smartphone interface. Most systems

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<v Speaker 1>that the average person comes into contact with these days

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<v Speaker 1>are some variation of a graphical user interface or g

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<v Speaker 1>u I or gooey. In other words, there are obviously alternatives,

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<v Speaker 1>and I mean if you're working on Linux systems with

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<v Speaker 1>line code and things like that, you know that's different.

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<v Speaker 1>But most of us tend to encounter systems that are

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<v Speaker 1>using some form of gooey. So the graphics on screen

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<v Speaker 1>represents stuff like programs and processes. So for example, if

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<v Speaker 1>you have a uh your desktop up and there's a

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<v Speaker 1>Chrome icon on the screen, you can click on that

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<v Speaker 1>and it opens up the Chrome web browser. Uh. If

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<v Speaker 1>you were to click on an icon that was for Minecraft,

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<v Speaker 1>it would open up Minecraft. You get the idea. The

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<v Speaker 1>process of executing a program, which you know that's kind

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<v Speaker 1>of abstract. The idea of telling a computer, hey, I

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<v Speaker 1>need you to execute this specific code. That has made

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<v Speaker 1>more understandable by representing that process with the icon. You

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<v Speaker 1>click on the icon and the computer does the thing.

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<v Speaker 1>You don't have to try to figure out how to

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<v Speaker 1>tell the computer to do the thing. The computer knows

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<v Speaker 1>how to do the thing. All you had to do

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<v Speaker 1>is click on the icon. Gibson's description of cyberspace was

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<v Speaker 1>kind of like that, but on a global scale. It

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<v Speaker 1>was an extension of how we already used various methods

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<v Speaker 1>to try and visualize data. I mean, we've been doing

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<v Speaker 1>that for ages, you know. We use tables and charts

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<v Speaker 1>and graphs in order to do this. Humans are not

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<v Speaker 1>super good at processing big numbers, like we can't really

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<v Speaker 1>conceptualize big numbers effectively. But if you break it down

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<v Speaker 1>into a picture, then we typically get the idea, ah ha,

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<v Speaker 1>that piece of the pie is much bigger than this

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<v Speaker 1>other piece of the pie. You know, mm hmm pie.

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<v Speaker 1>That's a that's a throwback for the long time text

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<v Speaker 1>stuff listeners out there. Well later people would specifically interpret

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<v Speaker 1>Gibson's description of cyberspace to mean computer networks in general,

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<v Speaker 1>and then the Internet in particular. Cyberspace was this kind

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<v Speaker 1>of nebulous location. It wasn't physical, but it was possible

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<v Speaker 1>because of these interconnected computers. It was the the abstract

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<v Speaker 1>idea of space represented by these computer connections. Cyberspace was

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<v Speaker 1>where data could flow from one source to another, or

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<v Speaker 1>from one source to many others, or from many sources

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<v Speaker 1>to one destination. As the general public became aware that

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<v Speaker 1>there was this thing called the Internet, the term cyberspace

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<v Speaker 1>would sometimes be used to describe it. In fact, a

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<v Speaker 1>lot of us still use it today. I would argue

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<v Speaker 1>that Gibson's original concept was a little more poetic than

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<v Speaker 1>the Internet, that it was less about the actual interconnections

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<v Speaker 1>and more about this experience of the abstract taking a

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<v Speaker 1>synthetic form that we could interact with in some presumably

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<v Speaker 1>meaningful way. But there you go. Well, by the time

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<v Speaker 1>we get to the nineties, the Internet was a known thing,

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<v Speaker 1>at least to a slightly larger number of folks. It

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<v Speaker 1>wouldn't really take off in the public consciousness until the

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<v Speaker 1>Worldwide Web started to gain speed. Really, by the mid

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<v Speaker 1>to late nineties, it had been around for a while,

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<v Speaker 1>but mostly it was college students who were aware of

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<v Speaker 1>it before then. But in those early nineties we got

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<v Speaker 1>another concept from science fiction, and this would be the metaverse. Now,

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<v Speaker 1>this time the author was Neil Stevenson and the book

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<v Speaker 1>was Snow Crash. That book, by the way, is a

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<v Speaker 1>darn entertaining read. There's no way I could give a

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<v Speaker 1>synopsis of that book and do it justice. It would

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<v Speaker 1>just sound like gibberish if I try to explain it.

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<v Speaker 1>But it includes stuff like cyberpunk elements, the concept of

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<v Speaker 1>human language being somewhat synonymous with programming languages, the idea

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<v Speaker 1>of corporations becoming the dominant force in modern life, and

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<v Speaker 1>stuff like that. Also, the main character's name in that

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<v Speaker 1>book is Hero Protagonist, which is just playing awesome. But

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<v Speaker 1>the part we want to focus on is the metaverse.

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<v Speaker 1>So in the books No Crash, there is this online

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<v Speaker 1>virtual space that exists in tandem with our own physical world.

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<v Speaker 1>Using a computer system like a terminal, you can log

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<v Speaker 1>into this persistent virtual world, and in that world, each

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<v Speaker 1>person has an avatar to represent themselves, just like you

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<v Speaker 1>would find in your typical massively multiplayer online role playing

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<v Speaker 1>game or m m O RPG. Now, this kind of

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<v Speaker 1>gets back to Gibson's description of abstract data taking forms.

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<v Speaker 1>So in this case, the abstract data would be all

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<v Speaker 1>the different kinds of interactions you would have within a

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<v Speaker 1>virtual space, and the form would be the avatar. Right.

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<v Speaker 1>So let's say that you're in a virtual pub, and

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<v Speaker 1>this virtual pub has a dartboard in it, and you

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<v Speaker 1>decide you want to play a game of darts, so

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<v Speaker 1>you direct your avatar to the dart board. Then you

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<v Speaker 1>begin a game, and the whole process of your avatar

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<v Speaker 1>walking to the dart board and pulling the darts out

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<v Speaker 1>and getting ready to throw the darts is kind of

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<v Speaker 1>analogous to how you would click on an icon on

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<v Speaker 1>your standard computer or smartphone gooey like, when you want

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<v Speaker 1>to play a game on your phone, you just touch

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<v Speaker 1>the icon for the game on your screen and it

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<v Speaker 1>launches and then you're off. In this version of a metaverse,

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<v Speaker 1>a virtual representation of you seems to go through these

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<v Speaker 1>stages that a real person would go through in our

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<v Speaker 1>physical real world to play the real version of that game.

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<v Speaker 1>So again it's giving form, it's mirroring the real world

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<v Speaker 1>in that case. Now that's just a simple example, of course,

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<v Speaker 1>And in snow crash. The metaverse includes not just avatars

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<v Speaker 1>that represent people and not just like entertaining diversions. There

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<v Speaker 1>are also representations of programs and processes that take a

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<v Speaker 1>form like akin to a physical form in the metaverse. Again,

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<v Speaker 1>let's think about your computer. One thing you might have

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<v Speaker 1>on your computer is an anti virus program that, right,

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<v Speaker 1>the anti virus is designed to keep your computer protected

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<v Speaker 1>from malware threats. Well, in the metaverse, you might have

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<v Speaker 1>something akin to malware protection, but it takes the form

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<v Speaker 1>of like a security guard or maybe a personal bodyguard,

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<v Speaker 1>and you actually see a representation. You wouldn't have to

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<v Speaker 1>do it this way, right, You wouldn't even have to

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<v Speaker 1>have a visualization of that process, but you could. So

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<v Speaker 1>some of the things in the metaverse would not be

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<v Speaker 1>representations of other people, but of specific processes or programs.

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<v Speaker 1>On a similar note, maybe you've got a personal assistant

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<v Speaker 1>in this virtual world, and the assistant isn't an actual

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<v Speaker 1>human being using an avatar. Instead, it's a computer generated

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<v Speaker 1>conduit for things like notifications. So instead of seeing like

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<v Speaker 1>something pop up within your vision telling you, hey, you've

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<v Speaker 1>got a message, maybe you've got this personal assistant who says, hey, boss,

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<v Speaker 1>I got a message for you, like, that's another way

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<v Speaker 1>you could have this implementation. Now, that is the tippiest

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<v Speaker 1>tip of the iceberg when it comes to metaverse implementations,

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<v Speaker 1>of course, And I should also add that the concept

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<v Speaker 1>lumps and a few other things as well. For one thing,

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<v Speaker 1>stuff like virtual and augmented reality bleed into the idea

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<v Speaker 1>of a metaverse. The metaverse becomes something that one can

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<v Speaker 1>experience within the virtual environment, or sometimes the metaverse can

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<v Speaker 1>bleed in to the real world through technologies like augmented

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<v Speaker 1>reality and the Internet of Things. Really, the metaverse is

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<v Speaker 1>an evolutionary step and how we interact both with the

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<v Speaker 1>world of computers and computer systems and our real world

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<v Speaker 1>around us. Now, let's talk about augmented reality for a second.

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<v Speaker 1>I often think of augmented reality or a R as

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<v Speaker 1>being kind of an isolated experience. So, in other words,

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<v Speaker 1>I frequently take a fairly narrow view of a R.

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<v Speaker 1>I imagine glasses or maybe a headset. Then lets me

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<v Speaker 1>do stuff like see virtual overlays like directions displayed on

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<v Speaker 1>top of my real world view. So maybe I'm desperately

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<v Speaker 1>trying to put together a piece of IKEA furniture and

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<v Speaker 1>I'm having real hard time just following the paper directions.

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<v Speaker 1>So I put on my A R headset that has

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<v Speaker 1>a program that has all the different Ikea furniture programmed

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<v Speaker 1>into it, and the headsets camera is looking where I'm looking,

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<v Speaker 1>so it identifies the various pieces is of Ikea furniture

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<v Speaker 1>in front of me, and it gives me directions step

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<v Speaker 1>by step on what I need to do next. It

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<v Speaker 1>tells me if the piece I'm working on is backwards

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<v Speaker 1>or not right, might say, hey, you need to flip

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<v Speaker 1>that around, which is very useful. It prevents me from

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<v Speaker 1>doing what I otherwise will do practically every single ding

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<v Speaker 1>dang darn time, which is that I will install the

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<v Speaker 1>drawers upside down in my desk. Anyway, with the A

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<v Speaker 1>R glasses, I'm not just getting instructions like I would

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<v Speaker 1>from the paper book. I'm getting contextual, relevant instructions for

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<v Speaker 1>what's happening at that moment, where I am and how

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<v Speaker 1>everything is oriented from my perspective. The glasses interpret what

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<v Speaker 1>it is I'm looking at and what it should look like,

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<v Speaker 1>and then it is able to tell me what I

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<v Speaker 1>should do next. I mean, the earliest versions of A

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<v Speaker 1>R were meant to do this sort of thing. One

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<v Speaker 1>very early implementation of augmented reality was to help people

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<v Speaker 1>who are putting together commercial air craft. You know, there's

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<v Speaker 1>a lot of stuff that has to happen correctly to

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<v Speaker 1>build a working commercial aircraft, for example, wiring up the

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<v Speaker 1>aircraft that you're putting together so that all the electrical

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<v Speaker 1>systems work properly. So one early implementation of the ARE

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<v Speaker 1>was to create a guide for technicians to follow when

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<v Speaker 1>they were wiring up aircraft to make sure that the

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<v Speaker 1>correct wires were going to the correct places. Well, these

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<v Speaker 1>are kind of isolated examples of a R. In a

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<v Speaker 1>metaverse implementation, the a R glasses could tap into this shared,

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<v Speaker 1>persistent universe and create experiences in our real world connected

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<v Speaker 1>to that virtual universe, and it could do so in

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<v Speaker 1>a lot of different ways. I mean, maybe it allows

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<v Speaker 1>you to travel within both the real world and the

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<v Speaker 1>metaverse at the same time, which I think would probably

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<v Speaker 1>be a little bit confusing at least for me. Or

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<v Speaker 1>maybe it lets you tap into stuff that enhances your

0:13:53.760 --> 0:13:57.480
<v Speaker 1>experience in both realms in some way, Like you could

0:13:57.520 --> 0:14:02.559
<v Speaker 1>think of ways that marketers could create real world experiences

0:14:02.600 --> 0:14:06.679
<v Speaker 1>that enhance your experiences in a virtual world or vice versa,

0:14:07.000 --> 0:14:08.960
<v Speaker 1>like you could have it go both ways. When you

0:14:09.040 --> 0:14:12.079
<v Speaker 1>pairent with things like the Internet of Things and ubiquitous computing,

0:14:12.480 --> 0:14:15.880
<v Speaker 1>you really start to blur the lines between where the

0:14:16.000 --> 0:14:18.800
<v Speaker 1>virtual world ends and the real world begins. And that's

0:14:18.880 --> 0:14:21.400
<v Speaker 1>kind of the point. Now. I mentioned that in snow

0:14:21.440 --> 0:14:25.440
<v Speaker 1>Crash there's kind of a social system in this metaverse

0:14:26.000 --> 0:14:29.560
<v Speaker 1>um and it depends partly on how good your avatar

0:14:29.680 --> 0:14:31.800
<v Speaker 1>looks like. That's a big part of it. And the

0:14:31.880 --> 0:14:34.920
<v Speaker 1>idea here is that you typically need to be pretty

0:14:34.960 --> 0:14:38.520
<v Speaker 1>talented as a programmer or a hacker in order to

0:14:38.600 --> 0:14:42.400
<v Speaker 1>make a really cool looking avatar. Uh. And the way

0:14:42.440 --> 0:14:45.760
<v Speaker 1>you tap into the metaverse and snow Crash is reliant

0:14:45.840 --> 0:14:48.520
<v Speaker 1>on what kind of terminal you are using. What's your

0:14:48.720 --> 0:14:51.720
<v Speaker 1>end point, your your access point. The folks who are

0:14:51.760 --> 0:14:54.240
<v Speaker 1>really well off in the real world have their own

0:14:54.320 --> 0:14:59.560
<v Speaker 1>personal terminals with powerful computer systems and sophisticated electronics, so

0:14:59.800 --> 0:15:02.760
<v Speaker 1>the look great when they log in. Their Their avatars

0:15:02.800 --> 0:15:07.280
<v Speaker 1>aren't just cool, they're like high resolution, detailed avatars. But

0:15:07.360 --> 0:15:11.640
<v Speaker 1>you could also access the metaverse using publicly accessible terminals,

0:15:11.640 --> 0:15:15.080
<v Speaker 1>but these run on much older pieces of hardware, so

0:15:15.160 --> 0:15:17.400
<v Speaker 1>you look kind of jankie when you log in like

0:15:17.920 --> 0:15:20.880
<v Speaker 1>a low resolution version of whatever it is you're trying

0:15:20.880 --> 0:15:23.840
<v Speaker 1>to be, and that means that the folks around you

0:15:23.880 --> 0:15:26.480
<v Speaker 1>will look down on you like your status is lower

0:15:26.560 --> 0:15:32.880
<v Speaker 1>because you're accessing the metaverse using some publicly accessible terminal,

0:15:33.040 --> 0:15:36.080
<v Speaker 1>not like through some fancy sh fancy one. Now that's

0:15:36.120 --> 0:15:39.040
<v Speaker 1>an interesting concept. It's one that I think we would

0:15:39.040 --> 0:15:41.200
<v Speaker 1>have to tweak a little bit today for it to

0:15:41.240 --> 0:15:43.880
<v Speaker 1>translate properly. And the reason I say that is because

0:15:43.920 --> 0:15:47.960
<v Speaker 1>of cloud computing. Most of the time online worlds rely

0:15:48.200 --> 0:15:51.920
<v Speaker 1>on cloud based servers to do the heavy lifting. So

0:15:51.960 --> 0:15:55.280
<v Speaker 1>the device you use, whether it's your computer or virtual

0:15:55.320 --> 0:15:59.280
<v Speaker 1>reality setup or even your smartphone, that device doesn't need

0:15:59.360 --> 0:16:01.680
<v Speaker 1>to do as as much work. Has to do some

0:16:01.800 --> 0:16:04.560
<v Speaker 1>it's got to render stuff for you, but a lot

0:16:04.680 --> 0:16:07.680
<v Speaker 1>of the heavy lifting is done on the server side,

0:16:08.120 --> 0:16:11.760
<v Speaker 1>not on the client side. So some processing has to

0:16:11.800 --> 0:16:14.480
<v Speaker 1>happen at your side, but a lot of it needs

0:16:14.480 --> 0:16:19.320
<v Speaker 1>to happen in the centrally located cloud. So in this case,

0:16:19.920 --> 0:16:22.960
<v Speaker 1>what's really important is that you have a good Internet

0:16:22.960 --> 0:16:26.680
<v Speaker 1>connection in order to have a seamless experience. But then

0:16:26.680 --> 0:16:28.800
<v Speaker 1>the servers do the rest. So I think if Stevenson

0:16:28.920 --> 0:16:31.920
<v Speaker 1>were to write snow Crash today, he might put more

0:16:31.960 --> 0:16:37.040
<v Speaker 1>emphasis on connection speed versus the actual physical hardware you're

0:16:37.160 --> 0:16:40.920
<v Speaker 1>using to access the metaverse, and that the speed would

0:16:41.040 --> 0:16:45.200
<v Speaker 1>end up being something that affects your perceived status within

0:16:45.320 --> 0:16:49.600
<v Speaker 1>the metaverse. Anyway, the metaverse plays a really big part

0:16:49.640 --> 0:16:52.080
<v Speaker 1>in snow Crash, but it plays an even bigger part

0:16:52.640 --> 0:16:56.520
<v Speaker 1>in a novel titled Ready Player one by Ernest Klein,

0:16:56.960 --> 0:17:00.720
<v Speaker 1>which also was famously turned into a movie. Now. In

0:17:00.760 --> 0:17:05.520
<v Speaker 1>that novel, there's an online world called Oasis that is

0:17:05.920 --> 0:17:09.280
<v Speaker 1>in many ways a metaverse. It's where people go to

0:17:09.520 --> 0:17:13.159
<v Speaker 1>escape the harsh and mundane challenges of the real world.

0:17:13.760 --> 0:17:18.080
<v Speaker 1>Like snow Crash, how you experience the Oasis depends largely

0:17:18.160 --> 0:17:21.480
<v Speaker 1>upon the equipment you have at your disposal. If you

0:17:21.480 --> 0:17:23.920
<v Speaker 1>have a basic setup, you get a taste of it,

0:17:23.960 --> 0:17:25.679
<v Speaker 1>but to really get the most out of it, you

0:17:25.720 --> 0:17:29.480
<v Speaker 1>need really high tech and expensive gear that not only

0:17:29.560 --> 0:17:32.879
<v Speaker 1>lets you navigate this virtual environment, but you get real

0:17:32.960 --> 0:17:36.200
<v Speaker 1>world haptic feedback. Haptic in this case, that that's talking

0:17:36.240 --> 0:17:39.920
<v Speaker 1>about your sense of touch. So you have some sort

0:17:39.920 --> 0:17:43.240
<v Speaker 1>of technology that can give you touch feedback to stuff

0:17:43.240 --> 0:17:46.280
<v Speaker 1>that you're encountering. In this virtual space, which creates your

0:17:46.280 --> 0:17:50.639
<v Speaker 1>sense of immersion, right, and you can physically experience the

0:17:50.680 --> 0:17:54.760
<v Speaker 1>stuff that you're virtually encountering. The two realities, you know,

0:17:54.880 --> 0:17:57.359
<v Speaker 1>the reality of the real world and the reality of

0:17:57.400 --> 0:18:02.240
<v Speaker 1>this virtual real world kind blend into one another. Also

0:18:02.560 --> 0:18:06.359
<v Speaker 1>in the metaverse and Ready Player one, that metaverse mostly

0:18:06.400 --> 0:18:09.720
<v Speaker 1>exists so that you can endure countless references to nineteen

0:18:09.720 --> 0:18:14.320
<v Speaker 1>eighties pop culture like a lot. Now, I know this

0:18:14.400 --> 0:18:18.199
<v Speaker 1>isn't a literary criticism podcast, but I have to say

0:18:18.240 --> 0:18:20.679
<v Speaker 1>that the one thing I found Ready Player one to

0:18:20.840 --> 0:18:24.600
<v Speaker 1>really be was irritating, both because I felt that Klein

0:18:24.760 --> 0:18:27.440
<v Speaker 1>was leaning way too hard on references to kind of

0:18:27.760 --> 0:18:31.720
<v Speaker 1>stand in for story, and also what little story there

0:18:31.720 --> 0:18:35.480
<v Speaker 1>actually was once you peeled the references away, amounted to

0:18:35.800 --> 0:18:39.560
<v Speaker 1>very little more than a juvenile male power fantasy, which

0:18:39.640 --> 0:18:42.120
<v Speaker 1>is kind of a key for me. And because all

0:18:42.119 --> 0:18:45.520
<v Speaker 1>the references were for the nineteen eighties, I couldn't help

0:18:45.560 --> 0:18:47.800
<v Speaker 1>but feel that Klein was really writing this book for

0:18:47.840 --> 0:18:50.960
<v Speaker 1>folks who belonged to kind of my generation, the same

0:18:50.960 --> 0:18:53.679
<v Speaker 1>as Klein's generation. You know, people who were kids in

0:18:53.720 --> 0:18:57.080
<v Speaker 1>the eighties like those references wouldn't have the same appeal

0:18:57.119 --> 0:18:59.840
<v Speaker 1>to people who were born and say the late nineties,

0:18:59.880 --> 0:19:04.480
<v Speaker 1>for example. But then you've got a juvenile male power

0:19:04.560 --> 0:19:07.679
<v Speaker 1>fantasy that was written in a book that was mostly

0:19:07.720 --> 0:19:11.080
<v Speaker 1>geared for people in their forties. Anyway, I'm off track,

0:19:11.359 --> 0:19:13.600
<v Speaker 1>you know what. Actually, I think we're gonna take a

0:19:13.720 --> 0:19:16.600
<v Speaker 1>quick break. When we come back, we'll talk more about

0:19:16.680 --> 0:19:27.200
<v Speaker 1>the concept of the metaverse. One thing that we need

0:19:27.240 --> 0:19:30.600
<v Speaker 1>to take into consideration when we're talking about the metaverse

0:19:30.840 --> 0:19:34.439
<v Speaker 1>is the idea of what comes next, because that's kind

0:19:34.520 --> 0:19:38.280
<v Speaker 1>of what the metaverse is. And it helps if we

0:19:38.320 --> 0:19:40.919
<v Speaker 1>think of some of the technologies that were emerging at

0:19:40.960 --> 0:19:43.639
<v Speaker 1>the time that folks first started to think about stuff

0:19:43.720 --> 0:19:47.320
<v Speaker 1>like the metaverse. For one thing, you had the emergence

0:19:47.440 --> 0:19:51.000
<v Speaker 1>of virtual reality or VR. Now, VR in the nineties

0:19:51.240 --> 0:19:55.480
<v Speaker 1>was pretty primitive, but folks latched onto this concept like Gangbusters.

0:19:55.520 --> 0:19:59.320
<v Speaker 1>The hype was out of control. The general public was

0:19:59.480 --> 0:20:03.080
<v Speaker 1>familiar with, at least, you know, to some extent, of computers,

0:20:03.119 --> 0:20:05.840
<v Speaker 1>and they were at least aware of computers. Stuff like

0:20:06.040 --> 0:20:10.159
<v Speaker 1>video game systems, personal computers, and digitized workplaces. Meant that

0:20:10.760 --> 0:20:13.040
<v Speaker 1>pretty much everybody had at least some awareness of what

0:20:13.080 --> 0:20:16.960
<v Speaker 1>computers are and what they can do. Virtual reality had

0:20:17.000 --> 0:20:20.320
<v Speaker 1>this promise of bringing what computers do into a new

0:20:20.400 --> 0:20:26.520
<v Speaker 1>kind of experience, a really immersive, enveloping experience like the gooey,

0:20:26.640 --> 0:20:30.280
<v Speaker 1>like the graphical user interface. Virtual reality we were told

0:20:30.320 --> 0:20:35.600
<v Speaker 1>would revolutionize how we interface and access computer information and programs.

0:20:35.640 --> 0:20:37.760
<v Speaker 1>So rather than sitting at a desk and using a

0:20:37.840 --> 0:20:41.880
<v Speaker 1>keyboard and mouse, we would use a virtual reality set

0:20:41.960 --> 0:20:45.800
<v Speaker 1>up and we would virtually walk around environments and interact

0:20:45.840 --> 0:20:49.600
<v Speaker 1>with virtual objects. Would be the next step up from

0:20:49.640 --> 0:20:54.119
<v Speaker 1>having icons, right, And this was the era where Hollywood

0:20:54.200 --> 0:20:57.479
<v Speaker 1>kind of envisioned a very different, unrealistic version of what

0:20:57.800 --> 0:21:01.000
<v Speaker 1>using a computer was all about, and an even more

0:21:01.080 --> 0:21:04.840
<v Speaker 1>unrealistic depiction of what virtual reality experiences were like. If

0:21:04.840 --> 0:21:07.320
<v Speaker 1>you take a look at films from the early to

0:21:07.440 --> 0:21:11.480
<v Speaker 1>mid nineties that involved computers, there's usually some sort of

0:21:11.520 --> 0:21:14.520
<v Speaker 1>scene where someone is, you know, at a computer and

0:21:14.680 --> 0:21:17.440
<v Speaker 1>they're going through a file system and they're navigating through

0:21:17.480 --> 0:21:23.040
<v Speaker 1>some sort of three dimensionally rendered virtual structure. They might

0:21:23.080 --> 0:21:27.280
<v Speaker 1>even be avoiding viruses or or security programs that are

0:21:27.280 --> 0:21:30.280
<v Speaker 1>represented in some way like it's like you're playing a

0:21:30.359 --> 0:21:32.960
<v Speaker 1>first person shooter game that all you're trying to do is,

0:21:33.320 --> 0:21:37.000
<v Speaker 1>you know, run a simple program. It's nonsense, but it

0:21:37.160 --> 0:21:39.920
<v Speaker 1>was a way to bring about that abstract idea into

0:21:39.960 --> 0:21:42.960
<v Speaker 1>something that was, you know, filmable, because it's not very

0:21:42.960 --> 0:21:47.359
<v Speaker 1>exciting to see someone either type in code into a

0:21:47.400 --> 0:21:51.520
<v Speaker 1>computer or click on an icon on the screen. Well,

0:21:51.600 --> 0:21:54.879
<v Speaker 1>VR would end up having a drastic decline, largely because

0:21:54.880 --> 0:21:59.320
<v Speaker 1>people became disenchanted with where the technology actually stood versus

0:21:59.359 --> 0:22:03.240
<v Speaker 1>where people thought it was based upon these like Hollywood

0:22:03.320 --> 0:22:07.040
<v Speaker 1>films and stuff. So VR fell off the edge of

0:22:07.080 --> 0:22:10.080
<v Speaker 1>the hype train and it would take another decade or

0:22:10.080 --> 0:22:12.760
<v Speaker 1>so before it would start to re emerge to make

0:22:12.800 --> 0:22:15.679
<v Speaker 1>another go at it. The VR would be one of

0:22:15.720 --> 0:22:18.800
<v Speaker 1>the many components we would see incorporated into the concept

0:22:18.840 --> 0:22:22.000
<v Speaker 1>of the metaverse. Then we've got the idea of web

0:22:22.040 --> 0:22:24.800
<v Speaker 1>two point oh, which ties into this general idea of

0:22:25.200 --> 0:22:28.439
<v Speaker 1>whether the Internet, or to put it less whimsically, what

0:22:28.640 --> 0:22:32.280
<v Speaker 1>comes next, what's the next evolutionary step. So web two

0:22:32.280 --> 0:22:35.879
<v Speaker 1>point oh was essentially a marketing buzz term. It was

0:22:35.920 --> 0:22:39.159
<v Speaker 1>a way to reduce a lot of different important concepts

0:22:39.440 --> 0:22:42.480
<v Speaker 1>into something that was easy to reference, even if you

0:22:42.560 --> 0:22:48.920
<v Speaker 1>weren't being particularly precise with your language. It's unfortunate that

0:22:48.960 --> 0:22:52.679
<v Speaker 1>people went with two point oh as a designation because

0:22:52.680 --> 0:22:56.440
<v Speaker 1>it suggests that we first had Web one point oh,

0:22:56.520 --> 0:22:59.560
<v Speaker 1>and then at some point some developers somewhere pushed out

0:22:59.600 --> 0:23:01.480
<v Speaker 1>an up date to the web and we got Web

0:23:01.480 --> 0:23:04.600
<v Speaker 1>two point oh. But that's not what happened. Instead, Web

0:23:04.640 --> 0:23:07.840
<v Speaker 1>two point oh was a kind of collective term to

0:23:07.880 --> 0:23:14.159
<v Speaker 1>describe websites that embraced stuff like dynamic, interactive experiences instead

0:23:14.240 --> 0:23:17.639
<v Speaker 1>of a static web page. These experiences didn't have to

0:23:17.680 --> 0:23:20.440
<v Speaker 1>be you know, thrilling, edge of your seat kind of things.

0:23:20.480 --> 0:23:24.560
<v Speaker 1>For example, shopping sites that let users post reviews of

0:23:24.640 --> 0:23:30.160
<v Speaker 1>products and then future visitors will see those reviews. Those

0:23:30.200 --> 0:23:33.880
<v Speaker 1>are considered to be interactive and dynamic. The users are

0:23:33.920 --> 0:23:37.240
<v Speaker 1>adding value to the experience of visiting the website through

0:23:37.280 --> 0:23:41.720
<v Speaker 1>their activities. They're changing things over time, and future users

0:23:41.720 --> 0:23:43.840
<v Speaker 1>can take that and say, oh, this person gave a

0:23:43.880 --> 0:23:46.800
<v Speaker 1>really good review for this particular item, I'm going to

0:23:46.880 --> 0:23:49.679
<v Speaker 1>go ahead and order it. Then you contrast that with

0:23:49.760 --> 0:23:51.840
<v Speaker 1>some of the early web pages that were nothing more

0:23:51.880 --> 0:23:54.919
<v Speaker 1>than just text. I mean, maybe you've got a table,

0:23:55.680 --> 0:23:57.760
<v Speaker 1>maybe you've got a picture or two if you were lucky,

0:23:57.960 --> 0:24:00.359
<v Speaker 1>if you were unlucky, maybe you also had a MIDI

0:24:00.440 --> 0:24:02.520
<v Speaker 1>file playing in the background. Because I built some of

0:24:02.520 --> 0:24:06.879
<v Speaker 1>those pages and and I am sorry anyway. These early

0:24:06.920 --> 0:24:12.080
<v Speaker 1>pages were more like a physical catalog or a reference book.

0:24:12.320 --> 0:24:15.960
<v Speaker 1>It's something that had inc committed to paper kind of

0:24:15.960 --> 0:24:18.879
<v Speaker 1>approach to it. You know, the books and the catalogs,

0:24:18.880 --> 0:24:22.000
<v Speaker 1>they never change. The publisher might send out an updated

0:24:22.080 --> 0:24:24.560
<v Speaker 1>version further down the line, but the ones that they

0:24:24.600 --> 0:24:27.200
<v Speaker 1>send out originally, those don't change. Right. If you buy

0:24:27.200 --> 0:24:29.320
<v Speaker 1>a book, a physical book, and you put it in

0:24:29.359 --> 0:24:31.960
<v Speaker 1>your bookshelf fifty years from now, it's going to have

0:24:32.000 --> 0:24:33.960
<v Speaker 1>the exact same words on it as it did the

0:24:34.040 --> 0:24:36.440
<v Speaker 1>day you bought it. That was kind of how web.

0:24:36.600 --> 0:24:38.879
<v Speaker 1>A lot of web pages were in the early days,

0:24:38.960 --> 0:24:41.760
<v Speaker 1>and these were seen as kind of boring and un engaging,

0:24:41.960 --> 0:24:43.760
<v Speaker 1>and there was no reason to go back to them.

0:24:43.800 --> 0:24:46.119
<v Speaker 1>You visit it once and you got it right. If

0:24:46.160 --> 0:24:48.080
<v Speaker 1>it's never going to change, there's no point in going back.

0:24:49.080 --> 0:24:52.080
<v Speaker 1>And the idea was that the future of the web

0:24:52.200 --> 0:24:55.040
<v Speaker 1>was really going to be more insights than included rich

0:24:55.240 --> 0:24:58.919
<v Speaker 1>experiences and ways for users to have meaningful interactions. So

0:24:59.000 --> 0:25:01.919
<v Speaker 1>Web two point oh was less about here's where the

0:25:01.960 --> 0:25:05.119
<v Speaker 1>web is going and more about here's how you can

0:25:05.160 --> 0:25:08.320
<v Speaker 1>make your web presence impactful. Here's how you can stick around.

0:25:08.760 --> 0:25:11.440
<v Speaker 1>But there were very early versions of Web two point

0:25:11.440 --> 0:25:14.640
<v Speaker 1>oh at the same time as the quote unquote Web

0:25:14.720 --> 0:25:17.679
<v Speaker 1>one point oh pages. It's not like it's not like

0:25:17.760 --> 0:25:20.360
<v Speaker 1>we saw things change over time, but rather we saw

0:25:20.440 --> 0:25:23.680
<v Speaker 1>which strategies worked in the long run, more like more

0:25:23.720 --> 0:25:27.280
<v Speaker 1>like a web version of natural selection than anything else. Um.

0:25:27.359 --> 0:25:29.200
<v Speaker 1>But it also set the stage for people to start

0:25:29.240 --> 0:25:32.159
<v Speaker 1>talking about Web three point oh as then what's the

0:25:32.200 --> 0:25:36.520
<v Speaker 1>next evolutionary step. Well, opinions about what that was gonna

0:25:36.560 --> 0:25:39.399
<v Speaker 1>be varied. Some folks thought the next version of the

0:25:39.400 --> 0:25:42.640
<v Speaker 1>web would be a virtual experience that you would travel

0:25:42.960 --> 0:25:46.040
<v Speaker 1>through the web as if you were navigating real space,

0:25:46.119 --> 0:25:49.119
<v Speaker 1>like you had a virtual environment and you're traveling around

0:25:49.160 --> 0:25:51.560
<v Speaker 1>and you're interacting with stuff that way, sort of the

0:25:51.560 --> 0:25:55.119
<v Speaker 1>wrecord Ralph version of navigating the web. The world of

0:25:55.160 --> 0:25:57.680
<v Speaker 1>the web would be modeled in some ways on our

0:25:57.720 --> 0:26:00.440
<v Speaker 1>real world, but we wouldn't be restricted by the laws

0:26:00.440 --> 0:26:02.879
<v Speaker 1>of physics. Maybe in Web three point oh you can

0:26:02.960 --> 0:26:06.280
<v Speaker 1>virtually fly around, or teleport or do any number of things.

0:26:06.880 --> 0:26:09.719
<v Speaker 1>Maybe experiences on the Web would go beyond clicking on

0:26:09.720 --> 0:26:11.639
<v Speaker 1>a link to go to a page. Maybe you would

0:26:11.840 --> 0:26:14.760
<v Speaker 1>take a more active role in some way it could

0:26:14.800 --> 0:26:17.880
<v Speaker 1>transform how we work and play on the web. Now,

0:26:17.880 --> 0:26:20.440
<v Speaker 1>that was one concept of what web three point oh

0:26:20.520 --> 0:26:23.720
<v Speaker 1>might be. Another involves the idea of the semantic web.

0:26:24.240 --> 0:26:26.640
<v Speaker 1>And I've talked a lot in past episodes about how

0:26:26.760 --> 0:26:30.880
<v Speaker 1>natural language processing is a non trivial challenge for computers. Now,

0:26:30.880 --> 0:26:37.200
<v Speaker 1>we humans use language in odd, wonderful, and often confusing ways. Uh,

0:26:37.240 --> 0:26:38.960
<v Speaker 1>And now I'm going to play the part of old

0:26:39.040 --> 0:26:43.120
<v Speaker 1>persons speaking in lingo here, which I get it's cringe inducing,

0:26:43.600 --> 0:26:47.240
<v Speaker 1>but this is to prove a point. Let's say I

0:26:47.400 --> 0:26:50.720
<v Speaker 1>see that you pull off an amazing stunt of some sort.

0:26:51.240 --> 0:26:54.520
<v Speaker 1>I might say that's cool. Or I might say that's bad.

0:26:54.880 --> 0:26:57.520
<v Speaker 1>Or I might say that's sick, or I might say

0:26:57.520 --> 0:27:00.760
<v Speaker 1>something else that ultimately means I am very impressed with

0:27:00.800 --> 0:27:03.800
<v Speaker 1>what you did, and I applaud your efforts. But words

0:27:03.840 --> 0:27:08.200
<v Speaker 1>like cool, bad, and sick don't just inherently mean good.

0:27:08.400 --> 0:27:11.439
<v Speaker 1>I mean, I might say something is cool, but what

0:27:11.480 --> 0:27:13.359
<v Speaker 1>I mean is that the temperature of that thing is

0:27:13.400 --> 0:27:15.840
<v Speaker 1>lower than the temperature of the stuff around it. I

0:27:15.920 --> 0:27:18.000
<v Speaker 1>might say it's bad if it's you know, not good.

0:27:18.080 --> 0:27:20.240
<v Speaker 1>I might say it's sick if it's I don't know,

0:27:20.359 --> 0:27:23.399
<v Speaker 1>puking it scuts out. Computers are not so good at

0:27:23.440 --> 0:27:26.040
<v Speaker 1>picking the meaning out of what we have to say,

0:27:26.560 --> 0:27:29.800
<v Speaker 1>even if what we say is straightforward. Computers cannot do

0:27:29.880 --> 0:27:32.240
<v Speaker 1>that on their own. It requires a lot of work

0:27:32.280 --> 0:27:35.480
<v Speaker 1>to create natural language processing, but we have seen big

0:27:35.520 --> 0:27:39.840
<v Speaker 1>advances in that field, with systems getting better at parsing language,

0:27:39.840 --> 0:27:44.199
<v Speaker 1>determining what was said, what was meant, and then formulating

0:27:44.240 --> 0:27:47.320
<v Speaker 1>a response to that. Well, the semantic web would be

0:27:47.320 --> 0:27:50.719
<v Speaker 1>able to interact with people using human language, and at

0:27:50.800 --> 0:27:53.760
<v Speaker 1>least in some visions of the semantic web, the browser

0:27:53.800 --> 0:27:57.640
<v Speaker 1>itself would pull from various sources to create a unique

0:27:57.680 --> 0:28:02.200
<v Speaker 1>presentation of information based on whatever your query was. So

0:28:02.560 --> 0:28:05.080
<v Speaker 1>not only would the semantic web understand what you were

0:28:05.119 --> 0:28:07.800
<v Speaker 1>asking for, it would be able to go, well, look

0:28:07.800 --> 0:28:11.480
<v Speaker 1>at all the different depositories of information about that subject

0:28:11.840 --> 0:28:15.840
<v Speaker 1>and pull the relevant information for you, understanding what it

0:28:15.920 --> 0:28:18.320
<v Speaker 1>was you were actually looking for. So, let's say you

0:28:18.320 --> 0:28:21.040
<v Speaker 1>were doing a search on William Shakespeare's Much Ado About Nothing.

0:28:21.400 --> 0:28:25.800
<v Speaker 1>The semantic web might actually generate a unique web page

0:28:25.880 --> 0:28:29.119
<v Speaker 1>for you based upon what it knows about you, and

0:28:29.200 --> 0:28:32.600
<v Speaker 1>that page contains information about the play, maybe some video

0:28:32.640 --> 0:28:37.040
<v Speaker 1>clips of different performances, maybe some passages from critical analysis

0:28:37.080 --> 0:28:40.200
<v Speaker 1>about the play and so on. So it's not sending

0:28:40.240 --> 0:28:43.240
<v Speaker 1>you to a specific web page that has all these things.

0:28:43.320 --> 0:28:47.320
<v Speaker 1>It's actually generating that content itself, pulling that information from

0:28:47.360 --> 0:28:51.440
<v Speaker 1>all these other sources. Then there's yet another web three

0:28:51.440 --> 0:28:54.680
<v Speaker 1>point idea that relies on stuff like machine learning and

0:28:54.800 --> 0:28:58.240
<v Speaker 1>artificial intelligence. This is the concept of a web experience

0:28:58.280 --> 0:29:03.720
<v Speaker 1>that that really customizes itself to the individual user. So

0:29:04.640 --> 0:29:07.240
<v Speaker 1>think of all the times you encounter stuff online that's

0:29:07.280 --> 0:29:11.239
<v Speaker 1>a targeted ad that's targeting you. Maybe you've done some

0:29:11.280 --> 0:29:15.160
<v Speaker 1>web searches about like a particular style of coat, and

0:29:15.200 --> 0:29:17.440
<v Speaker 1>then the next time you're on a website you start

0:29:17.440 --> 0:29:20.320
<v Speaker 1>seeing ads for companies that make the type of coat

0:29:20.520 --> 0:29:24.120
<v Speaker 1>you were interested in. Stuff like Internet cookies allows for

0:29:24.200 --> 0:29:27.040
<v Speaker 1>that kind of collaboration that's going on behind the scenes.

0:29:27.120 --> 0:29:29.400
<v Speaker 1>There's a lot of money going on back there too,

0:29:29.840 --> 0:29:33.160
<v Speaker 1>and the result is that we feel some of the

0:29:33.200 --> 0:29:36.400
<v Speaker 1>experiences we have have been curated for us. That can

0:29:36.560 --> 0:29:39.560
<v Speaker 1>sometimes be good and often it can be pretty intrusive

0:29:39.600 --> 0:29:43.520
<v Speaker 1>and creepy. Now that extends beyond ads. Obviously, sites like

0:29:43.600 --> 0:29:47.360
<v Speaker 1>Facebook and YouTube use algorithms to choose which pieces of

0:29:47.440 --> 0:29:52.120
<v Speaker 1>content you're more likely to encounter based upon your past behaviors.

0:29:52.400 --> 0:29:55.640
<v Speaker 1>If you engage with one piece of content, that's like

0:29:55.720 --> 0:29:58.920
<v Speaker 1>sending a message to the algorithm saying, Hey, I really

0:29:58.960 --> 0:30:02.760
<v Speaker 1>happen to like topic X, so send me more stuff

0:30:02.800 --> 0:30:06.720
<v Speaker 1>relating to topic X. Web three point oh would, in theory,

0:30:07.000 --> 0:30:09.960
<v Speaker 1>take this concept and move really far forward with it.

0:30:10.040 --> 0:30:13.240
<v Speaker 1>The browser for Web three point oh would anticipate what

0:30:13.320 --> 0:30:16.480
<v Speaker 1>it was you wanted. It would draw conclusions based on

0:30:16.600 --> 0:30:19.720
<v Speaker 1>what it knows about you, and a truly sophisticated version

0:30:20.120 --> 0:30:22.400
<v Speaker 1>might be able to serve stuff up before you can

0:30:22.480 --> 0:30:24.480
<v Speaker 1>even be aware that you wanted to see it in

0:30:24.520 --> 0:30:28.360
<v Speaker 1>the first place. It also could be either magical or

0:30:28.760 --> 0:30:34.200
<v Speaker 1>super creepy. Now, some of these ideas have filtered into

0:30:34.200 --> 0:30:37.840
<v Speaker 1>our real world experiences, some of them are still outside

0:30:37.840 --> 0:30:43.200
<v Speaker 1>of our realm of capability. Nothing has like truly transformed

0:30:43.400 --> 0:30:46.280
<v Speaker 1>the Web, and some of the ideas have made their

0:30:46.280 --> 0:30:50.680
<v Speaker 1>way into the concept of the metaverse. But really the

0:30:50.680 --> 0:30:52.920
<v Speaker 1>whole reason I brought it up is that, at least

0:30:52.920 --> 0:30:55.640
<v Speaker 1>in some ways, people are looking at meta versus as

0:30:55.680 --> 0:31:00.000
<v Speaker 1>another answer to the question what comes next, At least

0:31:00.040 --> 0:31:02.960
<v Speaker 1>as with regard to to how we interact with the

0:31:03.000 --> 0:31:08.000
<v Speaker 1>online world and online experiences, all right, So a metaverse

0:31:08.160 --> 0:31:12.080
<v Speaker 1>is more than just a virtual space. It's even more

0:31:12.160 --> 0:31:15.680
<v Speaker 1>than an experience that can cross over from virtual world

0:31:15.720 --> 0:31:18.600
<v Speaker 1>into the real world via stuff like the Internet of

0:31:18.640 --> 0:31:22.240
<v Speaker 1>things devices, actuators are being a reality technology, et cetera.

0:31:22.920 --> 0:31:25.360
<v Speaker 1>We generally think of a metaverse as being something that

0:31:25.400 --> 0:31:30.000
<v Speaker 1>has the capacity to support its own society, at least

0:31:30.080 --> 0:31:33.920
<v Speaker 1>to an extent. That can involve stuff like having a

0:31:34.040 --> 0:31:37.000
<v Speaker 1>role within the metaverse and having the ability to perform

0:31:37.120 --> 0:31:40.600
<v Speaker 1>certain types of transactions. And I think you can make

0:31:40.640 --> 0:31:42.720
<v Speaker 1>a persuasive argument that a lot of m m O

0:31:42.920 --> 0:31:47.760
<v Speaker 1>r pgs incorporate aspects of the metaverse concept, but I

0:31:47.800 --> 0:31:51.000
<v Speaker 1>think that they don't get to full metaverse level. And

0:31:51.080 --> 0:31:54.959
<v Speaker 1>that's largely because m m O RPGs have a certain

0:31:55.160 --> 0:31:58.560
<v Speaker 1>immutable structure within them. So what do I mean that

0:31:58.640 --> 0:32:01.160
<v Speaker 1>by that? I mean? Was that actually mean? Well, let's

0:32:01.200 --> 0:32:05.080
<v Speaker 1>take a specific example and we'll talk about World of Warcraft, probably,

0:32:05.680 --> 0:32:08.440
<v Speaker 1>you know, arguably the best known M m O RPG.

0:32:08.640 --> 0:32:11.960
<v Speaker 1>It certainly was the most popular for many years. This

0:32:12.040 --> 0:32:15.000
<v Speaker 1>game will be coming up on its twentieth anniversary in

0:32:15.040 --> 0:32:17.960
<v Speaker 1>just a couple of years, so it is huge players

0:32:18.000 --> 0:32:19.960
<v Speaker 1>have lots of options when it comes to picking a

0:32:20.120 --> 0:32:23.240
<v Speaker 1>race and a class. They play a part in a grand,

0:32:23.400 --> 0:32:27.640
<v Speaker 1>sweeping narrative, except it's a narrative that doesn't actually progress,

0:32:27.960 --> 0:32:31.080
<v Speaker 1>at least not on a real level. See in games

0:32:31.080 --> 0:32:34.000
<v Speaker 1>like World of Warcraft, players can take on quests to

0:32:34.120 --> 0:32:37.520
<v Speaker 1>gain experience and loot and that sort of stuff. They

0:32:37.560 --> 0:32:42.280
<v Speaker 1>progress as characters within this world. Their individual story can

0:32:42.320 --> 0:32:45.360
<v Speaker 1>advance a little bit. But that quest you just did,

0:32:45.640 --> 0:32:48.040
<v Speaker 1>let's say it's a quest that you know was to

0:32:48.120 --> 0:32:52.320
<v Speaker 1>save a villager's child, that quest still exists for other players.

0:32:52.800 --> 0:32:55.640
<v Speaker 1>Like you just rescued that one villager's child from a threat,

0:32:55.880 --> 0:32:57.880
<v Speaker 1>But guess what the next player is gonna end up

0:32:57.920 --> 0:33:02.320
<v Speaker 1>doing the same thing. That villagers child is perpetually immortal peril,

0:33:02.760 --> 0:33:05.960
<v Speaker 1>and no number of rescues are ever going to change that.

0:33:06.360 --> 0:33:10.720
<v Speaker 1>The world around you remains the same. Occasionally, you'll get

0:33:10.760 --> 0:33:13.240
<v Speaker 1>an update to a game like this and that will

0:33:13.280 --> 0:33:18.120
<v Speaker 1>incorporate really big changes that affect everything. But this isn't

0:33:18.160 --> 0:33:22.280
<v Speaker 1>a consequence of player actions. It's something that the developers

0:33:22.320 --> 0:33:25.360
<v Speaker 1>came up with as the next phase of this otherwise

0:33:25.440 --> 0:33:29.160
<v Speaker 1>immutable world. When you really boil it all down, it

0:33:29.240 --> 0:33:33.440
<v Speaker 1>doesn't matter what you do or don't do within the game.

0:33:33.760 --> 0:33:36.520
<v Speaker 1>It doesn't make a difference in the grand scheme of things.

0:33:37.040 --> 0:33:40.680
<v Speaker 1>It might have the illusion of mattering, but it doesn't really.

0:33:41.320 --> 0:33:44.960
<v Speaker 1>It just gets pretty heavy, right. So, because the world

0:33:45.080 --> 0:33:48.440
<v Speaker 1>has these ultimate boundaries, there's a limit to how much

0:33:48.520 --> 0:33:51.240
<v Speaker 1>it can be a metaverse. It can have qualities of

0:33:51.280 --> 0:33:54.920
<v Speaker 1>a metaverse, but otherwise it's kind of stuck. Now, that

0:33:54.960 --> 0:33:58.000
<v Speaker 1>doesn't mean that players can't create new methods of play

0:33:58.120 --> 0:34:01.560
<v Speaker 1>within the game. They can, and they do. There are

0:34:01.600 --> 0:34:04.800
<v Speaker 1>always players who will find ways to play that weren't

0:34:04.840 --> 0:34:08.400
<v Speaker 1>intended by developers, and that emergent gameplay can be a

0:34:08.400 --> 0:34:11.680
<v Speaker 1>bit closer to a true metaverse in some ways. But

0:34:11.719 --> 0:34:14.880
<v Speaker 1>there are other environments that are even closer to the

0:34:14.920 --> 0:34:18.040
<v Speaker 1>metaverse concept as it originally appeared. When we come back,

0:34:18.400 --> 0:34:21.920
<v Speaker 1>we'll talk about one of them. But first another quick break.

0:34:29.680 --> 0:34:33.560
<v Speaker 1>Let us now take into consideration Second Life, which means

0:34:33.560 --> 0:34:36.240
<v Speaker 1>first we need to talk about Linden Lab, the company

0:34:36.400 --> 0:34:41.800
<v Speaker 1>that made Second Life. Now. Lynden Lab, founded by Philip Rosedale,

0:34:42.000 --> 0:34:44.560
<v Speaker 1>did not set out to create a metaverse, at least

0:34:44.800 --> 0:34:48.239
<v Speaker 1>not at first. Linden Lab's original focus was in hardware,

0:34:48.600 --> 0:34:50.960
<v Speaker 1>with the goal of creating a system that was called

0:34:51.360 --> 0:34:55.960
<v Speaker 1>the RIG that would provide like haptic feedback for virtual experiences.

0:34:56.000 --> 0:35:00.000
<v Speaker 1>It was meant to be like a fully fledged virtual experience.

0:35:00.040 --> 0:35:05.920
<v Speaker 1>It's piece of hardware that would uh create an an incredible,

0:35:06.840 --> 0:35:08.960
<v Speaker 1>you know, experience for the user when they were going

0:35:08.960 --> 0:35:12.799
<v Speaker 1>through VR. Taptic feedback, as I said, refers to the

0:35:12.840 --> 0:35:16.200
<v Speaker 1>sense of touch, and a rumble pack in a video

0:35:16.200 --> 0:35:20.000
<v Speaker 1>game controller is an example of a simple haptic feedback device.

0:35:20.480 --> 0:35:23.799
<v Speaker 1>The RIG ultimately proved to be impractical, but one thing

0:35:23.840 --> 0:35:26.680
<v Speaker 1>to emerge around this same time was this idea to

0:35:26.719 --> 0:35:29.920
<v Speaker 1>create a virtual environment that would interact with something like

0:35:30.000 --> 0:35:33.680
<v Speaker 1>the RIG. I mean, hardware like the RIG only does

0:35:33.719 --> 0:35:37.560
<v Speaker 1>something interesting if you compare it with software that powers

0:35:37.680 --> 0:35:40.480
<v Speaker 1>the experience, right, So in some ways I kind of

0:35:40.520 --> 0:35:43.080
<v Speaker 1>think of this similar to how J. R. R. Token

0:35:43.600 --> 0:35:47.560
<v Speaker 1>created the mythology and history of Middle Earth. Not Tolkien

0:35:47.719 --> 0:35:50.319
<v Speaker 1>was a linguist, and he set out to make a

0:35:50.360 --> 0:35:54.120
<v Speaker 1>few languages. Specifically. He first really started with a couple

0:35:54.160 --> 0:35:58.040
<v Speaker 1>of versions of Elvish, but then he needed to have

0:35:58.080 --> 0:36:01.640
<v Speaker 1>a world where these languages have existed, where they would

0:36:01.640 --> 0:36:05.319
<v Speaker 1>have come from, and and so he started creating Mental Earth.

0:36:05.680 --> 0:36:09.520
<v Speaker 1>Second Life, an online virtual world, sort of has a

0:36:09.640 --> 0:36:13.200
<v Speaker 1>similar origin story. Now. Rosedale has said that while he

0:36:13.320 --> 0:36:17.040
<v Speaker 1>had red snow Crash, or at least he was familiar

0:36:17.080 --> 0:36:20.400
<v Speaker 1>with snow Crash, he had already been thinking about a

0:36:20.680 --> 0:36:25.200
<v Speaker 1>persistent virtual online world before he encountered that book. And

0:36:25.239 --> 0:36:28.359
<v Speaker 1>that's entirely possible because lots of folks were looking into

0:36:28.400 --> 0:36:31.839
<v Speaker 1>these sorts of things around that time. Second Life would

0:36:31.840 --> 0:36:35.319
<v Speaker 1>emerge in two thousand three as a kind of metaverse.

0:36:35.880 --> 0:36:39.720
<v Speaker 1>In Second Life, users create an avatar to represent themselves

0:36:39.719 --> 0:36:44.080
<v Speaker 1>in the virtual world. They then can visit this virtual

0:36:44.160 --> 0:36:48.040
<v Speaker 1>world that lives on real world servers. They could own

0:36:48.480 --> 0:36:52.560
<v Speaker 1>space within that virtual environment, so you would purchase virtual

0:36:52.680 --> 0:36:56.800
<v Speaker 1>real estate using real world money to do it. And

0:36:56.840 --> 0:36:59.879
<v Speaker 1>then you could create objects. You could code and DESI

0:37:00.000 --> 0:37:04.480
<v Speaker 1>mind stuff for yourself, or you could create stuff and

0:37:04.480 --> 0:37:07.239
<v Speaker 1>then offer it up to other users. You could even

0:37:07.280 --> 0:37:10.280
<v Speaker 1>sell it within the game. They had an in game currency,

0:37:10.600 --> 0:37:12.600
<v Speaker 1>I call it a game, it's not a game, then

0:37:12.640 --> 0:37:17.120
<v Speaker 1>an in world currency, and you could interact with other

0:37:17.520 --> 0:37:20.759
<v Speaker 1>people in Second Life, and you know, you had this

0:37:20.960 --> 0:37:26.880
<v Speaker 1>shared online space, this community that existed. Virtually. Social structures

0:37:26.920 --> 0:37:30.479
<v Speaker 1>began to form, so people actually did create communities within

0:37:30.600 --> 0:37:35.000
<v Speaker 1>Second Life. You had the economy come about as a

0:37:35.040 --> 0:37:38.239
<v Speaker 1>result of all this as well. Second Life wasn't constrained

0:37:38.280 --> 0:37:40.840
<v Speaker 1>by the rules we face in reality, so it was

0:37:41.880 --> 0:37:45.120
<v Speaker 1>a type of realization of a metaverse. Now you weren't

0:37:45.480 --> 0:37:49.719
<v Speaker 1>required to encounter this by wearing you know, VR equipment.

0:37:50.320 --> 0:37:53.200
<v Speaker 1>You could use a computer and you had a simple

0:37:53.239 --> 0:37:55.960
<v Speaker 1>interface and you would navigate it like you would if

0:37:55.960 --> 0:37:58.680
<v Speaker 1>it were like a first person shooter game or a

0:37:58.719 --> 0:38:03.399
<v Speaker 1>third person perspective game. You could navigate the world that way,

0:38:03.480 --> 0:38:07.160
<v Speaker 1>So it wasn't necessarily that you were all kidded out

0:38:07.600 --> 0:38:09.799
<v Speaker 1>with a headset and gloves and all the kind of

0:38:09.800 --> 0:38:14.000
<v Speaker 1>stuff we see in science fiction. But it was a metaverse,

0:38:14.920 --> 0:38:18.200
<v Speaker 1>and it also came with some pretty big problems. Some

0:38:18.320 --> 0:38:20.600
<v Speaker 1>of them were in ways that Lyndon Labs tried to

0:38:20.640 --> 0:38:24.279
<v Speaker 1>monetize the platform. So, for example, the company once tried

0:38:24.320 --> 0:38:27.360
<v Speaker 1>to initiate a tax system in which users would have

0:38:27.400 --> 0:38:30.560
<v Speaker 1>to pay a certain amount of tax based on the

0:38:30.640 --> 0:38:34.640
<v Speaker 1>amount of virtual stuff that they owned within Second Life.

0:38:35.000 --> 0:38:38.360
<v Speaker 1>So let's say that you had purchased some virtual real estate,

0:38:38.960 --> 0:38:42.120
<v Speaker 1>and let's say that you had, you know, the knowledge

0:38:42.120 --> 0:38:44.799
<v Speaker 1>and talent to be able to code stuff in Second Life,

0:38:45.120 --> 0:38:47.560
<v Speaker 1>you can maybe make something like a castle in the

0:38:47.600 --> 0:38:51.719
<v Speaker 1>sky if you wanted to. Uh. Lyndon Labs said that well,

0:38:51.800 --> 0:38:53.600
<v Speaker 1>in an effort to rein in some of the more

0:38:53.600 --> 0:38:58.160
<v Speaker 1>extravagant displays and could serve server processing power, it would

0:38:58.239 --> 0:39:01.280
<v Speaker 1>end up taxing folks for building that kind of stuff.

0:39:01.560 --> 0:39:04.520
<v Speaker 1>So the more grandiose in large your design, the more

0:39:04.560 --> 0:39:07.000
<v Speaker 1>you were going to have to pay. Folks found ways

0:39:07.040 --> 0:39:10.560
<v Speaker 1>around this. They essentially they did the effect of deleting

0:39:10.600 --> 0:39:13.960
<v Speaker 1>their stuff on the days when taxes were going to

0:39:14.000 --> 0:39:17.880
<v Speaker 1>be assessed and then reinstating it the next day. It

0:39:18.000 --> 0:39:20.759
<v Speaker 1>was not going smoothly, and Lyndon Lab of that ultimately

0:39:20.840 --> 0:39:24.480
<v Speaker 1>chose other pathways towards monetization than that. But there were

0:39:24.480 --> 0:39:27.560
<v Speaker 1>a lot of other issues within Second Life as well. Uh.

0:39:27.600 --> 0:39:30.640
<v Speaker 1>Like again from the economy side, there were copy bots

0:39:30.680 --> 0:39:34.520
<v Speaker 1>that would create counterfeit versions, like copies of user creations

0:39:34.520 --> 0:39:38.520
<v Speaker 1>because we gotta remember everything users created was digital and

0:39:38.560 --> 0:39:41.719
<v Speaker 1>digital files are easy to copy. It's it's kind of

0:39:41.719 --> 0:39:44.239
<v Speaker 1>like the issues that cryptocurrency had to work around, like

0:39:44.239 --> 0:39:47.480
<v Speaker 1>how do you prevent people from copying the same thing endlessly?

0:39:47.880 --> 0:39:51.520
<v Speaker 1>And because some users were actually making a living by

0:39:51.640 --> 0:39:55.880
<v Speaker 1>creating and then selling virtual items within Second Life. This

0:39:56.000 --> 0:39:58.359
<v Speaker 1>was a big problem. There were other issues that were

0:39:58.440 --> 0:40:03.279
<v Speaker 1>user generated issue use like there was there was very

0:40:04.200 --> 0:40:07.800
<v Speaker 1>taboo content. Taboo is putting it lightly. There was illegal

0:40:07.920 --> 0:40:10.840
<v Speaker 1>content on Second Life as well, and it got a

0:40:10.880 --> 0:40:13.080
<v Speaker 1>really bad reputation for that. That's not to say that

0:40:13.120 --> 0:40:16.600
<v Speaker 1>everyone on Second Life was engaging in illegal practices, but

0:40:16.680 --> 0:40:18.960
<v Speaker 1>the fact that they were happening and they were not

0:40:19.200 --> 0:40:24.319
<v Speaker 1>particularly secret made it a stain on the reputation of

0:40:24.360 --> 0:40:28.760
<v Speaker 1>the platform. Now, Second Life gained popularity for a while,

0:40:28.880 --> 0:40:32.359
<v Speaker 1>kind of peeking around two thousand thirteen or so, and

0:40:32.400 --> 0:40:35.640
<v Speaker 1>then it kind of declined. It still exists today. There

0:40:35.680 --> 0:40:39.279
<v Speaker 1>are fewer than a million active users. Some estimates hover

0:40:39.480 --> 0:40:42.799
<v Speaker 1>between half a million and nine thousand users, and a

0:40:42.840 --> 0:40:44.840
<v Speaker 1>million is a lot of people, but when you compare

0:40:44.840 --> 0:40:47.160
<v Speaker 1>it to platforms like Facebook, it's not even a drop

0:40:47.200 --> 0:40:51.120
<v Speaker 1>in the ocean. Right, So Second Life is still around.

0:40:51.280 --> 0:40:53.759
<v Speaker 1>It hasn't gone away, but I think the rise of

0:40:53.840 --> 0:40:58.760
<v Speaker 1>social media platforms, primarily Facebook, led to a decline in usage.

0:40:58.880 --> 0:41:01.040
<v Speaker 1>And that doesn't mean that In Life was the only

0:41:01.040 --> 0:41:05.040
<v Speaker 1>attempt at creating a metaverse. There have been several others,

0:41:05.120 --> 0:41:09.400
<v Speaker 1>and in some cases it wasn't even a conscious attempt

0:41:09.400 --> 0:41:11.880
<v Speaker 1>to create a metaverse. For example, I would argue that

0:41:11.960 --> 0:41:15.960
<v Speaker 1>Minecraft didn't set out to be a metaverse. But there

0:41:15.960 --> 0:41:20.120
<v Speaker 1>are Minecraft servers that are themselves their own little metaverses.

0:41:20.800 --> 0:41:25.319
<v Speaker 1>So there are Minecraft servers where players create communities. They

0:41:25.400 --> 0:41:28.680
<v Speaker 1>might have specific roles in those communities, they have different

0:41:28.680 --> 0:41:31.680
<v Speaker 1>ways to interact with each other. The virtual world itself

0:41:31.760 --> 0:41:35.200
<v Speaker 1>is persistent. Player actions can have a meaningful impact on

0:41:35.280 --> 0:41:39.200
<v Speaker 1>these virtual worlds. So, assuming whoever is running the server

0:41:39.320 --> 0:41:42.799
<v Speaker 1>hasn't prevented users from you know, the basic mechanics of Minecraft,

0:41:43.239 --> 0:41:45.360
<v Speaker 1>the players get to shape the world however they like.

0:41:45.480 --> 0:41:50.279
<v Speaker 1>You know, maybe they create a subterranean uh community and

0:41:50.400 --> 0:41:53.040
<v Speaker 1>the surface of the world is only occupied by animals

0:41:53.040 --> 0:41:55.959
<v Speaker 1>and monsters. All the people are below ground, or maybe

0:41:55.960 --> 0:41:58.960
<v Speaker 1>everyone's living up in the sky and they don't have

0:41:59.000 --> 0:42:01.480
<v Speaker 1>flight turned on, so if you make a bad step,

0:42:01.520 --> 0:42:03.680
<v Speaker 1>you're gonna faul to your death. You get the idea.

0:42:04.000 --> 0:42:06.440
<v Speaker 1>And like I said, there are a lot of metaverse

0:42:06.480 --> 0:42:08.839
<v Speaker 1>examples out there, and most of them have had a

0:42:08.880 --> 0:42:12.719
<v Speaker 1>fairly limited impact. So there are subcultures that spend a

0:42:12.719 --> 0:42:15.400
<v Speaker 1>lot of time in these metaverses where there are meaningful

0:42:15.440 --> 0:42:20.040
<v Speaker 1>communities out there, but this experience hasn't become anywhere close

0:42:20.160 --> 0:42:24.040
<v Speaker 1>to being ubiquitous. I guess it's not nearly as popular

0:42:24.080 --> 0:42:26.879
<v Speaker 1>as just going online to check your social media right.

0:42:26.960 --> 0:42:31.319
<v Speaker 1>Like tons of people use Facebook, a very small percentage

0:42:31.480 --> 0:42:35.560
<v Speaker 1>by comparison, actually spends time on one of these metaverses.

0:42:35.920 --> 0:42:39.480
<v Speaker 1>But Facebook itself is actually trying to change that. Facebook

0:42:39.520 --> 0:42:43.920
<v Speaker 1>acquired the VR company Oculus back in and in twenty nineteen,

0:42:44.440 --> 0:42:47.640
<v Speaker 1>Facebook announced the development of what was then called Facebook

0:42:47.680 --> 0:42:51.400
<v Speaker 1>Horizon Um. Now it's called Horizon Worlds. There's also a

0:42:51.560 --> 0:42:56.400
<v Speaker 1>a work related one called Horizon Workplace. These are virtual

0:42:56.520 --> 0:42:59.560
<v Speaker 1>environments in which players can actually create their own virtual

0:42:59.600 --> 0:43:04.600
<v Speaker 1>spaces and even program their own games within those virtual spaces.

0:43:04.640 --> 0:43:08.319
<v Speaker 1>So Horizon world comes with tools that let users make

0:43:08.520 --> 0:43:12.800
<v Speaker 1>gameplay elements, and then as a user, you can navigate

0:43:12.840 --> 0:43:16.279
<v Speaker 1>around and explore this virtual space. You can go to

0:43:16.360 --> 0:43:19.480
<v Speaker 1>these different user generated worlds and try out the stuff

0:43:19.520 --> 0:43:22.800
<v Speaker 1>that they've programmed. But it's currently just in a beta phase,

0:43:22.920 --> 0:43:26.040
<v Speaker 1>and it also requires either you know, an Oculus Rift

0:43:26.200 --> 0:43:29.840
<v Speaker 1>or an Oculus Quest as in the Oculus Virtual reality systems.

0:43:30.160 --> 0:43:34.240
<v Speaker 1>As such, this is limited to a fairly small group

0:43:34.360 --> 0:43:36.400
<v Speaker 1>of beta testers. For right now. I mean, first you

0:43:36.440 --> 0:43:38.439
<v Speaker 1>have to limit it to just the folks who own

0:43:38.480 --> 0:43:43.680
<v Speaker 1>an oculus system. Then you have among those the subsection

0:43:43.800 --> 0:43:46.760
<v Speaker 1>that got a personal invite to participate in this beta.

0:43:47.040 --> 0:43:50.520
<v Speaker 1>But that's just the start. In June of this year,

0:43:50.640 --> 0:43:55.040
<v Speaker 1>Facebook CEO Mark Zuckerberg revealed to employees that the company

0:43:55.080 --> 0:43:58.239
<v Speaker 1>had a plan to develop its own metaverse. Such a

0:43:58.239 --> 0:44:01.279
<v Speaker 1>platform would incorporate vr are and a are, along with

0:44:01.360 --> 0:44:06.040
<v Speaker 1>aspects of social networks and online shopping sites. It's essentially

0:44:06.080 --> 0:44:09.520
<v Speaker 1>an effort to create the next thing for online spaces.

0:44:09.960 --> 0:44:13.440
<v Speaker 1>It would be a thing that Facebook would own, which

0:44:13.520 --> 0:44:15.640
<v Speaker 1>I mean, it's kind of hard to overstate how big

0:44:15.640 --> 0:44:18.560
<v Speaker 1>a deal that would be for the company. After all,

0:44:18.600 --> 0:44:23.120
<v Speaker 1>Facebook has billions of users. If it can even you know,

0:44:23.719 --> 0:44:28.560
<v Speaker 1>managed to support of those people to this, that alone

0:44:28.600 --> 0:44:32.120
<v Speaker 1>would be enormous because imagine for a moment that Facebook

0:44:32.200 --> 0:44:35.560
<v Speaker 1>wasn't just a big player on the Internet. Imagine if

0:44:35.600 --> 0:44:40.040
<v Speaker 1>Facebook was synonymous with the Internet. Imagine if every link,

0:44:40.560 --> 0:44:44.319
<v Speaker 1>every interaction, every purchase, all of that. Imagine all of

0:44:44.360 --> 0:44:48.319
<v Speaker 1>that filtered first through Facebook's systems. That's kind of what

0:44:48.400 --> 0:44:51.280
<v Speaker 1>I think the company is hoping for with the creation

0:44:51.360 --> 0:44:55.759
<v Speaker 1>of this metaverse. Experience to create something so compelling and

0:44:55.840 --> 0:44:59.799
<v Speaker 1>immersive and interesting that folks migrate to it as I

0:45:00.080 --> 0:45:02.800
<v Speaker 1>or the next phase of what it means to be online,

0:45:03.520 --> 0:45:06.279
<v Speaker 1>or more likely, as you know, an additional way for

0:45:06.400 --> 0:45:10.160
<v Speaker 1>a subset of people to interact online. Now, if you're

0:45:10.200 --> 0:45:13.880
<v Speaker 1>like me, you probably think that doesn't sound great. Facebook

0:45:13.920 --> 0:45:16.120
<v Speaker 1>has a pretty bad reputation when it comes to stuff

0:45:16.160 --> 0:45:20.319
<v Speaker 1>like ethics and concern about users safety and privacy, And

0:45:20.360 --> 0:45:22.800
<v Speaker 1>you can easily imagine a system that relies on stuff

0:45:22.800 --> 0:45:26.120
<v Speaker 1>like VR and ARE hardware to provide even more opportunities

0:45:26.160 --> 0:45:29.880
<v Speaker 1>for Facebook to gather information about users, information that Facebook

0:45:29.880 --> 0:45:33.560
<v Speaker 1>would then leverage when working with, let's say advertisers. And

0:45:33.640 --> 0:45:36.600
<v Speaker 1>think for a moment about the conversations we've had about

0:45:36.640 --> 0:45:40.480
<v Speaker 1>Facebook's algorithm and how it's exacerbated problems like the spread

0:45:40.480 --> 0:45:44.640
<v Speaker 1>of misinformation and hate speech. Now imagine the same company,

0:45:44.840 --> 0:45:47.319
<v Speaker 1>which has shown at the very least a lack of

0:45:47.480 --> 0:45:51.759
<v Speaker 1>urgency in addressing those issues, is literally in charge of

0:45:51.880 --> 0:45:56.640
<v Speaker 1>every aspect of your online experience when you're inside It's metaverse.

0:45:57.360 --> 0:45:59.680
<v Speaker 1>That's kind of chilling when you think of it that way.

0:46:00.120 --> 0:46:02.799
<v Speaker 1>In fact, there's one science fiction film that has a

0:46:02.800 --> 0:46:05.120
<v Speaker 1>metaverse in it that I think is a pretty fair analogy,

0:46:05.200 --> 0:46:08.520
<v Speaker 1>and that's the matrix, because in the matrix, nearly all

0:46:08.560 --> 0:46:12.319
<v Speaker 1>of humanity is actually inside a computer simulation, and their

0:46:12.400 --> 0:46:17.360
<v Speaker 1>real bodies exist solely as an energy source for machines. Well,

0:46:17.400 --> 0:46:20.200
<v Speaker 1>I feel like Facebook metaverse would be kind of similar,

0:46:20.239 --> 0:46:22.920
<v Speaker 1>except we'd be the source of money while occupying this

0:46:23.000 --> 0:46:26.320
<v Speaker 1>virtual space. Anyway, I don't want to get too alarmist

0:46:26.360 --> 0:46:29.160
<v Speaker 1>in that. It's true that I am beyond skeptical of

0:46:29.160 --> 0:46:32.279
<v Speaker 1>a Facebook metaverse being, you know, a good thing. But

0:46:32.320 --> 0:46:35.360
<v Speaker 1>it's also true that even if Facebook launches such a product,

0:46:35.640 --> 0:46:39.719
<v Speaker 1>it's not guaranteed to succeed. So far, these metaverse experiences

0:46:39.960 --> 0:46:43.000
<v Speaker 1>tend to appeal to a limited number of folks. Even

0:46:43.000 --> 0:46:45.640
<v Speaker 1>in the Minecraft examples, I was giving like, there are

0:46:45.640 --> 0:46:48.160
<v Speaker 1>plenty of Minecraft players who play on a private server

0:46:48.400 --> 0:46:51.399
<v Speaker 1>who never interact with anyone else. That's not really much

0:46:51.440 --> 0:46:54.879
<v Speaker 1>of a metaverse in that case. So it's not like

0:46:55.040 --> 0:46:59.680
<v Speaker 1>any of these examples has reached a broad mainstream audience.

0:46:59.719 --> 0:47:04.640
<v Speaker 1>They're all sub audiences. So in some cases people might

0:47:04.680 --> 0:47:08.600
<v Speaker 1>not gravitate towards a metaverse because of the aesthetics of

0:47:08.640 --> 0:47:12.320
<v Speaker 1>the metaverse, or it might be because the experience itself

0:47:12.440 --> 0:47:15.759
<v Speaker 1>doesn't appeal to them, like maybe navigating the world is

0:47:16.719 --> 0:47:19.279
<v Speaker 1>not natural to them and they don't enjoy it. Or

0:47:19.280 --> 0:47:22.160
<v Speaker 1>in others, it might be because the equipment you need

0:47:22.200 --> 0:47:27.120
<v Speaker 1>in order to even take part in it is prohibitively expensive.

0:47:27.160 --> 0:47:32.200
<v Speaker 1>They can't afford to give it a shot. So there's

0:47:32.200 --> 0:47:35.399
<v Speaker 1>no guarantee that the Facebook metaverse will become a huge hit,

0:47:35.600 --> 0:47:38.480
<v Speaker 1>or that it's going to, you know, somehow replace the

0:47:38.520 --> 0:47:41.560
<v Speaker 1>way we go online now. Uh So, no one has

0:47:41.560 --> 0:47:44.080
<v Speaker 1>really made a metaverse on a scale like what we

0:47:44.120 --> 0:47:47.080
<v Speaker 1>saw in the fiction of snow Crash already player one.

0:47:47.520 --> 0:47:50.600
<v Speaker 1>No one has built something so amazing that practically everyone

0:47:50.840 --> 0:47:53.440
<v Speaker 1>is already on it. No one has built the Facebook

0:47:53.760 --> 0:47:56.759
<v Speaker 1>of meta verses, and we don't even know if Facebook

0:47:56.760 --> 0:48:00.000
<v Speaker 1>will be able to pull that off. I'm skeptical, I am.

0:48:00.000 --> 0:48:02.719
<v Speaker 1>Iagine whatever Facebook makes will not be my cup of tea.

0:48:03.560 --> 0:48:06.040
<v Speaker 1>But then I also thought that my Space would beat Facebook,

0:48:06.080 --> 0:48:09.080
<v Speaker 1>So what the heck do I know? Anyway, that's this

0:48:09.120 --> 0:48:11.640
<v Speaker 1>episode about meta versus. Hope you enjoyed it. If you

0:48:11.680 --> 0:48:14.360
<v Speaker 1>have suggestions for topics I should cover in future episodes

0:48:14.360 --> 0:48:17.640
<v Speaker 1>of tech Stuff, reach out to me on Twitter. The

0:48:17.719 --> 0:48:20.720
<v Speaker 1>handle we use for the show is tech Stuff H

0:48:20.880 --> 0:48:24.760
<v Speaker 1>s W and I'll talk to you again really soon.

0:48:30.160 --> 0:48:33.160
<v Speaker 1>Tech Stuff is an I Heart Radio production. For more

0:48:33.239 --> 0:48:36.640
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