1 00:00:04,440 --> 00:00:12,319 Speaker 1: Welcome to tech Stuff, a production from iHeartRadio. Hey there, 2 00:00:12,360 --> 00:00:15,400 Speaker 1: and welcome to tech Stuff. I'm your host, Jonathan Strickland. 3 00:00:15,440 --> 00:00:18,720 Speaker 1: I'm an executive producer with iHeartRadio. And how the tech 4 00:00:18,800 --> 00:00:23,120 Speaker 1: are you? So? Back in October twenty twenty one, we 5 00:00:23,280 --> 00:00:27,880 Speaker 1: Hear It tech Stuff published an episode titled what is 6 00:00:27,920 --> 00:00:31,320 Speaker 1: the Metaverse? So this was back when the metaverse concept 7 00:00:31,440 --> 00:00:34,680 Speaker 1: was really just starting to gain a lot of steam, 8 00:00:34,840 --> 00:00:38,120 Speaker 1: and it was propelled largely by the company Facebook, which 9 00:00:38,120 --> 00:00:42,840 Speaker 1: would actually rename itself Meta before the end of October. 10 00:00:43,840 --> 00:00:47,600 Speaker 1: There was enormous excitement around this idea, at least on 11 00:00:47,720 --> 00:00:51,479 Speaker 1: a corporate and marketing kind of level. I don't personally 12 00:00:51,520 --> 00:00:56,200 Speaker 1: know many people who were or are that excited by 13 00:00:56,200 --> 00:01:01,400 Speaker 1: the concept personally. I just know that from a corporate perspective, 14 00:01:01,760 --> 00:01:05,000 Speaker 1: there was a ton of momentum. Now, part of that 15 00:01:06,200 --> 00:01:08,600 Speaker 1: reason for, you know, like the lack of interest among 16 00:01:08,640 --> 00:01:13,120 Speaker 1: the general public, could be due to my own myopia, 17 00:01:13,440 --> 00:01:15,560 Speaker 1: Like maybe I just don't know the right people. I'm 18 00:01:15,560 --> 00:01:18,200 Speaker 1: also old, so it's possible that very young people think 19 00:01:18,240 --> 00:01:20,920 Speaker 1: it's a really cool idea. I haven't heard that, but 20 00:01:21,120 --> 00:01:24,360 Speaker 1: why would they talk to me? But also it may 21 00:01:24,600 --> 00:01:28,800 Speaker 1: be that there's a lack of excitement around the metaverse, 22 00:01:29,640 --> 00:01:32,920 Speaker 1: partly because we have been really bad at defining what 23 00:01:32,959 --> 00:01:35,840 Speaker 1: the metaverse is. Now we should get some slack for that. 24 00:01:35,880 --> 00:01:38,600 Speaker 1: I mean, the thing doesn't really exist yet, at least 25 00:01:38,640 --> 00:01:40,399 Speaker 1: not in the science fiction any kind of way that 26 00:01:40,440 --> 00:01:45,480 Speaker 1: we see pitches presented to us as. But no, seriously, 27 00:01:45,600 --> 00:01:48,920 Speaker 1: what is the metaverse? Or heck, maybe we need to 28 00:01:48,920 --> 00:01:53,640 Speaker 1: phrase it as what is a metaverse? The answer to 29 00:01:53,680 --> 00:01:56,920 Speaker 1: that question kind of depends upon whom you're asking. Some 30 00:01:57,160 --> 00:02:03,600 Speaker 1: definitions are deeply and perhaps tragically tied to blockchain technology 31 00:02:03,640 --> 00:02:08,920 Speaker 1: and cryptocurrencies and the much maligned NFTs. That's done a 32 00:02:08,960 --> 00:02:12,280 Speaker 1: lot of damage to perceptions about the metaverse overall, because 33 00:02:12,360 --> 00:02:16,919 Speaker 1: the NFT in particular took such a spectacular nose diive 34 00:02:16,919 --> 00:02:20,000 Speaker 1: a couple of years ago. Some versions of the metaverse 35 00:02:20,400 --> 00:02:25,560 Speaker 1: lean heavily on mixed reality, incorporating either virtual or augmented 36 00:02:25,600 --> 00:02:28,680 Speaker 1: reality or some mixture of the two to describe a 37 00:02:28,720 --> 00:02:30,760 Speaker 1: new way in which we interact with the digital and 38 00:02:30,760 --> 00:02:34,720 Speaker 1: physical worlds, and the two are much more closely aligned, 39 00:02:34,960 --> 00:02:36,760 Speaker 1: so that the things we do in the digital world 40 00:02:36,800 --> 00:02:40,200 Speaker 1: can have repercussions in the physical world, and vice versa. 41 00:02:41,080 --> 00:02:45,280 Speaker 1: Some versions eschew the whole mixed reality concept entirely and 42 00:02:45,400 --> 00:02:48,800 Speaker 1: just focus on a persistent online world that continues to 43 00:02:49,080 --> 00:02:52,680 Speaker 1: exist whether you're logged into it or not. Arguably, you've 44 00:02:52,720 --> 00:02:55,560 Speaker 1: got plenty of examples of that, and it's just like 45 00:02:55,600 --> 00:02:57,720 Speaker 1: the real world. You know, even if you spend your 46 00:02:57,800 --> 00:02:59,880 Speaker 1: days cooped up in your own home and you never 47 00:03:00,200 --> 00:03:03,880 Speaker 1: the house, the world keeps moving on. That one hits 48 00:03:03,919 --> 00:03:07,880 Speaker 1: a little close to home for me. Another concept that's 49 00:03:07,919 --> 00:03:12,800 Speaker 1: frequently connected to but not necessarily required for the metaverse 50 00:03:13,360 --> 00:03:17,920 Speaker 1: is one of interoperability. That is, you can envision a 51 00:03:18,040 --> 00:03:22,000 Speaker 1: series of online environments. Maybe they're run by different companies 52 00:03:22,080 --> 00:03:26,400 Speaker 1: or organizations, but there's some level of compatibility between them, 53 00:03:26,639 --> 00:03:30,320 Speaker 1: so that you can maintain a semblance of a common 54 00:03:30,360 --> 00:03:35,720 Speaker 1: experience as you move across different platforms. This one gets 55 00:03:35,800 --> 00:03:41,560 Speaker 1: really tricky. Uh, it's tricky to explain, it's even harder 56 00:03:41,640 --> 00:03:45,640 Speaker 1: to accomplish. So to explain it, let's in first, you know, 57 00:03:45,760 --> 00:03:49,160 Speaker 1: jump into the real world to understand how something is 58 00:03:49,200 --> 00:03:51,320 Speaker 1: pretty simple in the real world but very difficult to 59 00:03:51,320 --> 00:03:55,480 Speaker 1: pull off in a virtual or digital space. All Right, 60 00:03:55,560 --> 00:03:58,720 Speaker 1: So you're in the real world. If you go into 61 00:03:58,760 --> 00:04:01,600 Speaker 1: a real world shoost and you buy a pair of 62 00:04:01,720 --> 00:04:05,040 Speaker 1: real shoes, and then you decide you're gonna wear them 63 00:04:05,240 --> 00:04:07,000 Speaker 1: right then and there, you take the shoes out of 64 00:04:07,040 --> 00:04:08,840 Speaker 1: the box, and you put them on your feet, and 65 00:04:08,880 --> 00:04:11,240 Speaker 1: you stroll right out of the store. Those shoes will 66 00:04:11,480 --> 00:04:16,560 Speaker 1: maintain their appearance, they will maintain their utility, and they 67 00:04:16,600 --> 00:04:18,880 Speaker 1: will do that no matter where you go, no matter 68 00:04:18,920 --> 00:04:22,359 Speaker 1: what other store you walk into, your shoes will remain shoes, 69 00:04:22,400 --> 00:04:24,720 Speaker 1: and they will still look the way they did when 70 00:04:24,760 --> 00:04:27,200 Speaker 1: you bought them. It's not like the shoes will suddenly 71 00:04:27,240 --> 00:04:30,120 Speaker 1: look different as you walk into a different shoe store 72 00:04:30,440 --> 00:04:32,680 Speaker 1: or a home good store or any other kind of 73 00:04:32,720 --> 00:04:36,680 Speaker 1: store you can think of. They're not gonna spontaneously become 74 00:04:36,920 --> 00:04:41,159 Speaker 1: gloves or just a picture of shoes. They will be 75 00:04:41,279 --> 00:04:43,799 Speaker 1: on your feet, they will be shoes. They'll look the same. 76 00:04:44,800 --> 00:04:47,560 Speaker 1: They are consistent, and they only change as they experience 77 00:04:47,640 --> 00:04:50,120 Speaker 1: wear and tear in that kind of thing. But that's 78 00:04:50,160 --> 00:04:54,919 Speaker 1: because reality isn't divided up into siloed experiences. All of 79 00:04:54,960 --> 00:04:58,480 Speaker 1: these spaces we're talking about, they all exist within the 80 00:04:58,520 --> 00:05:02,640 Speaker 1: grander space that is real world. But that's not true 81 00:05:02,839 --> 00:05:05,840 Speaker 1: of the digital world. Right. Let's take some games as 82 00:05:05,880 --> 00:05:08,920 Speaker 1: a subset of the digital world. In order to talk 83 00:05:08,920 --> 00:05:13,120 Speaker 1: about this, let's say that you play an online shooter 84 00:05:13,400 --> 00:05:16,640 Speaker 1: like Call of Duty Modern Warfare, and in that game 85 00:05:16,680 --> 00:05:21,000 Speaker 1: you can earn or purchase items for use within the game. 86 00:05:21,720 --> 00:05:24,000 Speaker 1: You might be able to take those items on future 87 00:05:24,040 --> 00:05:26,920 Speaker 1: play sessions within the game, they are linked to your 88 00:05:26,960 --> 00:05:30,159 Speaker 1: player profile. But then let's say you wanted to play 89 00:05:30,200 --> 00:05:34,640 Speaker 1: some other online shooter like Battlefield, And let's say that 90 00:05:34,800 --> 00:05:37,760 Speaker 1: Battlefield has its own version of the very same weapons 91 00:05:37,760 --> 00:05:41,240 Speaker 1: that you bought in Call of Duty. Even so, you 92 00:05:41,320 --> 00:05:44,120 Speaker 1: can't just port over your stuff from Call of Duty 93 00:05:44,360 --> 00:05:48,240 Speaker 1: to Battlefield. Battlefield has its own in game economy and 94 00:05:48,320 --> 00:05:53,200 Speaker 1: its own method for accessing and earning or purchasing weapons. Plus, 95 00:05:53,400 --> 00:05:56,640 Speaker 1: if you could pull the weapon from one game into another, 96 00:05:57,080 --> 00:06:00,400 Speaker 1: the digital models for the weapons would be different. You know, 97 00:06:00,480 --> 00:06:03,359 Speaker 1: the graphics engines are different from game to game, The 98 00:06:03,440 --> 00:06:07,719 Speaker 1: gameplay elements would be different. The gun might handle differently 99 00:06:07,760 --> 00:06:09,960 Speaker 1: in one game versus the other, or deal a different 100 00:06:10,000 --> 00:06:13,279 Speaker 1: amount of damage in one versus the other. So the 101 00:06:13,320 --> 00:06:16,120 Speaker 1: gun would not look or behave exactly the same way 102 00:06:16,200 --> 00:06:19,120 Speaker 1: across these two game titles. And you know that makes sense. 103 00:06:19,160 --> 00:06:21,760 Speaker 1: They weren't made by the same company or the same team. 104 00:06:22,320 --> 00:06:25,839 Speaker 1: So unless every game is built from the exact same engine, 105 00:06:26,000 --> 00:06:29,320 Speaker 1: with developers all agreeing upon a standardized approach to designing 106 00:06:29,640 --> 00:06:32,960 Speaker 1: stuff like weapons, you're not going to have consistency from 107 00:06:33,000 --> 00:06:36,880 Speaker 1: one digital realm to the next. Some versions of the 108 00:06:36,920 --> 00:06:42,160 Speaker 1: metaverse include an element of interoperability that would necessitate a 109 00:06:42,320 --> 00:06:46,120 Speaker 1: change in that approach, at least to an extent, because 110 00:06:46,160 --> 00:06:49,159 Speaker 1: it's hard to sell users on the idea of getting 111 00:06:49,160 --> 00:06:52,560 Speaker 1: them to go to a virtual realm and to spend 112 00:06:52,560 --> 00:06:55,760 Speaker 1: a lot of real world money to kick yourself out 113 00:06:55,760 --> 00:06:58,240 Speaker 1: in that virtual realm, only to find out that none 114 00:06:58,279 --> 00:07:00,960 Speaker 1: of that stuff is portable over to the other virtual 115 00:07:01,000 --> 00:07:03,840 Speaker 1: realms that you want to visit. Instead, you would have 116 00:07:03,880 --> 00:07:08,000 Speaker 1: to start over from scratch. That's not an attractive way 117 00:07:08,040 --> 00:07:11,440 Speaker 1: to sell the concept of the metaverse to the general public, right. 118 00:07:12,560 --> 00:07:15,400 Speaker 1: But if you can create a framework that allows people 119 00:07:15,680 --> 00:07:18,640 Speaker 1: to pick and choose what they want from various virtual 120 00:07:18,720 --> 00:07:22,440 Speaker 1: environments and then use them across the entire spectrum of 121 00:07:22,760 --> 00:07:26,920 Speaker 1: worlds within the metaverse, you might be onto something. But 122 00:07:27,760 --> 00:07:31,080 Speaker 1: that's not easy to do. In fact, it's questionable about 123 00:07:31,120 --> 00:07:34,200 Speaker 1: whether it will ever be possible to do. Not from 124 00:07:34,240 --> 00:07:37,120 Speaker 1: a technical standpoint, I mean, technically you could get to happen, 125 00:07:37,360 --> 00:07:41,040 Speaker 1: but from a cooperation standpoint, because you've got so many 126 00:07:41,120 --> 00:07:44,920 Speaker 1: different companies in this space, getting them all to agree 127 00:07:45,000 --> 00:07:48,560 Speaker 1: upon this would be very difficult. This is where some 128 00:07:48,640 --> 00:07:52,400 Speaker 1: of that NFT stuff plays in. By the way, NFTs 129 00:07:52,400 --> 00:07:55,880 Speaker 1: have often been positioned as a way to create the 130 00:07:56,040 --> 00:08:01,720 Speaker 1: underlying foundation to allow the interoperability or the interchanging of 131 00:08:02,240 --> 00:08:06,080 Speaker 1: assets from one virtual world to another, without actually proving 132 00:08:06,120 --> 00:08:10,840 Speaker 1: that that could really be accomplished. And also there are 133 00:08:10,840 --> 00:08:13,680 Speaker 1: all these other issues with NFTs. Right This idea of 134 00:08:13,720 --> 00:08:17,560 Speaker 1: linking digital items to non fungible tokens to create a 135 00:08:17,560 --> 00:08:21,400 Speaker 1: foundation for portable experiences regardless of who owns the virtual 136 00:08:21,440 --> 00:08:25,000 Speaker 1: environment in question just hasn't really held up to much scrutiny. 137 00:08:25,560 --> 00:08:28,440 Speaker 1: We are not anywhere close to being able to do that. 138 00:08:29,200 --> 00:08:31,920 Speaker 1: And there was such a huge gold rush on NFTs 139 00:08:32,000 --> 00:08:36,000 Speaker 1: on in the early days that it was so absurdly transparent, 140 00:08:36,040 --> 00:08:38,680 Speaker 1: that it was a greedy, you know, like cash grab approach, 141 00:08:39,360 --> 00:08:42,760 Speaker 1: both on the behalf of speculators and companies that just 142 00:08:42,880 --> 00:08:46,760 Speaker 1: dove headfirst into NFTs. That the general public doesn't really 143 00:08:46,760 --> 00:08:50,080 Speaker 1: have trust in NFTs anymore like any trust that was 144 00:08:50,080 --> 00:08:53,360 Speaker 1: there who has pretty much been eroded away. Now, maybe 145 00:08:53,360 --> 00:08:56,680 Speaker 1: one day folks will be more accepting of NFTs, despite 146 00:08:56,760 --> 00:09:00,880 Speaker 1: their many drawbacks. But it's only going to happen if 147 00:09:00,920 --> 00:09:02,840 Speaker 1: it's evident that the whole thing isn't just some sort 148 00:09:02,840 --> 00:09:08,800 Speaker 1: of digital Ponzi scheme. Most definitions of the metaverse assume 149 00:09:09,400 --> 00:09:12,880 Speaker 1: that it will span numerous virtual environments created by different 150 00:09:12,880 --> 00:09:16,360 Speaker 1: companies and organizations and people, and that you could dip 151 00:09:16,440 --> 00:09:18,280 Speaker 1: in and out of these worlds the same way you 152 00:09:18,320 --> 00:09:21,800 Speaker 1: could visit different websites or use different apps. That the 153 00:09:21,880 --> 00:09:24,480 Speaker 1: experience you have will be dependent in part on the 154 00:09:24,520 --> 00:09:27,440 Speaker 1: equipment you have at your disposal and the folks who 155 00:09:27,480 --> 00:09:30,400 Speaker 1: are creating the virtual world that you're visiting now. In 156 00:09:30,440 --> 00:09:34,200 Speaker 1: that vision of the metaverse, it starts to sound a 157 00:09:34,200 --> 00:09:37,800 Speaker 1: lot like a variation of the Internet itself. While several companies, 158 00:09:37,880 --> 00:09:42,679 Speaker 1: primarily Meta, have pushed very hard to be the metaverse company, 159 00:09:43,520 --> 00:09:47,400 Speaker 1: in its hypothesized form, the metaverse wouldn't be the domain 160 00:09:47,480 --> 00:09:52,040 Speaker 1: of any one organization. You wouldn't say that Google is 161 00:09:52,280 --> 00:09:55,600 Speaker 1: the Internet. Some days it might feel that way, but 162 00:09:55,600 --> 00:09:58,520 Speaker 1: you wouldn't say it. You wouldn't say Meta is the 163 00:09:58,520 --> 00:10:03,240 Speaker 1: metaverse or that the Metaverse belongs to Meta, but companies 164 00:10:03,480 --> 00:10:06,640 Speaker 1: like Meta are trying to create the technologies that would 165 00:10:06,760 --> 00:10:12,240 Speaker 1: presumably power the Metaverse, and that in itself is its 166 00:10:12,240 --> 00:10:15,480 Speaker 1: own issue. I'll explain more, but first let's take a 167 00:10:15,559 --> 00:10:27,960 Speaker 1: quick break. So I said before the break that Meta 168 00:10:28,120 --> 00:10:31,880 Speaker 1: in particular, but other companies too, are pushing to create 169 00:10:32,600 --> 00:10:37,199 Speaker 1: the building blocks of the Metaverse. There's a rush, or 170 00:10:37,240 --> 00:10:40,960 Speaker 1: at least there was a rush. It's debatable about whether 171 00:10:41,040 --> 00:10:44,079 Speaker 1: or not it's still happening, but there was a rush 172 00:10:44,120 --> 00:10:47,160 Speaker 1: to define the standards that the Metaverse would be built 173 00:10:47,240 --> 00:10:53,199 Speaker 1: upon for it to be this interoperable series of virtual worlds. 174 00:10:53,760 --> 00:10:56,600 Speaker 1: And I'm sure you can understand why this was the case. 175 00:10:57,000 --> 00:11:00,240 Speaker 1: Because if you build the tool, they every no one 176 00:11:00,320 --> 00:11:02,160 Speaker 1: has to use in order to be part of something 177 00:11:02,240 --> 00:11:04,440 Speaker 1: that is big, or at least it's being talked about 178 00:11:04,960 --> 00:11:07,840 Speaker 1: as if it will be big. Well, that means everybody 179 00:11:07,880 --> 00:11:10,160 Speaker 1: has to come to you first, because you're the one 180 00:11:10,200 --> 00:11:12,440 Speaker 1: who build the tool, and that means you can charge 181 00:11:12,440 --> 00:11:15,920 Speaker 1: folks to use your tools. Licensing fees are a great 182 00:11:15,920 --> 00:11:18,559 Speaker 1: way to generate revenue. You spend the resources to make 183 00:11:18,600 --> 00:11:20,800 Speaker 1: the tool, then you sit back and rake in the 184 00:11:20,840 --> 00:11:22,880 Speaker 1: cash as everyone pays you for the right of using 185 00:11:22,920 --> 00:11:25,080 Speaker 1: that tool, and then they have to re up their 186 00:11:25,080 --> 00:11:29,040 Speaker 1: subscription when it expires. It's more complicated than that, but 187 00:11:29,120 --> 00:11:31,160 Speaker 1: that's the basic idea. That's where a lot of this 188 00:11:31,840 --> 00:11:35,160 Speaker 1: rush in the metaverse was really focusing was how can 189 00:11:35,200 --> 00:11:37,880 Speaker 1: we be the ones to build what everyone else is 190 00:11:37,920 --> 00:11:39,559 Speaker 1: going to have to use if they want to be 191 00:11:39,600 --> 00:11:42,040 Speaker 1: a player in this space. But it's also a very 192 00:11:42,080 --> 00:11:45,600 Speaker 1: unlikely idea because again, it requires the cooperation of tons 193 00:11:45,640 --> 00:11:48,199 Speaker 1: of companies that all want to be a major player 194 00:11:48,240 --> 00:11:51,760 Speaker 1: in the metaverse. And while it's not impossible that we're 195 00:11:51,760 --> 00:11:55,440 Speaker 1: going to see consolidation and convergence over time, the fact 196 00:11:55,520 --> 00:11:59,240 Speaker 1: is any development in the metaverse space is pretty much 197 00:11:59,360 --> 00:12:03,080 Speaker 1: independent of all the other efforts to innovate in the 198 00:12:03,080 --> 00:12:07,800 Speaker 1: metaverse space. This could mean that a realization of the metaverse, 199 00:12:07,920 --> 00:12:10,760 Speaker 1: if in fact that ever becomes a thing, could be 200 00:12:10,800 --> 00:12:14,320 Speaker 1: pushed off several years, not because it's too hard on 201 00:12:14,360 --> 00:12:17,320 Speaker 1: a technical basis, although it would be very challenging to 202 00:12:18,160 --> 00:12:20,960 Speaker 1: get a full realization of some of the more out 203 00:12:21,000 --> 00:12:25,440 Speaker 1: there visions in the metaverse. Technical limitations are one thing. 204 00:12:25,800 --> 00:12:29,120 Speaker 1: It's really because everyone is trying to make their own 205 00:12:29,280 --> 00:12:33,320 Speaker 1: flavor of the ding Dan durned thing, and those flavors 206 00:12:33,360 --> 00:12:37,840 Speaker 1: aren't interchangeable or interoperable, and I lost my metaphor. But 207 00:12:37,960 --> 00:12:41,280 Speaker 1: you get what I'm saying, right like, if everyone's trying 208 00:12:41,320 --> 00:12:44,480 Speaker 1: to be the one to define the thing, then you 209 00:12:44,559 --> 00:12:47,959 Speaker 1: just end up with a bunch of different things, and 210 00:12:48,000 --> 00:12:52,720 Speaker 1: that kind of ends up being antithetical to the concept 211 00:12:52,800 --> 00:12:55,520 Speaker 1: of the metaverse, or at least one of the concepts. 212 00:12:56,040 --> 00:12:58,720 Speaker 1: In the meantime, you still have a lot of companies 213 00:12:58,720 --> 00:13:03,800 Speaker 1: and platforms referring to stuff as a metaverse, not the metaverse, 214 00:13:03,840 --> 00:13:08,880 Speaker 1: but a metaverse, and that itself is confusing. Really, it 215 00:13:09,000 --> 00:13:12,600 Speaker 1: typically means the term is losing whatever little meaning it 216 00:13:12,679 --> 00:13:16,120 Speaker 1: had to begin with. A company could reference that an 217 00:13:16,120 --> 00:13:19,720 Speaker 1: event that's happening within a game like Fortnite as being 218 00:13:19,800 --> 00:13:24,199 Speaker 1: a metaverse event, you know, or maybe on Roadblocks that 219 00:13:24,200 --> 00:13:28,080 Speaker 1: that is a metaverse event, but that suggests that Fortnite 220 00:13:28,520 --> 00:13:32,600 Speaker 1: and or Roadblocks are a metaverse when really they're just 221 00:13:33,280 --> 00:13:36,520 Speaker 1: it's an online world and it is persistent, but it 222 00:13:36,600 --> 00:13:41,040 Speaker 1: has its own real limitations. It doesn't extend far beyond 223 00:13:41,080 --> 00:13:45,400 Speaker 1: its borders. Right, meta is working to push social interactions 224 00:13:46,080 --> 00:13:49,600 Speaker 1: into a virtual world, and that's probably to do stuff 225 00:13:49,600 --> 00:13:52,440 Speaker 1: like sell us lots of virtual items and costumes and 226 00:13:52,440 --> 00:13:55,400 Speaker 1: outfits and that kind of thing, And that would be 227 00:13:55,520 --> 00:13:59,199 Speaker 1: their version of a metaverse. But that's very different from 228 00:13:59,200 --> 00:14:02,720 Speaker 1: what we're looking at things like roadblocks or Fortnite. Microsoft 229 00:14:03,000 --> 00:14:06,120 Speaker 1: is pushing to create online virtual environments, but for business 230 00:14:06,120 --> 00:14:09,720 Speaker 1: see business reasons. So Microsoft's version is more about like 231 00:14:09,800 --> 00:14:14,319 Speaker 1: virtual conference rooms and virtual seminar spaces and that kind 232 00:14:14,360 --> 00:14:17,360 Speaker 1: of stuff. The problem, as I see it, is that 233 00:14:17,400 --> 00:14:20,320 Speaker 1: people are using the word metaverse to reference pretty much anything, 234 00:14:20,440 --> 00:14:23,000 Speaker 1: which is the same way as saying the word metaverse 235 00:14:23,080 --> 00:14:26,880 Speaker 1: means nothing. It's like that depressing saying that when everyone 236 00:14:26,960 --> 00:14:30,040 Speaker 1: is special, no one is. I don't buy into that 237 00:14:30,080 --> 00:14:32,720 Speaker 1: particular philosophy, by the way, but that's because I'm a 238 00:14:32,760 --> 00:14:36,560 Speaker 1: gen X guy. We're deeply, hopelessly romantic. Also, we tend 239 00:14:36,600 --> 00:14:41,480 Speaker 1: to overgeneralize. Back on track. While most of the media 240 00:14:41,920 --> 00:14:45,960 Speaker 1: has focused on the metaverse from the consumer side, or 241 00:14:46,000 --> 00:14:50,280 Speaker 1: how companies like Meta have poured and arguably lost billions 242 00:14:50,320 --> 00:14:54,120 Speaker 1: of dollars in development for something that no one really 243 00:14:54,120 --> 00:14:57,040 Speaker 1: seems all that jazzed for in the first place, there 244 00:14:57,080 --> 00:15:00,600 Speaker 1: are other aspects to the metaverse. Microsoft focus on business 245 00:15:00,600 --> 00:15:03,960 Speaker 1: solutions is an example, though again I'm not convinced that 246 00:15:03,960 --> 00:15:06,440 Speaker 1: the average business wants to shell out the money necessary 247 00:15:06,480 --> 00:15:09,320 Speaker 1: to equip all its staff with the stuff they need 248 00:15:09,400 --> 00:15:12,680 Speaker 1: just so that they can attend a virtual all hands beating. 249 00:15:13,640 --> 00:15:18,560 Speaker 1: There's also a concept called the industrial metaverse. Now this 250 00:15:18,600 --> 00:15:21,960 Speaker 1: does get loosey goosey with the details, like any metaverse definition, 251 00:15:22,760 --> 00:15:26,760 Speaker 1: but generally speaking, this concept behind the industrial metaverse is 252 00:15:26,840 --> 00:15:33,840 Speaker 1: to create digital virtual copies or twins of real world infrastructure. 253 00:15:34,840 --> 00:15:38,000 Speaker 1: So think of stuff like public utilities, or power plants 254 00:15:38,280 --> 00:15:43,000 Speaker 1: or huge manufacturing facilities. Imagine that. Imagine creating a perfect 255 00:15:43,640 --> 00:15:48,000 Speaker 1: digital virtual copy of one of those, and it's tied 256 00:15:48,400 --> 00:15:52,120 Speaker 1: to the real world version. Right, You've got sensors, you've 257 00:15:52,160 --> 00:15:55,960 Speaker 1: got all these different systems that are creating readings based 258 00:15:56,000 --> 00:15:58,960 Speaker 1: upon what's going on in the facility. Imagine using that 259 00:15:59,080 --> 00:16:01,360 Speaker 1: data to feed into the virtual one, so that the 260 00:16:01,480 --> 00:16:04,640 Speaker 1: virtual one is perfectly copying what's happening in the real world. 261 00:16:05,120 --> 00:16:07,600 Speaker 1: So why would you do that. Well, with this kind 262 00:16:07,680 --> 00:16:11,800 Speaker 1: of virtual construct, you could have experts from all around 263 00:16:11,840 --> 00:16:15,120 Speaker 1: the world convene virtually in a space that's tied to 264 00:16:15,160 --> 00:16:18,600 Speaker 1: a real place on the planet. So imagine that you 265 00:16:18,880 --> 00:16:23,200 Speaker 1: are running a manufacturing facility, and one of your indicators 266 00:16:23,280 --> 00:16:26,240 Speaker 1: is suggesting that there's a potential issue, something that might 267 00:16:26,400 --> 00:16:30,760 Speaker 1: escalate into a serious problem unless you intervene. So you 268 00:16:30,880 --> 00:16:34,280 Speaker 1: tap in by bringing in your top experts in your 269 00:16:34,320 --> 00:16:39,080 Speaker 1: company who are really knowledgeable about these systems, but they 270 00:16:39,120 --> 00:16:40,880 Speaker 1: happen to be in different parts of the world. So 271 00:16:40,920 --> 00:16:44,920 Speaker 1: you all convene in this virtual representation of the actual 272 00:16:45,000 --> 00:16:49,600 Speaker 1: physical space to talk over the problem and come up 273 00:16:49,600 --> 00:16:52,960 Speaker 1: with a solution. That's the sort of use case that 274 00:16:53,000 --> 00:16:57,880 Speaker 1: proponents of the industrial metaverse are suggesting. Companies like Siemens 275 00:16:58,280 --> 00:17:01,200 Speaker 1: have created digital twins of exists sting facilities for just 276 00:17:01,280 --> 00:17:05,520 Speaker 1: that purpose. Now, whether that becomes a practical practice across 277 00:17:05,640 --> 00:17:10,560 Speaker 1: industries remains to be seen. Siemens has spent billions of 278 00:17:10,600 --> 00:17:13,280 Speaker 1: dollars building out facilities, but whether that pays off by 279 00:17:13,320 --> 00:17:17,000 Speaker 1: becoming the way of the future is undecided. Questions may 280 00:17:17,000 --> 00:17:19,800 Speaker 1: arise about whether or not added components of a virtual 281 00:17:19,920 --> 00:17:23,080 Speaker 1: recreation are even necessary, or maybe it just makes more 282 00:17:23,119 --> 00:17:26,840 Speaker 1: sense to depend heavily on sensors connected to your facilities, 283 00:17:26,880 --> 00:17:29,960 Speaker 1: and then those provide data that you could then read 284 00:17:30,000 --> 00:17:33,280 Speaker 1: out in a normal computer display and then act upon 285 00:17:33,320 --> 00:17:35,160 Speaker 1: in some other way, like getting on a phone call. 286 00:17:35,600 --> 00:17:39,359 Speaker 1: A lot of companies that had been investing heavily into 287 00:17:39,400 --> 00:17:43,240 Speaker 1: the metaverse have recently kind of pulled funding for those 288 00:17:43,280 --> 00:17:48,040 Speaker 1: projects and switched resources to other areas, primarily AI. To 289 00:17:48,160 --> 00:17:51,000 Speaker 1: the surprise of no one, AI has kind of taken 290 00:17:51,040 --> 00:17:54,960 Speaker 1: the place of the metaverse as the darling DuJour of 291 00:17:55,040 --> 00:17:57,840 Speaker 1: the tech space. So earlier this year, reports were that 292 00:17:57,880 --> 00:18:01,760 Speaker 1: Microsoft had canceled its own industrial Metaverse division, and this 293 00:18:01,960 --> 00:18:05,480 Speaker 1: was like within four months of them launching the project, 294 00:18:05,560 --> 00:18:08,920 Speaker 1: which is kind of crazy. Disney shut down its own 295 00:18:08,960 --> 00:18:12,880 Speaker 1: metaverse projects as part of a massive layoff in the company. 296 00:18:13,760 --> 00:18:17,480 Speaker 1: Even Meta shut down a gaming platform called Krata that 297 00:18:17,600 --> 00:18:20,040 Speaker 1: had metaverse connections, and they had just purchased that company 298 00:18:20,040 --> 00:18:22,800 Speaker 1: a couple of years earlier. So yeah, things are not 299 00:18:23,240 --> 00:18:27,879 Speaker 1: going super well. And one reason for this is because 300 00:18:28,680 --> 00:18:32,520 Speaker 1: funding is fickle, and like I said, AI is kind 301 00:18:32,560 --> 00:18:35,920 Speaker 1: of drinking the milkshake of the metaverse right now. All 302 00:18:35,960 --> 00:18:39,040 Speaker 1: that funding is going towards stuff like AI, and even that, 303 00:18:39,400 --> 00:18:42,399 Speaker 1: according to Gardner, anyway, is on the precipice of going 304 00:18:42,880 --> 00:18:46,560 Speaker 1: over the peak of inflated expectations. So maybe that money 305 00:18:46,560 --> 00:18:49,239 Speaker 1: will be going somewhere else pretty soon. On top of that, 306 00:18:49,840 --> 00:18:53,119 Speaker 1: you still have proponents of the metaverse. You still have 307 00:18:53,160 --> 00:18:56,080 Speaker 1: its cheerleaders and evangelists. A lot of those people are 308 00:18:56,119 --> 00:19:00,399 Speaker 1: also tied very closely to the cryptocurrency world, which raises 309 00:19:00,480 --> 00:19:05,920 Speaker 1: some questions as to the reliability of their expertise because 310 00:19:06,080 --> 00:19:11,000 Speaker 1: a lot of the value of those crypto communities is 311 00:19:11,080 --> 00:19:14,280 Speaker 1: tied to widespread adoption. One way to get widespread adoption 312 00:19:14,400 --> 00:19:17,240 Speaker 1: is to convince a bunch of companies that the blockchain 313 00:19:17,520 --> 00:19:24,280 Speaker 1: and related technologies are absolutely pivotal for a new process 314 00:19:24,480 --> 00:19:28,639 Speaker 1: or a new product like the metaverse. And so I 315 00:19:28,680 --> 00:19:33,000 Speaker 1: would take anyone who's really pushing a metaverse narrative with 316 00:19:33,040 --> 00:19:35,480 Speaker 1: some skepticism. Doesn't mean that you know it's not going 317 00:19:35,560 --> 00:19:37,320 Speaker 1: to become a thing. It doesn't mean that they're wrong. 318 00:19:37,960 --> 00:19:42,359 Speaker 1: Just use critical thinking when you start seeing those kinds 319 00:19:42,359 --> 00:19:45,960 Speaker 1: of stories or claims. So, yeah, that's an update on 320 00:19:46,000 --> 00:19:48,760 Speaker 1: the state of the metaverse. I guess I could sum 321 00:19:48,840 --> 00:19:50,680 Speaker 1: it up. And the too long, didn't read version has 322 00:19:51,280 --> 00:19:55,199 Speaker 1: still not a thing and possibly never will be. I 323 00:19:55,200 --> 00:19:58,159 Speaker 1: hope you're all well and I'll talk to you again 324 00:19:58,840 --> 00:20:08,680 Speaker 1: really soon. Tex Stuff is an iHeartRadio production. For more 325 00:20:08,760 --> 00:20:13,520 Speaker 1: podcasts from iHeartRadio, visit the iHeartRadio app, Apple podcasts, or 326 00:20:13,520 --> 00:20:15,479 Speaker 1: wherever you listen to your favorite shows.