The metaverse has been described as the next phase of the internet: interconnected and persistent 3D spaces where we will work, play, and, so it seems, purchase virtual real estate. But ...
At the heart of the metaverse derangement was the persistent inflation of its definition. McKinsey & Company proclaimed in June 2022 that the metaverse could generate “up to $5 trillion in impact by ...
In the rapidly evolving landscape of technology, few concepts have captured the collective imagination as powerfully as the metaverse. This virtual universe, an extension of the Web3 framework, is ...
The metaverse—a digital realm in which people connect, work and socialize—is gaining momentum at warp speed. This online universe, accessed through tech like virtual reality (VR) and augmented reality ...
Once touted as the future of the internet, it appeared that the metaverse had been finally relegated to the graveyard of technological promises that never came to be. But news of its demise might have ...
Virtual reality was once promised to be the future of not only video games, but social media. Is that future still possible? NPR's Ailsa Chang talks to Vishal Shah, VP of the Metaverse, to find out.
Layer-1 blockchain and metaverse protocol Somnia has launched the Metaverse Browser, aiming to make Web3 exploration and custom content creation more accessible and user-friendly. Over the past few ...
It is easy to make predictions, and even easier to critique those that others made in the past. Case in point: Gartner predicted in 2022 that by 2026 (yes, that's this year), 25% of the population ...
This post was co-authored by Asia Eaton, Ph.D., and Sophie Maddocks, M.A. After Mark Zuckerberg announced that Facebook would be changing its name to “Meta” in 2021, the hype surrounding the metaverse ...
Meta’s enormous bet on virtual reality ended last week, with the company reportedly laying off roughly 1,500 employees from its Reality Labs division — about 10% of the unit’s staff — and shutting ...
Neil Stephenson introduced the metaverse as a concept in his 1992 novel Snow Crash, where he depicted it as a digital realm where users, represented by avatars, engage in a simulated reality.
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