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(In)visible: Learning To Act In The Metaverse

The metaverse search tab is useful for troubleshooting data-related problems. In the top half, you can create a query based on a combination of attributes. When you are satisfied with your query, click Search. The result is visible in the bottom grid. You can select which columns should be visible with Column Settings.

(In)visible: Learning to Act in the Metaverse

According to PwC data, the value of the global metaverse market is expected to reach more than $1.5 trillion by 2030. This sheer rate of growth helps to illustrate why companies like Facebook have been willing to undergo a name change in order to accommodate this emerging market whilst positioning themselves with the best possible chance to establish themselves as an early market leader.

Despite the very public actions of Meta in recent months, very little attention has been drawn to the mechanics of the metaverse, and how such a significant technological development is going to be made possible.

As Joelle Pineau, co-managing director of Facebook AI Research, acknowledged that big data and AI will need to work extremely hard to create a mass distributed seamless experience for the huge volumes of metaverse users online at any given time.

The sheer volume of data that we will be inputting into the metaverse will require unprecedented levels of machine learning capabilities to interpret our gestures, voices, and browsing habits in order to respond in real time.

His research interests are in the visual knowledge building in collaborative learning processes, and the media-didactical implications how technology, pedagogy and organizational structure influence and constrain each other in the process of educational change. He has served as external assessor and reviewer for a number of scientific and research bodies, including the European Commission in the Programmes IST, eLearning, Media, Erasmus, etc. and has received several honours and scholarships.

The metaverse will draw people into a plethora of experiences using virtual and real environments, or some combination of the two. It is projected that new and different levels of immersion will be achieved through the use of virtual, augmented, and merged or mixed reality technologies, collectively referred to as extended reality (XR). User experience designer Tijane Tall describes the key differentiators among the immersiveness of these experiences as follows:

Possibilities for realizing a variety of different experiences in the metaverse with various users will be endless. We can already see this happening in several platforms and modern video games and VR/AR experiences are proving that almost anything you can imagine can become an immersive experience. Of course, this is a bit of an exaggeration as in reality, there are limits, both in the real world and as relates to every technology, but there is no doubt that the vast range of experiences that are likely to be available, along with the immersion and interconnectedness is what makes the idea of the metaverse so appealing.

As interest and investment in the metaverse grows, many are raising concerns about the potential risks in an environment where the boundaries between the physical and virtual world are blurred. Some of the key engineering risks and quality surrounding the development of the metaverse are:

Achieving acceptable levels of coverage when testing the metaverse will likely require a high degree of automation. In comparison with traditional desktop, web, or mobile applications, the state space of a 3D, open world, extended reality, and online experience is truly vast and exponentially large. In the metaverse, at any moment you will be able to navigate your avatar to a given experience, equip various items and customizations, and interact with other human or computer-controlled characters. The content itself will be constantly evolving, making it a continuously moving target from an engineering perspective. Without sufficient test automation capabilities, creating, executing, and maintaining tests for the metaverse would be extremely expensive, tedious, and repetitive activities.

The good news is that advances in AI and machine learning (ML) have been helping us to create highly adaptive, resilient, scalable automated testing solutions. In my previous role as chief scientist at, I had the pleasure of leading multiple projects that applied AI and ML to automated testing. Here are some details on the most relevant projects and promising directions that leverage AI for automated testing of metaverse-like experiences.

By combining software-based controller emulation with commodity hardware such as a Raspberry Pi, it is possible to automate several types of hardware devices ranging from gaming consoles, controllers, and video streaming devices. Such integrated tools and drivers allow the bots to observe and manipulate the input-out functions of these devices. As part of our research and development efforts into gaming and metaverse testing, we built integrations with VR headsets. Once we could control inputs and observe outputs in VR, it was just a matter of tying that API into a subsystem we refer to as the Gaming Cortex, which is basically the ML brain that combines the real-time object detection and goal-based reinforcement learning mentioned previously.

In cases where AI/ML are a core part of the metaverse development stack, testing skills like data selection, partitioning, and test data generation will move testers to the front of the development process. With that we can also expect to see more focus on testing as a development practice, leveraging approaches like acceptance test-driven design and design for testability to ensure that the metaverse is not only correct, complete, user-friendly, safe and secure, but that it is testable and automatable at scale.

Writing for InfoQ has opened many doors and increased career opportunities for me. I was able to deeply engage with experts and thought leaders to learn more about the topics I covered. And I can also disseminate my learnings to the wider tech community and understand how the technologies are used in the real world.

The metaverse is a tool that blends experiences typically associated with either the virtual or physical worlds. It can deliver greater immersive learning for students while also creating some new and exciting teaching opportunities. For educators, it is crucial to not only understand what the metaverse is and its uses within education but to also realize the benefits of immersive learning with the metaverse.

You might have heard that Mark Zuckerberg wants Facebook to become a Metaverse Company, and earlier this year, Epic Games, the company that develops the Unreal Engine announced that it completed a 1 billion round of funding to support the long-term vision for the metaverse. Metaverse is definitely the hottest buzzword in the tech scene. In this article, we will briefly discuss what is Metaverse, who will build it, and most importantly why it matters for architects, and how can designers play a significant role in this upcoming digital economy?

For many years, the internet is mostly a 2D catalog with hyperlinks, and now it finally starts to look interesting with the potential for 3D experiences and will change the way we work, shop, live, how can architects play a role in shaping and enriching the grand metaverse?

Gaming is the tip of the Metaverse. Games are considered to be the best carrier of the metaverse, especially the increasingly popular sandbox games, which now have a primitive form of the metaverse. Such as the GTA series, Minecraft, Fortnite, etc., all provide a high degree of freedom of the game experience, many games also provide professional tools for the production of self-made Mod expansion content, in order to enrich the game content and extend the life of the game.

If you want to learn how to code, Processing could be a good language for learning programming within the context of the visual arts. Python is also a relatively easy language to pick up and has wide application in data analytic/visualization, AI/ machine learning, web development, and other general uses.

There will be a lot of interesting applications in the metaverse that hosting digital twins or scan data like point clouds and photogrammetry of real-world places. Just be creative to utilize the assets and curate experiences and interactions for both domains.

To hear tech CEOs like Mark Zuckerberg or Satya Nadella talk about it, the metaverse is the future of the internet. Or it's a video game. Or maybe it's a deeply uncomfortable, worse version of Zoom? It's hard to say.

About half of these expert respondents supported the idea that the metaverse will be a fully-immersive aspect of daily life for many by 2040. Many who expect augmented reality (AR), mixed reality (MR) and virtual reality (VR) to advance substantially predicted those advances will come from a natural evolution of the current innovations that are underway. They noted that humans have always been motivated to push boundaries and explore new experiences, to advance and improve their daily lives and to pursue profit and power. Thus, they said, it is only natural that forays into interactivity will continue to expand and evolve, spurred by tech inventions and ample funding.

It may be more useful, and certainly more exciting, to think of the metaverse not as virtual reality but as a new reality itself. Things created there and things we will choose to do there will be, in a very true sense, real. And in that context it can become a realm for both work and play.

Marta Szekeres, a complex systems researcher based in Hungary, wrote, I am sure the shift to immersive activities will take place similarly to how the previous shifts happened. As with email, mobile phones, etc., it will be gradual. First, organizations, institutions and firms will apply the metaverse, and then the general population will get involved slowly. I expect that it will improve society overall. Humanity can leverage the metaverse to overcome its own limits. There will be many positives. 041b061a72


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