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6 Key Takeaways About the Coming Metaverse

Source: https://www.wte.net/6-Key-Takeaways-About-the-Coming-Metaverse-1
Date: March 2022
Author: Eric Garrison


Introduction

Facebook CEO Mark Zuckerberg announced on October 28, 2020, that the company would rebrand to Meta Platforms, Inc. In an accompanying keynote address, he outlined Meta's vision centered on "the next evolution of social connection," emphasizing reimagined avatars, gaming, and commerce experiences.

What is the Metaverse?

The metaverse represents an "embodied internet" where users immerse themselves in experiences rather than passively viewing screens. It combines virtual reality, augmented reality, and physical elements. A defining characteristic is "presence"—enabling users to feel genuinely connected with others. Full technological development will require years of work.

Horizon: Meta's Metaverse Platform

Meta's immersive replacement for Facebook is called Horizon, organized into three sections:

  • Home: A personalized entry point similar to Facebook's homepage or app dashboards
  • World: Creator-developed customizable spaces, either realistic replicas or imaginative creations
  • Work: An immersive collaboration tool designed for natural interaction, moving beyond grid-based video conferencing

Avatars and Creator Tools

Users will create customizable avatars reflecting their identity—stylized, realistic, animated, or photorealistic—with multiple versions for different contexts.

Spark AR serves as the development tool for metaverse object creation. Designed for accessibility, it enables creators to develop and monetize their work. Meta offers professional certification curricula through edX and Coursera for Spark AR developers.

Gaming, Commerce, and Technology

Gaming will introduce most people to the metaverse, particularly through Oculus Quest VR headsets and Ray Ban Stories smart glasses.

Commerce represents a major component, enabling buying and selling of physical and digital products, primarily NFTs. Meta aims to reach one billion users within a decade and facilitate $100 billion in digital commerce.

Interaction technology remains nascent but progressing. The Interaction SDK enables hand-based controls; Voice SDK adds voice command functionality. Emerging technologies include wrist-based neural interfaces for AR glasses command input.

WTE's Assessment

The authors acknowledge both concerns and opportunities:

  • Comparisons to The Matrix sparked initial skepticism
  • Pre-construction digital walkthroughs of buildings offer genuine practical value
  • Immersive gaming shows tremendous promise
  • VR/AR workrooms align logically with hybrid workplace evolution
  • Skepticism regarding claims about reducing screen time while enriching engagement
  • Recognition that Meta's commitment will require substantial investment and development resources