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The Metaverse: Myths and Facts

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The Metaverse: Myths and Facts


Any new technology involves a certain amount of ambiguity and myths.

In the case of the Metaverse, however, many of the myths have been exaggerated and facts were misrepresented, while the Metaverse vision will take years to mature fully, the building blocks to begin this process are already in place. Key hardware and software are either available today or under development; and definitely stakeholders need to address Safety, Security and Privacy (SSP) concerns, and collaborate to implement open standards that will make the Metaverse safe, secure, reliable and interoperable, and allow the delivery of secured and safe services as seamlessly as possible.

Despite the buzz about the Metaverse, many still don’t completely understand it. For some, it is the future, while others think it is gimmicky. For now, the Metaverse is an interface or a platform that allows digital realities of people to come together to work, play and collaborate. Metaverse hopes to transcend geographical boundaries and become the next ‘thing’. That said, there are plenty of misconceptions about the Metaverse, and here are a few:

Myth #1: No Knows What is the Metaverse

In recent months, it has become clear that there is no single definition of the Metaverse.Well-known experts refer to it as “the internet of the future” or point to immersive devices to demonstrate various platforms and user experiences. 

In simple terms, the Metaverse is the future of the internet: A massively scaled, interactive and interoperable real-time platform comprising interconnected virtual worlds where people can socialize, collaborate, transact, play and create. There are 5 billion internet users in the world and crypto has emerged as both the infrastructure layer and the zeitgeist that will fill in the blanks: digital currency, fully functioning digital economies, ownership of digital goods and true interoperability across countless interconnected systems, all this defines the Metaverse [3]. 

Myth #2 The Metaverse is Only Gaming

The Metaverse is not gaming. Gaming is an activity you can do within the Metaverse, there are 3 billion gamers in the world. Today, when people talk about the Metaverse, they often describe gaming platforms like Roblox, and Minecraft as examples. While gaming remains one of the leading experiences, consumers are increasingly looking for entertainment and shopping in the virtual world. One in five Metaverse users has attended virtual live events such as concerts and film festivals. [4]

Myth #3 The Metaverse is Only Virtual Reality  

Saying the Metaverse is virtual reality (VR) is like saying that the internet is only your smartphone, it’s a way of interfacing with the internet. In the same way, you can imagine experiencing the Metaverse through VR, but you can also imagine experiencing the Metaverse through your laptop or desktop. [4]

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Myth #4 The Metaverse Will Replace the Real World

No, this is not the “Matrix”, the Metaverse won’t replace the real world. It will be additive to the real world, an expansive virtual environment where you can do any number of different things: work, socialize, play, create, explore and more.

Myth #5 The Metaverse is a Fad  

The Metaverse is a fad in the same way the internet considered as a fad at some point of time. We’re still years away from a fully realized Metaverse and the technology we’ll need is far from complete. But even today, we’re already living in a very primitive version: we work remotely, we socialize and learn virtually and we find entertainment without leaving our homes. However, as always, how we meet those needs will continue to evolve as our technology advances. 

Myth #6 The Metaverse Will Be a Monopoly

Companies like Meta and Microsoft are two of the world’s most valuable companies because they’re perceptive. They have a skill for skating to where the puck will be and they’re able to scale fast. But jumping on the bandwagon early doesn’t mean they’ll control the Metaverse, the field is to big to be controlled by handful companies. 

Myth #7 The Speed of Technology Will Set the Pace for Adoption

Many people believe that the broad adoption of the Metaverse is hindered because technology is not keeping pace. There remains low penetration of immersive devices among consumers, and there are infrastructure barriers in the way of a truly scaled, immersive Metaverse future. Close to one-third of Metaverse users see technology as severely limiting their dream experience.

VR is the most accessible technology at just 20 percent penetration, yet the adoption curve to date follows the trajectory of other technologies that became widely available over time. Penetration for recent breakthroughs such as smartphones, tablets, and social media grew from 20 percent to 50 percent in only a handful of years. Lower cost, increasing content, and improved usability are driving adoption. 

Myth #8 The Metaverse is Already Here

The Metaverse is an infinitely large (future) virtual world that connects all other virtual sub-worlds. You can see the Metaverse as the next phase of the internet as we know it: the currently two-dimensional, flat Internet will be changing into a three-dimensional, spatial form. We are moving from the web of pages to the web of coordinates. And from the web of information to the web of activities. In the future, people can meet as avatars in the Metaverse, to get to know each other for example, to network, provide services, collaborate, relax, game, shop and consume. The Metaverse also offers the opportunity to build, create and participate in a virtual economy. In the future, we won’t be going “on” the Internet, but “in” the spatial Internet. The Metaverse can be seen as the world that connects all (existing) virtual worlds. That world, however, isn’t here yet, the Metaverse is still a thing of the future. 

Myth #9 The Metaverse is Inevitable

It is clear that the Metaverse is actively being developed. The key players in the world of technology have their eyes on it. But they are facing a number of challenges; interoperability for example – where users must be able to move easily between different worlds – being one of them. This means that companies must work intensively on open standards. In the Metaverse, you have to be able to work, attend concerts and play games with the greatest of ease. Not such an easy feat, particularly because many companies will be reluctant to collaborate on open standards and give up their intellectual property. In addition, the growth of the Metaverse will also require substantial hardware innovations. 

Myth #10 The Metaverse is Suitable for Everything

This is another aspect that remains to be seen. In the future, the different variants of the internet will simply coexist – just as you sometimes read a book on paper, and sometimes on your screen. The internet as we know it will continue to exist. It will be accessible on your smartphone, computer or tablet. For some things such as shopping, playing games, and social interaction, the #metaverse will be extremely suitable.

What is The Future of the Metaverse?

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The Metaverse “is bringing together people, processes, data, and things (real and virtual) to make networked connections more relevant and valuable than ever before-turning information into actions that create new capabilities, richer experiences, and unprecedented economic opportunity for businesses, individuals, and countries”. In simple terms, the Metaverse is the intelligent connection of people, processes, data, and things. It describes a world where billions of objects have sensors to detect, measure, and assess their status, all connected over public or private networks using standard and proprietary protocols.

Data is embedded in everything we do; every business needs its flavor of data strategy, which requires comprehensive data leadership. The Metaverse will create tens of millions of new objects and sensors, all generating real-time data which will add more value to their products and services for all the companies who will use Metaverse as another avenue of business. As a result, enterprises will make extensive use of Metaverse technology. As a result, there will be a wide range of products sold into various markets, vertical and horizontal, an endless list of products and services.

For example, in e-commerce, the Metaverse provides a whole new revenue stream for digital goods in a synchronous way instead of the current traditional 2D way of clicking and buying. In human resources (HR), significant training resources will be done with virtual reality (VR) and augmented reality (AR) that are overlaying instructions in a real-world environment and giving somebody a step-by-step playbook on how to put a complex machine together or run a device or try a new product all will be done with virtual objects at the heart of the Metaverse. While in sales/marketing, connecting with customers virtually and sharing the virtual experience of the product or service will be common similar to our virtual meetings during the past two years in the middle of Covid, but the Metaverse will make it more real and more productive.

Finally, similarly to Cloud Computing, we will have Private-Metaverse, Hybrid-Metaverse, and Public-Metaverse with all possible applications and services in each type. Companies will benefit from all options based on their capabilities and needs. The main goal here is to reach Metaverse as a Service (MaaS) and add a label of “Metaverse Certified “on products and services.

Metaverse_Market_Size.jpeg



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TEKNOLOGI

Radware launches a spinoff of its cloud security business

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Cloud Computing News

Duncan is an award-winning editor with more than 20 years experience in journalism. Having launched his tech journalism career as editor of Arabian Computer News in Dubai, he has since edited an array of tech and digital marketing publications, including Computer Business Review, TechWeekEurope, Figaro Digital, Digit and Marketing Gazette.


Radware, a provider of cyber security and application delivery solutions, has revealed the spinoff of its Cloud Native Protector (CNP) business to form a new company called SkyHawk Security.

To accelerate Skyhawk Security’s development and growth opportunities, an affiliate of Tiger Global Management will make a $35 million strategic external investment, resulting in a valuation of $180 million. Tiger Global Management is a leading global technology investment firm focused on private and public companies in the internet, software, and financial technology sectors.

Skyhawk Security is a leader in cloud threat detection and protects dozens of the world’s leading organizations using its artificial intelligence and machine learning technologies. Its Cloud Native Protector provides comprehensive protection for workloads and applications hosted in public cloud environments. It uses a multi-layered approach that covers the overall security posture of the cloud and threats to individual workloads. Easy-to-deploy, the agentless solution identifies and prevents compliance violations, cloud security misconfigurations, excessive permissions, and malicious activity in the cloud.

“We recognize the growing opportunities in the public cloud security market and are planning to capitalize on them,” said Roy Zisapel, Radware’s president and CEO. “We look forward to partnering with Tiger Global Management to scale the business, unlock even more security value for customers, and position Skyhawk Security for long-term success.”

The spinoff, which adds to Radware’s recently announced strategic cloud services initiative, further demonstrates the company’s ongoing commitment to innovation. Skyhawk Security will have the ability to operate with even greater sales, marketing, and product focus as well as speed and flexibility. Current and new CNP customers will benefit from future product development efforts, while CNP services for existing customers will continue without interruption.

Radware does not expect the deal to materially affect operating results for the second quarter or full year of 2022.

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TEKNOLOGI

How Sports Organizations Are Using AR, VR and AI to Bring Fans to The Game

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How Sports Organizations Are Using AR, VR and AI to Bring Fans to The Game

AR, VR, and AI in sports are changing how fans experience and engage with their favorite games.

That’s why various organizations in the sports industry are leveraging these technologies to provide more personalized and immersive digital experiences.

How do you get a sports fan’s attention when there are so many other entertainment options? By using emerging technologies to create unforgettable experiences for them! Innovative organizations in the sports industry are integrating AR, VR and AI in sports marketing and fan engagement strategies. Read on to discover how these innovative technologies are being leveraged to enhance the game-day experience for sports fans.  

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AUGMENTED REALITY IN SPORTS

AR is computer-generated imagery (CGI) that superimposes digitally created visuals onto real-world environments. Common examples of AR include heads-up displays in cars, navigation apps and weather forecasts. AR has been around for decades, but only recently has it become widely available to consumers through mobile devices. One of the best ways sports organizations can use AR is to bring historical moments to life. This can help fans connect to the past in new ways, increase brand affinity and encourage them to visit stadiums to see these experiences in person. INDE has done just that, creating an augmented reality experience that lets fans meet their favorite players at the NFL Draft.

VIRTUAL REALITY IN SPORTS

VR is a computer-generated simulation of an artificial environment that lets you interact with that environment. You experience VR by wearing a headset that transports you to a computer-generated environment and lets you see, hear, smell, taste, and touch it as if you were actually there. VR can be especially impactful for sports because it lets fans experience something they would normally not be able to do. Fans can feel what it’s like to be a quarterback on the field, a skier in a race, a trapeze artist, or any other scenario they’d like. The VR experience is fully immersive, and the user is able to interact with the content using hand-held controllers. This enables users to move around and explore their virtual environment as if they were actually present in it.

ARTIFICIAL INTELLIGENCE IN SPORTS

Artificial intelligence is machine intelligence implemented in software or hardware and designed to complete tasks that humans usually do. AI tools can manage large amounts of data, identify patterns and make predictions based on that data. AI is already influencing all aspects of sports, from fan experience to talent management. Organizations are using AI to power better digital experiences for fans. They’re also using it to collect and analyze data about fan behavior and preferences, which helps organizers better understand what their customers want. AI is also changing the game on the field, with organizations using it to make better decisions in real time, improve training and manage player health. Much of this AI is powered by machine learning, which is a type of AI that uses data to train computer systems to learn without being programmed. Machine learning is the reason why AI is able to evolve and get better over time — it allows AI systems to adjust and improve based on new data.

MERGING THE REAL AND VIRTUAL

VR and AR are both incredible technologies that offer unique benefits. VR, for example, is an immersive experience that allows you to fully imagine and explore another virtual space. AR, on the other hand, is a technology that allows you to see and interact with the real world while also being able to see digital content superimposed on top of it. VR and AR are both rapidly evolving and can have a significant impact on sports marketing. By using both technologies, brands and sporting organizations can create experiences that bridge the real and virtual. This can help sports marketers create more engaging experiences that truly immerse their customers in the game.

Technologies like AR, VR and AI in sports are making it possible for fans to enjoy their favorite games in entirely new ways. AR, for example, can help sports lovers experience historical moments, VR lets them immerse themselves in the game, and AI brings them more personalized and immersive digital experiences. The best part is that sports fans can also use these technologies to interact with one another and feel even more connected. 

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The Dark Side of Wearable Technology

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The Dark Side of Wearable Technology

Wearable technology, such as smartwatches, fitness trackers, and other devices, has become increasingly popular in recent years.

These devices can provide a wealth of information about our health and activity levels, and can even help us stay connected with our loved ones. However, there is also a dark side to wearable technology, including issues related to privacy, security, and addiction. In this article, we will explore some of the darker aspects of wearable technology and the potential risks associated with these devices.

1. Privacy Concerns

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Source: Deloitte

Wearable technology can collect and transmit a significant amount of personal data, including location, health information, and more. This data is often shared with third parties, such as app developers and advertisers, and can be used to track and target users with personalized advertising. Additionally, many wearable devices lack robust security measures, making them vulnerable to hacking and data breaches. This can put users’ personal information at risk and expose them to identity theft and other cybercrimes.

2. Security Risks

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Source: MDPI

Wearable technology can also pose security risks, both to the individual user and to organizations. For example, hackers can use wearable devices to gain access to sensitive information, such as financial data or personal contacts, and use this information for malicious purposes. Additionally, wearable technology can be used to gain unauthorized access to secure areas, such as buildings or computer systems, which can be a major concern for organizations and governments.

3. Addiction Issues

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Source: Very Well Mind

The constant connectivity and access to information provided by wearable technology can also lead to addiction. The constant notifications and the ability to check social media, emails and other apps can create a constant need to check the device, leading to addiction-like symptoms such as anxiety, insomnia and depression.

4. Health Risks

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Source: RSSB 

Wearable technology can also pose health risks, such as skin irritation and allergic reactions caused by the materials used in the device. Additionally, the constant use of wearable technology can lead to poor posture and repetitive stress injuries, such as carpal tunnel syndrome. It is important for users to be aware of these risks and to take steps to protect their health, such as taking regular breaks from using the device and practicing good ergonomics.

Slutsats

Wearable technology has the potential to be a powerful tool for improving our health, fitness, and overall well-being. However, it is important to be aware of the darker aspects of wearable technology and the potential risks associated with these devices. By understanding the privacy, security, addiction, and health risks associated with wearable technology, users can take steps to protect themselves and their personal information. Additionally, by being aware of these risks, organizations can take steps to protect their employees and customers from the potential negative effects of wearable technology.

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