What is the metaverse—and why does Mark Zuckerberg care so about it? by abebrown716
What’s different about Zuckerberg’s metaverse vision?
The biggest thing: Zuckerberg seems to hope people will access his virtual world through a VR headset—just as Hiro did inSecond Life and most other multiplayer online games are typically displayed on a PC monitor or TV connected to gaming consoles like an Xbox or a PlayStation. The rest of Zuckerberg’s metaverse idea seems very much a work in progress.
Newer, more powerful microchips have improved VR graphics, largely eliminating a problem dating back to the earliest consumer headsets in the 1990s: Their lagging images made some people nauseous. But even today’s most sophisticated headsets still only track a limited portion of your body movements. As a result, avatars within VR still look awkward, particularly their faces—the so-called uncanny valley effect.
There’s also what Jeremy Bailenson, the founding director of Stanford’s Virtual Human Interaction Lab, who has counseled Zuckerberg, describes as his “30 Minute Rule.” That’s the maximum amount of time he thinks someone should spend within virtual reality today. “In my lab, after 30 minutes, everybody has to take the headset off and take a drink of water, touch a wall, talk to a real human—do something to reconnect with the real world,” he says. But half an hour won’t be enough for Facebook.
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