The Metaverse Could Change The World, If We Could Stop Getting In Its Way
from the view-this-post-in-3d dept
Beyond the overproduced marketing videos and janky product prototypes closely associated today with “the metaverse” lies a bright and boundless future. In a pandemic-stricken world that imposes more and stronger barriers at every turn—whether they be medical, social, legal, economic, or geopolitical—there is magic in transposing the spirit of a global free and open internet into a more immersive technological utopia. But many obstacles stand in the way of that dream, including the companies trying to build it and the governments who will regulate it.
The company associated in the public’s eye with the metaverse is Facebook, which rebranded to Meta signaling its future focus. Meta, as a company today, is a mess. Its content policy enforcement is deeply flawed, particularly for its immersive products. Obstacles derived from both privacy and competition have slowed its growth, on both business and user metrics. Meta employees are leaving even as the company is reducing its hiring goals. Advertisers, long the lifeblood of revenue for the company, are now also abandoning ship.
Worse still as a prognostication for the future of immersive technology is its close association with “Web3”—the term used by some to describe a possible cryptocurrency and blockchain-powered future evolution of the internet—and “non-fungible tokens” or NFTs. (There’s even a website!) After a brief, very high peak of interest, trading volume, and associated “value,” the list of Web3 and NFT digital theft, security breaches and fraud incidents including “rugpulls” (the Web3 term for “Ponzi scheme”) continues to grow. (There’s a website for that too!) While the metaverse will no doubt include embedded quasi-currencies and markets as well as digital keys of virtual ownership, the future will not rise wholly formed as an internet Phoenix from the ashes of the dying hype.
Meanwhile, governments around the world, particularly in the European Union and United States, are not exactly channeling optimism for the bright future that could be. They are ramping up regulatory interventions in response to a litany of research and whistleblower concerns of ongoing harm, which have generated broad discontent with the status quo of social media, popularized as part of the concept of “techlash” and reflected in surveys such as the recent Axios poll of company reputations that found Facebook and Twitter at 97th and 98th place, out of 100 companies.
Even assuming the best of intentions, the real implications of government interventions are concerning. The effort to realize full digital protection for European citizens through European law has led to consideration of a number of possible policies that undermine the internet’s own values, such as implementing EU-specific DNS infrastructure and imposing wealth transfers. More immediately, the Irish Data Protection Authority’s decision to bar Meta from relying on Standard Contractual Clauses for GDPR compliance threatens the free flow of data between Europe and the US, not just for Facebook and Instagram but for a number of other companies relying on SCCs as well.
There’s no easy path forward on the GDPR issues. Meta could shut off access to Europe for its Facebook and Instagram services, which would further harm the company’s financial position and prospects, but would certainly motivate the US and EU governments to accelerate their work on a new “Privacy Shield.” The governments reached an agreement in principle in March 2022, but may not finalize the terms until 2023. It’s unlikely that Meta could, or would, validate the Chinese and Russian normative frameworks by building a separate version of its services just for the European Union, firewalled off from US data and users. The most likely outcome, of course, is continued legal fights in court, which is hardly a recipe for paving the way for future innovation.
In contrast with Europe, in the U.S., it’s hard to say that even the intentions are good, much less the execution. While Congress has seemingly stalled on content governance legislation, individual state legislatures, notably Texas and Florida, have put forward laws to penalize companies for alleged bias against conservatives. These proposals throw the First Amendment out the window and, if somehow upheld by courts, risk making it harder to protect safety online.
Section 230 continues to offer some level of protection for online intermediaries in the American legal context. Contrary to some political rhetoric, it is possible for that shield to be pierced. Nevertheless, perceived concerns over insufficient legal responsibility by platforms will lead to more state and federal efforts to impose potential liability, designed for modern social services (and in particular Facebook) but with the objective of capturing future interactive services as well. The intention may not be to unduly impede the progress of technology, but the devil is always in the details.
While the corporate structures and government frameworks seem ill-prepared to support the data-rich, free flowing, actively managed ecosystem the metaverse needs, the technology itself seems plausible, in time. The metaverse discussion earned a spot on stage at this year’s World Economic Forum in Davos. A number of high-profile companies just banded together to form a Metaverse Standards Forum, even though it’s still hard to define what, exactly, the metaverse is.
The term “metaverse” is inextricably linked to dystopia. In Neal Stephenson’s 1992 novel “Snow Crash,” which is considered to have coined the term, the virtual world Metaverse was hardly a paradise. Through Stephenson’s later novel Reamde, the Matrix movie series, and a vast host of other works of fiction, the public perception of virtual reality environments has been illustrated through a black mirror.
Nick Clegg, president of Meta, penned a lengthy Medium post trying to portray a more positive vision to justify the company’s pivot to all-in for the metaverse future. To Clegg, the metaverse is “ultimately about finding ever more ways for the benefits of the online world to be felt in our daily lives.”
This frame is backwards, and reinforces the technology-first lens of social construction that has not held up well over time. A better lens to explain the inevitability of the metaverse is that technology will, over time, provide ever more ways for the benefits of the offline world to be felt through online services. Today’s social media is about communication; the metaverse of tomorrow will be about experiences. Its value is not inherent, but rather lies in the ability of technology to recreate and transport things—in particular, experiences—that have inherent value.
Consider the history of recorded music. Once, the only way to hear music being performed was live, in person, at a concert hall. Then in the late 19th century, the phonograph, gramophone, and radio carried music across time and space, opening up access to music to people who could not travel to concerts or could not afford the tickets.
At first, the sound quality of these recordings was awful, and the experience grossly inferior to the “real thing.” Today, tiny wireless earbuds can recreate incredible soundstages; that quality gap has vanished. There’s still something special about live performances that cannot be replicated. But recorded music is an incredible complementary piece, and incredibly lucrative for the companies involved in delivering it to consumers.
Metaverse technology will, in all likelihood, follow that same evolution. Today’s VR headsets are the equivalent of phonographs and radio. But someday, metaverse users will be able to mix their favorite cocktails in their homes, strap on their multisensory gear, and “walk” into a virtual bar to socialize with friends located anywhere in the world. They’d save the $18 that cocktail costs in a physical bar, and spend it on the $18/month subscription fee for their VirtualBar membership.
As the world continues to suffer from the COVID-19 pandemic, it’s easy to see the appeal of virtual substitutes for in-person experiences. In 2020, Zoom replaced in-person social events and professional collaborations; in 2030, the technology options will be far richer, and will capture and convey even more (though not all) of the subtle interpersonal dynamics inherent in human interaction.
And the benefits of virtual socialization are not limited to forced social distancing. Imagine how the playing field could be leveled for individuals with disabilities, if metaverse technology can be built and shaped with inclusion in mind. And the possibilities for identity expression in many forms—even identity experimentation—could be incredible.
Part of the reason that future feels unrealistic, or at least gimmicky, is that the metaverse marketing of today seems focused on virtual spaces with no reflection in reality. To continue the metaphor: Imagine if the first phonograph had generated electronic music, rather than symphonic. The experience is novel, and it has some adherents, but it remains fantastical and of appeal to only a small number of early adopters. But eventually, improved fidelity environments, more oriented toward recreations of reality than fiction, will bring into the fold the broader audiences seeking to supplement, not escape, the physical world.
There will be amazing experiences in this future. There will be dark ones too. Technology doesn’t magically make humans better. Because the metaverse will have virtual bars, it will also have virtual flirtation, including of the unwelcome variety. Even today’s prototype-level metaverse experiences have given rise to allegations of virtual sexual assault. And what happens in the metaverse won’t necessarily stay in the metaverse, just as real-world harm can arise from virtual interactions in early chat-based social services.
Where people can create, people can—and will—make both artfulness and awfulness. There will be immersive porn, virtual drug paraphernalia, and efforts to engage in the most illegal and harmful human acts—imagine, for instance, immersive snuff videos. Guard rails to safeguard users from this content will be as difficult to construct and enforce in the metaverse as they have always been for the internet. Today’s content moderation challenges will be a stroll in the park compared to the metaverse’s moderation ultramarathon.
It may not be enough of an obstacle to stop adoption at scale, particularly if there are compelling offerings to be had. Who wouldn’t want to experience a recreation of walking around the summit of Mount Everest, particularly if physical or financial limitations prevent access to the real thing? But whether it will stick will depend on how much these positive experiences outweigh the inevitable harms. And given the recent track record, there’s ample reason to be skeptical.
There is still plenty of room for innovation and improvement in online experience mediation. Experiments like garbled voices—a setting in Meta’s Horizon Worlds that allows a user to garble the speech of non-friends by default—show the potential for introducing distance and individual control over the immersive environment, and together with automated translation, set up the possibility of a future where we can speak with who we want, when we want, in our language.
Over time, more and more real-world offline experiences will be captured in online simulations, and immersive technologies will play an ever-greater role. There’s too much money on the virtual table to ignore. The internet—itself also highly flawed, and also very lucrative—is, on balance, something that the world is better off with than without. And one day, maybe the same will be said of the metaverse.
Recognizing that we are all invested in this future will encourage us all to be involved in shaping it. We can and must start engaging today, as citizens of countries passing laws that will affect it and as creators on platforms that will host it, to ensure the future of the metaverse can be at least as healthy as the internet we have today.
Chris Riley is the senior fellow for internet governance at R Street Institute and a distinguished research fellow at the Annenberg Public Policy Center, and holds a PhD in Computer Science from Johns Hopkins University and a JD from Yale Law School. The author received a complimentary Oculus headset from Meta through a pilot program to encourage researchers working on internet policy to experience the current state of technology firsthand.
Filed Under: metaverse, tech policy


Comments on “The Metaverse Could Change The World, If We Could Stop Getting In Its Way”
So, what you are saying is, “Humans should stop being humans”.
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Or upload our minds to the Internet and live our entire existences there, à la Transcendence.
From VRML to Second Life, certain segments of the tech industry and press have vastly overestimated how much people want their online interactions to resemble walking around virtual environments.
25 years into the mainstreaming of the Internet, most people interact by…reading and typing text.
I can already drink a beer and talk to people on the Internet, Chris. You’re overcomplicating this.
Re: most people interact by…reading and typing text.
They do, but that ignores the millions that run around Fortnite shooting each other, or build things together in minecraft.
Yes the majority currently just type and text, like the majority used to visit the music halls, but this article isn’t about what’s happening at the moment, it’s about where things are going.
No one predicted the way things would play out so far, why are you sure you can see where we’re heading?
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Well, in the 1950s, people were predicting flying cars and consumers riding rockets into space and even crazier.
Fast forward to 2022, and we don’t have the hypertech utopia and we’re still earth bound. Worse still, the world doesn’t seem to want to work together, even for pandemics and guess what? We got WW2 and even the bloody Soviets weren’t fully on board to beat back the Nazis.
So forgive us for taking a cynical view of things, Whig.
Re: Re: Fortnite and Minecraft
Yes, we have cooperative games which are, for now, a virtual equivalent of a community garden or pool table in the pub.
Unless I’m unaware of some upscale models, VR is still not low-latency enough for those of us who get motion sick. (Though I was impressed with Star Tours in the nineties, every knock-off since has been a nausea machine, as are current VR units).
And then if we ever get real-time physics simulation advanced enough then armchair engineers might be able to join the conversation with credentialed engineers to build public works and space programs. But we’re a far reach from that too.
I suspect virtual community centers are going to be most used by folk who want to change their outward presentation, or want to be a furry or alien. Make an environment where everyone can be pretty and can dance super well, and you may have someplace people want to visit.
Though a few more highly-contagious global epidemics might speed things along.
Facebook’s been beaten to the punch by Google AND Microsoft, the former HAD a project that was exactly that, and the latter, well, they’re still offering LinkedIn in China, among other things.
Wrong on a lot of counts. Today’s VR tech is TECHNICALLY capable of the stuff you’re talking about, right down to the real-time interactions. The Valve Index, for example, has reached the “modern wireless earbuds” stage. The hurdles are largely on the software side, since Half-Life: Alyx proves that VR experiences are still doable and valid, but also require high fidelity, especially in terms of texture quality. I’m pretty sure you also know of VRChat as well…
The problem is, that most of the world can’t afford VR tech as it is, factoring in the cost reduction through mass production. And there’s the fact that nearly everyone can afford a smartphone, which gives them access to the Internet as it is at a price point that’s far easier on their economic burdens than a VR kit would.
I’m sure VR is gonna be a great place to be. I’ve seen glimpses of that future myself. However, for the rest of us who can’t afford the fear needed, we’re stuck in cold, hard reality with only a flat smartphone screen to watch the early adopters and rich prance around naked in VR.
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Yeah, two of the big problems with VR is that you need devices that have a reasonable cost for the end consumer and use case that wouldn’t make more sense with just a simple flat interface. Part of why the Quest is so successful is because it’s entirely standalone and fairly cheap for a VR headset. You’ve also got Sony’s PSVR headset, which is connected to a gaming console that a lot of people already own, and there’s a good chance the audience of PS4/PS5 users might overlap with potential VR players. There’s also the cheaper WMR headsets if you want to go even cheaper and have a decent computer to plug them into. I actually got my first VR headset (the original Acer WMR headset) free via a deal when I got my previous laptop.
That being said, VR tech does still have a long way to go, and I feel that, for the most part, until you can get hand controllers that provide a decent facsimile of touching and holding things, we will still need buttons to provide a proper viable interface in virtual worlds.
Also, VRChat doesn’t need a VR headset to play, you can actually play it the regular flatscreen way, which isn’t as immersive but still significantly more accessible.
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The second problem with VR is that it can trigger motion sickness, the root cause being a discrepancy between what the eyes see and the motion detected bu the ears.
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Supposedly the human brain is crazy-sensitive to latency between the eyes and inner ears, and reducing the latency can cause a large reduction in motion-sickness. That means reading accelerometers frequently and reacting to head movements very quickly (faster than the 1/60 s at which most displays normally update).
I’m quite sensitive to motion-sickness (and therefore glad the 3D-film fad died off), and am curious about “modern VR” but have honestly just not felt enough motivation to try it. It doesn’t help that the whole scene seems like a shitshow, where one might be forced to create online accounts (even a Facebook account!) or install proprietary apps to use it. I want something that works on Linux (not “Linux plus proprietary drivers”), that I can freely program games for, and that, like my Atari or NES, will still be working in 30 years.
Re: Re: Re:2 Must run on Linux - no binary blobs - yup
In the old days we used modems to connect to the net as needed. Since that tied up “the” phone line we’d get a 2nd line. The telco would cobble up a 2nd connection to the house and it was usually crackly and caused modem disconnects.
If we called the telco and said the modem was having trouble, they’d say “modems are unsupported” and do nothing to fix the problem with their line. If, instead, we said the fax-machine couldn’t connect… a tech would be out within 48hrs to fix it.
Similarly, in application software, the market drove there to be a second option to “PC” (Windows), that being Apple. If you asked about linux they’d say that’s not supported. Between Android but more especially ChromeBook, linux support is a thing.
I find that saying “This doesn’t seem to work on my ChromeBook” to yield increasingly positive responses in the last two years.
While most of the programmers have grown up not knowing how to write software, so they write for Windows, those graduating today are familiar with many more programming languages, techniques, and have used IDE/SDKs on linux. Look for more linux support growing faster just as ChromeBook adoption is growing.
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Similarly, in application software, the market drove there to be a second option to “PC” (Windows), that being Apple.
‘PC’ stands for ‘personal computer’, and is therefore not exclusively Windows. What is exclusively Windows is Intel.
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This doesn’t make sense. Intel CPUs run things other than Windows, and Intel even release drivers for other operating systems. Likewise, Windows has run on non-Intel and non-x86 CPUs since the mid-1990s. Granted, the non-x86 options were occasionally hard to find at the consumer level, but that’s not true currently (Windows tablets being mostly ARM-based).
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Intel CPUs run things other than Windows…
Not at the OEM level.
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Even at the OEM level, one can buy Linux laptops with Intel CPUs. Not at any retail stores I’m aware of, but online.
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Huh, when I select “About this Mac” it says “2.4 GHz 8-Core Intel Core i9”. I guess that’s a lie?
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Meh. That could end up being “support” in the Nvidia sense, which is not what I want and will leave us in a poor position when a manufacturer goes under or decides certain hardware is too old to care about. When it’s supported with free drivers, without agreeing to any terms, and I can run Tux Racer or whatever on it as easily as I can use an HDMI monitor, I might be interested enough to try. If it’s cheap. Till then, I’m considering it a fad.
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Its not just latency, its an eye ears conflict, like when you ears say you are moving and your eyes say you are not. Hence trying to read a book in a moving car can cause motion sickness, while looking out of the window avoids it. While VR reverses this it is still a discrepancy.
Re: Re: Re:3
To some degree that can be mitigated, e.g. by having the character only turn their head or body when the player does (as opposed to using controller inputs for that). IIRC, head-turning latency is the most nausea-inducing lack of real motion. Beyond that you’ll probably need a Stewart platform as used in aircraft simulation, which I imagine would be impractical for many people.
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I was lucky and picked up an Oculus DK1 when they were doing clearance of them for £30 a time. Had my money’s worth of fun out of it and it still works on my win7 system with most SteamVR stuff. Gonna try at some point the workaround with the 0.7.0.0 runtime to try and get it up and running on my main Win10 machine. I have zero coordination in my arms and wrists, so it’s impossible for me to use designed for VR motion control inputs, but a standard XBox pad works perfectly for most stuff like Subnautica, Detached, etc…
The thing really is that all of this does not require any kind of “Metaverse” nonsense. It’s the bespoke experiences designed to serve a single purpose where it all really shines. Or the user-generated open source projects. All the stupidity of the likes of Facebook’s efforts to commercialise it as an overarching interconnected sales platform are actively holding their products back from ever being viable.
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I was lucky and picked up an Oculus DK1 when they were doing clearance of them for £30 a time. Had my money’s worth of fun out of it and it still works on my win7 system with most SteamVR stuff. Gonna try at some point the workaround with the 0.7.0.0 runtime to try and get it up and running on my main Win10 machine. I have zero coordination in my arms and wrists, so it’s impossible for me to use designed for VR motion control inputs, but a standard XBox pad works perfectly for most stuff like Subnautica, Detached, etc…
The thing really is that all of this does not require any kind of “Metaverse” nonsense. It’s the bespoke experiences designed to serve a single purpose where it all really shines. Or the user-generated open source projects. All the stupidity of the likes of Facebook’s efforts to commercialise it as an overarching interconnected sales platform are actively holding their products back from ever being viable.
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Don’t forget about VR sickness. Right now that number is about 30% of all users experience some kind of sickness. Then there’s are a subset of that number where people just get very ill.
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Many people are in fact renting phones that they might not be able to afford to buy. VR headset prices are similar to phone prices, if not cheaper, but they’re not rented and don’t include phone features. I suspect both those things would quickly change if people really believed in the promise of VR. Hardware-wise, a VR headset with a cellular modem wouldn’t be inherently much more expensive than a small table with a cellular modem (i.e. a smartphone).
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Many people are in fact renting phones that they might not be able to afford to buy.
Where the hell do you live that people can’t buy second-hand phones where they can’t afford a new one?
Maybe there should actually be some genuinely good things to come out of "Web3" first.
Let’s face it, everything that’s come out of “Web3” has been an absolute garbage fire.
Cryptocurrencies and NFTs have almost universally been a scam, a grift and a collection of ponzi schemes. The crypto sector is so utterly mired in fraud that calling it legitimate is a stretch. Neither cryptocurrency or NFTs have any provable positive application that can’t be done by anything else, and everything else can do those applications more easily, more efficiently and with less downsides.
The “Metaverse” has the potential to be really good, but it’s been pushing by assholes who really want to turn it into a capitalistic hellhole. Horizon Worlds is basically Second Life, VRChat or Tower Unite but so bland and sterile, it’s literally sexless (which makes the fact that a female user claims to have been raped in Horizon Worlds to be all the more “impressive”). Nevermind that it is also completely and utterly mired in the aforementioned crypto bullshit. Horizon Worlds is basically what Facebook/Meta believes is an “advertiser friendly” virtual world, but HW is not what people want.
Here’s the thing about users – they prefer efficiency and ease of use over “immersion” if they don’t see the real benefit of the latter. If a simple menu can get the job done, then they’ll just use that over something more immersive but requires more work and effort. For the “Metaverse” to succeed, it needs applications that give users a reason to invest in the virtual space rather than just tap some menus. Ease of use is also why the most successful headsets so far have been ones that are, on top of being relatively inexpensive, also easy to set up and have minimal wires or none at all (though I personally am not a fan of the relatively lackluster tracking capabilities of standalone headsets compared to the perfect tracking of Valve’s VR devices, camera tracking just simply does not currently hold a candle to the lighthouse method in terms of precision, accuracy and tracking range). For the most part, VR and anything tangentially related to the “Metaverse” that has had any kind of success has entirely been entertainment-based stuff and/or immersive socialization. The “Metaverse” moniker as Facebook coins it is pretty much a buzzword to try and bring in clueless investors.
Basically, Web3 is mostly illusory at this time and the people trying to make it a thing aren’t doing it because it’ll be a huge step forward for the internet, the real reason is because they stand to make a lot of money if it works out. Right now, for the most part, it is functionally one big scam. If you want to see the glimmers of potential, at least in the Metaverse, look at smaller less corporate efforts like the aforementioned three games – Second Life has been around for ages, VRChat has exploded in popularity and Tower Unite, while perhaps a bit more niche, is still really fun, provides a ton of opportunity for creativity and has a bunch of fun mini-games, including a full-fledged kart racer. Sure, it’s just a taste of what might be possible, but it’s better than whatever nonsense Zuckerberg is trying to force down everyone’s throats.
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Yes that is how I feel about metaverse. I don’t want it to succeed because it is purely motivated by greed and it shows. I get the need for infrastructure among other things that only a large company or public utility can provide but i only wNt small startups or indie team to be developing and expanding its capabilities and possibilities
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…I only want small startups or indie team to be developing and expanding its capabilities and possibilities.
Which is how small startups like Microsoft become giant corporations like Microsoft. They started out by developing a BASIC interpreter for one computer.
How about the world changes the metaverse.
What people want is not this, and not from them.
This is like bad drugs, even if it did everything it said, it’s harmful poison to be avoided and marked.
FaceBook? LOL
No, it’s not. It never has been, and it never will be.
That point out SL. Yes, that was a true metaverse, at least as Neal Stephenson envisioned it. Facebook is more like the on-the-street squat-and-poop toilets of India. Like this article.
AC added:
Some people get carsick, some get airsick, some get VRsick, some get seasick — Meclizine/Dramamine do wonders.
You’ll know when the “metaverse” is a thing: governments will rush to regulate it. China will rush to ban it. Politicians will acquire “VR property” without payment and claim it’s their “equal time” or whatever, and it will become as much of a cesspool as that aforementioned poop street.
Not today, and definitely not by market-non-leader FB.
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Not without side-effects, unless you’re lucky. I can barely stay awake after taking dramamine AKA dimenhydrinate. Drowsiness is listed as “common”, as is “blurred vision” which isn’t going to be good for VR. I haven’t tried meclizine, though drowsiness is apparently common with that too.
Anyway, since you’re mentioning Stephenson, weren’t all of his metaverse-based stories basically dystopian? If entering the metaverse means constanly drugging oneself up, well, I guess that’s a standard trope of dystopian fiction too.
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The thing you have to know about Ehud Gavron is he’s a troll that tends to shoot his mouth off before doing his research into the subjects he’s talking about, and I suspect he doubles down on his ignorance by not doing the research afterward, either.
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The WHAT now?
Have you read Snow Crash at all? The main character doesn’t fucking shoot himself up with drugs to enter the Metaverse. Normies use the Metaverse without many issues OR drugs.
Maybe my reading comprehension got worse, but seriously?
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Might be your reading comprehension.
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Drugging oneself up is a trope of dystopian fiction that was not ever used by Stephenson that I know of. See, instead, Brave New World, Dune, A Scanner Darkly, Equilibrium.
Snow Crash did have significant other dystopian elements, nobably the collapse of most world governments and their replacement with corporations.
Re: Re: Re:2
Drugging oneself up is a trope of dystopian fiction that was not ever used by Stephenson that I know of.
And yet the Snow Crash virus of the title was indeed a drug.
Re: Re: Re:3
One form of Snow Crash was indeed a drug.
It was also a computer and actual virus and that did strange things to people. Yet, it was only taken by a select few in the Multiverse, and it its introduction, “injected” via a scam invitation.
Neal Stephenson is weird, but he portrayed Snow Crash as a rather “not exactly good” thing.
And yes, sci-fi tends to be dystopian, but Snow Crash (the drug) was still shown as “harmful” above and beyond the usual “drug use”.
Re: Re: Re:4
Read the linked article again. The physical form of Snow Crash is a drug, and the digital form of the virus is no less addictive.
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Thanks for defending me.
YT
Web 3 in the eyes of a builder
Here’s the thing: the entire article is from an academic pov!
It ignores the involved builders’ and users’ terminology!
Web 3 has nothing to with immersion. That’s a side-effect of advancing technology, not a goal of Web 3.
The problem with structured academics is it it too bound to history to break away and see the movements happening. Sure, one can see the future of the world wide web from a content point of view. Exactly what IS and CS studies cover.
But that’s a tiny part of “Web 3” and the future.
From the building standpoint Web 3 is a whole new world. The focus on coins in the article shows a lack of understanding how blockchain is intended to evolve. Blockchain, as just one part of the structure of Web 3, is not about coins (that fund the chain), but the removal of central servers as hosts!
Other aspects of Web 3 infrastructure are DHT and PEX hosting. Content with no server at all. No single point of failure.
The whole article focuses on intervention in then internet. In reality Web 3 is developing to be entirely out of reach of any intervention at all.
If there’s no server, no cloud account, no VM, no single source to take down… the internet of Web 3 is untouchable by any authority!
Proof of storage (POT) blockchain spreads data across millions of users, billions of bytes across chains, with redundancy built in. That data is tracked and traded via PEX chain-listings and distributed via hash table (DHS) pulls. Chain-listings are stored in transaction notation via POW and POS chains.
Web 3 is developing and moving forward not despite, but because, of intervention.
Web 3 is decentralised, unblockable, uncensorable, unstoppable!
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Repurposing Bittorrent tech, eh.
Then you should know about how volatile those are, and how tracker servers and sites became a stopgap, at least until magnet URLs became a thing.
Or how vulnerable it is to man-in-the middle attacks.
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Inaccurate but generically it would only be partially using concurrent tech.
DHT predates BitTorrent. It was later adopted by that technology. Originally a methodology for file sharing, it is also quite useful for directory sharing.
On the other side, peer exchange is a BitTorrent tech. But it proves useful in maintaining some form of existence.
But there’s no dependence on trackers in Web 3. Though they could be used. Site listing is permanently added to blockchain commits as files are loaded into open storage.
As for man in the middle attacks? Two fold protection.
First the tech depends on non-locked-position distribution. You can not step in between on purpose. The only way to track data is to be the “node” before the exit. Not an immediate concer thoug eventually it will have to be tackled.
The other is floating storage lists. Even if a negative party were to build a proof of storage bubble for ‘rogue’ spying use, it can be blackholed quickly.
But all together you still miss the point. The “real” Web 3 isn’t about privacy, as much as redundancy. Services like Tor and Garlic are there for privacy. Rather Web 3 is building a method of permanent hosting.
Take down a single location and the lack of response will dictate a near immediate multiplication of those file pieces.
**The design is literally a hydra. **
“Real” web 3 is also here right now.
Pirate browser, FoxCloud, CloudBrowser, etc.
it’s still in infancy, but very much real.
I suggest if you want to learn more you, and the article author at that, look into the white page releases for the various POT coins.
The Proof of Storage system, of sorts, was designed from the very beginning as an uncensorable vault. As more sites slowly migrate, in time the whole of the internet could become decentralised.
How do I flag an entire article as funny? Because this is one of the most ridiculous jokes I’ve ever seen on Techdirt.
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That’s the main issue with Techdirt: even trolls get a platform.
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Not necessarily.
A chance? Yes. But not a platform. Community moderation, via flagging, will collapse whatever is not acceptable to the community rather quickly.
That is the very base essence of freedom. A chance.
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There’s actually a fair few examples where trolls have flagged comments and got them hidden while their own remain visible. It all depends on the obviousness of the troll and how frequently they engage in such behavior.
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Not necessarily. A chance? Yes. But not a platform.
Well, of course a troll would deny that.
Community moderation, via flagging, will collapse whatever is not acceptable to the community rather quickly.
Not in every case, as we see with you, Ehud Gavron, and even DBA Phillip Cross.
Just seen this:
Nick Clegg, president of Meta…
I searched the guy online, and he’s the same Nick Clegg that promised to fight back against the Tories’ decision to almost triple university fees during the coalition, and then didn’t. So I’m sure others here will understand if I take everything he says with a kilogram bag of salt.
Metaverse - Internet
The metaverse should really be a lot like the internet, at least at first. I should be able to use my own hardware running my own metaverse browser, and be able to go from one VR property to another similar to the way I use my computer. The protocols should be standardized and just like websites the VR sites can have various types of access.