The Misconceptions of Metauniverse Technology
According to reports, Neal Stephenson, author of science fiction \”Avalanche\”, said that, \”People assume that the metauniverse is always related to the use of g…
According to reports, Neal Stephenson, author of science fiction “Avalanche”, said that, “People assume that the metauniverse is always related to the use of goggles, which is a reasonable assumption. But I mean, this is how this book and other virtual reality and novels describe it. At that time, this seems to be a logical assumption, that is, the output device. But this is not the case. What happens is that everyone is accessing these 3D worlds through the two-dimensional flat rectangle on the flat screen, which is very effective. In some aspects For various reasons, it is more effective than using goggles. “
Author of Avalanche: The future of the metauniverse does not need goggles
Interpretation of the news:
In recent years, virtual reality technology has become increasingly popular as people seek more immersive ways to interact with digital content. Many assume that the only way to access the metauniverse, a term used to describe a collective network of interconnected virtual worlds, is through the use of specialized goggles or headsets. However, author Neal Stephenson, known for his science fiction novel “Avalanche,” suggests that this assumption is not entirely accurate.
Stephenson argues that while virtual reality goggles may seem like the most logical output device for accessing the metauniverse, this is not always the case. In fact, he claims that many people are already accessing 3D worlds through a two-dimensional flat rectangle on a flat screen, which can be just as effective in certain circumstances.
This perspective challenges the conventional thinking around virtual reality technology and suggests that there may be more than one way to access and experience the metauniverse. While goggles offer a more immersive experience, flat screens may provide certain advantages in terms of ease of use and accessibility.
One possible explanation for this is that flat screens are a more familiar and accessible technology compared to VR headsets. Many people already own flat-screen devices, whether it’s a computer monitor, television, or mobile phone, and these devices are often multi-purpose, making them more versatile for different types of activities.
Another factor to consider is the cost and accessibility of virtual reality technology. While VR headsets have become more affordable in recent years, they still require a significant investment, especially for high-end models. On the other hand, a flat screen device may already be available and simply require an internet connection to access the metauniverse.
In conclusion, Stephenson’s insights challenge the commonly held assumptions around virtual reality technology and offer a new perspective on the metauniverse. While VR goggles may offer a more immersive experience, flat screens can be just as effective in certain circumstances and may be more easily accessible to a wider audience. As the metauniverse continues to evolve, it’s important to consider all available options and explore new ways to interact with digital content.
Overall, the message highlights the misconceptions around virtual reality technology and the different options available for accessing the metauniverse. The three keywords that summarize the main points of the message are metauniverse, virtual reality, and 3D worlds.
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