Going beyond the concept of “breaking the fourth wall,” the metaverse’s strategy takes a darker turn. Before Meta Quest Pro for sale – Expected to be available October 25 for $1,499 – Meta has announced the release of shows, movies, and experiences on the Meta Quest platform. Earlier this month, Meta updated a file haunted headphones List, filled with virtual reality games to help people celebrate the Halloween season in chilling fashion.
To give a taste of the metaverse experience, Meta has come up with several VR Games and Series for Meta Quest 2Including Scream Park (the video you saw above), Eli Roth’s Haunted House: Trick-VR-TreatAnd the NOPE World Produced by MonkeypawAnd the Tokyo caseMeta Horizon Worlds Drive-In, Alien apocalypseAnd the Pennywise the dancing clownAnd the Monster Challenge.
The company has also partnered with Universal Pictures to launch a spooky, fun-filled messaging chat experience, allowing users to build their own custom Halloween reels. This development comes after the company recently announced its partnership with NBCUniversal, the live broadcasting app peacock Coming to the Meta Quest VR headset.
At the Meta Connect event, Meta VP of Metaverse Vishal Shah said that early next year, they will co-create experiences around The Office, Universal Monsters, DreamWorks, Blumhouse, Halloween Horror Nights and more. Additionally, the company aims to connect with users through the Horizon Worlds social VR app and at Universal Studios theme parks in real life.
Metaverse or Meta-worse?
Many people may tell you that the move by Meta to offer VR headsets and a platform for viewing VR content is not in sync with the idea of the metaverse, and asks the Meta to Pull the plug on its metaverse plans.
“It’s not VR headsets, augmented reality glasses, or legged avatars. It’s computer vision (CV), and Meta clearly understands this,” He said Michael J Blackchief scientist at Mashkabadrevealed Key Empowerment Techniques to build the metaverse. “We focus on headphones and avatars because they are tangible artefacts that are visible in a way that is not autobiographical,” he added.
Furthermore, he said that the metaverse is not a video game but a blurring of the boundaries between the physical and digital self. He said it’s about putting the real world in the digital world and putting it in the real world. “This requires capturing the real world and the people in it. Biography has long focused on reconstructing 3D scenes, capturing human emotion and expression, and semantic understanding of the visual world,” Black said, adding that these are key to integrating humans and their world into a computer.
However, computer vision has always had another side to generating images. Currently, Black said, computer vision threatens computer graphics. “With the help of deep learning and coupling with large language models, CV will replace the traditional processes of creating and presenting synthetic content (humans and scenes),” he added.
He also said that capturing, understanding, and modeling humans and their interactions with each other and with the world will not only unleash metaverses, but will also enable new forms of e-commerce, improve our health, support us as we age, and provide a foundation for new disruptive and creative businesses.
Black believes that criticism of Meta’s investment in the metaverse focuses on a narrow view of the end application if you look at it through the foundational CV technology, which has many applications. “The investment makes more sense,” he added.
On the contrary, this is quite frightening and raises ethical concerns as Meta is casting humans as test subjects by tempting them to buy pointy VR headsets to build a so-called ‘social metaverse’ platform, which – for now – is a far cry from reality. .
“The metaverse will not be built overnight by one company. We will collaborate with policy makers, experts and industry partners to bring this to life,” He said Meta last year while announcing its plans to invest $50 million in global research and Program partners To ensure that these products are developed responsibly.
Furthermore, the company said that many of these products will only be fully realized within 10 to 15 years. “While this is frustrating for those of us who are eager to dive right in, it gives us time to ask the tough questions about how it was built,” Mita said.
Recently, Meta partnered with MeitY Startup Hub (India) to launch XR startup program. With this said, the duo is looking to support and develop 40 early stage startups working on XR technologies in India. In addition, it will select 80 innovators who will later be invited to a boot camp to validate their ideas. Among these startups, 16 will be supported by Meta from the R&D stage to develop viable products and services.
Meta has partnered with more than 25 companies and organizations to lead the vision of building the metaverse in different shapes and forms across regions. some include COLORENTICAnd the Zhou UniversityAnd the EVERFIAnd the Project RocketAnd the XR Hub TaiwanAnd the World Health OrganizationAnd the C-Minds Eon Resilience Laboratory (Mexico) and others.
newly, India Analytics Journal I got in touch with the founder and director of C-Minds, Constanza Gomez Mont, to understand the nitty-gritty of its partnerships with Meta to build a responsible metaverse. She said that big technology like Meta, Google and others have an enormous role to play in the social impact landscape, and we see ourselves as enablers of collaboration, working closely with various projects, governments, civil society, local communities, etc. “We like to ask the hard questions – how do we do it ethically,” she added.
From a metaverse point of view, c-minds Looking forward to networking with experts from across the region (Mexico) to discuss and research economic opportunity, safety, privacy and security, gender and governance. This includes applying privacy-enhancing technologies to the metaverse and more.
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