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Three Peaks of the Metaverse and its Definition
The evolution of the metaverse can be understood through three distinct peaks, beginning in the late 80s to early 90s, which marked the introduction of significant concepts such as spatial computing and virtual reality. This period was driven by advancements in graphical user interfaces, the internet, 3D computing, and video games, although the technology was deemed premature. A resurgence occurred around 2006 with Second Life's prominence, leading to increased interest in wearable technology like augmented reality glasses and VR headsets, but followed by a stagnation over the next decade. By 2021-2022, technology had matured sufficiently, prompting renewed interest and advocacy, highlighted by Mark Zuckerberg’s promotion of the metaverse, suggesting that it was ready for mainstream adoption. Despite the hype and subsequent consumer skepticism, the foundational elements of the metaverse—such as advances in online activities and AI-driven virtual world creation—have continued to evolve. The metaverse can be defined as a 3D shared and live extension of the internet, overcoming limitations of traditional online interactions by enabling real-time sharing and interaction, thus transforming how digital content is exchanged across an expansive network of devices, applications, and platforms.