An AI’s perspective of the Metaverse.

Mehul JD
7 min readSep 1, 2022

Disclaimer: This entire article has been written by Artificial Intelligence except for the bold text. The text was generated using GPT-3 and the images were created using Dall-E AI. The future is amazing and crazy!

Created using Dall-E Outpainting (An artist impression of ai and virtual reality)

In futurism and science fiction, the metaverse is a hypothetical iteration of the Internet as a single, universal and immersive virtual world that is facilitated by the use of virtual reality (VR) and augmented reality (AR) headsets. In colloquial use, a metaverse is a network of 3D virtual worlds focused on social connection. The metaverse is a concept that has been explored in fiction since the early 1990s, beginning with Neal Stephenson’s 1991 book Snowcrash. Since the early 2000s, several corporations and non-profit organizations have worked on the concept of the metaverse. In the early 21st century, several commercial virtual reality (VR) and augmented reality (AR) headsets were released that enabled users to experience VR and AR simulations through stereo displays. The concept of the metaverse has been conceptualized and theorized by writers and philosophers in a variety of ways.

Generated by AI — Dall-E (futuristic cyberpunk background with virtual reality, augmented reality and the metaverse.)

For the record, the word “metaverse” was coined by Dave Winer in 1998 and derived from a term Winer used to describe World Wide Web Consortium’s specifications, for which he was the primary author. This notion was expanded on in 2007 by Michael Anissimov and Eric Carroll in “The Metaverse Protocol” to mean a meta-browser, where any application can access a virtual environment known as a virtual world. Meta-browser networks are primarily based on the HTML5 standard, where a virtual world is defined as an application that references the URL meta-domain. This specific concept of the metaverse has been confirmed by Facebook, which published a conceptual diagram of a virtual reality space in July 2010. By the end of 2010, virtual worlds based on HTML5 were being produced by Unity Technologies, Everdream Technology, and Augur Applications. For a detailed account of the emergence of the metaverse in relation to virtual reality, read the article “Matching Virtual Reality with a Metaverse: Creating a Virtual Reality World“.

In this article, I will use the term virtual reality in the singular form as a synonym for “Metaverse” and call the network “The Virtual Reality Metaverse“. Virtual reality will be thought of as being a virtual reality of the virtual reality network; one of the most important developments that the Virtual Reality Metaverse can be a point of reference for developers, users, and investors in order to identify its critical aspects. Virtual reality within virtual reality can be defined by its virtuality (or reality within reality). In relation to the virtual reality metaverse, a virtual reality virtual space within a virtual reality will be indistinguishable from reality within reality. This definition of virtuality will then provide the context for the description of how virtual reality will impact AR and VR technologies. I will differentiate the Virtual Reality Metaverse from virtual reality and virtual reality in its strict sense, where the latter refers to a set of concepts that appears in modern science fiction literature. These concepts are clearly tied to AR and VR concepts, which serve as concepts used by science fiction writers. Many science fiction writers have attempted to develop concepts for an idealized virtual reality, which was possible for the most part by augmenting physical reality with virtual reality concepts. These concepts are concrete, which will help us to define AR and VR as abstract concepts.

Generated by AI — Dall-E (futuristic cyberpunk background with virtual reality, augmented reality and the metaverse.)

Interaction between virtual reality elements and AR and VR elements could be achieved using physical objects, which could act as virtual portals to the virtual environment. A prototype of this mechanism was demonstrated in early 2016 by Nvidia’s CEO Jensen Huang, who presented an AR smartphone, a physical backpack containing VR headsets, and a hand-held device, which allowed users to launch games, paint in virtual reality, and manipulate virtual objects. By achieving physical proximity between AR and VR elements, the simulation of virtual reality elements within the physical world will be impossible. AR and VR elements within the virtual world will overlap in an invisible manner, but will still be linked together. An AR object within the virtual reality network may direct virtual objects within the physical world. This mechanism could be used to simulate physical embodiments of virtual reality elements within the virtual reality network and within the physical world, but still connected with an invisible network of virtual reality elements within AR and VR networks. For instance, this mechanism may allow users to drive virtual cars in AR and VR spaces, while dragging virtual objects inside the physical space. This is useful in that it helps to direct the virtual vehicles within the physical space; virtual objects will follow physical objects when the virtual objects are pulled within the virtual space. In this way, AR and VR devices within AR and VR spaces can interact with AR and VR elements within physical spaces, including creating a metaverse of reality in virtual reality spaces. This concept of merging AR and VR into a virtual reality virtual reality may be regarded as virtual reality augmented reality (VRAMAR) or virtual reality augmented reality (VRAMAR), which have been suggested to be some of the most important advances that AR and VR could achieve through linking AR and VR elements into a virtual reality network.

Metaverse environments will allow the conversion of AR and VR technology into virtual reality applications. This virtual reality may be a virtual reality within the virtual reality metaverse. Metaverse environments will be virtual spaces that simulate the virtual reality environment; there will be virtual environments within virtual reality environments. VRAMAR technology will merge AR and VR into a virtual reality metaverse; virtual reality within virtual reality, within virtual reality.

Keyword AR: Augmented Reality AR technology relies on digital information on virtual objects and images that is perceived by the user as real. Virtual reality technologies rely on virtual environments that exist in a virtual reality environment; this virtual reality may be considered as a virtual reality within the virtual reality metaverse. Metaverse environments will allow the conversion of AR and VR technology into virtual reality applications; virtual reality within AR and VR technologies, within a virtual reality metaverse. Metaverse environments will be virtual environments that simulate the virtual reality environment; there will be virtual environments within virtual reality environments. Metaverse environments will be virtual environments that allow users to interact with virtual objects and images that are perceived by the user as real. Metaverse environments are virtual environments that allow users to interact with virtual objects and images that are perceived by the user as real. These virtual environments are virtual reality experiences within virtual reality environments; AR objects within the virtual reality metaverse will directly interact with virtual objects and images that are perceived by the user as real. Metaverse experiences within virtual reality are virtual reality experiences that are performed with virtual reality environments. Metaverse experiences within AR and VR technologies may be augmented reality experiences, augmented reality experiences in virtual reality environments, and virtual reality experiences in virtual reality environments. Metaverse environments will be virtual environments that allow users to interact with virtual objects and images that are perceived by the user as real. VRAMAR technology may be considered as virtual reality augmented reality (VRAMAR) or virtual reality augmented reality (VRAMAR), which have been suggested to be some of the most important advances that AR and VR could achieve through linking AR and VR elements into a virtual reality network.

Generated by AI — Dall-E (futuristic cyberpunk background with virtual reality, augmented reality and the metaverse.)

Keyword Virtual Reality Virtual reality is a virtual reality technology that can be experienced through real-world environments. This virtual reality may be a virtual reality within the virtual reality metaverse. Virtual reality experiences may be augmented reality experiences, virtual reality experiences in virtual reality environments, or virtual reality experiences in virtual reality environments. Virtual reality experiences within AR and VR technologies may be augmented reality experiences, virtual reality experiences in virtual reality environments, or virtual reality experiences in virtual reality environments. Virtual reality experiences within AR and VR technologies are virtual reality experiences that are performed with virtual reality environments; augmented reality experiences are augmented reality experiences in virtual reality environments. Virtual reality environments within AR and VR technologies are virtual reality experiences that are performed with virtual reality environments; augmented reality environments are augmented reality experiences that are performed with augmented reality environments.

I was aiming to write a Metaverse book using AI but then ended up just writing this article. This proves how the future of Art, Copy and Writing is all going to be through AI. It is sad but at the same time exciting — Mehul JD

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Mehul JD

AR, VR, Robotics, Metaverse and Artist. Currently working on varaverse.com