ReportWire

Tag: Metaverse

  • Merriam-Webster names ‘Gaslighting’ as 2022 word of the year

    Merriam-Webster names ‘Gaslighting’ as 2022 word of the year

    [ad_1]

    American dictionary Merriam-Webster has termed “gaslighting” as the word of the year. According to the dictionary, “gaslighting” means psychologically manipulating a person usually over an extended period of time that causes the victim to question the validity of their own thoughts, perception of reality, or memories and typically leads to confusion, loss of confidence and self-esteem, uncertainty of one’s emotional or mental stability, and a dependency on the perpetrator.

    Merriam-Webster revealed that searches for the word “gaslighting” on its website saw a 1740 percent rise in 2022 “with high interest throughout the year”.

    Gaslighting was first used 80 years ago in a 1938 play titled “Gas Light” by Patrick Hamilton.

    Merriam-Webster in an official statement said that ‘gaslight’ origins are colourful as the term comes from the title of a 1938 play. The plot of the play involves a man attempting to make his wife believe that she is going insane. “His mysterious activities in the attic cause the house’s gas lights to dim, but he insists to his wife that the lights are not dimming and that she can’t trust her own perceptions,” the statement added.

    Later on, the word was used among psychiatrists and mental health practitioners to clinically describe emotional manipulation in abusive relationships.

    “The word has risen so quickly in the English language, and especially in the last four years, that it has actually came as a suprise to me and many other editors,” news agency Associated Press quoted Peter Sokolowski, editor-at-large of Merriam-Webster.

    Other words that made to the top list in 2022 were “sentient”, “omicron” and “queen consort”.

    Meanwhile, Oxford has shortlisted “Metaverse” as 2022’s word of the year. As stated by the Oxford University Press Metaverse is a “virtual reality environment in which users can interact with one another’s avatar in an immersive way.”

    The last day to vote for Oxford’s word of the year is December 2, and the result will be declared on December 5.

    Also read: Bhediya box office collection: Varun Dhawan, Kriti Sanon-starrer mints Rs 28.55 crore

    Also read: Diet Coke, guns, American Revolutionary War painting, Elon Musk shares a pic of his bedside table

    [ad_2]

    Source link

  • This Entrepreneur Is Using The Metaverse to Create an Immersive Lesbian Bar

    This Entrepreneur Is Using The Metaverse to Create an Immersive Lesbian Bar

    [ad_1]

    Elena Rosa is a Los Angeles-based artist who wanted to create a lesbian story world where people of all genders, sexualities and identities could learn about lesbian bar history. She drew from photographs, writings and interviews with former bar patrons and bar owners to bring L-BAR to life. Rosa sat down with Jessica Abo to talk about her interactive online bar and salon, and her advice for anyone trying to create a sacred experience.

    Jessica Abo: You’ve spent years working as an actor and artist and say you’re really passionate about creating different worlds. What is it about creating environments that lights you up?

    I love building environments. I like thinking about our architecture and how that frames our identity. I have a particular fascination with Byzantine churches, the way the masses can walk into this dome, this heaven on earth and everyone has one focal point. Straight ahead is the focal. It’s one truth, one belief. And if you look to the left or to the right or above you, there are depictions of saints mirroring that truth and confirming that truth. I love thinking about how that informs us in those spaces.

    In contrast to the lesbian bar, which were our saloons and taverns, they’re usually pretty dark. And they might be down an alleyway or they might be down a flight of stairs, but they’re dark. In the beginning, there weren’t any windows, and where there were windows, they were covered with curtains, so you couldn’t see what was going on inside. I think that encourages experimentation and walking into the unknown. It’s full of mystery, and I believe in that space is where agency can be explored.

    Why did you want to create a space dedicated to lesbian bar history?

    I wanted to celebrate and honor lesbian bar history. I think that these bars, especially pre-Stonewall, were bars that really allowed women to frame feminism and ideas of desire and ways of being in the world. So, I wanted to honor that history and also honor the trailblazers, all the people that crossed the street to go into the bar when it wasn’t okay to do that.

    I think about my own lesbian bar history, and I landed in San Francisco and I’d just come out and I would go to this bar on Sundays and it was Ladies’ Day on Sundays. I don’t recall it being about consuming alcohol. It wasn’t about that, the bar for me. But, on an unconscious level, I suppose there was this other aspect and I couldn’t wait to get to the bar. There was this other aspect of walking into a place, walking in somewhere, and the people that you see mirror who you are. I think that unequivocal understanding that someone else is like you. It’s a lifeline, really. I was raised very religious, and to me, this was everything. This was everything to me. But, I don’t know if I realized it at the time, but I needed it. I needed that mirror to myself at the time, from people, from those women in that bar.

    What’s the state of lesbian bars today?

    Well, there aren’t many lesbian bars left. According to the Lesbian Bar Project, which raises money to fund the remaining lesbian bars in the U.S., there are under 25 lesbian bars. I believe that in order to understand why they’ve disappeared, we need to understand why they existed. The lesbian bars are very different today. They are far more inclusive with language. I think when I was going to bars, there were many different identities and ways of being there, but they just weren’t spoken about. Or, if they were, it wasn’t foregrounded by that. I think bars were more foregrounded by desire, at least when I was coming up. Now, language is there, and inclusivity is there at the forefront, and I think that’s really great. I think that’s wonderful. Sometimes, I wonder if we need the term lesbian bar anymore if we need lesbian bar anymore.

    It’s interesting to think about. I think also, I’ve noticed that the intergenerational aspect of bars when I was coming up is not there anymore. I remember going to early bars and I would talk to the older dykes about how to shoot pool and how to be and whatever, and there was a lot of communication between generations, and that’s not the case anymore. That’s to do with the online world. A lot of my older friends have wonderful, amazing relationships online and they don’t need to go to the bar. So, it’s not a bad thing, it’s just different. The bars are very different today.

    What will someone experience when they enter L-BAR?

    Inside L-BAR, you will be presented with a world, I call it a lesbian story world. That world has loads of cities that you can click into, and when you do, you’ll find bars, lesbian bars, presented to you. These bars all actually existed. They’re from 1925 through 2005. Now, I made these bars, they’re digital art interpretations, I made them based on oral histories from former bar owners and bar patrons. So, you can also hear those interviews inside the space. You can meet friends there or make new ones, sit at a bar stool and listen to people like Joan Nestle, Jewelle Gomez, Lillian Faderman to name a few. You can actually hear them inside the bars.

    What do you think this project represents now?

    I think this project represents a living archive. I think it offers a way to look at history differently by being inside of it, by occupying that history, by hearing the stories where that history took place and sitting inside of it and sharing your own story inside of it. I think it’s another way to document and another way to experience one’s self through history.

    I think it also shows how important and sacred lesbian bars were for a lot of people, and sacred to our history in terms of identity building and shedding and ways of being in the world.

    What’s next for you and L-Bar?

    I’ll be moving off of this platform that I use, which is called ohyay, which is amazing. They are shutting down on December 31st, so L-Bar will also shut down. I’m currently applying for grants and looking for funding to move the project somewhere else. I’m also making a documentary about lesbian bar history.

    What advice do you have for someone who is trying to create a sacred experience whether it’s through the metaverse or through a brick-and-mortar environment?

    I think it’s important, in whatever you do, whatever you create, to make it personal, make it full of your heart, because I think people are going to disagree with you and they’re not going to like what you have to say, and that encourages conversation. I believe in the conversation. I believe in difference, and I think that is what sustainable business is. I don’t think it’s pleasing everybody. I think it’s actually a conversation.

    [ad_2]

    Jessica Abo

    Source link

  • Smart Dong School is a New EduTech Company That is Developing Educational Programs and Services

    Smart Dong School is a New EduTech Company That is Developing Educational Programs and Services

    [ad_1]

    Press Release


    Nov 21, 2022 13:45 EST

    Smart Dong School is an EduTech company that provides support to society and individuals. Various educational programs and services are being developed by combining information and communication technology with education. These programs and services are designed to make the learning experience fun like a game. Major services include various lecture sites such as Haiti Dong School, Qualification Dong School, and English Dong School. Recently, it developed Dot Timer, a timer productivity management application based on metaverse and big data, together with Dot Planner and launched overseas. Also, Dot Biz, a cloud service, is also in service.

    The development team is formed with some of the best technicians in the country who have won the grand prize at Samsung Electronics and IBM Hackathon in the past.

    When Samsung Electronics launched its first smartwatch, Smart Dong School participated as a key partner in charge of education. On the day when the smartwatch was unveiled at Samsung Electronics’ headquarters, the company was introduced as a partner company along with leading IT companies such as Naver and Kakao. They also participated in a cooperation program with Google Korea when development for Google Korea’s Androidware was in process. As one can see, the company is formed with many experts with technical skills and experience to carry out large scale projects.

    The company developed and released a prototype of the Dot Timer smartwatch version this year. Now the user’s behavior and time are recorded through a smartphone. However, in the future, devices such as smartwatches will automatically recognize all of the user’s behavior as they become more developed.

    These days, smartwatches recognize and analyze healthcare information. It measures things like blood pressure and body fat. When swimming, it automatically distinguishes whether it is the backstroke or freestyle and they even record how much the wearer has moved. If the performance of these devices improve, it is expected to develop into a device that manages lifelogs through time tracking of users.

    The Dot Timer app was created with such a future in mind. Although it is not quite there yet, it is planning to enter the medical field such as healthcare as well as education by utilizing big data and artificial intelligence technologies based on lifelog.

    http://winninglab.com

    Source: SmartDong School

    [ad_2]

    Source link

  • Learning by Playing Games; Make Learning Fun With ‘My School’ Which Combines Education and Games Based on the Metaverse

    Learning by Playing Games; Make Learning Fun With ‘My School’ Which Combines Education and Games Based on the Metaverse

    [ad_1]

    Press Release


    Nov 21, 2022

    MySchool, a communication-oriented metaverse platform that combines education and games, will be officially released soon by Inventis Co.

    In the past few years, the paradigm of education has changed significantly due to the pandemic caused by COVID-19. Non-face-to-face online education was activated, and a more comfortable learning environment was formed regardless of location.

    According to this learning trend and educational demand, “My school”, which is an educational program on a metaverse platform, was created.

    This program is a metaverse system that combines education and games using non-contact classes, English classes, quest-type gamification, realistic content, avatars, and a pet system.

    “My School” helps promote programming skills and logical thinking through the block coding class. In addition, the striking feature is that it is possible to establish the economic system and the revenue model that users can proactively produce and consume.

    Furthermore, it provides a customized service based on LMS data analysis not only for students but also for teachers and parents, and it can be used with any device easily by supporting various multi-device and OS.

    The reason why metaverse is used for this program is that learning effect and participation can be significantly increased through games on the  metaverse and it increases learning quality as well.

    Students can develop their ability to think and problem-solving skills through various types of content and the process of solving quests. 

    Official service of “My School”, created by Inventis Co., will be released in November 2022.

    Contact: sangyoon53@kseeder.co

    Source: Inventis

    [ad_2]

    Source link

  • Superbean, a Company Digitalizing the Education of the Digital Powerhouse Country Korea, Provides a Realistic Cultural Education for Youth in XR

    Superbean, a Company Digitalizing the Education of the Digital Powerhouse Country Korea, Provides a Realistic Cultural Education for Youth in XR

    [ad_1]

    Press Release


    Nov 21, 2022

    The education system is changing according to the environment. Super Bean is a company that aims to digitalize the process of education to match the standards of rapidly developing technology. Super Bean Co., Ltd. added an educational curriculum to the content technology it produces and made it possible to acquire a textbook curriculum through video. Super Bean started as a video production company in 2009 and has been expanding its field to public content production, promotion, conference, and awards ceremonies.

    The digital education evaluation market is expected to grow rapidly and reach approximately $43.5 billion USD by 2025. Based on the technical foundation, educational content and platforms that match the technology are necessary.

    Accordingly, the Korean Ministry of Education plans to enhance SW AI education in line with the digital era and provide more opportunities for digital education to students.

    The Ministry of Education expects to create a digital talent training system and contribute to closing the gap in digital education.

    SW AI education instructors, schools, and universities will be deployed to accumulate educational capabilities in the field and create a digital talent training system that connects elementary and secondary education to universities.

    Also, since 2019, with the changes in the public sector, it has produced programs that contain more than 200 curricula, to revitalize survival education in the University Swimming Federation. Because of this, in 2021, it was made possible to stream to any medium in a digital environment by building a swimming education XR streaming server.

    Lee Ju-Won, CEO of Super Bean Co., Ltd., said, “The program contains a variety of educational information that is easy for people to acquire. Through the visual education curriculum that uses content production technology, we are working with the government to make ‘school education’ possible through the metaverse and online as a realistic cultural education for youth in XR.”

    His story shows he is trying to expand the Korean Wave in the EduTech field through a new concept of education which is an XR program service suitable for various platforms.

    It is also expected that with the policy of the Ministry of Education and the education industry in Korea will once again leap forward in line with the digital era.

    Contact: http://superbean.tv/

    Source: Super Bean

    [ad_2]

    Source link

  • Ucon Creative Showcases EduCore, an Educational Metaverse Platform and JobTeacher, a VR Repetitive Training for Children With Developmental Disabilities

    Ucon Creative Showcases EduCore, an Educational Metaverse Platform and JobTeacher, a VR Repetitive Training for Children With Developmental Disabilities

    [ad_1]

    Press Release



    updated: Nov 21, 2022

    Recently, as online services have been spotlighted in the wake of the rapid development of IT technology and the COVID-19 virus, the metaverse market is also growing rapidly. Among them, more and more attempts are being made to apply metaverse technology in the education field. It is because, through metaverse technology, users can indirectly experience education, such as experiments that are difficult to experience in reality.

    However, there is still a view of concern about the introduction of metaverse technology in the education field. The problem is the supply of equipment for metaverse education, as well as the differences in the direct and indirect experience of education that exists.

    Ucon Creative pays attention to these problems to reduce the heterogeneity of metaverse education and link existing online education contents to EduCore, and ultimately maximize the advantages of metaverse education beyond time and space to solve the educational gap between regions and income.

    In addition, in order to overcome the limitations of existing online education that is only one-way communication, EduCore is implementing a self-directed learning design through 24-hour two-way communication 365 days using AI instructors. Also, the company is active as a leading company in the development of domestic standards (KS) for educational metaverse services along with the Korea Standards Association (KSA), and is determined to make efforts to develop international standards (ISO).

    Metaverse EduCore, an educational metaverse platform, was selected in the IT/SW category for 2022 digital innovation organized by the Hankook Ilbo and the Ministry of Science and ICT.

    Ucon Creative was also selected as a K-Metaverse global capacity-building company supported by the Ministry of Science and ICT and the Information and Communication Industry Promotion Agency (NIPA) and participated in the 2022 Mobile World Congress (MWC2022) held in Las Vegas, Nevada, from September 28th to the 30th.

    Kang Jong-Jin, Ceo of Ucon Creative, said, “As the society develops, Metaverse will be applied to all aspects of the world, including politics, economy, society, and culture,” adding, “We want to contribute to a successful establishment of Metavers in the education industry that forms the basis of our society.”

    https://uconcreative.modoo.at

    Source: Ucon Creative

    [ad_2]

    Source link

  • Gaming industry to add 1 lakh new jobs by FY23; producers, developers among highest paid

    Gaming industry to add 1 lakh new jobs by FY23; producers, developers among highest paid

    [ad_1]

    The gaming industry is likely to add 1 lakh direct and indirect jobs by FY23 and the sector is projected to grow by 20 per cent to 30 per cent in the same period. At present, the highest-paying job profiles in the gaming industry are game producers, game designers, software engineers, game developers, and QA testers, according to a recent report by TeamLease Digital. 

    The report further stated that the women workforce and women in leadership roles in gaming are also likely to witness a significant rise given the increasing participation of women. The industry will also add jobs across domains like programming (game developers, unity developers), testing (games test engineering, QA lead), animation (animators), design (motion graphic designers, virtual reality designers), artists (VFX and concept artists), and other roles such as content writers, gaming journalists and web analysts over the next year. 

    Graphic: Mohsin Shaikh

    Commenting on the positive trends, TeamLease Digital Business Head – Specialised Staffing Munira Loliwala said, “Today, we have a 90 per cent millennials and Gen-Z workforce, and the majority of these professionals are aspiring to work in emerging sectors like gaming. By FY23, close to 1 lakh new jobs will be created in the sector and this is further projected to increase by 50 per cent taking the industry’s overall growth trajectory to more than 113 per cent by 2025.”

    She also said that the gaming industry is expected to hit Rs 38,097 crore by 2026 and that India is the second largest globally after China with a gaming community of 480 million and 7.3 billion game downloads. Loliwala also noted that with the coming together of Metaverse and Web3, gamification has also moved to emerging tech sectors such as fintech, e-commerce, and education. 

    Also read: Edtech start-up Scaler rewards employees; announces 10-day ‘gratitude leaves’

    Also read: Young and tired: If you’re GenZ, you are probably the most burnt out and likeliest to resign!  

    [ad_2]

    Source link

  • Zuckerberg says WhatsApp business chat will drive sales sooner than metaverse

    Zuckerberg says WhatsApp business chat will drive sales sooner than metaverse

    [ad_1]

    Meta Platforms Inc Chief Executive Mark Zuckerberg told employees on Thursday that WhatsApp and Messenger would drive the company’s next wave of sales growth, as he sought to assuage concerns about Meta’s finances after its first mass layoffs.

    Zuckerberg, addressing pointed questions at a company-wide meeting a week after Meta said it would lay off 11,000 workers, described the pair of messaging apps as being “very early in monetizing” compared to its advertising juggernauts Facebook and Instagram, according to remarks heard by Reuters.

    “We talk a lot about the very long-term opportunities like the metaverse, but the reality is that business messaging is probably going to be the next major pillar of our business as we work to monetize WhatsApp and Messenger more,” he said.

    Meta enables some consumers to speak and transact with merchants through the chat apps, including a new feature announced Thursday in Brazil.  The company did not immediately respond to a request for comment on Thursday’s internal forum.

    Zuckerberg’s comments there reflect a shift in tone and emphasis after focusing heavily on extended reality hardware and software investments since announcing a long-term ambition to build out an immersive metaverse last year.

    Investors have questioned the wisdom of that decision as Meta’s core advertising business has struggled this year, more than halving its stock price.

    In his remarks to employees, Zuckerberg played down how much the company was spending in Reality Labs, the unit responsible for its metaverse investments.

    People were Meta’s biggest expense, followed by capital expenditure, the vast majority of which went to infrastructure to support its suite of social media apps, he said. About 20% of Meta’s budget was going to Reality Labs.

    Within Reality Labs, the unit was spending over half of its budget on augmented reality (AR), with smart glasses products continuing to emerge “over the next few years” and some “truly great” AR glasses later in the decade, Zuckerberg said.

    “This is in some ways the most challenging work … but I also think it’s the most valuable potential part of the work over time,” he said.

    About 40% of Reality Labs’ budget went toward virtual reality, while about 10% was spent on futuristic social platforms such as the virtual world it calls Horizon.

    Chief Technology Officer Andrew Bosworth, who runs Reality Labs, said AR glasses need to be more useful than mobile phones to appeal to potential customers and meet a higher bar for attractiveness.

    Bosworth said he was wary of developing “industrial applications” for the devices, describing that as “niche,” and wanted to stay focused on building for a broad audience.

    Also read: Meta appoints Sandhya Devanathan as India Vice President amid massive layoffs

    Also read: Meta’s top executive Nicola Mendelsohn is excited about India. Here’s why

    [ad_2]

    Source link

  • 5 Lucrative Metaverse Jobs You’ve Never Heard of

    5 Lucrative Metaverse Jobs You’ve Never Heard of

    [ad_1]

    Opinions expressed by Entrepreneur contributors are their own.

    It’s no secret that the world of work is changing. With the advent of new technologies, such as virtual reality and the metaverse, many traditional jobs are disappearing and being replaced by new ones. In this article, we’ll explore five professions anyone can enter in the metaverse without any prior experience.

    It’s likely that your kids already spend time in the metaverse, and by taking on one or more of these five lesser-known metaverse jobs, there’s a good chance that their wealth could grow tremendously. Below I’ll discuss what these jobs entail and how can be made with each one:

    Related: The Metaverse Is Where the Money Is

    1. Metareal-estate agent

    With metaverse property sales topping more than $500 million in 2021, it’s no surprise that becoming a is one of the to make money in the metaverse. If you want to make it big in metaverse real estate, you’ll want to find virtual spaces that are in demand that you can eventually sell to clients who have extra cash on hand.

    For example, the Sandbox Metaverse may be a great starting point for beginners. Celebrities such as Paris Hilton and have already purchased property here, which has attracted a lot of attention from the media and fans who are willing to pay thousands to live near someone famous.

    As a real estate agent, you’ll be responsible for finding good properties and presenting them to potential investors. You can find clients on Discord servers or crypto-related subreddits, and you can pitch and sell your properties using public presentations or direct messages. With the right approach, you can earn a high income by selling metaverse real estate.

    2. Connector

    With more than 9.5 million gaming developers on Roblox, there’s no shortage of creators who need help with funding to create and launch a game. This is where you come in.

    As a connector, you will be responsible for seeking out the best potential game projects on the Roblox forum and connecting these creators with investors willing to invest money into them in exchange for a share in the project. You can find these investors on websites like Kickstarter and or by networking with people in the metaverse community who have extra cash to spend. Once you’ve sealed the deal, you’ll earn a commission for making the connection.

    3. 3D modeler

    The metaverse is a digital universe that is growing exponentially. And as it grows, the demand for 3D assets also increases. This presents a unique opportunity for those with the skills to create 3D models. With the right tools and a little practice, anyone can become a 3D modeler and start earning money by selling their creations. You can make hundreds of dollars from selling one model.

    A great way to begin your journey if you’ve never created a 3D model is to practice in the Shapeyard app. This simple tool will allow you to create 3D models that can be exported and sold in the metaverse. Once you’ve mastered the basics of 3D modeling, you can begin selling your creations on marketplaces such as ArtStation, Turbosquid, and Sketchfab. With tons of potential buyers in the metaverse space, from Roblox game developers to property owners in the Decentraland platform, the opportunities are endless for 3D modelers.

    Related: 3 Ways to Build Sustainable Wealth in the Metaverse

    4. Trader for 3D gaming assets

    While the hype around NFTs has drastically declined, the market for trading 3D gaming assets is still growing exponentially. You may be wondering if a virtual weapon could even be worth anything. The answer is a resounding yes! In fact, a CSGO knife costs more than $1.5 million.

    However, you’ve got to be a visionary if you want to make money in this space. You need to be able to identify which 3D assets will increase in value over time and purchase them at a low price so you can sell them for a profit later.

    To get started, find a concrete meta space, spend time there, and really take the time to understand and integrate into the community to find truly valuable objects. Then, when you’re ready to buy and sell 3D models, you can use in-systems marketplaces like Roblox Items. If you want to trade in many gaming metaverses at once, try trading platforms such as DMarket or Traderie.

    5. Metfluencer

    In the metaverse, becoming a rich and famous influencer isn’t hard if you have talent. In fact, one of the most influential people in Roblox, Albert Spencer Aretz, otherwise known as Flamingo, is said to be making more than $20 million annually. So, how does he do it? Simply by making funny Youtube videos where he plays Roblox, earning him both ad revenue and donations from his fans.

    Do you want your success story to be similar? To get started, you’ll want to identify a metaspace that isn’t overcrowded, explore it, and begin writing scripts to create your own gameplay videos. As the audience of that metaverse grows, you’ll become one of the early influencers in this space. However, you will need to be patient and shoot consistent videos until you go viral. Once you do, you could be on your way to earning tens of thousands of dollars.

    Related: Here’s a Beginner’s Guide to Crypto, NFTs, and the Metaverse

    As you can see, there are many ways to make money in the metaverse. Whether you’re a 3D modeler, trader or metfluencer, there’s ample opportunity to earn a good living by creating and selling virtual assets. By following the tips in this article, your kids could be on their way to becoming metaverse millionaires.

    [ad_2]

    Ashot Gabrelianov

    Source link

  • Meta announces layoffs for 11,000 employees

    Meta announces layoffs for 11,000 employees

    [ad_1]

    Meta announces layoffs for 11,000 employees – CBS News


    Watch CBS News



    Meta, the parent company of Facebook and Instagram, is cutting about 13% of its workforce. Carter Evans has the details.

    Be the first to know

    Get browser notifications for breaking news, live events, and exclusive reporting.


    [ad_2]

    Source link

  • How B-schools are introducing digital technology courses to keep students’ skills updated

    How B-schools are introducing digital technology courses to keep students’ skills updated

    [ad_1]

    B-schools are responding to the pandemic-led acceleration of digitisation of businesses. IIMB has introduced a new core course on digital businesses this year, while electives like gamification, Web 3.0 and Metaverse respond to some of the latest technology trends. IIMA has started courses on digital strategy and transformation and digital marketing. “The traditional way of marketing or strategy or managing HR are all changing. Real-time data about what employees are doing is useful to understand how giving a day off in the middle of the week may improve productivity,” says D’Souza.

    Consulting major BCG India, one of the largest recruiters at the leading B-schools, recently launched ‘BCG X’—a vertical to bring together more than 2,500 digital and AI experts, tech designers and builders globally to service client needs, as the nature of businesses they consult for is also evolving. “We do a lot of work with large start-ups now, which are digital-first companies,” says Sankar Natarajan, Managing Director and Head of Recruiting at consulting firm BCG India, adding that the new vertical has a mix of people with specific functional and domain expertise, but also requires management and consulting skills.

    Also Read: What are India’s top B-schools doing to prepare students for the digital age?

    Meanwhile, agility, an umbrella term for skills required to overcome the VUCA (volatility, uncertainty, complexity and ambiguity) world’s challenges, is a key ingredient for managers leading the businesses of tomorrow, the country’s top B-schools and businesses agree. “Post-Covid, while companies continue to think and implement long-term strategic plans, there is a need to be more agile about certain decisions. For example, clients we work with have to revisit decisions due to external shocks such as supply chain uncertainty, geopolitical developments, changes in commodity prices, etc. So, companies and consultants have to be adaptive and all these elements come to bear a lot more,” says Natarajan. Adds Varun Nagaraj, Dean of S.P. Jain Institute of Management and Research (SPJIMR): “The pandemic exposed to the whole world that somebody falls sick somewhere and, suddenly, the prices of auto rickshaw parts go up. Therefore, an appreciation for people who can operate in that kind of a world has gone up.”

    Institutes are going about preparing students for unfamiliar and shifting situations in different ways. D’Souza says IIMA has introduced courses on innovation, including one on ‘Innovation, Live!’, a hands-on, practical course aimed at developing a student’s ability to come up with out-of-the-box solutions, understand innovation methodologies and learn corporate decision-making processes. “In the last few years, we have been thinking a lot about divergent thinking, where there are different solutions to a problem. This has become central to quite a few courses operating on the campus,” he says. For SPJIMR, one way is to focus on solutions in core courses. “For example, in human resources, how do we introduce a diversity, equity, inclusion solution in Afghanistan or in a company that’s like that?” says Nagaraj. IIM Bangalore (IIMB) is emphasising on digital, data and ESG-related skills to help students catch early trends in external changes that contribute to VUCA. “If you see a change in demand, or you see a new trend towards a new technology, or you see some other consumer or social trend, the focus on data will help students understand these kinds of changes,” says Rishikesha T. Krishnan, Director of IIMB.

    [ad_2]

    Source link

  • Yas Island Metaverse Shows Abu Dhabi Rising As A Global Sports City

    Yas Island Metaverse Shows Abu Dhabi Rising As A Global Sports City

    [ad_1]

    More than 150,000 people from around the world will be traveling to Abu Dhabi next month for the Formula One season finale at Yas Marina Circuit. A couple hundred millions more will get a feel for the action by watching the sights and sounds through broadcasts on television, computer, and smartphone screens. They may get closer to the in-person experience soon, though, thanks to the launch of the Yas Island Metaverse.

    Yas Island is one of the landmark destinations in the United Arab Emirates’ capital city. Its 25 square kilometers hold a galore of world-class shopping outlets, restaurants and cafes, beach clubs, hotels, leisure and entertainment venues, theme parks, and sports facilities. The metaverse project aims to grow that reach by creating a virtual replicate for users to experience and engage in the activities, attractions, and adventures—like riding the world’s fastest rollercoaster at Ferrari World or getting behind the wheel of a race car on the F1 track—that residents and visitors have come to know of the real-world version.

    This move into the metaverse is being led by the Abu Dhabi Ministry of Culture and Tourism. It is bringing together a consortium of local partners, including Aldar real estate development, twofour54 media production, Miral destination management, Abu Dhabi Motorsport, and Flash Entertainment. Roblox, The Sandbox, and Super League Gaming—among the leading platforms in the current metaverse landscape—will be used to build the digital destination. The concerted effort to place Abu Dhabi in a virtual world puts community far beyond novelty.

    Development of the physical-world island over the past fifteen or so years has led to it being included in Abu Dhabi’s Economic Vision 2030, the government’s plan to transform the emirate by shifting from a reliance on the oil sector to a focus on knowledge-based industries. Sports, under the umbrella of the Abu Dhabi Sports Council, has a key role within it. But don’t judge the effort purely by its title. The effort is in fair measures economic and social.

    For the past decade, Abu Dhabi has been actively growing its position as a global center for international sports events. Hosting major sports events can drive tourism and commerce.

    Earlier this month, the first-ever NBA games in the Arabian Gulf region were hosted in the island’s Etihad Arena; a multiyear deal—and a sell-out crowd—mean more games coming to the cutting-edge 18,000-seat sports and entertainment venue. The World Triathlon Championship Finals, FIBA 3×3 World Tour final, and the Abu Dhabi Golf Championship weekend are among the sports events on the schedule in coming months. The FINA World Swimming Championships were held there last year. And fans of Ultimate Fighting Championship have known Yas Island for hosting mixed martial arts events since 2010—and more recently as the location of “Fight Island,” a project that started when UFC used the site for the “bubble” that allowed its competitions to continue during the early stage of the Covid-19 pandemic.

    But sports also has the power to encourage health, inclusion, and cooperation across communities of all types. That is a meaningful part of Abu Dhabi’s vision. Yas Island features prominently in its scope.

    The Etihad Airways Abu Dhabi Grand Prix that is contested at the Yas Marina Circuit is much more than a few hours of auto racing. It is a week-long festival of the sport, with all of Yas Island and many public parts of the emirate being accessed by fans and visitors. The nearly 3.5 miles (5.5 km) of track can also be configured in five different ways to accommodate the requirements of various motorsports events. Meanwhile, the same track is opened twice each week throughout the year for people to walk or jog on and cyclists of all ages and abilities to take a bike ride for free.

    How can sport promote economic growth and social innovation? How can sport be used to make a positive impact in people’s lives and communities? How can sport develop cooperation between neighborhoods, cities, and nations?

    A project like the Yas Island Metaverse can provide some helpful answers to those questions by offering people access to parts of our physical and digital worlds that they might not otherwise be able to reach. For those so inclined, it’s time to start your engines.

    [ad_2]

    Lee Igel, Contributor

    Source link

  • Investors Flee Meta After Earnings

    Investors Flee Meta After Earnings

    [ad_1]

    With this afternoon’s earnings report, Meta confirmed every criticism hurled against them. It was painful to watch. It’s a tough time for ad supported businesses. Google and Snap had their time in the barrel earlier this month, but in many ways, Meta’s news is much worse. They have growing competitive and regulatory pressures, and an historic commitment to what many consider a Metaverse money pit. Meta stock started the day at 132 and hit 104 after the earnings report. The stock is now trading at its 2017 price.

    Are things really this bad, or is Meta, one third its price a year ago, a screaming buy? The company has a fantastic though aging family of social media brands in Facebook, Instagram, and WhatsApp. Each reaches more than two billion people. Together they bring in $120 B a year, with $4.4 B in net profit this quarter alone. Notably, this is 50% less than last year. The Apple ad-tracking changes really took a bite out of them.

    This is an enormously complicated international business, with incredible influence and power. Naturally, investors want to hear more about this and how its enormous power can overcome serious headwinds. Instead, investors heard a lot about how those dwindling profits will be spent on something they don’t understand (VR) and something that doesn’t exist (the Metaverse).

    Meta Reality Labs had a 49% drop in revenue due to slowing sales of its flagship product, the Quest 2. Not a confidence builder. Overall, the unit had an operating loss of $3.7 B for the quarter. At this point, Meta is taking all the dough it’s still making ($4.4 B this quarter) and spending it on the Metaverse ($3.7 B). Because investors don’t have voting power at Meta, and the company’s board is hand picked by the founder, the only way investors can vote is with their feet.

    Zuckerberg’s focus on Meta, and seeming neglect of a declining social media empire is another challenge the company is now facing. It has also got to be a source of great for the employees of the company. If they joined the company after 2017, they are now holding underwater stock options. They, too, can vote with their feet. Even in a down economy, great engineers are always in demand.

    Believe it or not, despite these seemingly catastrophic results, I come more to praise Mark Zuckerberg than to bury him. He is taking an historic business risk, trying to will these new platforms into existence. The whole world is obsessed with the Metaverse now, because of him. What a story. You could not make this up. The best part is that no-one knows what’s going to happen. Investors hate that.

    [ad_2]

    Charlie Fink, Contributor

    Source link

  • Jeremy Fall’s Probably Nothing Launches ‘Probably A Label,’ a Web3 Record Label With Warner Records

    Jeremy Fall’s Probably Nothing Launches ‘Probably A Label,’ a Web3 Record Label With Warner Records

    [ad_1]

    The label sells out 5,555 passes in 7 minutes. First drop from Diddy & JasonMartin exclusively to pass holders.

    Press Release


    Oct 26, 2022

    Jeremy Fall, former celebrity restaurateur turned Web3 creator of Probably Nothing, announces the launch of Probably A Label, a Web3 major record label in collaboration with Warner Records.

    Probably A Label believes music best comes alive when there’s context people can connect to emotionally. They are creators that help artists rewrite those stories using the power of NFTs and believe Web3 allows artists to create with more freedom and connect with fans on a much deeper level — their mission is to live at the intersection of that culture.

    This new type of record label is aimed at redefining IP ownership in the music industry, utilizing Web3 technology. It is the first time that a major label joins forces with a leading NFT culture brand to build an ecosystem that enables artists to create freely using new technologies. Their mission is not to redefine how people listen to music but to elevate the experience in which people consume it, as well as collaborate directly with artists in a manner that helps develop their creative language.

    The label launched 5,555 passes that exemplify its vision of what the future of music looks like, which sold out in seven minutes. These debuted on OpenSea, following last week’s announcement of the partnership with Warner Music Group. Their first music drop will be from Grammy Award-winner Diddy and JasonMartin, claimable for Probably A Label holders. While artists will use the Web3 label as a new platform to release music for holders, the community will capitalize on “Studio A,” an incubator that will help community IP come to life. Studio A shines as a key feature where the label partners with select members, accepting pitches for any ideas specific to that project’s IP. If someone owns IP from an approved project and has an idea for a concept around it, Probably A Label can help bring it to life utilizing their resources.

    Studio A will begin by accepting pitches using NFTs from approved partner projects, including Azuki, BAYC, Clone X, Cryptopunks, Degen Toonz, Doodles, Photosynthesis, Project Gojira, Pudgy Penguins, Stickmen Toys, Women & Weapons and World of Women, with more partners to be announced soon. Projects accepted into this incubator program will have access to resources from Probably A Label, Probably Nothing, and Warner Records’ ecosystems, including financing, marketing, creative development, partnerships, branding, and PR. Probably A Label sees itself as the bridge between music in Web2 and Web3, which simultaneously evolves the connection between the traditional record label model and music fans.

    Other features include the ability to own a community-created NFT project that will serve as the label’s initial virtual musician. This project will be built in conjunction with the community of holders through a voting system on design, storyline, and other creative. More features include exclusive access to the label’s future drops, a community-driven music library for holders’ use, educational content highlighting best IP execution practices, access to in-person and virtual events, merchandise, and more.

    “I grew up in the ’90s listening to so many artists on Warner Records. It’s surreal to have it come full circle and help them redefine how people experience music in today’s Web3 era,” said Jeremy Fall, creator of Probably Nothing. “There are a lot of conversations to be had around IP ownership and how to best utilize that IP. What attracted me the most about Warner Records is that they wanted to enter the NFT space the right way by offering full IP rights for Stickmen Toys, which we ended up partnering on.”

    The collaboration with Probably Nothing and Warner Records started with Stickmen Toys. Probably Nothing helped Warner Records enter the Web3 space by providing the bridge from Web2 to Web3. Stickmen Toys is a collection of 5,000 unique, audio-visual avatars, giving collectors creative and commercial freedom to push boundaries with their ownership of the copyright.

    Sebastian Simone, Vice President of Audience & Strategy at Warner Records, said, “Jeremy and the Probably Nothing team share our vision of evolving the connection between labels, their artists, and fan communities. We’re excited to be partnering with Probably A Label on developing what the future of music ownership looks like, collaborating with our communities on bringing IP to life, and working with artists to enter the Web3 space in a meaningful, authentic way.”

    For more information about Probably A Label, watch/visit:

    ABOUT WARNER RECORDS:

    Warner Records has stood as a beacon of artistic freedom and creative expression for the past six decades, releasing some of the most culturally influential and innovative music of our time and home to an impressive generation of artists, including Dua Lipa, Madonna, Saweetie, Liam Gallagher, Michael Bublé, Deftones, Neil Young, Red Hot Chili Peppers, Aespa, Bella Poarch, Muse, Linkin Park, Royal Blood, Gorillaz, Rüfüs Du Sol and many more.

    ABOUT PROBABLY NOTHING:

    Probably Nothing’s goal is to educate the world about NFTs and Web3 by onboarding as many people into the space as possible — by guiding them on safety and showing them how beautiful the community is. They help shine the light on projects that are paving the way creatively in a respectful manner to the Web3 industry. Probably Nothing is a community for the Web3 curious, the lovers of culture, creatives, and jpeg enthusiasts. It’s a hangout where the outliers run the show, a gathering place for everyone who wants to help push this new world forward and be part of the family.

    Probably Nothing Official Links

    Jeremy Fall’s Social Handles:

    Sebastian Simone’s Social Handle:

    Source: Probably Nothing

    [ad_2]

    Source link

  • The Metaverse Is the Future of Business. Here’s How to Prepare.

    The Metaverse Is the Future of Business. Here’s How to Prepare.

    [ad_1]

    Opinions expressed by Entrepreneur contributors are their own.

    Twelve years ago, companies didn’t hire talent — they didn’t think they needed it. But now? Businesses need social media directors and entire social media teams. The same is true for playing in the metaverse.

    It is my belief that within the next three to five years, a minimum of 30% of business is going to come from a blend of metaverse experiences and implementations of Web3 technologies (e.g. artificial intelligence, and nonfungible tokens, or NFTs). It is essential for creative agencies (e.g. agencies, marketing agencies, etc.) to prepare how they will play a role in the metaverse now so their customers will be able to find them.

    Related: What You Need To Know About How the Metaverse Will Affect Business

    The big three

    The first step in preparing for the metaverse is for creative agencies to decide which of the three roles they will play — either the expert experimenter, the contributor or the activator. Making this decision now will help companies get ready for when their customers arrive in the metaverse, and it’s only a matter of time before they do.

    • Expert experimenters. These are businesses that have an understanding of the metaverse already. To find out whether they are in this group, can ask themselves if their business strives to be the deep subject matter expert on all things in the digital universe, or whether it’s an early adopter at the vanguard of new technologies. In that case, they need to understand the technologies involved within the metaverse and how Web3 is speeding up evolutions and revolutions.
    • Contributors. These are businesses that are still in their infancy in terms of embracing this new wave of technology and deep subject matter expertise is not required. Creative agencies in this group can introduce their client partner brands to the metaverse and converge their physical and digital presence in a way that is profitable and meets .
    • Activators. This last group is made of businesses that focus on seeking ways to offer holistic experiences for businesses and audiences to have within the metaverse. Businesses in this group are like a hybrid between the expert experimenters and the contributors.

    Nevertheless, whether you know a little or a lot about Web3, you can’t afford to be left out completely; defining your role is an essential first step in preparing for the integration of the metaverse. People are investing in the metaverse heavily. It’s expected to reach $5 trillion in value by 2030, and this number is exponentially growing each and every month.

    Related: Your Brand Can Become Part of the Metaverse. Here’s How.

    Next steps

    After leadership at creative agencies decide which role they want to play, they need to develop a strategy and strengthen their online presence. To do this, they will want to hire people whose job it is to prepare the company to implement itself into the metaverse, in whichever role the company has chosen to take. Doing this will help them strengthen their brand identity — and thus, brand loyalty — before the metaverse fully arrives (and it’s coming sooner than we think).

    Additionally, leaders and creatives should focus on user experience. What kind of experience do they want their customers to have with their business in the metaverse? This is essential for brands getting established in the metaverse because if they can think one or two steps ahead of what their customers will want when they emerge into the metaverse, brands will be there waiting, ready to give customers what they’re looking for.

    Finally, it’s critical for creative agency leaders to remain adaptable as they learn more about the metaverse while it’s still unfolding. Staying adaptable and remaining at-the-ready for change will help agencies stay ahead and prepared to meet customers when they find them in the metaverse.

    Related: Your Job as CEO Is to Make Yourself Replaceable. Here’s How to Create a Company That Can Thrive Without You.

    The importance of Web3

    Even if your agency isn’t embracing extended reality and other metaverse projects, experiences and communities quite yet, many of your client partners’ customers are. And arguably, meeting customers where they are is the single most important piece to building brands and businesses that grow and transform.

    The metaverse isn’t just a probability — it’s inevitable. Throughout the evolution of the internet, waves of advancement emerged because of technological advancement. The internet went from simply being a new technology to sharing the world of information through web browsers to developing social media. Underneath all that were advancements in the programming language, faster internet speeds and, of course, the smartphone.

    Now, we are in a new wave: the wave of augmented reality (AR), VR and mixed-reality experiences with the technologies to make them work even more soundly and profoundly. If you haven’t begun exploring immersive platforms and how you can approach conversations and tactics related to the metaverse with your client partners, the time has come.

    Related: The Metaverse Isn’t Dying, the “Experts” Just Keep Getting It Wrong

    The natural progression

    If trends in technology really do repeat history, then it won’t be long before hanging out in the metaverse becomes more mainstream. We must watch where people go. An immersive in which customers socialize, shop, relax, work and play isn’t so far-fetched anymore.

    Given there was a time when people thought the idea of online dating, smartphones, social media and real human connection online was scary and too futuristic, it makes sense that agencies might be facing those same fears about the metaverse. The popular movie Her may have seemed sad and dystopian, but there were some interesting predictive themes being provoked in that film. Concepts like love, connection, relationships, identity and community will evolve as they always have over time.

    However, knowing what we know now, we understand that embracing new technologies is far better than avoiding them. And for creative agencies, it’s much more profitable. The metaverse is becoming so much more than a buzzword, and the reality is that advertisers and marketers will be doing business in a virtual world at an exponential rate as seamlessly as they advertise on social media — and very soon. Blending our real and virtual lives has already begun, and the sooner you get on board, develop a point of view and experiment, the better.

    [ad_2]

    Trevor Hubbard

    Source link

  • Increase Your Brand Value Online By Venturing Into the Metaverse

    Increase Your Brand Value Online By Venturing Into the Metaverse

    [ad_1]

    Opinions expressed by Entrepreneur contributors are their own.

    Innovation is critical for willing to break away from the competition and embrace creativity. Businesses are beginning to see the utility of NFTs — digital products with unique IDs. Businesses that integrate NFTs into their strategy should consider collaborating with NFT creators, tokenizing events, turning physical products into NFTs, licensing and hosting NFT contests and giveaways. Zipline survey results indicated that 84% of Gen X, 70% of millennials, and 63% of Gen Z would be interested in an NFT from brands they enjoy.

    NFTs allow brands to give value to digital products; however, the product must be of value to consumers. Brands such as Gucci have created NFT clothing, and Nike offers digital sneakers that avatars can use in the metaverse. The emerging use of NFTs now allows brands to merge the digital and physical worlds; consumers can purchase or win a digital product such as an image or video, then the can provide a physically branded product to close the marketing loop. Businesses can design NFTs on their own or utilize a company specializing in NFT creation and NFT platforms. NFTs are a viable option for brands to connect with the consumer and grow recognition. Brands that invest in using a premade NFT platform are more likely to experience gains in the marketplace.

    Related: Your Brand Can Become Part of the Metaverse. Here’s How.

    Design an interactive virtual storefront

    In the past, customers visited a website or app to access products offered by a business. With technological advances, brands can create more immersive experiences for customers. Customers might visit a virtual storefront, such as the one created by Nike, to go beyond just looking at products. In the metaverse, customers can engage with digital products by using an avatar to try on clothing and other products. The prospect for brands to elevate the customer experience from a bland website visit to a rich and immersive encounter should be explored. An Accenture consumer survey indicated that 64% of respondents made a virtual purchase with 83% willing to make purchases via the metaverse.

    Brands that simulate the convenience and efficiency of a traditional in-store shopping experience are more likely to maintain customer attention. Once the decision is made to launch a storefront in the metaverse, businesses must decide which metaverse platform to use. There are well-known platforms, but brands should consider building their own platform for more control. The design of the storefront could be a standalone app or virtual space. Multimedia companies can help the brand to create and design interaction layers that define the functionality of the storefront and the ability to integrate with third-party tools. Customers can have a 3D experience using wearables such as virtual goggles, haptic gloves, smart glasses and VR headsets. Well-built storefronts allow a high level of interoperability with increased access to data and manipulation of digital objects by the consumer.

    Related: 4 Ways to Revolutionize Your Customer Experience in The Metaverse

    Create virtual events

    Virtual meetups are in thanks to the Zoom boom, and brands can take advantage of the change by hosting custom-branded virtual events. Immersive virtual experiences can engage new business customers for brands that want to expand beyond geographical boundaries. The type and structure of the virtual event are only limited by the level of creativity and allow unlimited customizations. Brands might collaborate with influencers or even create their own virtual influencer.

    Businesses can host live or pre-recorded events accessed from a mobile device or laptop. Although 3D events that require VR goggles or headsets are possible, they are not as popular now.

    Entertainers are one of the largest groups to harness the metaverse to engage customers with live music, comedy shows and other social events. Virtual event attendees can be present in the virtual world using avatars that allow them to dance with others while listening to their favorite artists. tapped into the innovative technology of the metaverse with more than 33 million attendees to its virtual concert event. The gaming market, including Fortnite, has successfully used VR games to promote products during customer interactions, demonstrating the power of virtual branding.

    Virtual exhibitors can create realistic interactions like traditional conference hall events. Businesses can utilize branded booths to present various content, but high-quality productions are key. Brands can use virtual tokens, badges, avatar upgrades and digital giveaways to convert fans into customers. The metaverse provides the opportunity for more engagement with participants. Brands must make targeted decisions to ensure that potential customers are part of the event, not merely spectators.

    Related: 5 Content Ideas to Attract People to the Metaverse

    Launch your own metaverse

    Having a presence on virtual platforms is good, but it is even better to own your own. Brands should look into creating their own virtual platforms. Although it might initially seem financially risky, the ability to provide brandable and targeted customer interactions will only improve the consumer experience. Businesses that want a successful launch into the metaverse should prepare a market analysis to ensure the project will meet the customer’s needs and outshine the competition. Some companies even offer the ability to create your own secure smart contracts, NFT marketplaces and more.

    Related: Back To The Future: What It Feels Like Using A VR Headset For The First Time

    [ad_2]

    Kendra Stephen

    Source link

  • Intro to the Metaverse for Business

    Intro to the Metaverse for Business

    [ad_1]

    Opinions expressed by Entrepreneur contributors are their own.

    There are many names for what we describe as “digital” or “virtual worlds” in which you can effectively explore, communicate and collaborate in all types of experiences.

    ‘s recent Facebook name change to “Meta” was simply the result of entering an already established space, later in the game, under the auspices that they were the pioneers.

    Since COVID-19 hit, we’ve seen much-heightened interest on almost all digital platforms: Video conferencing apps, television streaming and social media have all soared in activity.

    Much of this new activity was deploying pre-existing infrastructure until worldwide lockdowns ignited the need for global-reaching electronic tools and virtual environments.

    Video conferencing was often a second, third or fourth form of , however during the pandemic, these utilities became vital. A simple Zoom call or a WhatsApp chat group could technically be considered a “meeting in the .”

    Additionally, with the cosmic rise of NFTs, gaming environments, virtual meeting spaces, remote concerts, audio-only apps, and video platforms, and with investments in virtual real estate and metaverse companies already booming, the market is only now starting to fire up.

    Related: 4 Ways to Revolutionize Your Customer Experience in The Metaverse

    Defining our terms

    “Metaverse” was originally coined in Neal Stephenson‘s 1992 science fiction novel Snow Crash, where humans, as programmable avatars, interact with each other and software agents, in a three-dimensional virtual space.

    The term simply refers to remote digital environments (usually hosted in the cloud somewhere) with enhanced communication, engagement, and interactive elements such as the ability to walk around virtually, talk to others or collaborate on virtual activities.

    Metaverse, as a label, is pretty agnostic to the platform, type of technology, process, or environment it’s being hosted in, and many others have now expanded on that definition, creating their own niche names, such as ‘s Spider-man: Into the Spider-verse or Fluf World‘s, Futureverse — of which Keanu Reeves in an honorary board advisor — or Decentraland, (one of the most widely known in the Web 3.0 and NFT space).

    Related: Lifestyle Metaverse MT Tower Begins Third Seed Round Funding

    A plethora of platforms

    As such, the metaverse (or whatever each creator calls it) is still very much in the inception stage and being built across the board, with many still under the radar, and with that will come many different forms of environments.

    Here are some of the wider known metaverses currently available or in a late stage of development: Sandbox, Star Atlas, Cryptovoxels, Somnium Space, Roblox, Arium, The Mirrorverse, and Spatial.

    My company recently launched our own metaverse experience so as to premiere our new series on the blockchain industry entitled “NFTme.” We created a custom Red Carpet Premiere Experience where the featured guests, VIPs, industry journalists, and entertainment professionals could meet and catch an early glimpse of the show before it hit screens worldwide. It was a first for the entertainment community.

    Prior to the event, I was unsure how it would go, but the entire experience was phenomenal, and our metaverse provided us with an experience that anyone globally could join from their phone, desktop, or VR headset simply by clicking a link. Feel free to dive in and experience the NFTme Metaverse for yourself, which is now open to the public.

    It’s only the start of the global experience that will undoubtedly absorb more of our time, as does social media, but in return provide us more accessibility, interaction, and experience for those who can’t make it in person.

    Related: 5 Types of Content That Will Draw People to the Metaverse

    [ad_2]

    Jonny Caplan

    Source link

  • Meta unveils $1,500 headset that seeks to make virtual reality seem more real

    Meta unveils $1,500 headset that seeks to make virtual reality seem more real

    [ad_1]

    A year after it rebranded itself in the name of building a metaverse, Meta on Tuesday unveiled a new version of its virtual reality headset that’s tailored for working professionals.

    The $1,500 Meta Quest Pro features a number of new features that are meant to improve users’ perception of truly being in the presence of other people.

    The headset makes it possible to view not only virtual worlds but also the real environment of the user, thanks to high-resolution outward-facing cameras.

    “The moment that they begin to break into a smile or when they raise their eyebrow … your avatar should be able to express all of that and more,” Meta chief Mark Zuckerberg said at Meta Connect, the company’s giant’s annual conference focused on virtual reality.

    Customers began ordering the Quest Pro on Tuesday, and the device will ship at the end of the month.

    The Meta Quest Pro virtual and mixed reality headset
    The Meta Quest Pro virtual and mixed reality headset is seen in undated handout image. 

    Meta handout via Reuters


    Meta said it’s partnering with Microsoft and others to tune popular business and productivity software to virtual worlds using Quest Pro.

    Capabilities being worked on include using Quest Pro during virtual meetings on the Microsoft Teams platform, according to the two companies.

    “At Microsoft, we’re incredibly excited about the metaverse and how digital and physical worlds are coming together,” Microsoft CEO Satya Nadella said during the presentation.

    Facebook renamed itself Meta in October 2021 to signal a pivot to building its vision for an interactive virtual and augmented reality world that it sees as the future.

    A woman uses Meta's Quest Pro device to write and draw on a whiteboard in mixed reality
    A woman uses Meta’s Quest Pro device to write and draw on a whiteboard in mixed reality, in this undated handout picture.

    Meta / Handout via Reuters


     

    The move came as the company was facing a backlash after a whistleblower leaked documents suggesting the social media giant put profits over safety.

    Meta is undergoing a difficult period financially due to dropping advertising revenues and fierce competition from other platforms such as TikTok, whose popularity has exploded.

    About a third of the apps in the Quest app store brought in millions of dollars in revenue since launching there, according to Meta Chief Technology Officer Andrew “Boz” Bosworth.

    Some $1.5 billion has been spent overall on games and apps in the Quest store, and titles on the way to its virtual shelves include an “Iron Man” game set for release in November by Marvel Entertainment and Sony Interactive Entertainment, according to Meta executives.

    [ad_2]

    Source link

  • Spree3D Releases the MyDubble™ App for Fashionistas to Instantly Wear True-to-Life Digital Fashion via Personalized Metaverse Experiences

    Spree3D Releases the MyDubble™ App for Fashionistas to Instantly Wear True-to-Life Digital Fashion via Personalized Metaverse Experiences

    [ad_1]

    Press Release


    Oct 6, 2022

    Spree3D, a technology company specializing in hyperreal avatar experiences, debuts the MyDubble app in beta on the Apple App Store. MyDubble is a video studio powered by Spree3D’s photoreal avatar platform — enabling digital storytelling for personalized fashion experiences. Create MyDubble videos starring the user’s digital twin walking an exotic runway at a music festival, posting in Paris or Tokyo, and much more. 

    MyDubble offers fashion brands a fun creator platform targeted at digital natives, where anyone can instantly model virtualized apparel and share with friends as glamorous fashion videos. Integrating photoreal fashion Dubbles into a video studio, MyDubble offers partners a “phygital” fashion opportunity that rises above the noise, allowing users to explore digital fashion in their social content and purchase physical items. 

    How MyDubble Works: 

    Creating a MyDubble video is as easy as 1-2-3. 

    1. Create the Dubble from a quick phone scan. 
    2. Pick the Dubble’s outfit out of a growing catalog of original designs. 
    3. Pick Dubble’s setting from a selection of lifestyle scenes. 

    That’s all it takes to create a fantastical fashion video starring the custom Dubble. 

    Download MyDubble in the Apple App Store: https://apps.apple.com/us/app/mydubble/id1554358760 

    MyDubble turbocharges community building. Creators pick fashion apparel in the app to feature in MyDubble posts. Partners can launch metaverse fandoms populated with photoreal fan avatars. A “dubbled” fan base offers new engagement, merchandise, and analytic opportunities. 

    “Our vision starts with allowing anyone to be on the inside of beautiful fashion experiences. By taking a photorealistic approach, we can automate a key category of social content promotions, expanding the reach of brands to a much larger creator audience,” says Bob Davidson, CEO at Spree3D. “Photorealistic Dubbles are game changers that create new promotional, revenue, and partner opportunities.” 

    MEDIA ASSETS HERE: https://bit.ly/3BS4CA6 

    ABOUT SPREE3D: 

    Founded in 2020, Spree3D is the brainchild of Bob Davidson — a pioneer in digital entertainment (who founded Blizzard Entertainment and launched World of Warcraft), and Lisa Park — a global fashion entrepreneur. Our vision is to allow anyone to be in fabulous fashion experiences. Spree3D has delivered the first Hyperreal Avatar Studio — virtualizing humans and apparel for avatar adventure videos. The MyDubble app provides a new way to socialize digital fashion, enabling instant avatar communities that create and share fantasy fashion videos. With MyDubble, users can Be In It — with a few clicks, fans can be in a fashion post and personalize it to make it their own. 

    Source: Spree3D

    [ad_2]

    Source link

  • Meta is laying people off for the first time in its history

    Meta is laying people off for the first time in its history

    [ad_1]

    Facebook parent Meta is cutting staff for the first time in its history, according to multiple media reports.

    CEO Mark Zuckerberg told employees Thursday that the 18-year-old company would freeze hiring and reduce budgets for most teams, with Meta expecting to end the year with fewer employees, Bloomberg reported. As part of the shift, Meta will no longer automatically replace employees who leave, will pause internal transfers and will “manage out” low performers, according to the news service. The company also said its budget next year would be “very tight,” the Wall Street Journal reported.

    Spokespeople for Meta declined to comment, but pointed to comments Zuckerberg made to investors in July.

    “Our plan is to steadily reduce headcount growth over the next year,” he told investors in the company’s earnings call, adding, “Many teams are going to shrink so we can shift energy to other areas.”

    Zuckerberg also noted that Meta would delay some projects until next year and said it planned to “get more done with fewer resources.” 

    Mid-life crisis

    A number of major tech companies have laid off workers this year, including Netflix, Snap, Twilio, Taboola and Twitter, but Meta is by far the largest to do so. In recent years, the company had dramatically boosted headcount as it doubled down on content moderation. It had roughly 83,000 workers at the end of June.

    The news highlights the challenges facing a company that’s gone from startup to juggernaut in a little over a decade. Amid an economic slowdown that is hitting tech and advertising particularly hard, Facebook is also trying to overhaul its business model. 

    Long dominant in the online advertising industry, which it helped create, it has more recently refashioned itself as software company, with the goal of owning the digital infrastructure on which people work, play and interact in the future. It’s a lofty objective, and an expensive one, with Zuckerberg estimating the ongoing shift to cost $10 billion a year for the foreseeable future.

    Meta’s stock has plunged this year in the face of a series of headwinds typical of maturing companies seeking to remain on the cutting edge: fewer users, falling revenue and dramatically higher spending to build out its corner of the emerging Metaverse, which Zuckerberg believes is set to be the next stage in the evolution of the internet. 

    “The Street is concerned that there’s no specific message out there, no real way this company is going to generate revenue from the metaverse,” Angelo Zino, an analyst at CFRA who covers social media companies, recently told CBS MoneyWatch.


    CBS Reports | Welcome to the Metaverse

    46:29

    Meanwhile, Facebook’s traditional revenue stream — extremely lucrative advertising sold against hyper-specific user data — is wavering. Advertisers are spending less this year in the face of a wobbly economy, and traditional social media advertisers are facing increased competition from other offerings. 

    “Netflix, HBO Max, Disney+, TikTok…. There are new avenues that are available to advertisers,” Zino said. In the social media space, Meta is no longer dominant among the all-important youth demographic, which is flocking to TikTok, and Meta’s ability to target ads hasn’t recovered from Apple’s iOS changes last year, which made it hard to track users.

    The departure in June of Sheryl Sandberg, the company’s respected chief operating officer and chief architect of its ad-targeting system, served to underscore the shifting ground for Meta.

    To be sure, other technology companies have also fared poorly this year. But Meta’s share price is down 60%, more than double the decline in the tech-heavy Nasdaq Composite index. The decline has been steep enough to lower Zuckerberg’s net worth by $74 billion.

    Meta is still a dominant digital company with piles of money at its disposal. In its last quarter — the one so bad it sent investors running — the company pulled in $28 billion in revenue and boasted a 29% profit margin.

    “They have a financial position I think most companies would be envious of,” Zino said. 

    The problem for Wall Street is that Meta is no longer a promising growth startup, while its core business model remains unclear. Until the company has a more persuasive story to share, investors will look elsewhere.

    “Over 40% of the global economy utilizes one of their four major platforms, and there are plenty of ways they can monetize it over time. You’re going to see better days,” said Zino. “They’re just going through a lot right now, and it’s a matter of them having to weather the storm — and in many cases, weather many storms that are taking place at the same time.”

    [ad_2]

    Source link