Metaverse Cheat Sheet 1
Metaverse Cheat Sheet 1
Metaverse Cheat Sheet 1
TABLE OF CONTENTS
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METAVERSE CHEAT SHEET: EVERYTHING YOU NEED TO KNOW
BY VERONICA COMBS
Is metaverse the latest easily dismissed buzzword or a new platform you might have to under-
stand? That’s the most important question about the metaverse right now. The easiest answer is
“vaporware,” but that ignores the business reality of 2021. The biggest tech companies are pouring
a lot of money into this next iteration of the internet, and the building blocks of the metaverse are
available on the market.
Here is a look at what the metaverse is, why it’s relevant to your work and what components you can
experience right now.
IMAGE: SHUTTERSTOCK/IS.A.BELLA
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METAVERSE CHEAT SHEET: EVERYTHING YOU NEED TO KNOW
If you’ve played Pokemon Go and caught a creature that you can only see via your phone, that’s
augmented reality (or location-based entertainment, if you want to get picky about it).
Facebook’s Horizon Workrooms are an example of mixed reality. You use the Oculus Quest 2 to join a
virtual office space, but you also can see your hands and your keyboard. Also, colleagues not joining the
meeting via a VR headset can join via a video feed that shows up in the virtual world just as it would in
a live conference room.
IMAGE: FACEBOOK
A Horizon Workroom can hold 16 people in the virtual space and 34 more people can join via
video conference.
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METAVERSE CHEAT SHEET: EVERYTHING YOU NEED TO KNOW
With the virtual office platform Virbela, you navigate an office in the cloud with a full-body avatar via
your keyboard. The platform uses directional sound, which means that a person’s voice changes as he
or she moves closer to your avatar or farther away. The experience is not quite like a video game but it
definitely feels like a new space for interacting with colleagues.
If you’ve played Animal Crossing or Fortnite, those online worlds give a hint of what the metaverse
could look like. You’ll be able to build your own world or visit someone else’s in your true-to-life form
or in a completely new shape.
Companies and military trainers are using virtual reality and augmented reality for training as well.
Penske Truck Leasing uses the XR Mentor training platform to train technicians and support them in
the field. Instructors live stream classes to students, and students can use assisted reality devices to refer
to training documents when working on vehicles.
It is possible to buy real estate in virtual worlds, such as Decentraland and Cryptovoxels, although those
are definitely the world of early adopters. If you’ve made it as far as buying cryptocurrency or NFTs,
you’ve also gotten a taste of the metaverse.
The difference between these experiences and the full-on metaverse is the physical sensation of being
in another place and sharing it with other people. For most of these experiences, you are interacting
with the online world through a controller or other piece of hardware. Although VR worlds are
immersive, the headsets are still awkward, which currently defines the entire experience as something
out of the ordinary.
Adam Compton, director of strategy for Schneider Electric, sees the metaverse as a fully immersive,
partially real life, partially digital experience that runs in parallel with the physical world. “It’s something
that we don’t recognize when we’re stepping in and out of the two spaces,” he said.
Mark Zuckerberg and other tech leaders imagine a very different metaverse when they talk about it.
The metaverse currently under development would be right next to reality and always on. It would have
its own currency and objects in the metaverse would be interoperable–for instance, you could wear a
hoodie bought in one corner of the metaverse in every other spot you visit.
World leaders and individuals are starting to recognize the downside of one company running a giant
social experiment, such as Facebook. It’s easy to imagine the biases that are built into algorithms
showing up in the metaverse as well. Figuring out ethics for AI will be a good training ground for
making sure that the metaverse is equally accessible to everyone and that there’s no automatic penalty
for a thin bank account or a slow internet connection.
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Facebook announced in September 2021 a $50 million investment designed to avoid the mistakes
of the past while building the metaverse. The company will work with Howard University, Seoul
National University and the University of Hong Kong to study safety, ethics, equity and design
concepts for the metaverse.
Assisted reality: This refers to any technology that allows a person to view a screen and use hands-free
controls to interact with it. Realwear devices fit in this category.
Augmented reality: This technology uses the real world as the setting and adds computer-generated
images to this view. Retailers use this to show how a new sofa would look in a customer’s living room.
Meatspace: This is the physical world where most of us spend most of our time.
Mixed reality: This term describes a view of the real world with the addition of virtual objects that
look and act like real objects. Users can interact with both virtual objects and real ones.
Multiverse: The general definition this term generally refers to many distinct universes operating
independently of each other. In a tech/internet/social media context, this is Facebook, Minecraft,
Instagram, Twitch, Roblox, Fortnite, Discord and all the other virtual social media and gaming places where
people socialize, play and shop. In theory, the metaverse could bring all these multiverses into one place
Virtual reality: This is an immersive experience that requires a headset. There are VR games that take
users to different worlds as well as training sessions that are set in the real world.
That’s how venture capitalist Matthew Ball explained it during a conversation with Gene Park and
Shanon Liao from the Washington Post. Ball wrote a blog post about the metaverse in January 2020 as
he saw the “pieces” of the metaverse become more real. In June 2021, Ball expanded his thoughts on
the metaverse with a nine-part primer that covers a framework, hardware, networking, computer, virtual
platforms, payments, content services and evolving user behaviors.
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Ball initially wrote about the metaverse to explain why the last year or so has been a turning point for
virtual reality. He saw the worldbuilding of Fortnite and the growing popularity of the game as signif-
icant milestones for the metaverse.
“In 2018, you could really start to see that this was not a game, it was something quite different,” he
said. “It was taking ideas that had been slowly growing for quite some time and then changing them in a
way that feels critically different.”
He compared these developments to the way that the iPhone and the app store represented
game-changing moments for the mobile internet. “You could tell that the mobile internet, something
that had existed for 15 years, was entering a new phase,” he said. “Fortnite felt a lot like that to me,
Roblox was feeling a lot like that to me.”
Ball also mentioned recent comments from Epic Games CEO Tim Sweeney, who tweets frequently
about the metaverse. Sweeney had shared code from Unreal from the ‘90s to illustrate that people have
been thinking about virtual spaces as social spaces for economies for decades.
“His point was that it was only in the last few years that not just have the experiences emerged to bring
that to fruition but the core underlying technologies required started to be real and not science fiction,”
Ball said in the conversation with the Post.
Ball said it’s a mistake to use inconsistent definitions of the metaverse as proof that the idea is just the
latest buzzword.
“If the metaverse were crisply known and codified, it would not be so disruptive,” he said in the conver-
sation with the Washington Post reporters. “Clarity is the antithesis of change.”
When all the parts and pieces mature, Gil Elbaz, CTO and co-founder of Datagen, predicts that people
will want AR glasses instead of a MacBook Pro or even a cell phone. VR devices could replace TVs and
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computers. “It’s going to turn into one device, we’re just technically not ready for it yet,” he said, adding
that it will take three to five years for devices to get to some level of maturity. “It’s a smart investment
but it is a long-term investment,” he said.
Facebook’s Reality Labs Research is working to improve the form factor of VR hardware. The team
sees wristbands and glasses as interfaces for AR that “won’t force us to choose between interacting with
our devices and the world around us.” The lab is also developing a VR headset that makes the user’s
eyes visible to other people in the room.
Lenovo’s AR/VR product line includes smartglasses, monocular and binocular devices. The company’s
ThinkReality platform includes a software development kit, cloud and device services.
Lenovo’s ThinkReality A3 Smart Glasses have multiple cameras, integrated speakers and microphones,
binocular 1080p resolution displays and software that runs voice, object and image recognition, reads
barcodes and includes head/gaze tracking. Factory and repair technicians use the devices during training
and also to get guidance from experts when working on site.
“For an industrial worker who needs their hands free, they can use voice commands to pull up
schematics and blueprints without touching the device,” he said.
Lenovo’s Think Reality A3 device is designed for mixed reality experiences, such as a technician using
an online tutorial while repairing a machine. The smartglasses provide hands-free operation and can
overlay digital objects onto physical ones.
“You can look over at what you’re working on and the digital content stays out of your view, but then
you can turn back to the guidance when you need to,” he said.
Lenovo also has a partnership with Realwear, a company that makes an assisted reality device designed
for technical work.
“It’s like putting an Android tablet in front of your eye,” he said. “Also, it’s an all-in-one device so you’re
not tethered to a compute box or a phone.”
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METAVERSE CHEAT SHEET: EVERYTHING YOU NEED TO KNOW
Lenovo’s goal with the ThinkReality platform is to be hardware agnostic for all the company’s AR/VR
customers.
“The software platform allows customers to manage Lenovo or third party devices as well as applica-
tions and users,” he said.
Pettyjohn has been working with augmented reality and virtual reality for more than 10 years. He is
the founder and president of The AR/VR Association, a group with 21 chapters in the U.S., four in
Canada, 15 in Europe, seven in Asia, two in the Middle East and one each in Africa, South America,
and Australia. The group has weekly online meetings and 22 committees that cover 20 industry verticals
ranging from energy and real estate to story-telling and location-based entertainment.
Pettyjohn said that the AR/VR market has the potential to grow to more than $1 billion for Lenovo.
New and established companies are already trying out this kind of virtual space. Accenture has an Nth
floor, a virtual space that connects the company’s 500,000 employees and customers in virtual meeting
rooms and event spaces.
eXp Realty is a remote-first company that has about 60,000 agents in 17 countries but no physical
headquarters. Instead the company operates in a “cloud-based campus,” doing everything from
recruiting agents to holding board meetings in a virtual office.
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METAVERSE CHEAT SHEET: EVERYTHING YOU NEED TO KNOW
the next iteration of the internet, every company that has an internet presence will want to stake a claim
in the metaverse as well.
Ball, the venture capitalist interested in the metaverse, also is a co-founder of Ball Metaverse Research
Partners, which maintains the Roundhill Ball Metaverse ETF, which trades on the New York Stock
Exchange. The top 10 holdings in the exchange are:
1. Nvidia Corporation
2. Microsoft Corp.
3. Roblox Corp.
4. Facebook Inc.
5. Unity Software Inc.
6. Snap, Inc.
7. Autodesk Inc.
8. Amazon Com Inc.
9. Tencent HLDGS LTD
10. Sea LTD
Sea is a consumer internet company that includes entertainment, e-commerce and digital financial
services. Tencent Holdings is a multinational internet company based in China.
Apple, Intel, Qualcomm, Alphabet, Coinbase, Electronic Arts, Samsung, Adobe, Alibaba, Disney,
PayPal and Square are also in the fund.
Here are a few examples of how companies are using the building blocks of the metaverse today to
conduct remote training and create new products and services.
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METAVERSE CHEAT SHEET: EVERYTHING YOU NEED TO KNOW
Cameras capture athletes on the field and the data is used to create digital twins. The first 3D broadcast
was a match between two mixed martial arts fighters filmed in a small arena with 106 cameras. Moore told
the Financial Times that he expects to expand the technology to fewer cameras and bigger playing spaces.
Capturing life action and digitizing it immediately could make it easier to create NFTs from memorable
moments from games. The NBA’s approach to NFTs–Top Shots cards–could expand to other sports.
Healthcare
Doctors have been one of the first groups to use AR for collaboration. Microsoft’s mixed reality
headsets are also enabling medical professionals from around the globe to virtually collaborate during
procedures for a 21st century take on surgical operations. Surgeons can operate Microsoft’s HoloLens
with hand gestures and voice commands to bring up 3D images from scans, access patient data and
contact other specialists. This hands-free control is a significant benefit to the hardware for doctors and
other healthcare professionals.
Training
NASA uses AR and VR aboard the space station for remote control of robots or to complete mainte-
nance tasks with an AR assist. In one particular project, astronaut Scott Kelly used a Microsoft
HoloLens headset to conduct ISS training and do future mission prep. During these tests, a member
of mission control on
Earth streamed Kelly’s
IMAGE: NASA
field of view via the
headset and also drew
images rendered in
3D on the astronaut’s
HoloLens display.
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METAVERSE CHEAT SHEET: EVERYTHING YOU NEED TO KNOW
Adam Compton, director of strategy for Schneider Electric, said that gaming and entertainment will
continue to be the tip of the spear for virtual experiences. “Early adopters tend to find the easiest path
and follow that, and that gets people used to it and then something else comes along for a different
application for the same technology,” he said.
Right now learning of all kinds is the most applicable use case for VR, he said. This includes learning how
to use or repair a product, how to complete a maintenance procedure, or simply learning a new skill.
“This could be a differentiator for some companies, in that they’re going to sell you this thing, but also
going to make sure you are using it right,” he said.
Compton sees the current workforce as one barrier to the metaverse. The metaverse will require extensive
compute power, not to mention enough engineers, designers and network admins to keep it running.
“The Wall Street Journal recently wrote that annual job postings for cloud engineers in data centers
have gone up 90% in the last year and they can’t fill them,” he said. “Without the human workforce to
standardize the infrastructure, engineer it, deploy and maintain it, that will be a big gating factor.”
Another gating factor is a robust edge computing infrastructure. Compton said that the metaverse will
benefit from smart city networks.
“Some cities are talking about putting high bandwidth capable microdata centers into public places to
make smart city initiatives possible,” he said. “All of these things are coming along now that will help
this infrastructure be ready in the future.”
Compton said that using VR now for training, customer care and marketing are good use cases for
companies who want to test out the technology now.
Compton said Schneider has used VR to give tours of modern data centers with a 360-degree view of
the facility and to create other immersive experiences for customers.
“I don’t think it will break away from fringe usage and specifically entertainment and gaming in the next
five years,” he said.
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