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The Future of the Metaverse: an insightful conversation with Dark Ruth."

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In the "Pioneering in the Metaverse" episode, released on November 2, 2023, Dirk Ruth, co-founder and co-CEO of Uplandme, Inc. delves into the evolution of the metaverse and its potential. Ruth is a pioneer in blockchain technology, has founded various companies, and is the author of a best-selling book on the Metaverse.

The following key points were discussed in this episode

1. Metaverse Evolution:

Ruth predicts that the metaverse will spread through cell phones and that the devices will be used for augmented reality glasses and home activities in the future.

  • In the next five to eight years, the mainstream of the metaverse will occur on cell phones, with more people using augmented reality glasses and devices for a variety of activities at home. Dirk Ruess, co-founder and co-CEO of Upland, discusses the evolution of the web and the potential of the metaverse.
  • Speaker Dirk Ruth is co-founder and co-CEO of Upland Corporation, serial entrepreneur and author of the best-selling book Navigating the Metaverse.
  • Dirk Ruess talked about his diverse roles and introduced himself as a member of the Metaverse.
  • The speaker is from Germany and has been involved in technology and entrepreneurship for many years, including founding several companies and earning a PhD on blockchain.
  • With the evolution of the Web, newspapers have been replaced by digital platforms, information transmission has become almost costless, and anyone can become a publisher.
  • The Internet has transformed media and information transport, but speakers believe there is more to digital transformation than that.
  • Web 3.0 enables the transfer of ownership and value through blockchain, and the metaverse adds a new dimension of interaction beyond scrolling.

2. Blockchain and the Metaverse:

He spoke about the importance of solving Bitcoin's double-spending problem and the possibility of owning and managing virtual assets in the metaverse using blockchain technology.

  • Speakers will discuss the importance of bitcoin in solving the dual spending problem, their involvement with Upland in the web3 sector, and the potential of blockchain-based metaverses in the ownership and management of virtual assets.
  • In 2010, the speaker discovered bitcoin and became interested in bitcoin as a solution to the problem of double spending.
  • Speakers will discuss the importance of bitcoin in solving the dual spending problem, their attraction to the blockchain field, and their involvement with Upland in the Web 3 field.
  • A metaverse is a place where you have one or more identities and act in 3D space.
  • Blockchain-based metabase allows for the ownership and sale of virtual items, but the biggest barrier to mainstream adoption is the misconception that it is merely a video game.
  • On platforms like Minecraft, Fortnite, and Roblox, users already have an identity and move through 3D space, but they do not own virtual assets, a key element of the metaverse.
  • Blockchain technology allows individuals to own and manage their own data and identity, but the complexity of dealing with private keys and wallets has been a barrier to widespread adoption.

3. Transforming Business and Entertainment:

The potential for the Metaverse to revolutionize business applications and interactive entertainment was highlighted.

  • Metaverse will revolutionize entertainment and business, driving adoption through interactive experiences and integration into daily workflows, while overcoming barriers such as payment convenience and user comfort.
  • The main barriers to the widespread adoption of the metaverse are the inconvenience of crypto payments and the need to make users comfortable with everyday payment methods.
  • Metaverse enables non-gaming interactive experiences such as business applications and virtual meetings, providing new ways to connect and collaborate.
  • Metaverse will drive adoption and bring mobile dominance through entertainment, business problem solving, and integration into daily workflows.
  • The speaker discusses the potential of the metaverse to revolutionize entertainment and business, emphasizing the ease of adoption of new entertainment and historical patterns of technology adoption by governments, businesses, and consumers.

4. Facilitate immersive experiences:

It was discussed how advances in 3D technology and consumer adoption will facilitate immersive experiences in the metaverse.

  • The development of 3D technology and its widespread consumer adoption will facilitate immersive experiences in the metaverse, enabling new interactive experiences and visual enhancement through augmented reality glasses.
  • Consumer adoption of technology has led to the development of more user-friendly interfaces and the rise of software as a service.
  • Speakers will discuss the development of 3D technology and the challenges of mass adoption of immersive experiences in the metaverse.
  • Metaverse enables new interactive experiences, such as watching a movie with a partner while feeling connected in the real world.
  • Augmented reality glasses enhance vision and allow interaction with the real world.

5. Innovations in Interactive Experiences:

New interactive experiences offered by the metaverse were discussed, ranging from gaming and socializing to immersive movie watching and collective entertainment events.

  • The metaverse will revolutionize interactive experiences, from gaming and socializing to immersive movie watching and collective entertainment events.
  • Metaverse will initially be most successful on cell phones, and adoption will eventually spread to augmented reality glasses and other devices.
  • The metaverse offers a variety of use cases, including immersive gaming experiences on PCs and mobiles, as well as audio and video interaction with others on small screens.
  • Metaverse enables new interactive experiences, but companies will need to adapt to the platform in unique ways to avoid potential challenges.
  • VR headsets offer a new interactive experience that cannot be achieved with regular TVs or phones, and could change the way people watch movies in the future.
  • AI will allow cinemas to create 3D objects and non-player characters, creating a more interactive and elaborate movie experience.
  • Metaverses enable new levels of interaction, allowing large numbers of people to collectively experience entertainment events or compete in sports without being in the same physical location.

6. Role of AI and VR:

The impact of AI 3D asset creation and VR technology on productivity was discussed.

  • Speakers will discuss the role of AI in creating 3D assets, the impact of VR technology on productivity, user-generated content using AI tools, automated creation of virtual spaces and NPCs, and governance challenges in the global metaverse.
  • The speaker will discuss the role of artificial intelligence in the metaverse, particularly in 3D asset production.
  • Speakers will discuss how the use of virtual reality technology has increased productivity and efficiency in asset building, reducing costs and opening up new opportunities.
  • Users can now use AI tools to create content without knowing how to use design software, and the quality of user-generated assets can be managed and improved with the help of AI.
  • Metaverse enables the efficient and automated creation of virtual spaces and non-player characters, reducing the need for manual labor and enabling a more interactive experience.
  • Governance responsibilities in the metaverse include ensuring security and monitoring hate speech, and the global nature of the metaverse is a challenge.

7. Interoperability and cultural integration:

He spoke about the importance of people from different cultures interacting in a virtual setting and the interoperability between different platforms.

  • Metaverse allows people from different cultures to come together in a virtual place, and autonomy and interoperability are necessary for users to move freely through the digital environment and bring assets from one world to another.
  • People from different countries are coming together in virtual places, creating the concept of viral locality.
  • The challenge of defining and enforcing rules in spaces where people of different cultures gather is addressed with the recognition that norms and acceptance vary from culture to culture.
  • Metaverse requires self-governance and interoperability between different platforms in order for users to move freely through the digital environment.
  • Speakers will discuss the importance of interoperability in the metaverse and how Upland has created a platform for users to connect with other worlds and move assets back and forth.
  • Speakers will discuss the concept of interoperability in the metaverse, allowing users to take their identities and assets from one world to another through portals.

Engaging Large Corporations and Consumer Brands:

It was emphasized that standardization of interoperability in the metaverse is crucial to facilitate interaction and operation in different virtual worlds.

  • Large corporations and consumer brands have expressed interest in engaging with younger audiences through games and virtual experiences, and creating standards for interoperability in the metaverse is critical to facilitate interaction and manipulation in the virtual world.
  • Standardization and interoperability of assets in the metaverse will facilitate interaction and operation in different virtual worlds.
  • Standards for interoperability in the metaverse are being developed by various organizations, and while companies participate for their own benefit, they also need buy-in from other organizations to make it happen.
  • Dirk Ruth is involved in several enterprises and initiatives, including writing a book, hosting a podcast, and standardizing the Metaverse. All of these are aimed at advancing Upland's mission and building an interoperable metaverse.
  • Large organizations like FIFA and the NFL Players Association are interested in the metaverse to stay relevant and engage with younger audiences through games and virtual experiences.
  • Consumer brands need to adapt to the changing media landscape by experimenting with the metaverse to reach younger audiences.
  • The metaverse is not dead, rather it is progressing at the expected pace and will be a normal and incredible experience for the younger generation.

Summarize

Ruth states that the metaverse has the potential to revolutionize the way people interact and do business, and is a new dimension that offers a more fulfilling interaction and experience. His insights suggest how the metaverse will permeate our daily lives and become an integral part of our future.

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