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Doesn’t This Remind You Of Sao

Discussion in 'Nemract's Bar' started by Hunterclass, Sep 19, 2020.

  1. TheLMiffy1111

    TheLMiffy1111 Previous Leader Of A Revived Wynn Community CHAMPION

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    Video games
    Components of metaverse technology have already been developed within online video games. The 2003 virtual world platform Second Life is often described as the first metaverse, as it incorporated many aspects of social media into a persistent three-dimensional world with the user represented as an avatar. Social interaction and 3D virtual worlds are often an integral feature in many massively multiplayer online games. The multiplayer game creation platform Roblox has been described as a metaverse and has since employed significant usage of the term in marketing. Other claims of developing a metaverse include the games Active Worlds, The Palace, and Fortnite.
     
  2. JuicedBananas

    JuicedBananas Famous Adventurer HERO

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    exceptional thread
     
  3. donda biblioteca

    donda biblioteca donda esta dond CHAMPION

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  4. TheLMiffy1111

    TheLMiffy1111 Previous Leader Of A Revived Wynn Community CHAMPION

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    Virtual reality
    In 2019, the social network company Facebook launched a social VR world called Facebook Horizon. In 2021, Facebook was renamed "Meta Platforms" and its chairman Mark Zuckerberg[23] declared a company commitment to developing a metaverse. Many of the virtual reality technologies advertised by Meta Platforms remain to be developed. Facebook whistleblower Frances Haugen criticised the move, adding that Meta Platforms' continued focus on growth-oriented projects is largely done to the detriment of ensuring safety on their platforms. Meta Platforms has also faced user safety criticism regarding Horizon Worlds due to the occurrence of sexual harassment on the platform.
    Microsoft acquired the VR company AltspaceVR in 2017, and has since implemented metaverse features such as virtual avatars and meetings held in virtual reality into Microsoft Teams.
    In 2022, HTC announced its launch of a cross-platform metaverse ecosystem called VIVERSE, which would allow connections between virtual worlds accessible by both VR and non-VR devices and supports parental controls for children.
    Proposed applications for metaverse technology include improving work productivity, interactive learning environments, e-commerce, real estate and fashion.
    Other, smaller companies have worked towards creating the metaverse through virtual worlds in the past, such as the video-game VRChat.
     
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  5. Bart (MC)

    Bart (MC) Ex-Item Maker & Day Counter (MC) CHAMPION

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    just need to raise the mana cap and sell get asuna
     
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  6. TheLMiffy1111

    TheLMiffy1111 Previous Leader Of A Revived Wynn Community CHAMPION

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    Technology
    Hardware
    Access points for the metaverse includes general-purpose computers and smartphones, augmented reality, mixed reality, and virtual reality.
    Dependence on VR technology has limited metaverse development and wide-scale adoption. Limitations of portable hardware and the need to balance cost and design have caused a lack of high-quality graphics and mobility. Lightweight wireless headsets have struggled to achieve retina display pixel density needed for visual immersion, while higher-performance models are wired and often bulky. Another issue for wide-scale adoption of the technology is cost, with consumer VR headsets ranging in price from $300 to $3500 as of 2022.
    Current hardware development is focused on overcoming limitations of VR headsets, sensors, and increasing immersion with haptic technology.
     
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  7. donda biblioteca

    donda biblioteca donda esta dond CHAMPION

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    muy bien mi amigo
     
  8. donda biblioteca

    donda biblioteca donda esta dond CHAMPION

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    Menlos Cardel my beloved
     
  9. TheLMiffy1111

    TheLMiffy1111 Previous Leader Of A Revived Wynn Community CHAMPION

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    There has been no wide-scale adoption of a standardised technical specification for metaverse implementations, and existing implementations rely primarily on proprietary technology. Interoperability is a major concern in metaverse development, stemming from concerns about transparency and privacy. There have been several virtual environment standardisation projects.
    Universal Scene Description is a specification for 3D computer graphics interchange created by Pixar and supported by Blender, Apple's Scenekit and Autodesk 3ds Max. The technology company NVIDIA announced in 2021 they would adopt USD for their metaverse development tools.
    OpenXR is an open standard for access to virtual and augmented reality devices and experiences. It has been adopted by Microsoft for HoloLens 2, Meta Platforms for the Oculus Quest, and Valve for SteamVR.
     
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  10. TheAckening

    TheAckening Local YIMBY

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    Seems like a... necropost.
     
  11. from

    from from HERO

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    hope they made one of the skill trees kirito themed
     
  12. TheLMiffy1111

    TheLMiffy1111 Previous Leader Of A Revived Wynn Community CHAMPION

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    Criticism and concerns
    Feasibility
    In a February 2022 article for The New York Times, Lauren Jackson argued that the metaverse is "stalled from achieving scale by a lack of infrastructure for both hardware and software, a monopolistic approach to platform development, and a lack of clear governance standards."
    In December 2021 Raja Koduri senior vice president of Intel said that "Truly persistent and immersive computing, at scale and accessible by billions of humans in real time, will require even more: a 1,000-times increase in computational efficiency from today’s state of the art."
    Privacy
    Information privacy is an area of concern for the metaverse because related companies will likely collect users' personal information through interactions and biometric data from wearable virtual and augmented reality devices. Meta Platforms (previously Facebook) is planning on employing targeted advertising within their metaverse, raising further worries related to the spread of misinformation and loss of personal privacy. In 2021, David Reid of Liverpool Hope University argued the amount of data collection in the metaverse would be greater than that on the internet stating "If you think about the amount of data a company could collect on the World Wide Web right now, compared to what it could collect with the metaverse, there is just no comparison."
     
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  13. donda biblioteca

    donda biblioteca donda esta dond CHAMPION

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    hmm this kinda reminds me of sao actually
     
    Castti likes this.
  14. TheLMiffy1111

    TheLMiffy1111 Previous Leader Of A Revived Wynn Community CHAMPION

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    Social issues
    Metaverse development may magnify the social impacts of online echo chambers and digitally alienating spaces or abuse common social media engagement strategies to manipulate users with biased content. In 2022, Keza MacDonald of The Guardian criticized the utopianism of technology companies who claim that a metaverse could be a reprieve from worker exploitation, prejudice, and discrimination. MacDonald stated that they would be more positive towards metaverse development if it was not dominated by "companies and disaster capitalists trying to figure out a way to make more money as the real world's resources are dwindling." Marketing professor Andreas Kaplan, citing their experience studying Second Life users, argues that the metaverse may have a generally negative societal impact due to their strongly addictive potential.
     
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  15. donda biblioteca

    donda biblioteca donda esta dond CHAMPION

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    my average is 32 wtfffffffffffffffffff
     
  16. Pyromanic

    Pyromanic Prism/Pyro#8570 on Discord CHAMPION

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    Critical commentary
    In a review, Richard Eisenbeis of Kotaku hailed Sword Art Online as the smartest series in recent years; Eisenbeis particularly noted how the romance between Kirito and Asuna is explored bringing "definition to exactly what love is like in a virtual world."[7] However, the two characters' relationship in the second half of the novels was criticized, with Eisenbeis complaining about Asuna being deregulated to a damsel in distress stock character for Kirito to fight for, lamenting that the "strong female lead" had been "reduced to nothing but the quest item the male lead is hunting for."[8] The love triangle between Kirito and the other female characters was also scrutinized; Eisenbeis considered it "ludicrous" that Kirito would consider abandoning Asuna, especially considering his devotion to her in the previous storyline. Nevertheless, Kirito was considered a likable and "fun" character.[8]
     
  17. Dondasch

    Dondasch Hadal gaming HERO

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    Not sure if this is allowed here, but here goes. My girlfriend plays Sword Art Online, and she's pretty into it. she's been playing for a while, and (from what I can tell) she's pretty good at it(..?). She talks about guilds and bosses and.. kirito? And lots of other stuff I don't get, but I want to be able to support her in her interests just like she listens to me talk about mine [​IMG]. What's some basic information or funny things or just good knowledge to have about the game? thanks guys :)
     
  18. xownfos

    xownfos arctic kitsune

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    this is... this is just wikipedia with extra steps
     
  19. xownfos

    xownfos arctic kitsune

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    Wow I think I’ve heard of her! Is her IGN asuna?
     
  20. TheLMiffy1111

    TheLMiffy1111 Previous Leader Of A Revived Wynn Community CHAMPION

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    Snow Crash, 1992
    The term metaverse was 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 that uses the metaphor of the real world. Stephenson used the term to describe a virtual reality-based successor to the internet.

    Neal Stephenson's metaverse appears to its users as an urban environment developed along a 100-meter-wide road, called the Street, which spans the entire 65,536 km (2^16 km) circumference of a featureless, black, perfectly spherical planet. The virtual real estate is owned by the Global Multimedia Protocol Group, a fictional part of the real Association for Computing Machinery, and is available to be bought and buildings developed thereupon.

    Users of the metaverse access it through personal terminals that project a high-quality virtual reality display onto goggles worn by the user, or from grainy black and white public terminals in booths. The users experience it from a first-person perspective. Stephenson describes a sub-culture of people choosing to remain continuously connected to the metaverse; they are given the sobriquet "gargoyles" due to their grotesque appearance.

    Within the metaverse, individual users appear as avatars of any form, with the sole restriction of height, "to prevent people from walking around a mile high". Transport within the metaverse is limited to analogs of reality by foot or vehicle, such as the monorail that runs the entire length of the Street, stopping at 256 Express Ports, located evenly at 256 km intervals, and Local Ports, one kilometer apart.
     
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