Neil Stephenson, the author who coined the term “metaverse” 30 years ago, is launching a metaverse-focused blockchain project called LAMINA1.
They have also revised their approach to the Metaverse, stating that the experience should be geared more toward flat 2D screens and as models presented by Meta and Microsoft, rather than virtual reality or augmented reality technology such as headsets and lenses. Chances are.
Stephenson is a popular speculative fiction writer who explored the concept of a virtual reality world called the Metaverse in his 1992 sci-fi novel Snow Crash. Outside of writing the 62-year-old also served as chief futurist for augmented reality. AR) the firm called Magic between 2014 and 2020.
Stephenson and he have co-founded a new layer-1 blockchain called LAMINA1, which he hopes will be the “base layer for the open metaverse,” according to a June 8 announcement by OG crypto investor and former Bitcoin Foundation chairman Peter Wesnes. will act as
“A place to build something close to Neil’s vision – one that privileges makers, technical and artistic, one that provides support, spatial computing technology, and a community to support those who are building the metaverse.” community,” Wesnes wrote, adding that the network will “probably” be carbon negative.
Specific details on the project are sparse at this stage, although Ethereum co-founder Joseph Lubin remains a notable name on the project’s list of early investors.
Commenting on what the co-founders’ roles will be at LAMINA1, Wesnes said:
“Neil brings together his vision, knowledge, experience and a few main goals: helping artists and other value creators get paid properly for their work, helping the environment […] And seeing the metaverse vision co-opted by Monopoly instead actually builds the open metaverse. ,
Wesnes noted that he will focus on getting blockchain off the ground quickly, working to “get the necessary governance, technology, node operators, IP partners, actors, business partners, and funds up and running.”
Stephenson’s 1992 novel depicts the metaverse as a virtual urban environment that is accessed through fiber-optic networks and VR headsets around the world. There are themes of social inequalities, centralized controls and constant advertisements while the concept of virtual real estate is also covered in the book.
Stephens shared a few things about the Metaverse on Twitter today, as he predicted that most of the Metaverse will be made for screens and not VR headsets.
The notion that the Metaverse is primarily an AR/VR thing is not insane. It’s all VR in my book. And I worked for an AR company — one of many that’s investing billions of dollars into making headsets. but…— Neal Stephenson (@nealstephenson) 8 June 2022
Stephenson noted that when he first wrote about it three decades ago, he didn’t expect high-quality video games to be rolled out to mass consumers in the future.
“Thanks to games, billions of people are now navigating comfortably in 3D environments on flat 2D screens. The UIs they’ve mastered (like WASD + mouse) are not what most science fiction writers predicted But that’s how path dependencies work in technology.”
The author went on to state that modern game development is still geared around screens for both the developer and the consumer, and, if anything, the use of a hybrid approach to the metaverse that includes both 2D screens and AR/VR technology. as opposed to purely VR.
“We navigate and interact fluently with extremely rich 3D environments using keyboards designed for mechanical typewriters. This steampunk is made surreal. A metaverse that leaves behind those users and the devs who create those experiences, They will get off on the wrong foot,” he said.
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