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Metacosm: Virtual creation is the first simulated experiment of mankind

Any major reform in the real world will have a huge impact and impact on human society itself, which is the cost of trial and error that we often talk about. Earlier we said that if we are future-oriented, including the exploration of group-oriented behavior, building a similar scene in a virtual space can achieve the least impact and bring the greatest transformation results.

Meta's (formerly Facebook)'s recent virtual world Horizon Worlds, the first since Meta announced its march into the metaverse, certainly has many flaws in the experience. Users can experience holding activities, meditation exercises, etc. in it, so when the number of users who enter this product is enough, then how exactly do we define this product? Or how do we understand this kind of virtual scene that can gradually replace real life in the future (I call it a scene, not a product, strictly speaking, any technical achievement with metaverse characteristics should be a scene, not a simple product definition), and more critically, in addition to experiencing some things in reality, you can also achieve personal income, etc. Such a scene, although virtual, can already be superimposed with some reality, and it is difficult for us to easily distinguish between virtual and reality.

Metacosm: Virtual creation is the first simulated experiment of mankind

Since the birth of the Internet, there are two important problems that have not been solved:

(1) A network of interconnection: What we call networking is actually the freedom of choice, that is, we can quickly log on to any platform or experience any product through smart devices, but there is still more or less isolation between products and platforms, so this time more powerful forces are needed to push integration in order to achieve true interconnection. At least in the past, cross-platform or cross-product linking is difficult, although the development of the Internet has improved the overall circulation efficiency of society, but relative to the Internet itself, the efficiency is still greatly discounted;

(2) The liberation of individual creativity: The emergence of short videos does reduce the threshold of individual creation to some extent, but it still does not realize the scenes created by most people in the virtual space. Combined with the first question, this problem has the effect that individual creativity is not unleashed, and the Internet's desire to achieve efficiency goals is also discounted.

If the creativity of individuals can be released most likely, relying on the collaborative network, the collection of 3D printing, industrial Internet, Internet of Things and other basic technical conditions, human society will truly achieve synergy in technology and knowledge, and ultimately maximize efficiency.

In the industrial age, the emergence of the assembly line model is the beginning of small-scale collaboration of human beings; in the Internet age, collaboration has truly become one of the standardized work of all organizations; then in the era of the metaverse, human society should be able to enter the largest collaborative work, and individuals can become the creation and production subjects of the smallest units, through access to digital networks, to create, produce, consume, use and other content.

Large and small collaborative networks, through digital tools and terminals to achieve the whole network link, it can be expected that the science and technology of human society will be pushed to a higher level. Knowledge is truly popularized to individuals, and knowledge and technology will be disseminated to individuals in the first time.

Large-scale users entering the virtual space, involving social relations, forms of existence, etc., will inevitably affect the real world and reshape everything that already exists in the real world.

Through the movie "Out of Control Player", people can help people understand the metaverse of primary forms, including the relationship between reality and virtuality, and the virtual world and reality in which the protagonist is located complement each other. The lack of individuals in reality can be supplemented in virtual space, and the occurrence in virtual space can affect everything in reality, but the biggest conflict scene is only from reality to virtual space.

The virtual world in which the protagonist is located, for reality, is still an experiment to test human nature, and everything that happens in the virtual world can better help human society understand the derivative problems brought about by technological development.

Metacosm: Virtual creation is the first simulated experiment of mankind

1. The practical significance of the metacosm for human society:

Does the individual achieve partial immortality? Are virtual assets equivalent to real assets? Can virtual space make up for the bottlenecks and shortcomings of development in the real world? What will the probability of a high-tech civilization be? We all know that all major scientific and technological developments are not separated from speculation and theoretical systems, and finally transformed into practical results. This is an important path and trajectory for the development of scientific and technological civilization in the real world.

In today's world, whether it is our thinking about intelligence, or through science fiction artwork to help people understand the potential problems brought about by the development of science and technology, so far, human beings have not found a better way to understand everything unknown.

The study looked at the behavior of more than 3,000 guilds. Although guilds generally last for shorter periods of time, with about 25% of guilds dissolving within a month, they have a clear trend: the larger the guild, the longer it lasts, just like a city commune. Gentle hierarchies also contribute to unity within the guild. In addition, social network structures play an important role: guilds with higher density and better connectivity last longer. These are all important features of the social suite. — Blueprints, by Nicholas Christakis.

As long as it is a large-scale group cooperative behavior, it can bring a better sample to social research, and the birth of the Internet was not what we see today, but a certain utopian ideal. But after the intervention of a larger number of people, the responsibility of human nature has to change the original appearance of the Internet.

The same is true of the birth of Bitcoin, which was originally a small group of geeks in order to achieve anarchic trading system, but once its value was discovered by reality, it entered a new ecology.

The same is true of the metaverse, where so far a large number of NFT (non-homogeneous tokens, which can also be understood as unique, irreplaceable digital assets) products flood the network, and bubbles follow.

Then, if the vast majority of the real society is connected to the virtual world, then what kind of effects and results will be produced can be used as an important reference sample and case in social development.

Whether the virtual people and virtual assets extended by the metaverse will have a significant impact on the real marriage system and asset trading ecology will take time to verify. However, human emotional sustenance is somewhat fungible, and such cases have emerged.

Hatsune Mirai, abbreviated as Hatsune, is a virtual female singer software character created by a Japanese company on August 31, 2007, with hundreds of millions or more of fans worldwide.

The surreal digital person AYAYI launched by domestic Ali this year, including the digital people launched by Hunan Satellite TV, Huawei and other organizations, have a lot of influence on the network, and even more influential than the real stars.

A virtual, complete replica of human society is the best reference template for reality, so the metacosm is by no means a game or a product for our reality.

Metacosm: Virtual creation is the first simulated experiment of mankind

2, lonely technology:

The derivative role of technology on human society has gradually become prominent, with the scale and scope of the link, the connection between people has become simple, or the biggest impact of the Internet on human society is to gradually eliminate the isolation between classes. To some extent, technology gives ordinary individuals the opportunity to rise, of course, this opportunity is gradually presented, when we talk about technology, often focus on its salary or the identity of programmers, in fact, on a larger scale, technical elements are becoming individuals involved in almost everything in the process of the times.

Programmers are a group that has gradually risen after the development of the Internet, and when we look at them, we tend to focus on their income, working hours, etc., but ignore that in the past time, countless lines of code have quietly changed the environment we are in.

In the past, when we talked about the stage of social industry development, there was the era of labor economy and the era of knowledge economy, but today we are more suitable to use the era of technology economy to summarize the foundation of economic development that we have seen and heard at present, and technological elements have become one of the most basic development factors in all walks of life. Even if you're opening a small store, you need to understand mobile payments, you need to understand digital tool platforms, and you need to adjust products in a timely manner based on user data.

Cutting the vision back to the individual, from eating, living and traveling has been universally digitized, the underlying logic is that everything is moving towards synergy:

(1) The browser moves towards synergy through the identity ID;

(2) Smart devices move towards collaboration through identity IDs, including cross-device collaboration;

(3) Digital tools move towards synergy through identity IDs.

In particular, digital tools, as the most important transit station, have realized the process of gradual digitization from individuals to organizations, to platforms, and systems.

In all the digitized processes, there is no need for real-life meetings between individuals or the frequency of social interactions because of need, because social satisfaction can be achieved through digital tools, and then individuals need to face the emotion of loneliness.

Loneliness is the most significant emotion in the digital age, and it exists for the following three reasons:

(1) The development of technology to empower individuals with greater capabilities, such as the maintenance of large-scale networks of contacts through digital platforms;

(2) Through digital tools, it is possible to expand the ability to organize information and collect information;

(3) Technology satisfies the vast majority of needs, making individuals less and less dependent on groups.

However, when a new era has not yet completed the construction of form, the emotions presented during this period are also divided. In other words, the landing of the technical scene is often gradual, everything in the corresponding virtual space will gradually become a supplement to the real life of human beings, this process has begun from the popularization of the Internet, but because the landing of the technical scene is very dependent on the maturity of key technologies, in order to finally complete the full display, and during this period, there is no effective connection between the impact of the Internet and the actual experience, resulting in human emotions can not be placed, which will lead to contradictions, which is how we feel when facing the technology society.

If we understand the metaverse as virtualization, networking ultimately needs to provide people with a complete virtual experience environment, then the corresponding people can place the continuum generated in the network era, in order to truly adapt and meet the needs.

But whether it is the era of networking or the era of the metaverse, individuals are gradually pushing to isolation and independence, that is to say, in the past, human beings obtained security and other emotional needs through groups, then future individuals can be satisfied through technological products, and in the process of this transformation, people will face the loneliness extended by technology because of adaptation and adjustment.

There is a map of the WeChat landing interface, the grand earth and the small individual, extending out a meaningful rhetorical question: Do human beings need technology because of loneliness, or do they produce loneliness because of technology? Similarly, in a comparison chart that has been popular on the Internet, is the emotion generated by the ancestors of humans, apes, and future intelligent robots looking up at the stars the same? Both of these topics involve the most central propositions of the individual, and of course, philosophical issues.

The development of technology, while giving individuals more powerful abilities, also gives another emotion, the difficulty is not in the face, but in the adaptation, especially the adaptation during the transition period, just as the characteristics of human beings after entering the industrial age, and then to the characteristics of the network age, conflicts often occur in the transition period, rather than the stability period.

In the metaverse scenario, virtual people, virtual life, etc., these scenes will be a supplement to the reality of human beings, and once adapted, then there is no contradiction.

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