The Metaverse Is Being Built

I know that Facebook has generated a lot of talk about the metaverse, but the metaverse will be built and contain many companies and persistent virtual worlds. Those places will interoperate with one another. They will also interoperate with the physical world. Microsoft has described the metaverse as “a persistent digital world that is inhabited by digital twins of people, places and things.”

It will certainly create its own economy, much like what happened from the early days of the Internet. Many metaverse stories seem to portray as a leisure and game environment, but it will take in much more serious industries and markets. It will certainly include eventually finance, retail,  health & fitness and others. (I think it will be incorporated into education too, but that will be an upcoming article.)

Do you recall when Niantic launched its very popular Pokemon Go in 2016? That launch moved the idea of merging the physical world and AR and VR experiences. I read recently that Niantic CEO John Hanke had once called the metaverse a “dystopian nightmare,” but now they are looking to create their own version that will be AR-focused. Their augmented reality development kit is called Lightship. It is intended to make it easier to build AR experiences.

An article on gizmodo.com listed other companies besides Facebook and Niantic that are already building their way into a metaverse.   

Microsoft announced efforts to pursue an enterprise, office-focused metaverse by integrating AR and VR from its Microsoft Mesh platform into Teams which it sees as a “gateway to the metaverse."

Nvidia's OmNVIDIA Omniverse is an open platform where creators, designers, researchers, and engineers can connect major design tools, assets, and projects to collaborate and iterate in a shared virtual space. The company's announcement shows it as part of their broader “omniverse” ambitions. Omniverse is their own branded name for the metaverse and I suspect other companies will also try to brand their part of the metaverse, although a true metaverse will contain all of them. The Internet contains many portals, platforms, domains, and websites, but they are all the Internet or World Wide Web.

Meta, which people consider something new, actually has years of experience building its VR and AR applications. They already have their Horizons Workrooms platform available as a free beta on the Oculus Quest 2. It is a virtual office space designed for workers at home, in the office, or anywhere else. (Note: The Oculus brand


NOTE: In October 2021, Facebook, Inc. announced that it would change its corporate name to Meta, and that the Oculus brand name would be phased out in 2022. Future VR hardware produced by the company is expected to fall under the "Meta" brand rather than Oculus, while "Horizon" will be used for immersive social experiences operated by Meta, including those previously operated under the Oculus brand.

 

 

Are We at Web 3.0 Yet?

web 3.0The term “Web 2.0” was popularized by Tim O'Reilly and Dale Dougherty at the O'Reilly Media Web 2.0 Conference in late 2004. O'Reilly defined it as not being a change in the technical framework of the Internet but rather a shift in the design and use of websites. The shift was moving away from websites that offered a passive user experience to ones that allowed users a more active experience through the ability to interact and collaborate through social media dialogue and to act as creators of user-generated content.

When I wrote a piece here called "From Web 2.0 to Web 4.0 in December 2019, it was inspired by an article online about "Web 4.0" that made me wonder if we had jumped over Web 3.0.

Web 2.0 websites allowed users to interact and collaborate with each other through social media dialogue as creators of user-generated content in a virtual community. This contrasts the first generation of Web 1.0-era websites where people were limited to viewing the content in a passive manner. Web 2.0 examples include social networking sites or social media sites (Twitter, Facebook, Instagram, Tumblr, et al), blogs, wikis, folksonomies ("tagging" keywords on websites and links), video sharing sites (YouTube, Vimeo), image sharing sites (Pinterest, Flickr), some web apps and any collaborative platforms, and mashups of multiple applications.

World Wide Web inventor Tim Berners-Lee questioned whether Web 2.0 was substantially different from the earlier Web technologies. He said that his original vision of the Web was "a collaborative medium, a place where we [could] all meet and read and write." Berners-lee coined the term "semantic web" at the start of this century, but that has sometimes come to be called Web 3.0. Berners-Lee meant "semantic" to refer to a web of content where the meaning can be processed by machines. (archived version of his article)

Semantics refers to the philosophical study of meaning, but semantics comes up in discussions about search technology. Google, Siri, and Alexa using semantic search technology. In that application, it is the idea of answering user questions rather than merely searching based on a string of keywords. hunt down words. I can ask those applications a question like "What time is sunset tonight?" or "What is the zip code for Montclair, New Jersey?" but I could earlier have asked a search engine "zipcode Montclair NJ" and gotten an answer. Now, when I ask what time is sunset, the app knows where I am and so the answer is location-based.

In 2013, I wrote about Siri and the semantic web and said "We are not at the point where you can ask 'What would I like for dinner tonight?' and expect an answer." That might change as AI plays a larger role in search and other web operations. Semantic search is a data searching technique in which a search query aims to not only find keywords but to determine the intent and contextual meaning of the words a person is using for search.

Apps in Education 2011 to 2020

In 2011, I made presentations at several colleges about the use of mobile apps in education and teaching in an "app world." At that time, apps were a big topic in the tech world but not a big topic in education. That presentation (it is on my Slideshare site) included the slide below where education doesn't even appear as a category unless you consider it to be part of the 5% of "other" app consumption. Clearly, games and social networking dominated usage at that time and they both still garner a high percentage of app use.

app use chart

How we were using apps in 2011

Showing this slide to college faculty reinforced their idea that apps are not for education. Of course, in 2011 apps were also not for common banking and financial use, medical records, and other "serious" computing.

That has certainly changed. But has it changed for education?

Reviewing my own 2011 presentation predictions, I said that I thought apps would come to education in three waves: Adoption, Adaption, and Creation.

Adoption was schools and educators adopting existing apps that had some education features or were designed for education. The obvious one then and now was apps for learning management systems. Blackboard was the first I used but now Canvas and all the other players have them. Adoption was not immediate. The two colleges I worked at then both chose not to offer the mobile version. Faculty could not see how you could possibly take a course on your phone. But I had a graduate student that year who told me that she did her coursework for me on her phone in her free time while she was at her night job. We were using Moodle and she just resized the web pages. I couldn't see how that worked but I knew an app would have made it better.

The second wave was adaption - using apps not specifically designed for education in courses. That was being done by individual teachers as they discovered and bought into the app world. Adaption requires some pedagogical changes. Mobile devices still were not acceptable (even banned) in some classrooms in 2011. It was the rare faculty member who said "Take out your phone..." and asked students to use it for class. 

Now in this time of the pandemic, it is clear to schools, teachers, students, and parents how "educational" phones or tablets can be. Schools are supplying tablets the way we once supplied laptops. But even laptops are using apps. I'm sure app downloads are up in the past two months. App versions of Zoom and others have become common tools not only for educators but or personal use.

That move from personal to professional (business or education) use is critical to adoption or adaption/adaptation. As teachers started using their phones and apps more in their everyday screen time, the move to use them for teaching became easier.
 

apps in education

Something that made faculty fearful in 2011

Those 2011 audiences weren't sold on using apps in the first half of my presentation. They weren't using apps for themselves. Some did not have a smartphone. But they were hearing "There's an app for that" from friends, colleagues their students and on television commercials. They knew it was coming.

I caught their interest when I shifted to talking about why - even though I was an app evangelist - apps are NOT online courses or would virtual schools in the near future. (I find that educators generally like the status quo.) There was an article I pointed to that was headlined “My Teacher Is An App.” A provocative headline but the article did follow my point that things were changing but we wouldn't be there for quite a while.

The article said “In a radical rethinking of what it means to go to school, states and districts nationwide are launching online public schools that let students from kindergarten to 12th grade take some—or all—of their classes from their bedrooms, living rooms, and kitchens. Other states and districts are bringing students into brick-and-mortar schools for instruction that is largely computer-based and self-directed.”

That was not common in 2011 and still wasn't common in 2019 - but it is a lot closer to being true in the spring of 2020.

I wondered then if apps would be driving curriculum or would curriculum be driving app development. I'm pleased that the latter seems to be generally the case now.

I asked the audience if they believed that this reliance on smartphones and apps will "produce forgetfulness in the minds of those who learn to use it because they will not practice their memory. You have invented an elixir not of memory, but of reminding; and you offer your pupils the appearance of wisdom, not true wisdom, for they will read many Socrates on the things without instruction and written word, will, therefore, seem to know many things, when they are for the most part ignorant and hard to get along with since they are not wise but only appear wise.”

Those in the audience who did agree were right in line with Socrates in 340 BC since those were his words on his belief about the dangers of the written word. Socrates was wrong about the adoption of the written word into education.

My third wave was just beginning to form in 2011. That was colleges creating their own apps. I had a few examples of colleges adopting and adapting things like parking and events using commercial apps and GPS to navigate campuses or scheduling apps for campus calendars, courses, or facilities scheduling.

But do schools need to create their own apps or just purchase commercial ones that can be branded? I looked back to the development of school websites as an example. Initially, most schools bought a package or a vendor but along the way many schools took it on as an in-house operation, perhaps using some commercial products - a combination of creation and adaptation. 

In 2011, may school websites weren't even dynamic enough ready for viewing on phones or tablets. But schools were creating their own apps and courses about how to develop apps were becoming a hot topic.

In 2020, there are plenty of no-code tools for app development (Airtable, Bubble, Zapier, Coda, Webflow) so that it doesn't take a wizard developer to make a fully functioning app. 

If you are a teacher or student at any level K-20, the chances are excellent that you are using apps in your courses and on your campus.