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“Building Metaverse”… Basic Considerations


“Building Metaverse”… Basic Considerations



“Building Metaverse”… Basic Considerations

Thinking about the metaverse next- generation digitization.

Interoperability and portability Copyright at the speed of migration, emulation and reproduction innovation.

[Digital Bizon Correspondent Kim Maeng-geun] The original meaning of metaverse is a three-dimensional space built in the Internet space, and the user can access the space in the three-dimensional space (virtual space) built in this Internet space through an alter ego called Avatar. Not only does it exist, but it is also possible to communicate with other users' clones, and to conduct economic activities such as shopping using currency used in a virtual space.

However, it can be seen from this that the virtual space, virtual world, and metaverse that have been used for a long time are not significantly different. It is a situation in which the field can be broadly interpreted as a new industry expressed as a bus.

According to Forbes' Kathy Hackle, the future of the metaverse is full of excitement. However, there is still a lot of work to be done for individuals, businesses, brands and communities. There are many fundamental considerations to ponder about an important and thriving metaverse that offers the benefits and opportunities to have the widest impact.

Next-generation digitalization

Digitization has increased significantly since the 1990s. For example, in 1991 the first 2G cellular networks were launched, and 28 years later, 5G networks expanded digitization. These types of advances mean that more events, environments and objects must be rapidly digitized into multiple and variable media formats.

One term used to describe both digitized and digitally-born content is digital twin. In order for the metaverse to capture the dynamic production of contemporary and future cultures, the increased digitization of elements of the past is also urgent. This urgency stems from the need to deliver content, products and services on demand to customers wherever they can connect via the Internet through lower cost and sustainable hardware.

Organizations that have not yet undergone rapid digital transformation in all aspects of their culture, people, products, operations and services are facing inadequacy, obsolescence, and even extinction. The time has come for organizations to begin investing in delivering products and services to the digital-first market. It is still possible to catch up with radical reinvestment and reprioritization to participate in the metaverse.

Interoperability and portability

Market innovation is rapidly driving the evolution of asset classes such as avatars, 3D models, mixed reality and spatial environments. Asset classes work with metadata to construct content packages that populate the various platforms of the metaverse. Many of these formats may be proprietary or platform dependent. While these platform-specific and proprietary approaches are potentially fast ways to scale innovation, metaverses require portability and interoperability of assets and content across systems.

Some important aspects of portability include open and transparent documentation, permanent mobile unique identifiers, direct transfer of assets from one platform to another without extensive intermediary services, and collective portability to allow groups of users to share and transfer together.

Interoperability allows the sharing of assets and data across different platforms and networks. There are multiple standards, but they do not yet account for all of today's new media types in a unified and broad way, far from preparing the assets and data types of the future. Also, existing standards do not account for large amounts of unstructured data. Nor does it describe digitized assets across types with minimal viable and simple processes.

Although there is no common data model for the metaverse yet, and no model for existing environments, an improved common data model, such as that developed by Microsoft, may point to the next step towards a more holistic approach to data and metadata when: . Adopted by others in the extended open ecosystem. As with the Open Data Initiative in the past, more dedicated collaboration and collaboration among businesses, governments, and non-profits should be prioritized to rapidly develop open standards. To make the metaverse accessible to as many people as possible, you need a cross-platform that works seamlessly between partners and platforms.

Migrate, emulate and reproduce

In order for a metaverse to exist that will prosper with the richness of the digital present and future that will be digitized and will be digitized, it must be continuously managed throughout the lifecycle of assets and data from source software and hardware environments to new ones as technology continues to change. A metaverse rich in the spectrum of historical and contemporary productions is achieved through emulation, migration and reproduction.

Emulation may undergo technical changes in the background, but seeks to mimic the experience and presentation of content in the context of the source.

Migration brings assets and data into context and environment, sometimes with significant changes in conditions or experiences, resulting in materially different meanings and interpretations from sources.

Representation is the experience of assets and data that continues to evolve and move through the metaverse in new media, formats and platforms.

It is important to think of data, assets, and the metaverse itself as performable in terms of what happens in the computing environment and the activities and interactions performed by users.

Copyright at the speed of innovation

A serious restriction on the growth and rational use of metaverse is copyright. In the United States, the general rules for copyright protection for works created after January 1, 1978, last for an additional 70 years to the life of the author. Even the Copyright Act of the 1790s, passed by the US Congress with a protection period of 14 years, may be too long.

Some intellectual property may have lasting value to creators, but given the large volume of content created with easily accessible and malleable digital tools, speed of creation and copyright structures do not necessarily work in the metaverse. Many experts in Metaverse are consumers who modify products to fit their needs. We call these consumers prosumers. It is the prosumer's ability and propensity to reconstruct and reinvent digital assets and data that scales awareness, brand power, and market growth in digital culture.

As content lifespans get shorter and shorter, from just a few minutes to less than two years, the content on the metaverse requires a much shorter copyright lifespan, moving at the pace of innovation based on digital-first content creation. Clear, concise, and global rights to use and reuse content that support creators and encourage the creation of new content while facilitating innovation, especially when human and machine creators build metaverses, are essential.

Machines can sometimes create new media almost instantly using cloud computing scalable resources. Additionally, some jurisdictions may place additional restrictions on free global exchange, including heritage and moral rights, which are agents of creators and entrepreneurs with the desire and tools for internet-connected global collaboration and production across people, places and things. to limit As with interoperability and portability, more international collaboration among various actors will be needed to develop copyright structures and licensing frameworks that move with the pace and pace of innovation.



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