Is the metaverse 2d or 3d?
The concept of the "metaverse" refers to a collective virtual shared space, typically created by the convergence of the physical and digital world.
The concept of the "metaverse" refers to a collective virtual shared space, typically created by the convergence of the physical and digital world. The idea of a metaverse has been explored in many science fiction stories, such as the novel Snow Crash by Neal Stephenson. It is described as a 3D virtual world where people can interact with each other and with virtual objects and environments.
In general, the metaverse is often thought of as a 3D space, similar to the virtual reality environments currently being developed by companies like Oculus and HTC. These 3D environments allow users to navigate and interact with virtual objects and other users in a way that feels natural and intuitive, thanks to the use of advanced graphics and haptic technologies.
However, it's important to note that the metaverse doesn't have to be limited to 3D environments. Some people have proposed the idea of a "2.5D" metaverse, which would combine elements of 2D and 3D environments to create a more versatile and immersive experience. This could include using 2D images and graphics, 3D elements such as virtual objects and environments, and even augmented reality technology that overlaps virtual objects onto the real world.
The key difference between a 2D and 3D metaverse is the possible level of immersion and interactivity. In a 2D metaverse, users would be limited to navigating and interacting with virtual objects and other users on a flat, two-dimensional plane. This could still be a very engaging and immersive experience, but it wouldn't offer the same realism and natural interaction level as a fully 3D metaverse.
In a 3D metaverse, on the other hand, users would be able to move around and interact with virtual objects and other users more realistically and intuitively. They would be able to move their bodies and use their hands to manipulate virtual objects, and they would be able to see and hear other users in a way that feels like they are in the same physical space. This would create a more immersive and engaging experience and allow users to feel like they are truly "inside" the metaverse.
Ultimately, whether the metaverse is 2D or 3D will depend on the technologies and platforms that are used to create it. Some people believe that the metaverse will be a fully 3D space, while others think that it will be a hybrid of 2D and 3D elements. Regardless of how it is ultimately implemented, the metaverse has the potential to revolutionise the way we interact with each other and with the digital world, and it will be exciting to see how it develops in the coming years.
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MetaHumans: Is this the end of the Uncanny Valley?
There’s a sweet spot where the more human or realistic that robots seem to appear, the more disturbing they appear to the human eye. That descent into an eerie spot is the Uncanny Valley.
The Uncanny Valley
Originally coined by Ernst Jentsch (1906) and explored further in Sigmund Freud’s essay Das Unheimliche (1919), uncanny is the concept and experience of how something is strange, mysterious or unnatural. While technology has progressed over the years, so has our ability to anthropomorphize current technology. We see this through children's adoration for Tamagotchis and Furbys (Turkle, 2005). We also witness this through advancements in animation and CGI in movies and TV shows. Masahiro Mori, a Japanese roboticist, originated the concept of the Uncanny Valley in the 1970s, a theory that something could be off about a human-like robot or character. There’s a sweet spot where the more human or realistic that robots seem to appear, the more disturbing they appear to the human eye. That descent into an eerie spot is the Uncanny Valley.
The Uncanny Valley graph, Masahiro Mori, 1970
Attempting to avoid the creepiness of the Uncanny Valley has been an issue for animators and artists across the world when creating movies. For example, when the movie Shrek was being made - an early screen test caused children to cry because Princess Fiona was too realistic. Similarly, The Polar Express achieved mixed ratings because of how real-life the characters were. The struggle for realism while not scaring the audience and entering uncanny territory is what I believe one of the biggest challenges artists, scientists and roboticists might face in the twenty-first century, as we attempt to seamlessly integrate digital avatars, AI and social robots into our society.
The Polar Express
MetaHumans
Created by Epic Games as part of Unreal Engine, the MetaHuman Creator (still not officially released), has the capabilities of creating realistic, 3D, digital humans. The detail within creating a MetaHuman, from the pores and wrinkles on the skin to the veins in the eyes, can be customized. The huge jump in the technology has been stated by Vladimir Mastilovic, vice president of Digital Humans Technology at Epic Games, "Up until now it has taken very sophisticated teams weeks or months to create just one high-quality digital human, and now that massive amount of time and process is being compressed into minutes. That's new for the entire industry, not just Epic." The speed and accessibility of the MetaHuman creator can allow anyone to create their photorealistic digital human.
Can MetaHumans overcome Uncanny Valley?
Although research has yet to be conducted on this topic, one can ask the question, has Epic’s MetaHumans escaped the Uncanny Valley, or does it have the possibility to do so in future as their technology progresses? Some YouTubers attempt to recreate human facial expression and movement using LiveLink and Unreal Engine, but is it possible to recreate human expression or emotion through MetaHumans without entering uncanny territory?
If this can be possible, what does it mean for the future of digital avatars in gaming, entertainment, virtual reality and digital communication? Will MetaHumans become so life-like they could replace Hollywood actors? In virtual reality, social spaces might become even more realistic, eventually competing with the realism of our current reality. It could open opportunities for other industries like healthcare and education, and of course, forge a new avenue for digital identity and the self. I argue that right now we might be witnessing the beginning of a revolution in digital communication where avatars and digital humans (MetaHumans) will become the everyday norm. The next point of call should be escaping uncanny territory and attempting to advance artificial expression by replicating human subtleties and micro-expressions (Ekman, 1975). Once this is achieved it might be possible to overcome Uncanny Valley.
References
Ekman, P., Professor of Psychology Paul Ekman; PH D, & Friesen, W. V. (1975). Unmasking the face: A guide to recognizing emotions from facial clues. Prentice Hall.
Freud, S. (2018). Das Unheimliche. Createspace Independent Publishing Platform.
Jentsch, E., & Surprenant, C. (1995). On the psychology of the uncanny (1906).
Mori, M. (2020). The uncanny Valley. The Monster Theory Reader, 89-94. https://doi.org/10.5749/j.ctvtv937f.7
Turkle, S. (2005). The second self, twentieth anniversary edition: Computers and the human spirit. MIT Press.