The Metaverse: What in the World is it?

Everyone is talking about the metaverse right now (in 2022) and many definitions are surfacing. I suppose I should weigh in– since I have been working in the metaverse for over fifteen years.

Background of the Metaverse

Most research articles cite Neal Stephenson’s novel Snow Crash as the origin of the term (1992). The novel is set in a computer-generated futuristic world where people can interact in the same ways we do in the physical world. This “virtual world” metaverse was a far-fetched science fiction space we could only imagine before Second Life began in 2003. It really only took a decade for sci-fi to become reality!

Academic research articles abound on the use of virtual worlds for education and my colleague, Stylianos Mystakidis has an article in Encyclopedia 2022 that defines the metaverse as an interconnected immersive virtual environment which “enables seamless embodied user communication in real-time and dynamic interactions with digital artifacts”. This sense of presence and place is, in my opinion, what makes the metaverse real. Real people are embodied behind avatars and real places (although digital) are inhabited by them.

Is VR just a fad?

Jules Verne, A Trip to the Moon

Science fiction has presented humanity the wildest imaginative dreams that often become reality. For example, Jules Verne predicted we would blast off to the moon and Captain Kirk was teleporting across space well before teleportation in virtual worlds became the way to travel. XR (extended reality including virtual reality) will be an inevitable part of our lives in the future and is not going away. In fact, it is already here and quickly evolving. Perhaps many of the tools we now use will evolve with haptics making the line between the physical and virtual worlds almost nonexistent.

For the past few years, I have been distinguishing VR into two forms: Headset VR and Desktop VR. Matching the tools for the job suggests a purpose for each form. My purpose as a librarian has been to pioneer the metaverse for real learning and critical thinking. Some questions will need to be addressed, such as:

  • What about the digital divide and learners who do not have the technology devices needed?
  • Will there be one metaverse connecting all the virtual environments?
  • Will VR headsets and VR Desktop merge together into a new format?
  • What role will AR (augmented reality) play in the future?
  • How do we balance realism with creative imagination in the metaverse?

However the metaverse evolves, it is important to consider how it will impact the generations to come. Currently, educators and learners are pulled in many directions with too many choices of learning platforms and apps. Hopefully, the semantic web and the metaverse will become better defined and easier to navigate. Good digital citizenship in the future will require an understanding of entering the metaverse with a clear purpose and intent.

Introducing Enchanting Virtual Reality Soon at Your Local Library

Is #VR coming to libraries? Yes! But how and why? Librarians have always been in the forefront of innovative technology and have fearlessly adopted changing information formats for centuries. Virtual reality is simply another information format and certainly librarians are exploring uses.

Circulating VR Experiences as Resources

While the Covid 19 Pandemic may have closed many library buildings and slowed the use of VR headsets within them, many libraries plan to provide VR experiences to patrons in the near future including educational simulations such as going inside the human body, exploring space, viewing art museums or encountering historical events. Most librarians and educators agree that VR headsets should not be used by persons under the age of 13 or by those with health problems. Virtual reality on a desktop includes environments like Minecraft which has been widely recognized as an educational space for young people. Researchers currently seek to identify the best practices and purposes for virtual reality for various age groups and perhaps the library is a good place for this exploration.

Libraries Built Inside Virtual Spaces

Putting on a headset to “go inside a book” such as The Diary of Anne Frank might provide a powerful experience, particularly for visual learners. Yet sharing VR as “library resources” is not the only way to utilize virtual environments. The library itself can be built in a virtual space so that patrons can enter together and talk with real people in the same way one might in a physical space. Library programs such as exhibits, storytelling, book discussions, special events, workshops, anything we think of doing in a physical library, can take place in a virtual library. In fact, some things that cannot possibly be experienced in the physical world can happen virtually, such as falling down the rabbit hole in Alice in Wonderland or walking on Mars.

The Community Virtual Library is an example of a “real library in a virtual world” with a main branch in Second Life and outpost branches in numerous other virtual spaces including both desktop and headset VR. Librarians, educators, and lifelong learners can collaborate and learn best practices for virtual environments at CVL and the partnering educational institutions of the Virtual World Education Consortium hosted in sky pavilion above the virtual library.

Community Virtual Library in Second Life
CVL Reference Desk

Stories and Art in 3D: Wander the Watercolours

Artists and writers have new media opportunities to explore with digital tools.  For example, artist CK (Creakay Ballyhoo in the virtual world of Second Life) created watercolour (spelled that way in her part of the world!) paintings in 3D to illustrate a story presented in a virtual world.  Read the story of a little girl on a watercolour wander.

A group of educators, the Virtual Pioneers, take virtual field trips to simulations in Second Life.  A recent trip allowed the pioneers to wander through CK’s story paintings.  This machinima shows the educators inside A Watercolour Wander.