In spite of the Metaverse's arrested conceptual development, a pliant press published statements about the future of the technology that were somewhere between unrealistic and outright irresponsible. The concept of virtual worlds where users interact with each other using digital avatars is an old one, going back as far as the late 1990s with massively multiplayer online role-player games, such as "Meridian 59," "Ultima Online," and "EverQuest." And while the Metaverse supposedly built on these ideas with new technology, Zuckerberg's one actual product - the VR platform Horizon Worlds, which required the use of an incredibly clunky Oculus headset - failed to suggest anything approaching a road map or a genuine vision. Zuckerberg waxed poetic about the Metaverse as "a vision that spans many companies'' and "the successor to the mobile internet," but he failed to articulate the basic business problems that the Metaverse would address. A functional business proposition requires a few things to thrive and grow: a clear use case, a target audience, and the willingness of customers to adopt the product. The Metaverse also suffered from an acute identity crisis. A wonky virtual-reality interview with the CBS host Gayle King, where low-quality cartoon avatars of both King and Zuckerberg awkwardly motioned to each other, was a stark contrast to the futuristic vistas shown in Meta's splashy introductory video. The media swooned over the newborn concept: The Verge published a nearly 5,000-word-long interview with Zuckerberg immediately following the announcement - in which the writer called it "an expansive, immersive vision of the internet." Glowing profiles of the Metaverse seemed to set it on a laudatory path, but the actual technology failed to deliver on this promise throughout its short life. These grandiose promises heaped sky-high expectations on the Metaverse. The glitzy, spurious promotional video that accompanied Zuckerberg's name-change announcement described a future where we'd be able to interact seamlessly in virtual worlds: Users would "make eye contact" and "feel like you're right in the room together." The Metaverse offered people the chance to engage in an "immersive" experience, he claimed. But the short life and ignominious death of the Metaverse offers a glaring indictment of the tech industry that birthed it.įrom the moment of its delivery, Zuckerberg claimed that the Metaverse would be the future of the internet. The Metaverse is now headed to the tech industry's graveyard of failed ideas. Once the tech industry turned to a new, more promising trend - generative AI - the fate of the Metaverse was sealed. The hype could not save the Metaverse, however, and a lack of coherent vision for the product ultimately led to its decline. After a much-heralded debut, the Metaverse became the obsession of the tech world and a quick hack to win over Wall Street investors. The capital-M Metaverse, a descendant of the 1982 movie "Tron" and the 2003 video game "Second Life," was born in 2021 when Facebook founder Mark Zuckerberg changed the name of his trillion-dollar company to Meta. The Metaverse, the once-buzzy technology that promised to allow users to hang out awkwardly in a disorientating video-game-like world, has died after being abandoned by the business world. Songs from the Apple Music catalog cannot be burned to a CD.Account icon An icon in the shape of a person's head and shoulders. iTunes-compatible CD or DVD recorder to create audio CDs, MP3 CDs, or backup CDs or DVDs.Internet connection to use Apple Music, the iTunes Store, and iTunes Extras.Screen resolution of 1024x768 or greater 1280x800 or greater is required to play an iTunes LP or iTunes Extras.To play 1080p HD video, a 2.4GHz Intel Core 2 Duo or faster processor, 2GB of RAM, and an Intel GMA X4500HD, ATI Radeon HD 2400, or NVIDIA GeForce 8300 GS or better is required.To play 720p HD video, an iTunes LP, or iTunes Extras, a 2.0GHz Intel Core 2 Duo or faster processor, 1GB of RAM, and an Intel GMA X3000, ATI Radeon X1300, or NVIDIA GeForce 6150 or better is required.To play standard-definition video from the iTunes Store, an Intel Pentium D or faster processor, 512MB of RAM, and a DirectX 9.0–compatible video card is required.PC with a 1GHz Intel or AMD processor with support for SSE2 and 512MB of RAM.
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