Time to disengage: the Metaverse and human-computer interaction
<p>I am old enough to remember when <a href="https://www.goodreads.com/book/show/40651883-snow-crash" rel="noopener ugc nofollow" target="_blank">Snow Crash</a> by <a href="https://www.nealstephenson.com/" rel="noopener ugc nofollow" target="_blank">Neal Stephenson</a> originally hit the bookstore shelves. It was the early ‘90s and I was in my teens. Our computers still squeaked out a sequence of high pitch noises whenever they tried to connect to a network. But <a href="https://en.wikipedia.org/wiki/Cyberpunk" rel="noopener ugc nofollow" target="_blank">Cyberpunk</a> was a fresh new thing, the vision of our hyper connected future, in which we were supposed to spend a good chunk of our lives online.</p>
<p>Fast forward thirty years into the future. It is the year 2022 and <a href="https://about.meta.com/what-is-the-metaverse/" rel="noopener ugc nofollow" target="_blank">Metaverse</a>, the word coined by Mr. Stephenson, is now a product name. The vision of this <a href="https://en.wikipedia.org/wiki/Cyberspace" rel="noopener ugc nofollow" target="_blank">Cyberspace</a> has been co-opted by one of the biggest global corporations. I guess that we are living in the future that we have been promised.</p>
<p>This future is once again tied to some concepts that the technology developers have been tossing around for decades, namely VR goggles and immersive 3D environments, bundled with a slew of new controller devices. The allure of this vision is that it will redefine the way we interact with technology by making it more intuitive and, in the process, somehow, make us more productive.</p>
<p><a href="https://uxdesign.cc/metaverse-and-human-computer-interaction-9a7196f9b714"><strong>Click Here</strong></a></p>