Dear Gate Post users, we’re excited to announce a brand-new upgrade to our user interface! The new version is simpler, smoother, and packed with many thoughtful new features. Update now and explore what's new! What do you think of the new Gate Post experience? Which features do you like most? Have you noticed any surprises or improvements? Share your experience now to split a $50 prize pool!
🎁 We'll select 5 users with outstanding posts, each winning $10!
How to participate:
1. Follow Gate_Post;
2. Create a post with the hashtag #MyGatePostUpgradeExperience# , sharing your feedback and experie
The Meta 4D report calls for the United States to build a meta-cosmic power
According to data from the Bureau of Economic Analysis of the U.S. Department of Commerce, in the first quarter of this year, the U.S. GDP was 6.61 trillion U.S. dollars, and the largest contributor was consumer spending, including consumption of goods and services. According to the report produced by Deloitte commissioned by Meta, the metaverse will likely promote a substantial increase in the value of goods and services produced in the United States in the future.
Getting the attention of the government, enterprises, and users from the Metaverse through reports is of course what Meta of the All in Metaverse would like to see. Last year, Meta commissioned the consulting firm Analysis Group to release a report on the impact of the Metaverse on the global economy, predicting that by 2031, the popularity of the Metaverse will contribute $3.01 trillion to the global economy.
In this year’s report on the impact of the metaverse on the U.S. economy, some cases are particularly noteworthy: the metaverse technologies and applications developed by U.S. technology companies have already helped some companies increase their sources of income, supplement existing income, and optimize physical processes, etc. wait.
So, how will these new scenarios created by the development of metaverse technology bring about a boost to a country's economic development? What other problems need to be solved? Part of the answer is also given in this Meta report. "Daily Explosion of the Metaverse" compiled an excerpt of the important expositions in the report, trying to get a glimpse of the "magic power" of the Metaverse from the perspective of Meta.
Corporate America's metaverse momentum is an American advantage
The current Internet (Web 2.0) has had a profound impact on the world's economy and society, shaping the way people, businesses and governments interact in their daily lives.
The Metaverse is considered the next major iteration of the internet. Although it is still in its infancy, early Metaverse experiences are emerging around 2D, AR, AI and immersive 3D, VR technologies through current infrastructure and user devices (e.g. smartphones, computers, headsets).
These metaverse technologies already provide users with a more interactive way of communicating. With the continuous development and integration of technologies and applications, the Metaverse is expected to support more immersive and interactive experiences in virtual worlds. **Early applications show that this technological revolution has the potential to further transform commerce, communications and public services. **
Over time, these technological innovations may create new economic opportunities, create new business models, and open new avenues for simulated reality, entertainment, collaboration, research, and business operations. In order to achieve this goal, the world needs to establish an ecosystem of public and private sector participation, as well as a set of standards, platforms and protocols to manage the ecosystem. **
U.S. tech companies like Meta, Nvidia, and Roblox are investing heavily in Metaverse technology.
After acquiring VR headset developer Oculus in 2014, Meta formed Reality Labs, a company dedicated to building Metaverse technologies and experiences. **Meta is also developing a supercomputer to provide computing power for metaverse-related work. **
** Nvidia is investing in a metaverse that will enable multiple businesses to collaborate and build "digital twins" of factories, warehouses and telecommunications networks within it. **
The mission of Roblox is to build a common human experience platform, support developers to build virtual worlds, and **allow players to create digital avatars that can be used at any time in different metaverse applications. **As of 2022, Roblox will have 52 million daily users
**The development of the metaverse will be driven by the cooperation of participants in different ecosystems. **Its development has allowed national and international companies to form partnerships and, in the process, to disseminate innovative technologies. For example, Meta recently entered into a partnership with Qualcomm to develop a dedicated chipset for VR devices. In another recent development, AR headset developer Kura Technologies has partnered with TSMC to develop Kura's new high-performance chipset. Deloitte's Unlimited Reality product has expanded its partnership with Nvidia to develop an enterprise metaverse that uses AI computing and Nvidia's Omniverse enterprise platform to simulate the physical world.
The momentum generated by U.S. businesses can help the United States become a leader in the development of the Internet, with domestic and global benefits. ** U.S. companies develop Metaverse software and hardware that can be used around the world, potentially fueling U.S. economic growth and exports. **
The Metaverse is often associated with the immersive 3D VR experience provided by headsets, but smartphones can also access a 2D Metaverse through apps, internet browsers, and built-in cameras. In the U.S., already 85% of adults will own a smartphone by 2021, suggesting** that in the short term, smartphones will be the greatest possible entry point for some key emerging applications. **At the same time, innovation has the potential to generate new, more affordable ways of participating in the Metaverse, allowing more immersive XR to become part of the ecosystem in the future.
To build the metaverse, the development of four interrelated key areas will be very important:
*Continuous improvement of Digital Infrastructure to ensure the highest quality data processing capability and low-cost data transmission efficiency for existing and upcoming emerging technologies. **
These four components are interrelated and together will lay the foundation for the innovative development of Metaverse in the United States, the growth of product demand, and the resulting economic benefits.
Regulation is also crucial, so businesses can have the confidence to invest in Metaverse technology and consumers can feel safe using it. **The government provides public policy, regulatory and governance frameworks to facilitate the development of metaverse technologies, providing a safe and inclusive environment for the development of metaverses for consumers, businesses to use and invest in. **
Metaverse is good for the US economy, but there are regional differences
With the potential to make a significant contribution to the U.S. economy by transforming commerce and communications, the Metaverse has the potential to be a significant economic opportunity for the United States. However, because the Metaverse contains emerging technologies, it is difficult to accurately estimate the size and value of this economic opportunity. But despite the differences, all estimates suggest that the economic potential of the Metaverse on a global scale is enormous.
**Analysts estimate that by 2031, the Metaverse may contribute $560 billion to U.S. GDP and $3 trillion to global GDP each year. Their analysis is based on the assumption that the growth of the global metaverse may be similar to the growth pattern of mobile technology in the past. **
In assessing the potential economic impact of the Metaverse at the global and national levels, we employ the established relationship between capital investment in information and communication technologies (ICT) and economic growth, based on several projections, including global GDP and different ICT investment scenarios Prediction.
**According to the global metaverse investment scenarios outlined in the literature, the potential annual economic contribution of the metaverse to U.S. GDP by 2035 could be between $402 billion and $760 billion (equivalent to 1.3% to 2.4% of total GDP ). This suggests that the Metaverse could lead to a substantial increase in the value of goods and services produced in the United States. **Given that this technology is still in its infancy, the timing and size of the economic benefits depend on the enabling environment for its growth and adoption.
The United States is the world's largest economy and second-largest exporter, with a GDP of $23 trillion in 2020 and exports of goods and services of $3.5 trillion. American companies are able to provide a large market for domestic consumers and businesses. The US is also a rich country with a high GDP per capita, which indicates that there is a large potential pool of consumers and businesses that can afford technological innovations.
These figures, however, mask large disparities within and among U.S. states. On some measures of income and wealth inequality, the U.S. lags advanced economies such as the U.K., Canada and Germany, partly reflecting socioeconomic differences between states. For example, although the overall unemployment rate in the United States is 3.5% as of December 2022, the data varies widely from state to state. Nevada had the highest unemployment rate at 5.2 percent and Utah the lowest at 2.2 percent.
The US State New Economy Index is a model used to measure the structure of states' economies and assess whether they match the ideal conditions of an innovation-driven economy. The index shows that while Massachusetts' economic structure is ready to leverage innovative technologies to drive the economy, Mississippi is not. This difference is due to the fact that Massachusetts has more technology and professional services firms and a high-skilled labor market, while Mississippi has more traditional industries and is less well suited to embrace an innovation-driven economy. The data also showed wide disparities in the median income of residents across the country across racial groups and between urban and rural communities.
So, while the U.S. as a whole is better equipped to deliver the hardware and software of the Metaverse for immersive experiences, a significant portion of the population may not be ready to benefit from it. **
How does the Metaverse contribute to the US economy?
Metaverse's contribution to U.S. economic growth is expected to be driven by businesses leveraging new revenue streams, enhancing existing business models, and improving operational efficiencies. Companies across the United States are already practicing Metaverse technologies in these ways.
Businesses across the United States have used Metaverse technology to create a host of new revenue streams. For example,** some brands and retailers that used to only sell physical clothing now sell virtual versions in the Metaverse. **Nike to start selling digital sneakers in 2021 after acquiring virtual shoe and apparel retailer RTFKT; furniture retailer West Elm created an early metaverse experience that allows customers to buy furniture for their virtual homes on Roblox .
Digital assets such as NFTs may play an important role in the future of online commerce. NFTs are digital assets with unique identifiers to prove ownership, allowing businesses to sell digital assets ranging from digital artwork to virtual land in the Metaverse.
**Some content creators and entertainment companies are beginning to offer virtual experiences through Metaverse technology. **With richer media, creators are developing massively multiplayer games, interactive art exhibits and fashion shows, and immersive online concerts and sporting events. For example, Megan Thee Stallion organized a virtual concert; the Recording Academy of America presented its 64th Grammy Awards in the Metaverse; Opening up "The Tonight Show" filming location in the universe... **Holding events in the metaverse can allow companies to reach audiences who may not have been able to do so in person due to distance, cost or other barriers join. **
**Metaverse technologies are also being used to generate new B2B revenue streams. ** For example, Microsoft has begun packaging its artificial intelligence and AR products for business users, while workers at motorcycle, engine and heavy equipment maker Kawasaki are using Microsoft's AR devices to build robots, manage supply chains and maintain maintenance.
**Businesses are also using Metaverse technology to market their physical products. **Restaurant chain Wendy's has launched a virtual restaurant where visitors can explore and receive discounts at brick-and-mortar restaurants. Likewise, at Chipotle's Metaverse restaurant, visitors can win a real-life burrito by trying a burrito in a virtual environment.
**Metaverse can also complement existing retail operations. For example, consumers who visit a virtual store can try on clothes before ordering the real item, which increases sales and also reduces the number of e-commerce returns. ** Apparel companies Snap and True Fit have developed apps that leverage machine learning (ML) and AI technology to allow shoppers to try on virtual clothes before buying. Another California company, Wanna Fashion, has developed similar shoe fitting technology.
Many companies are using the Metaverse to build “digital twins”, virtual replicas of physical programs and environments such as autonomous vehicles, factories, telecommunications networks, and even cities. **Virtual replicas allow users to optimize the design of an object or building before it is built, potentially saving businesses time and money, replicas can also be used to study performance, run simulations and make predictions. ** For example, in order to keep the San Francisco Airport running smoothly, airport managers are relying on a digital twin of the airport for testing.
Nvidia's Omniverse is being used to design and train self-driving cars. In the real world, training self-driving cars requires millions of miles of testing under different traffic conditions, which is time-consuming and expensive. Augmenting the real world with synthetic data using metaverse techniques can speed up this process, and can also be used to generate scenarios that are too dangerous to test in real life, such as when another car is not correctly centered in the lane, Autonomous vehicles can learn and respond to these situations in a virtual environment.
Metaverse can also be used to increase the effectiveness of training and improve the skills of employees. **Major companies in the U.S., such as Walmart, SAP, and Delta Air Lines, are already using immersive VR training technology. **The study found that their employees learned four times faster using VR than in a traditional classroom.
In industries that require employees to use equipment or tools, Metaverse Technologies can provide a safe and readily available environment to support learning and upskilling. For example, surgeons can practice surgery in a virtual environment before using the learnings in real-world surgery. ** Pfizer is already using Metaverse technology to train its employees to produce sterile injectables. **
Metaverse can also be used to improve consumer-facing employee soft skills. Employees can interact with digital avatars of consumers and learn how to handle difficult situations.
Metaverse techniques can also be used to familiarize new employees with the culture of the company they are joining. **Microsoft recently launched Mesh for Teams, which creates a virtual environment with a personalized avatar where new employees can interact with new colleagues around the world. **
In the United States, 27% of jobs are now done remotely. Metaverse can make communication and interaction among colleagues more like life, and improve the quality of remote work by improving collaboration. ** Some companies have already started using AR/VR technology for online meetings and collaboration. For example, Meta's Horizon Workrooms software and Microsoft's Microsoft Mesh platform. **
Some multinational corporations are headquartered in major cities in the United States and have branches in other states and countries. In 2019, U.S. multinational companies employed 44 million people worldwide. For these companies, the benefits of more effective remote work and international collaboration could be transformative.
Metaverse will also affect healthcare, education and the environment
In addition to contributing to the economic growth of the United States, Metaverse technologies will have public utility impacts, including healthcare, education, and the environment.
Metaverse technology is expanding access to healthcare for people living in remote areas, giving them access to healthcare workers in a virtual world. Examples of "Internet Health" and healthcare digital transformation are emerging around the world. ** In the US, technology company Proximie is using artificial intelligence, AR and ML technologies to allow doctors to remotely assist in surgeries around the world. **
Metaverse technology is already helping to train surgeons and assist them when they operate. For example,** at the University of Connecticut Medical Center, VR headsets are being used to train plastic surgeons. **Surgeons use the headset to practice surgery and receive feedback after each practice session.
Many American students are already learning remotely. In 2020, 75% of U.S. undergraduates took at least one online course, and 44% took only online courses. There is no doubt that numbers have risen due to the COVID-19 pandemic, but there is evidence that new habits have taken hold and students are still taking more online courses than in the past.
The immersive features of the Metaverse may help improve the quality of distance education. Companies such as VictoryXR, an Iowa-based SME**, have created virtual 3D classrooms for immersive distance learning. **Compared to current 2D technology, the communication and collaboration between students and teachers will be improved, because students can move in the metaverse and teachers can more clearly show what they are teaching.
Metaverse technologies can also be used to improve access to education. Allowing students to take classes remotely could mean they can choose from more colleges without having to leave home, while reducing costs. Currently, most American students attend four-year public schools close to home. If the Metaverse enables students to attend college farther from home, it will help increase access to education.
The U.S. is committed to achieving net-zero greenhouse gas emissions by 2050, but analysis by The Climate Group suggests more action is needed to get there.
Transportation is the largest source of greenhouse gas emissions in the United States, according to the latest figures. Due to the improvement of remote work and virtual social interaction in the metaverse, personal travel needs will be reduced, thereby reducing transportation carbon emissions. Analysis by the International Energy Agency shows that working from home is greener when the commute involves driving more than four miles. According to the latest figures, 88 percent of people in the United States drive to work, with an average commute of 12 miles.
Technology foundation and ecosystem are the key drivers
The metaverse is expected to gradually deliver more immersive and connected experiences, and economic, social and technological factors will need to work together for the metaverse to gain widespread adoption and foster innovation. Among them, the technical foundation and ecosystem are the key forces driving the development of the Metaverse. **Technical foundation (connection technology, equipment) is a prerequisite for the existence and operation of the metaverse in a country, and the ecosystem may determine the degree of widespread adoption and development of the metaverse. **
**Metaverse technology foundation includes: network connection, user equipment, online payment and computing power. **
In the foreseeable future, the application of immersive metaverse will still be mainly driven by VR. Currently, almost all VR content is consumed over the web via WiFi. Regarding AR, existing services are largely 2D and are already supported by current networks. Therefore, **existing fixed network capacity and mobile coverage, combined with future investments in 5G networks, especially fixed wireless access, fiber optic cables, and the continued development of edge computing, may be sufficient to support the continued use and reliability of the Internet. Foreseen metaverse applications. **More use cases are expected to be progressively developed over the next few years.
The United States has almost complete 4G coverage and the rollout of 5G is progressing, but there is still a connectivity gap, especially when it comes to high-speed broadband. A survey by the Pew Research Center found that the most common reason for not having a home broadband connection was cost: 50% of respondents without home broadband said they could not afford it, and the second most common reason was that the home location was not covered (nearly 40%. one in three respondents).
Fixed broadband coverage also varies across the United States. Connecticut has near-universal 25/3Mbps fixed broadband Internet coverage, covering 99% of the population. On the other hand, rural states like Mississippi, Arkansas, and West Virginia have lower fixed 25/3Mbps broadband internet coverage, with each state covering between 80% and 82% of households. Closing these connectivity gaps will allow for wider use of existing technologies and improve future Metaverse experiences.
In the short term, devices such as AR/VR headsets, computers, and smartphones are required to access Metaverse apps. **In general, the United States has very high computer and smartphone coverage, which can provide early access to metaverse experiences. However, smartphone ownership varies from state to state. ** For example, 85% of adults in Idaho own a smartphone, compared to 70% in Nevada. Cost seems to be the most common reason for not owning a smartphone.
** Over the past decade, AR and VR headsets have gotten cheaper and Americans are more willing to spend on them. **Sales of AR/VR devices more than doubled between Thanksgiving and Christmas in 2021 compared to the same period in 2020. However, the higher price tag of more complex devices is prohibitive for some, which will limit the chances of some metaverse applications being widely adopted. **
**Digital payment processes, payment platforms and systems must be able to support transactions in the Metaverse. The US is in a good position: it has an efficient payment system, and digital payments and e-commerce are widely used. **
Still, many people in the U.S. remain excluded from the banking system, which limits their ability to make digital payments. In 2021, Mississippi will have the highest percentage of "unbanked" households, or households where no one has a checking or savings account with a bank or credit union, according to the FDIC; Utah will have the highest percentage of "unbanked" households. Account” households accounted for the lowest proportion (1.2%). However, the FDIC did not determine the proportion of "unbanked" households that use other methods for digital payments, such as money transfer services.
Widespread adoption of digital identities has the potential to improve the status quo of digital payments and support economic opportunity in the Metaverse.
The future computing needs of the Metaverse are unclear. However, delivering an immersive experience to a large number of users requires a lot of computing power. The data shows that the United States has the most secure servers and the most computing power in the world per capita. **140,808 secure servers per million people in 2020. This gives the United States a significant advantage in achieving metaverse visions such as synchronicity and immersion at scale. **
**Metaverse ecosystem drivers include: people's digital skills, social acceptance, security and privacy, enterprise technology readiness and competition, interoperability. **
The promotion of the Metaverse requires a huge group of digital technology masters. **The United States has the world's leading digital technology population, and its advanced programmers, engineers, and innovators will play a key role in building the Metaverse. **
**Nonetheless, a portion of the U.S. population has limited digital skills. This difference is often related to age, socioeconomic status and rural residence. **A 2018 OECD survey found that 19% of U.S. adults had “low” digital skills, meaning they were unable to use email, search the internet, or perform other basic digital tasks. People cannot operate devices and use software to access the Metaverse without the necessary skills.
There is evidence that a lack of digital skills disproportionately affects minority communities. According to the report, 48% of blacks and 31% of Hispanic youths aged 16 to 24 lack digital skills, compared with 16% of whites.
Measured by educational attainment, there is also evidence that digital skills vary across states. For example, 94.5 percent of people over the age of 24 living in Maine and Vermont graduated from high school or post-secondary education (the highest in the nation), compared with 84.4 percent in California (the lowest). This suggests that some regions may need more support to equip the broader adult population with the skills needed to benefit from Metaverse technologies.
In response to the COVID-19 pandemic in 2019, consumers' lives have shifted more online. In 2020, more than 90% of the U.S. population uses the Internet, and more than one-third of the population "regularly" goes online. People also seem to be learning more and more about the Metaverse. A recent survey found that 59 percent of Americans are familiar with the concept of the metaverse, and 42 percent said they feel positive about the idea of participating in the metaverse in their daily lives.
However, a recent Ipsos survey found that 84 percent of Americans are at least "somewhat" concerned about the security of their personal data and privacy on the internet.
**As Metaverse technologies and applications continue to be developed, more and more usage scenarios emerge that require new and specific protections. This is evident in business areas such as "digital twins" and telemedicine, which generate increasing amounts of sensitive data. **This requires ensuring transparency of data use and building trust between users, consumers and businesses so that people can weigh the benefits of using the Metaverse against the pros and cons of providing data. More broadly, there is also a need to ensure that people are protected from online harms such as harassment and fraud in the virtual world.
The adoption of new metaverse technologies will ultimately be determined by a company's capabilities and culture.
U.S. companies are well-positioned to adopt new technologies, and a significant number are already developing capabilities to take advantage of the Metaverse. ** A PwC survey found that 51% of companies already have personas focused on "metaverse activities," with another 31% planning to create such personas and 41% investing in related technologies. **
**Businesses that do not have the required skills risk being left behind and not benefiting from the opportunities that the Metaverse may present. **The OECD finds that the digital skills gap is one of the biggest barriers to SME adoption of digital technologies, and suggests that SMEs need external support financially and motivated to complete relevant training. The OECD also noted that higher education institutions could play a role in digital courses for specific students and entrepreneurs, which would incentivize people to devote more time to digital training.
The development of the Metaverse will be driven by many individuals, businesses, and governments around the world, who may not have the same goals. **Multiple versions of the Metaverse are possible, and creating multiple incompatible versions could harm the consumer experience, and competition would make it difficult for users to move freely between virtual worlds. **
Competition in the digital space is on the agenda of the US Congress, which has discussed and implemented several proposals (such as the Digital Platform Commission Act). Multi-stakeholder engagement and cooperation among businesses, users, and Congress is critical to achieving a balance between competition and common standards.
There are already moves to create common standards across the Metaverse to enable seamless transitions between different digital platforms and different digital worlds. **For example, The Metaverse Standards Forum (The Metaverse Standards Forum), an organization that builds metaverse standards, which can test common standards and protocols for different hardware and software.
To lead the development of the metaverse, the United States still needs to solve these problems
As a large advanced economy with world-leading technology companies, the United States is well-positioned to exploit the potential of the Metaverse, as well as to lead the global development of the Metaverse. This is expected to have huge economic benefits, as **US companies can use the Metaverse to create new revenue streams and improve efficiency, and the US may also export Metaverse technology around the world. **We project that the Metaverse could contribute between $402 billion and $760 billion to annual U.S. GDP by 2035.
However, for more people to reap the benefits of the Metaverse, the United States needs to make progress in bridging the communications divide, improving digital skills, and addressing trust and security concerns about the Metaverse. **Businesses, the federal government, and wider society all have a role to play in this.
Continuing to build out broadband infrastructure will benefit consumers, businesses, and the entire Internet ecosystem, and will allow more people to access existing and future Metaverse services. This requires consideration of what can be done to support the cost of Internet access for low-income households, and how to invest in rural areas where deployment costs are higher.
The federal government and some states are already taking steps to increase broadband coverage and penetration. For example, the Rural Digital Opportunity Fund is a $20 billion program to enable Internet service providers to expand broadband to underserved rural areas over the next 10 years. In addition, President Biden's infrastructure bill allocates $65 billion to provide "affordable and reliable, high-speed Internet" to all citizens of the United States.
Both users and developers need digital skills to access and benefit from the Internet, including the Metaverse and its applications.
The tech companies involved in building the Metaverse are taking steps to improve the digital skills of citizens. For example, Microsoft has provided funding to improve the digital skills of African-Americans; Google has launched an initiative to improve the digital skills of black women; Meta is partnering with the non-profit organization Jobs for the Future to use Metaverse technology to support small and medium-sized enterprises , especially those SMEs that are at a disadvantage in the labor market.
U.S. states have also instituted initiatives aimed at improving digital skills. For example, the California Emerging Technology Foundation works with community organizations to increase the digital literacy of the state's population. Improving the digital skills of the population cannot be achieved overnight. It will require the private sector, state governments, and federal agencies to work together to fund and implement initiatives that increase the digital skills of people of all ages. Tech companies should also consider how to design user-friendly hardware.
We can't always foresee how new technologies will impact our lives, or how long the impact will last. In fact, the concept of the metaverse is still in its early stages, and its full scope of application is not yet certain. However, as immersive and interactive experiences grow, communication and commerce in virtual worlds will become more similar to physical interactions in the real world. For more consumers and businesses to adopt these technologies, they need to feel safe while using them.
This is not an issue that can be tackled alone and requires cooperation between business, government and civil society. Businesses can increase the transparency of hardware and software designed for end users, explain how they process data, and communicate to users the economic and social benefits of new technologies; policymakers need to work with business and community organizations to support and promote innovation, while ensuring that society Be protected without stifling innovation.
The next few years will be decisive for metaverse applications and the enabling factors of the United States. Collaboration is critical, not just within the United States, but across the globe. Businesses, governments, and community organizations will work together to promote a sustainable and inclusive Metaverse ecosystem. In doing so, the United States will have the opportunity to support and shape the Metaverse's global stage play a leadership role.