You are on page 1of 44

Metaverse: 5F

Fact, Fake, Fan Fiction, and Forecast

Alamyin Alamyin Alam Yin Cikal Akal alamyin@gmail.com www.alamyin.com

Syamsu Alam
Fan Fiction kb. Cerita tentang karakter yang telah
muncul dalam fiksi terkenal, tetapi yang ditulis oleh
penggemar bukan oleh penulis aslinya.
Contents
1. Sekilas Metaverse KNOWLEDGE is
2. Fact Potential Power, it
becomes power only when,
3. Fake and if, it is organized into
4. Fan Fiction define plans of action, and
5. Forecast directed to a definite end.
__Napoleon Hill__
1 + 1 = berapa?
Beragam Definisi
“The metaverse is a digital space “A mass delusion that assumes that the
where you can create memories that future should look like Ready Player One
rival physical experiences in scope, for some reason.”
meaning, and value. It’s not about
the best tech or creating the best Rafael Brown (CEO at Symbol Zero)
simulation. It’s about enabling
humanity to experience the things
that make us human. Hyper social
co-experiences where we can “A nebulous, digitally mixed reality with both
connect with each other in authentic
ways.” non-fungible and infinite items and personas
Neil Redding (Founder and CEO, not bound by conventional physics and
Redding Futures) limitations.”
Emma-Jane MacKinnon-Lee (CEO &
Founder of Digitalax)
https://www.forbes.com/sites/cathyhackl/2021/
05/02/defining-the-metaverse-today/
METAVERSE 2018. movie Ready Player
One, based on a 2011 science
fiction novel Ernest Cline

• Metaverse adalah konsep cara manusia


berinteraksi.
• Metaverse merupakan realitas digital
alternatif tempat orang bekerja, bermain
dan bersosialisasi. Bisa juga disebut mirror
world, AR cloud, magic verse, internet spasial, atau
live maps, dll.
• The metaverse is a virtual world that
blends aspects of digital technologies
including video-conferencing, games
like Minecraft or Roblox,
cryptocurrencies, email, virtual reality,
social media and live-streaming. (Nate
Lanxon, Bloomberg)

virtual world in which people TRILOGI THE MATRIX, 1999, 2003


would use avatars to interact with
each other. 1992
WHAT IS REAL?
4 Pilar Komunikasi Virtual Reality

1. Dunia Virtual sebgai


Pesan (Realitas Objektif,
Realitas Subjektif, Realitas
yang Dikonstruksi, Realitas
Virtual)
2. Imersi (keterlibatan ‘intim)
3. Umpan Balik Sensori
4. Interaktivitas
Jalaluddin Rakhmat : Psikologi Komunikasi (edisi Revisi)
Framework
Metaverse
Matthew Ball’s Kriteria Metaverse
1. Persistent - The Metaverse will be “always
on.
APA MOTIF 2. Synchronous and Live - Everyone will
MENGGUNAKAN experience everything the Metaverse has to
VIRTUAL offer at the same time, the same way events in
REALITY real life occur. https://www.youtube.com/watch?v=wYeFAlVC8qU
3. No Real Cap to Concurrent Participants -
Like in the “Synchronous” example, Fortnite
allowed millions of players to participate in a
live concert that took place at a fixed time.
MOTIF PSIKOLOGIS
1. Melarikan diri dari realitas ‘fisik’
2. Memuaskan rasa ingin tahu
3. Meningkatkan rasa ‘superioritas’
4. Memberikan makan Ego
5. Merindukan Persahabatan
6. Kebutuhan akan tantangan
7. Kebutuhan untuk memimpin
8. Fantasi Seksual
9. Memenuhi Kebutuhan akan Cinta dan
Penerimaan
10. dll
Fact
ASIA PASIFIC
THE REGION PRIMED FOR METAVERSE

Trillions of dollars: that’s how much private industry


is investing into the metaverse
WEB3
DECENTRALIZED
INTERCONNECTED
BLOCKCHAIN ENABLED
CO-CREATED
LIVE & PERSISTENT
ECONOMICALLY FERTILE
Bloomberg’s assumptions for Metaverse growth by 2024

Metaverse adalah
Konsep. Niilai
komersialisasinya bisa
dibandingkan dengan
internet in the 1990s.

Source: Bloomberg Intelligence, as of June 2021. LHS = Market Size ($bn) / RHS = Annual Growth Rate.
Layer 1: Experience

• Dematerialization of physical
space, distance, and objects. It
includes 3D games like Fortnite on
our game consoles, Beat Saber in
our virtual reality headsets, and
Roblox on our computers. It also
includes Alexa in our kitchen, • dematerialization …..rumah
Zoom in our virtual offices, adalah tempat pertama, tempat
Clubhouse on our phones, and kerja adalah tempat kedua,
Peloton in our home gyms. tempat ketiga …..
• experiences: the content- • experiences: the content-
community complex. Costumer-
Consumer community complex.
Costumer-Consumer
Why Games
Monetize
• Gamification adalah aplikasi teknik
dan konsep game ke dalam strategi
pemasaran.
• Menambahkan elemen pada situs
atau aplikasi dengan hadiah,
tantangan, dan lain-lain.
• Tujuan: engagement, brand loyalty,
dan hasil positif lainnya bagi sebuah
bisnis.
FITNESS [] Live Streaming [] Esport (Spactacle)
Live Music [] etc
Layer 2: Discovery
• The discovery layer is about the
push and pull that introduces
people to new experiences.
This is a vast ecosystem, and
one of the most lucrative for
many businesses — including
some of the largest in the world.
• community-driven content is
a far more cost-effective means
of discovery than most forms of
marketing
Layer 3: Creator Economy

Pioneer Era (buat web dengan HTML,


full coding). Engineering Era (low
coding), Creator Era (Creators gain tools,
templates, and marketplaces of content
that reorient development from a bottoms-
up, code-centered process to a top-down,
creatively centered process)
• Today, you can launch an e-
commerce website in Shopify in
minutes without knowing a single line
of code. Websites can be created and
maintained in Wix or Squarespace. 3D
graphics experiences can be crafted
within game engines such as Unity
and Unreal without ever touching the
lower-level rendering APIs — using
visual interfaces within their studio
environments.
• Spatial computing proposes hybrid
real/virtual computation that erodes the
barriers between the physical and the
ideal worlds.
Layer 4: Spatial Computing • 3D engines to display geometry and
animation (Unity and Unreal)
• Mapping and interpreting the inside
and outside world — geospatial
mapping (Niantic Planet-Scale
AR and Cesium) and object recognition
Voice and gesture recognition
• Data integration from devices (Internet
of Things) and biometrics from people
(for identification purposes as well
as quantified self applications in
health/fitness)
• Next-generation user interfaces to
support concurrent information streams
and analysis
Layer 5: Decentralization

• The simplest example of


decentralization is the Domain Name
System (DNS), which maps individual IP
addresses to names, saving you from
having to enter a number each time you
want to go somewhere online.
• Blockchain technology frees financial
assets from centralized control and
custody — and within decentralized
finance (DeFi), we already see
examples of connecting financial legos
to form novel applications. With the
advent of NFTs and blockchains
optimized for the sort of
microtransactions required by games
and metaverse experiences
Decentralized
Autonomous
Organization (DAO)
adalah sebuah institusi
yang didesain untuk
dioperasikan secara
otomatis, di mana
kegiatan utamanya
adalah menyalurkan
pendanaan bagi para
nasabah. Kegiatan ini
mirip dengan yang
dilakukan oleh
perusahaan modal
ventura. Namun,
keputusan untuk
memberi pembiayaan
tidak melalui struktur
manajemen atau dewan
direksi, melainkan melalui
kode open-source.
Layer 6: Human Interface
• Computer devices are getting closer to our
bodies, transforming us into cyborgs.
• Smartphones are no longer phones,
They’re only getting more powerful; and
with further miniaturization, the right
sensors, embedded AI technology, and
Mobile Computing
low-latency access to powerful edge
computing systems, they’ll absorb more
and more applications and experiences
from the metaverse.
• 3D-printed wearables integrated into
fashion and clothing Miniaturized
biosensors, some even printed on the skin
Maybe even consumer neural interfaces?
Human – Machine interaction
Layer 7: Infrastructure
• 5G networks will dramatically improve
bandwidth while reducing network
contention and latency. 6G will
increase speeds by yet another order
of magnitude.
• will require increasingly powerful and
tinier hardware: semiconductors that
are imminently dropping to 3nm
processes and beyond;
microelectromechanical
systems (MEMS) that enable tiny
sensors; and compact, long-lasting
batteries.
Fake
Forcasting
Intentionally Blank
▪ Saya tegaskan, yang ▪ Tujuan bukan
utama adalah hasil utama, yang utama
(tujuan) bukan proses adalah prosesnya.
(Jokowi, 2019) (Iwan Fals, 2002).
40
Digital mindset

Classical mindset
A digital mindset is not merely the ability to use technology.

Digital mindset dapat dilihat dari tiga dimensi, yaitu d


•Digital belief,
•Digital curiosity (mencari tahu
perkembangan teknologi digital)
•Digital venturesity. (keberanian individu
untuk mencoba menggunakan teknologi digital terbaru)
Digital belief adalah keyakinan individu bahwa teknologi digital dapat
untuk menunjang pekerjaan, dimana ia percaya teknologi digital dapat
membantu mengerjakan kegiatan dalam dunia kerja dengan lebih efektif.

Digital curiosity adalah ketertarikan individu untuk mencari tahu


perkembangan teknologi digital terbaru yang dapat menunjang pekerjaan,
dimana ia akan selalu mengikuti informasi terkini mengenai perkembangan
teknologi digital.

Sedangkan digital venturesity adalah keberanian individu untuk


mencoba menggunakan teknologi digital terbaru sehingga memperoleh manfaat
yang maksimal untuk menunjang pekerjaan, dimana ia cenderung ingin mencoba
teknologi digital terbaru walaupun terdapat berbagai tantangan dalam
menggunakannya.
Sumber
Inspirasi •

Whitepaper metaverse versi 2.1
https://www.tcs.com/perspectives/articles/defining-your-digital-ecosystem
• Digital Business Ecosystems, Edited by: Francesco Nachira
• De Meyer, A., & Williamson, P. J. (2020). Addressing the Disruption Imperative.
In Ecosystem Edge: Sustaining Competitiveness in the Face of Disruption (pp. 4).
Stanford, CA: Stanford Business Books, an imprint of Stanford University Press
• https://www.thenextevolution.com/2019/07/17/a-new-world-of-ecosystems/
• https://medium.com/building-the-metaverse/the-metaverse-value-chain-
afcf9e09e3a7 John Radoof
• Forbes.com

You might also like