我想給元宇宙潑點冷水

{"type":"doc","content":[{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"blockquote","content":[{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"硅谷30多年來一直在期待着虛擬現實,並不斷遇到同樣的問題:人們大多喜歡現實。"}]}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"‘元宇宙的概念是尼爾·斯蒂芬森在其1992年的科幻小說《雪崩》中提出的,故事發生在不久的將來,虛擬世界和物理世界密不可分。’ 圖片來源: Artyom Geodakyan\/TASS"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"對於那些不知道元宇宙概念的人來說,“元宇宙”仍然是一個主要由特殊的虛擬現實(VR)和增強現實(AR)技術訪問的虛擬世界。其理念是創造一種覆蓋在我們現實世界上的下一代互聯網。元宇宙的人和其他人一樣存在於我們的物理世界中,但可以看到其他人看不到的東西,並與之互動。可以聯想下《黑客帝國》或《星際迷航》的全息甲板,或者《準備好的玩家1》裏的Fortnite風格的品牌景觀。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"元宇宙的概念"},{"type":"link","attrs":{"href":"https:\/\/as\/%20a%20recent%20piece%20in%20Vice%20points%20out,%20%E2%80%9CThe%20Metaverse%20Has%20Always%20Been%20a%20Dystopian%20Idea.%E2%80%9D","title":"","type":null},"content":[{"type":"text","text":"並不新鮮"}]},{"type":"text","text":"。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"這個詞是尼爾·斯蒂芬森在其1992年的科幻小說《雪崩》中創造的,小說的背景設定在不久的將來,虛擬世界和物理世界密不可分。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"硅谷的科技億萬富翁們似乎"},{"type":"link","attrs":{"href":"https:\/\/www.nytimes.com\/2021\/07\/10\/style\/metaverse-virtual-worlds.html","title":"","type":null},"content":[{"type":"text","text":"越來越相信"}]},{"type":"text","text":"一個真正的元宇宙即將出現;先前的炒作概念在微軟和Facebook的績效會議上被提及。在最近Verge的採訪中,熱情的扎克伯格將元宇宙"},{"type":"link","attrs":{"href":"https:\/\/www.theverge.com\/22588022\/mark-zuckerberg-facebook-ceo-metaverse-interview","title":"","type":null},"content":[{"type":"text","text":"描述"}]},{"type":"text","text":"爲“移動互聯網的繼承者”,是一種“嵌入互聯網,在這裏,你不僅可以瀏覽內容,還可以參與其中。”"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"在元宇宙話題升溫的同時,這也是加密社區爆發的一年。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"今年冬天,不可替代的代幣(NFT)風靡了藝術界的想象力。埃隆·馬斯克(Elon Musk)引發了一個真正瘋狂的比特幣泡沫,然後又破滅了。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"現在,扎克伯格和比爾·蓋茨都沒有將元宇宙的概念和加密技術聯繫起來。但我發現有趣的是,無論是集權者——其權力和影響力與民族國家相抗衡的科技巨頭,還是分權者——仍然是一種有影響力的亞文化的加密創新者,都以大致相同的術語看待技術進步的新篇章:逃避現實。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"但對此潑冷水是很必要的,要記得虛擬現實的概念——也就是元宇宙的真正含義——可以追溯到很長一段時間以前。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"虛擬現實是在1980年代由計算機科學家和技術逆向者Jaron Lanier推廣的;他的公司VPL Research(Virtual Programming Languages的簡稱)取得了巨大的成功,玩具製造商Mattel被授權他們的“數據手套(DataGlove)”設備——一種"},{"type":"link","attrs":{"href":"https:\/\/en.wikipedia.org\/wiki\/Wired_glove","title":"","type":null},"content":[{"type":"text","text":"有線手套"}]},{"type":"text","text":"——來創建任天堂遊戲控制器。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"然而,這已經過去三十多年了。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"任何形式的虛擬現實和增強現實都沒能真正起飛。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"儘管2014年Facebook大張旗鼓地收購了虛擬現實耳機公司Oculus,但即使是我最喜歡技術的朋友,也很少有人跳上Oculus的列車。我只在初創公司HQs中遇到過Oculus VR設備,它是一個被遺棄的小玩意——一個隨意丟棄在WiFi路由器旁邊的新奇玩意。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"正如技術分析師Benedict Evans最近"},{"type":"link","attrs":{"href":"https:\/\/twitter.com\/benedictevans\/status\/1418107230340141058?s=20","title":"","type":null},"content":[{"type":"text","text":"在推特上所說的"}]},{"type":"text","text":",“我兒子對Roblox(一種在線遊戲平臺,用戶可以在該平臺上創建自己的遊戲供其他用戶嘗試)的興趣大約是我把虛擬耳機從櫃子裏拿出來的1000倍。”"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"Substack作家Paul Skallas"},{"type":"link","attrs":{"href":"https:\/\/twitter.com\/PaulSkallas\/status\/1326303919316807681?s=20","title":"","type":null},"content":[{"type":"text","text":"最近指出"}]},{"type":"text","text":":“早在1999\/2000年,人們就告訴你,虛擬現實正處於接管的關鍵時刻。它會改變一切。現在是2020年,它在哪裏?”"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"虛擬現實——以及它之後的增強現實——遇到了一個持續不斷的問題:人們大多喜歡現實。自從有了熒屏,自從有了電影院,人們就一直喜歡視覺娛樂。但是,和所有娛樂一樣,視覺娛樂也有它的時間和位置。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"還記得Oculus眼鏡嗎?我有一對。它使用起來很糟糕。誰希望電子郵件通知整天模糊他們的視野?我的手機足夠分散注意力了。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"可穿戴技術和增強現實的結合很快就分道揚鑣了。增強現實變成了有趣的Snapchat過濾器,讓你看起來像一個皮克斯角色。可穿戴設備變成了蘋果手錶,可以計算你的步幅,並在你心臟病發作時提醒你。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"兩個因素決定了新技術是否流行:能力和激勵。並不是所有的事情技術都可以做(能力),也不是所有的東西人們都想要(激勵)。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"回想21世紀中期,或者重溫David Fincher2010年的經典作品《社交網絡》。社交網絡的基石早在扎克伯格創建"},{"type":"link","attrs":{"href":"https:\/\/www.theguardian.com\/technology\/facebook","title":"","type":null},"content":[{"type":"text","text":"Facebook"}]},{"type":"text","text":"之前就存在了。事實上,一些社交網絡已經存在。還記得Friendster和MySpace嗎?能力就在那裏。但激勵是什麼?爲了讓人們成羣結隊地加入他的社交網絡,扎克伯格增加了早期社交網絡所缺乏的兩個因素:排他性和地位。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"當Facebook首次發佈時,只有那些就讀於一小部分著名大學的人才能加入。我2005年高中畢業,我很慚愧地說,Facebook影響了我的擇校。早期的Facebook是一個加分項。在這裏,你在來到校園之前就找到了朋友,鞏固了新生關係,分享了醉酒和尷尬的回憶。我對元宇宙的支持者的問題是:元宇宙給日常生活帶來了什麼?"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"我以前用過Oculus眼鏡。我發現它們有一種奇怪的時間扭曲效應。當我摘下它們時,我隱約感到疲憊。這場大流行提醒了所有人,Zoom電話與擁抱你的媽媽是兩碼事,我懷疑Zoom疲憊的員工是否有興趣升級到元宇宙工作——不管這意味着什麼。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"Dazed的一項"},{"type":"link","attrs":{"href":"https:\/\/www.dazeddigital.com\/science-tech\/article\/53653\/1\/dazed-studio-trend-report-2031-a-future-world","title":"","type":null},"content":[{"type":"text","text":"新的青年調查報告"}]},{"type":"text","text":"稱,只有9%的年輕人希望留在社交媒體上;厭倦了用數字替代現實生活的人,可能比在家工作的Zoom疲勞軍團更廣泛。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"扎克伯格這樣的科技寡頭,擁有索倫式野心,用“一枚戒指”統治所有人,似乎是負責建設新世界的最糟糕選擇。我更同情加密社區對元宇宙的初步興趣。在我看來,加密技術的前景是,它有可能在一個過度集權的世界中引發權力下放,向下一代的馬丁·路德扮演古騰堡的角色。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","text":"元宇宙提出了一個我們混亂無序的世界的平滑化和合理化版本。加密技術面臨的最緊迫的問題是:爲什麼加密技術對每個人都重要?如果加密技術要真正具有革命性,那麼它就必須給出一個答案,將數字生活的形式縮小到人類的水平,而不是達到自大狂的水平。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","marks":[{"type":"strong"}],"text":"作者介紹"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","marks":[{"type":"strong"}],"text":"Sean Monahan"},{"type":"text","text":" 是洛杉磯的一名作家和趨勢預測家。他與人共同創立了K-Hole,這是一家趨勢預測公司,以創造“核心(normcore)”一詞而聞名。"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"text","marks":[{"type":"strong"}],"text":"原文鏈接"}]},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null}},{"type":"paragraph","attrs":{"indent":0,"number":0,"align":null,"origin":null},"content":[{"type":"link","attrs":{"href":"https:\/\/www.theguardian.com\/commentisfree\/2021\/aug\/10\/techies-think-were-on-the-cusp-of-a-virtual-world-called-the-metaverse-im-skeptical","title":"","type":null},"content":[{"type":"text","text":"https:\/\/www.theguardian.com\/commentisfree\/2021\/aug\/10\/techies-think-were-on-the-cusp-of-a-virtual-world-called-the-metaverse-im-skeptical"}]}]}]}
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