To be able to access metaverse services, internet access is paramount. No internet no metaverse, no high bandwidth, no metaverse either. No income, no internet and even less metaverse.
"Worldwide, 62% of men on average use the internet, compared to 57% of women.
While the gender digital divide is narrowing in all regions of the world and is virtually non-existent in developed countries (with 89% of men and 88% of women online), large inequalities remain in the least developed countries (31% of men connected, compared to only 19% of women) and in landlocked developing countries (38% of men connected compared to 27% of women).
The gender divide remains particularly pronounced in Africa (35% of men connected vs. 24% of women) and in the Arab States (68% of men connected vs. 56% of women).
The urban-rural divide, while less clear in developed countries, is still a significant challenge for digital connectivity in the rest of the world
Globally, people living in urban areas are twice as likely to use the Internet as those living in rural areas (76% of those connected in urban areas compared to 39% in rural areas).
In developed economies, the urban-rural divide in Internet use is negligible (89% of people living in urban areas have used the Internet in the past three months, compared with 85% of people living in rural areas ), whereas in developing countries, people living in urban areas are twice as likely to use the Internet as those living in rural areas (72% of those connected in urban areas, compared with 34% in rural areas).
In LDCs (Least Developed Countries), urban dwellers are nearly four times more likely to use the Internet than those living in rural areas (47% of those connected in urban areas, compared to 13% in rural areas).
On average, 71% of the world's population aged 15-24 use the Internet, compared to 57% of people in all other age groups.
This generational gap exists in all regions. It is most pronounced in LDCs, where 34% of young people are connected, compared with 22% of the rest of the population.
More Internet use among young people bodes well for connectivity and development. In LDCs, for example, half of the population is under 20, suggesting that local labor markets will become progressively more connected and tech-savvy as more young people work.
ITU (International Telecommunication Union) figures also show a clear disconnect between digital network availability and actual connection. While 95% of the world's people could theoretically access a 3G or 4G mobile broadband network, billions of people are not connected.
The affordability of devices and services remains a significant barrier. As part of the widely accepted goal of making broadband connectivity affordable in developing countries, the cost of the basic mobile broadband package stands at 2% of gross national income (GNI) per capita. Yet in some of the world's poorest nations, the cost of online access can reach a staggering 20% of GNI per capita or more.
Lack of digital skills and understanding of the benefits of Internet access is another challenge, compounded by the absence of content in different local languages and the lack of literacy and numeracy skills needed by many people to use the interfaces."
Source: Despite a boom, nearly 3 billion people are still not connected to the Internet (ITU)
November 30, 2021 - https://news.un.org/en/story/2021/11/1109682
The use of the metaverse depends on the ability to connect to the internet and the ability and motivation of groups of individuals to connect for specific uses, and while there are differences in wealthy countries, the gaps are widening in others.
"The digital divide continues to widen: 1 in 2 Belgians vulnerable
Nearly one in two Belgians lives in a situation of digital vulnerability denounce Monday Unia, the inter-federal center for equal opportunities, and the Service for the Fight against Poverty, in an opinion cited in Le Soir. The Covid crisis has largely amplified and accelerated the digitalization of society, leaving many people lost in the face of these rapid changes, these organizations note.
Concrete actions are advanced by these organizations to help people in situations of digital vulnerability.
On the one hand, it is necessary to refuse the all-digital, while many people, such as disabled, elderly, illiterate or illiterate people, still need a counter with a human contact.
It is also necessary to ensure easier access to new technologies. For the Anti-Poverty Service, internet access should even be guaranteed by the Constitution. "In the same way as water, for example, access to an internet connection is an essential good," claims Mélanie Joseph, a collaborator of the Service.
Finally, the reality of vulnerable groups must be better taken into account. Patrick Charlier, director of Unia, regrets that we often make digitalization choices in reverse. "A system that suits the most vulnerable groups will always suit the whole of society," he says. "Yet, right now, we build a website or an online form, and then we think about how to make it accessible to vulnerable people."
Source: The digital divide continues to widen: 1 in 2 Belgians vulnerable - 03.2023 - https://www.lavenir.net/actu/belgique/2023/03/27/la-fracture-numerique-continue-de-se-creuser-1-belge-sur-2-vulnerable-3CZASRMVJZHK5AWNLJT7FKOLFU/
So, digital is not yet suitable for everyone and not everyone is able to embrace digital. We are in a phase of internet adoption for all with uneven means across the world. Here, the classic internet is the classic goal, while the metaverse is a 5x level in demand for internet power and usage knowledge to navigate a mix between virtual and artificial intelligence.
"AI has been used to improve the efficiency of a wide range of industries, from healthcare to transportation. AI-powered sensors can collect data from the physical world and use machine learning algorithms to predict future trends, making the Internet of Things even more powerful. For example, AI can be used to predict machine repair needs, predict the best times for cities to schedule certain maintenance, or predict when certain crops need watering.
Virtual Reality and Augmented Reality
A new type of internet will emerge in the form of virtual reality (VR) and augmented reality (AR). These technologies have seen a significant increase in popularity in recent years and are expected to have an even greater impact in the near future. VR is a computer-generated simulation of a three-dimensional image or environment that can be seen through a headset or glasses and heard through a sound system.
AR is the combination of computer and internet technology with real-world environments to create new environments or enhanced images. VR and AR will be used in a wide range of industries because of the incredible potential it has to transform the way people experience things. VR and AR are expected to improve communication between people and offer new ways to engage with customers, employees and partners.
These technologies can be used by companies to train and educate their employees. VR and AR are just getting started with the latest technological advances such as more powerful and cheaper computer processors, more advanced graphics, better sensors and more advanced software."
Source: The Future of the Internet: Digital Trends in 2023 with Digital Impacts
- September 2022 - https://www.linkedin.com/pulse/le-futur-de-linternet-tendances-num%C3%A9riques-en-2023-avec-/
And, what happens in the enterprise will also happen at home and vice versa. Imagine a rope and at each end a use for the family with games and fun and on the other the digital duplication of the real world and that the whole has the same name. The technologies are the same but the uses are different. And, the final objective projected today would be to mix fun and work. Even if the technologies are the same, is it really possible?
Today, the metaverse is made up of trial and error and the stammering of people projecting the future with millions and personal visions. In the end, the first universes, made for thousands, remain empty.
"At CES 2023, a host of companies and startups talked about augmented reality glasses and sensory technologies to feel - and even sense - in the metaverse. Among them, we count the American company OVR. This one presented a headset containing a cartridge with eight main aromas. And it is possible to combine them to create different scents.
An earlier, business-focused version is embedded in virtual reality goggles and allows users to smell anything.
But more robust, immersive uses of scent are even further down the innovation spectrum. Experts say that even virtual reality technologies that are more accessible are in the early stages of development. What's more, they are too expensive for many consumers to buy.
Decreasing interest in the metaverse
The numbers show that there is diminishing interest. According to research firm NPD Group, sales of VR headsets, which have found popular use in games, fell 2% last year, a low note for companies betting on more adoption.
Yet big companies like Microsoft and Meta are investing billions. And many others are joining the race to capture market share in supporting technologies. And that includes wearable devices that replicate touch."
Source: CES 2023: Is the metaverse closer than we think? - January 2023
https://www.realite-virtuelle.com/ces-2023-le-metaverse-est-il-plus-proche-que-nous-ne-le-pensons/
It's the communities that create life, not the form that will receive that community. But, the bigger companies are not going to let their investments go dormant and they are going to push through marketing campaigns to get their platforms adopted, like fitting circles into squares...
Wouldn't it be easier to have a dialogue with the families, the communities, to know their dreams and needs so that we can have the right foundation to build this new industry. Because as long as the goals remain unclear, it will be complicated to put in place an educational strategy of excellence to lead to the jobs of tomorrow.
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