Neal Stephenson, the author who coined the term “metaverse” 30 years ago, is launching a metaverse-focused blockchain project called LAMINA1.

He also revised his view of the metaverse, suggesting that the experience might be more oriented toward flat 2D screens rather than virtual reality or augmented reality technologies such as headsets and lenses, as Meta and Microsoft have proposed as models.

Stephenson, a popular writer of discursive fiction, explored the concept of a virtual reality world called the Metaverse in his 1992 science fiction novel Snow Crash. In addition to writing, the 62-year-old author served as chief futurist for an augmented reality (AR) company called Magic from 2014 to 2020.

According to a June 8 announcement by OG crypto investor and former Bitcoin Foundation chairman Peter Vessence, Stephenson and he co-founded a new first-layer blockchain called LAMINA1, which they hope will act as “the underlying layer of the open meta-universe.

It is a place to build closer to Neal Stephenson’s vision – a place that provides special treatment for technical and artistic creators, a place that provides support, space computing technology, and a community that supports those who are building the metaverse,” Vessence wrote, adding “, adding that “the network ‘could’ be low-carbon.”

Specific details of the project are not yet available, but Ether co-founder Joseph Lubin is a well-known name on the project’s list of early investors.

Commenting on the role of LAMINA1 co-founder, Vessence said: Stephenson brings his vision, wisdom, experience and some core goals: to help artists and other value creators get paid a fair wage for their work and to help the environment …… see a truly open meta-universe built up, rather than seeing the vision of the meta-universe swayed by monopolistic corporations.

Vessence noted that he will focus on getting the blockchain off the ground quickly while working to get “the necessary governance, technology, node operators, IP partners, artists, business partners and funding.”

Stephenson’s 1992 novel portrays the Metaverse as a virtual urban environment accessible via a global fiber optic network and VR headsets. The book features themes of social inequality, centralized control and persistent advertising, while the concept of virtual real estate is also featured in the book.

Stepheson shared some thoughts about the metaverse on Twitter earlier today, as he predicted that the bulk of the metaverse will be used for screens rather than VR headsets.

In his tweet, he said: The assumption that the metaverse is primarily AR/VR is not crazy. In my book, everything is virtual reality. I worked for an AR company – one of which is investing billions of dollars in producing headsets. But …..

Stephenson notes that when he first wrote this article three decades ago, he didn’t foresee a future in which high-quality video games would be rolled out to consumers on a large scale.

“Thanks to gaming, billions of people can now comfortably navigate 3D environments on flat 2D screens. The UI at their disposal (e.g. WASD + mouse) is not what most science fiction writers would predict. But that’s the path dependency in technology.”

The author goes on to add that modern game development still revolves around developer and consumer screens and, if anything, will use a hybrid approach to developing metaverse that encompasses 2D screens and AR/VR technology rather than pure VR.

We use keyboards designed for mechanical typewriters to smoothly navigate and interact with extremely rich 3D environments,” he said. It’s a steampunk implementation. And a metaverse that leaves users and developers behind would be a false start.” .


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