Metaverse Experience Centre With VR, AR and Immersive Technologies Launched in Noida

A Metaverse Experience Centre (MEC) has been established in Noida by Indian metaverse research and advisory firm Metaverse911. On Tuesday, the firm officially announced the launch of this experience centre, inviting industry leaders as well as other Web3 enthusiasts to discover the potential of the technology. Through the centre will let visitors indulge in immersive technologies that include Augmented Reality (AR) and Virtual Reality (VR) — all of which make for key components that brings the digital ecosystem to life in the metaverse.

A fully functional virtual universe, a metaverse is a hyper immersive virtual reality experience that is already making inroads in advanced video games and corporate regimes. Market analysts believe that as this technology enters more advanced stages, it could prove to be game changing for the sectors of healthcare, education, as well as advertising and media.

Built on blockchain networks, the metaverse ecosystem allows players across industries to connect with global audiences and buyers – increasing the trend of creating digital representations of physical objects.

In a recent report published by the World Economic Forum (WEF), industrial metaverse is projected to be a $100 billion (roughly Rs. 8,29,018 crore) market globally by 2030.

With the technology showing promise and adoption, the Metaverse0911 team is aiming to create awareness about this technology – that is compatible with several Web3 elements including digital collectibles or non-fungible tokens (NFTs) as well as cryptocurrencies.

This centre is also being projected as a hotspot for dialogue and research around metaverse technologies. The centre’s website also reveals that it offers access to popular devices such as the Apple Vision Pro, Oculus Quest 2 and 3, the HTC Vive Focus 5K, Vuzix Smart Glasses, Pico VR Headset, Microsoft HoloLens as well as high-end simulators,

“We want to provide a platform for industry leaders to explore solutions that can be implemented to solve their organisational challenges; ushering in a new era of digital innovation in the country,” Rahul Sethi, Founder and Chairman, Metaverse911 said in a prepared statement.

The company claims that the MEC is India’s first such experience centre catering to metaverse-curious people. The firm plans to replicate this centre in other Indian cities as well as in Dubai and Singapore in the future.


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Mark Zuckerberg Criticises Apple Vision Pro Again, Says Meta Quest 3 Is ‘Better’

Meta CEO Mark Zuckerberg hit out at Apple’s Vision Pro headset over the weekend, stating that the social networking firm’s Quest 3 was the superior product. The Meta Co-Founder and CEO was responding to a post on Threads by an analyst claiming the Vision Pro was up to five years ahead of Meta’s offering. This is the second time that Zuckerberg has criticised Apple’s first mixed reality headset, which is priced at $3,499 (roughly Rs. 2.89 lakh) — the Quest 3 costs $499 (roughly Rs. 41,300).

Analyst Benedict Evans stated in a Threads post that Apple’s Vision Pro was “pretty much the device Meta wants to reach in 3-5 years,” adding that he was “genuinely baffled” by Meta’s VR engineers claiming the headset was “basically just the same thing” as the Quest 3. Evans also said that the Apple Vision Pro was the device Meta would want to sell in 3-5 years, while Apple would want to sell its devices at the same price as the Quest 3 in the same time period.

Zuckerberg responded to the analyst’s post, stating that the Quest 3 was better than the Vision Pro. “If our devices weigh as much as theirs in 3-5 years, or have the motion blur theirs has, or the lack of precision inputs, etc, then that means we’ll have regressed significantly,” the Meta CEO said, adding that Apple had to make many compromises in order to provide a higher resolution than the Quest 3.

Evans later suggested that the higher resolution on the Vision Pro could help the company offer more than just a gaming device, while Zuckerberg responded stating that three out of the top seven apps for the Quest 3 — Horizon, VR Chat, and Rec Room — were all social apps. He also said that the Quest’s resolution was “also quite good”, adding that a higher resolution should not come at the cost of ergonomics and motion blur.

Both the Meta Quest 3 and Apple Vision Pro are equipped with pancake lenses — the Quest 3 has LCD displays with a resolution of 2,064×2,208 pixels and a 120Hz refresh rate, while the Vision Pro has a resolution of 2,160×3,840 pixels with a total of 23 million pixels, according to Apple. The latter also offers both hand and eye tracking, while Meta’s headset offers hand tracking and the company’s Touch Plus controllers. The Quest 3 and Vision Pro weigh 513g and up to 650g, respectively.


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LG, Meta Announce Collaboration to Develop Next-Generation XR Technologies

LG and Meta on Wednesday announced a strategic collaboration focused on extended reality (XR) devices and technologies. Meta has previously launched Meta Quest virtual reality (VR) and mixed reality headsets that are capable of offering VR and augmented reality (AR) experiences. Meanwhile, LG created an XR business unit within the Home Entertainment division to focus on building mixed-reality capable devices at the end of 2023. The news comes shortly after the CEOs of both companies were reportedly scheduled to meet in order to discuss the development of a new mixed reality headset that could be unveiled by the Facebook parent firm in 2025.

The South Korean firm announced the partnership in a prepared statement on Wednesday. “LG envisions that by bringing together Meta’s platform with its own content/service capabilities from its TV business, a distinctive ecosystem can be forged in the XR domain, which is one of the company’s new business areas. Moreover, the fusion of Meta’s diverse core technological elements with LG’s cutting-edge product and quality capabilities promises significant synergies in next-gen XR device development.”

The announcement also states that Meta CEO Mark Zuckerberg met with LG Electronics CEO William Cho and Park Hyoung-sei, President, Home Entertainment at LG Electronics at LG Twin Towers in Yeouido, Seoul. The two parties discussed business strategies and considerations for the next-generation XR device development. The LG leadership also tried out the Meta Quest 3 headset and Meta Ray-Ban smart glasses and expressed interest in the company’s large language model (LLM) stack as well as its on-device AI integration.

It appears that LG will extend its hardware and product development efficiency, whereas Meta helps with the core technology inclusion. A report has suggested that the two tech giants have been working together on the Meta Quest Pro 2 for quite some time and the headset could be launched in 2025. At the moment, the details around the partnership are not known and whether both companies offer their expertise and help each other in building separate products or if they will also create co-branded devices is yet to be seen.

According to a report by Reuters, Zuckerberg is currently on a tour of Asia and arrived in South Korea on Tuesday. During his stay, he is expected to meet President Yoon Suk Yeol and other leaders in the technology space. This is reportedly his first known visit to the country in ten years. He is also expected to visit Japan and India as a part of this trip.


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Apple’s Vision Pro Headset to Get First Metaverse App with ‘Ultra Realistic Graphics’

By the second quarter of this year, Apple’s Vision Pro headset is likely to get its first metaverse app. Victoria VR, a firm that works on projects related to web3 and virtual reality is developing this app for the Vision Pro. As per the initial announcement disclosed over the weekend, the app will feature ultra realistic graphics to make the headset experience as immersive as technologically possible. With this, Victoria VR is looking to connect with the members of the global high-end gaming sector at a time when the global games market is poised to reach the valuation of $256.9 billion (roughly Rs. 21,33,268 crore) by 2025.

Apple released its futuristic, mixed reality (XR) Vision Pro headset on February 2, 2024 – several months after announcing it at its Worldwide Developers Conference on June 5, 2023. The headset is outlandishly priced at $3,499 (roughly Rs. 2.9 lakh).

Deploying its app on the Vision Pro, Victoria VR is looking to integrate Apple’s inhouse technology with its own and offer life-like play experience to gamers.

“There will be new opportunities every day encouraging users to return and engage with the world. We will host competitions and give daily/weekly/monthly rewards for users and working with the top tier of the gaming industry, we will be creating a series of Quests and mini-games drawing on the rich experience gained from our predecessors,” Victoria VR said in its whitepaper released earliler this week.

It is interesting, that despite Apple’s reluctance to let its users engage with volatile virtual digital assets like cryptocurrencies, Victoria VR’s app will expose Vision users to crypto and NFT activities.

“Our primary focus will be targeting users of cryptocurrencies and speculators as early adopters. We will become one of the main global marketplaces for NFTs. Within Victoria VR, users will be able to create NFT’s and securely trade in and outworld NFTs in the The Big Market VR,” the whitepaper further noted.

Apple, as of now, has not addressed the crypto-related elements of VR games on the Vision Pro. The iPhone-maker has previously come under fire from members of the Web3 industry for obstructing app growths on its App Store.

In April 2023, a California appeals court had also called Apple’s policy of not allowing app developers to integrate third party payment methods with their services as ‘unlawful’. The court ruling is expected to bring changes to Apple’s App Store payment practices in the EU and could also allow Web3 apps to add more operability to their iOS iterations.


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Apple Vision Pro US Launch Date Delayed, Coming to Other Countries Later in 2024: Report

Apple Vision Pro — the company’s first spatial computer unveiled at WWDC 2023 — could arrive in the US a couple of months later than expected, according to Bloomberg’s Mark Gurman. While the company has not announced detailed plans to launch the Vision Pro outside the US, its first mixed reality headset could be available in other markets in the months after it is launched in the country. Unlike most Apple products, customers will not be able to purchase the Apple Vision Pro headset via third-party sellers.

Gurman states in the latest subscriber-only version of his weekly newsletter Power On (via 9to5Mac) that he expects the Apple Vision Pro to be launched in the US in March 2024. While Apple’s software development teams were hoping for a January launch window, the firm is conducting final device testing and finalising distribution plans for its first mixed reality headset.

The Apple Vision Pro is not expected to be available via third-party sellers, unlike most of Apple’s products, according to Gurman. This is possibly due to logistical challenges — including different stock keeping units (SKUs) for Zeiss prescription lenses or headband sizes for various head shapes and sizes. He also states that Apple is looking to control the rollout of the headset and how users experience it.

As a result, Gurman says that customers can expect to see the company show off the headset for the second time at its spring launch event, along with apps and features that have been introduced since it was first unveiled at its annual Worldwide Developers conference earlier this year.

Recently, Telegram founder Pavel Durov teased users with a brief look at the company’s app developed for visionOS. The upcoming version of Telegram for the Apple Vision Pro features a translucent deign and support for animated stickers, and viewing content on a large virtual display.

While Telegram might be one of the first app publishers to share a detailed look at how their apps will look and function on visionOS, we can expect to see even more developers show off their apps (and games) on the new platform, close to the purported March 2024 launch date. 


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Apple’s Market Capitalisation Reaches $3 Trillion as Company Explores VR Sector

Apple‘s market capitalization on Friday breached the $3 trillion (nearly Rs. 2,46,09,660 crore) mark for the first time since January last year, as investors bet on the iPhone maker’s ability to grow its revenue even as it explores new markets such as virtual reality.

Shares of Apple, which is also the world’s most valuable- listed company, were up 1.3 percent at $191.99 (nearly Rs. 15,750) in morning trading.

Apple’s market value briefly peaked above $3 trillion in intra-day trading on January 3, 2022, before closing the session just below that mark.

The latest gains in Apple shares come as technology stocks rebound on bets that the Federal Reserve may be slowing its pace of interest rate hikes as well as on the buzz around artificial intelligence.

Apple’s better-than-expected iPhone sales during its second quarter and the introduction of new products, including an augmented-reality headset called the Vision Pro in June, highlight the tech giant’s resiliency in an uncertain economy.

Currently, four other US companies have a valuation of more than $1 trillion (nearly Rs. 82,04,350 crore) — Alphabet, Microsoft, Amazon.com and Nvidia.

Apple shares have jumped nearly 46 percent this year, while those of Tesla and Meta Platforms have more than doubled.

A near 180 percent gain in shares of Nvidia in 2023 has catapulted the chipmaker into the trillion-dollar club.

Recently, the company was reported to be planning to seek to fend off a revised EU antitrust charge and possible hefty fine linked to claims it prevents music streaming companies such as Spotify from informing users of other buying options outside its App Store. The iPhone maker will set out its arguments to senior European Commission officials and their peers at national competition agencies at a closed hearing in Brussels.

© Thomson Reuters 2023


Apple unveiled its first mixed reality headset, the Apple Vision Pro, at its annual developer conference, along with new Mac models and upcoming software updates. We discuss all the most important announcements made by the company at WWDC 2023 on Orbital, the Gadgets 360 podcast. Orbital is available on Spotify, Gaana, JioSaavn, Google Podcasts, Apple Podcasts, Amazon Music and wherever you get your podcasts.
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Apple Vision Pro Guest Mode Will Allow More Than One Person to Use the Same Headset: Report

Apple launched its first spatial computer — the Apple Vision Pro — at its annual Worldwide Developers Conference earlier this month. The mixed reality headset supports both virtual reality (VR) and augmented reality (AR) content, and uses a feature called EyeSight to allow users to view their surroundings using the sensors surrounding the battery-powered device. Users can switch between AR and VR modes with the help of the dial on the right edge of the wearable. The company also released the visionOS SDK on Wednesday to help developers build apps specifically for the headset, which will reportedly feature a “guest” mode.

Spotted by 9to5Mac on the recently released visionOS SDK. this guest mode will allow people to use an Apple Vision Pro headset, even though it is registered to a specific user. Owners of the Vision Pro will reportedly be offered the option to enable or disable this feature. The headset can also be secured by the owner, according to the report, so that guest users are not able to access some applications or settings without Optic ID — Apple’s security feature that scans the wearer’s iris for biometric authentication.

Apple Vision Pro is priced at a hefty $3,499 (roughly Rs. 2,88,700) and is scheduled to go on sale next year via the Apple website and Apple retail stores in the US. The company has not yet confirmed whether it plans to launch the headset in markets outside the US, including India.

However, given the steep price, it is safe to assume that not everyone will opt to buy the Apple Vision Pro and it is unlikely that more than one person in a household will invest in the device. Therefore, the Guest Mode might actually be useful to Vision Pro owners, allowing more than one person to experience the headset while protecting the owner’s data.

The report suggests that the Apple Vision Pro will offer owners the option to lock hidden and deleted photos or other files using Optic ID. The functioning of this is similar to the Touch ID- or Face ID-based protection used to protect specific folders in the Photos app on an iPhone. We can expect to learn more about the guest mode on the Apple Vision Pro headset in the coming months, before the device goes on sale in the US next year.


Apple unveiled its first mixed reality headset, the Apple Vision Pro, at its annual developer conference, along with new Mac models and upcoming software updates. We discuss all the most important announcements made by the company at WWDC 2023 on Orbital, the Gadgets 360 podcast. Orbital is available on Spotify, Gaana, JioSaavn, Google Podcasts, Apple Podcasts, Amazon Music and wherever you get your podcasts.
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Apple Vision Pro Mixed Reality Headset Launch Impressions: Almost Unbelievable, Very Real

Apple delivered a lot of big announcements at its WWDC 2023 keynote, including new Mac devices, new features on iOS 17, and improvements to other platforms such as WatchOS and tvOS. However, it was the Cupertino-based company’s traditional ‘one more thing’ that truly got the assembled crowd to sit up and take notice. The Apple Vision Pro, the company’s first mixed reality headset, was almost impossible to wrap my head around, and it’s safe to say that everyone in the audience at Apple Park was similarly amazed.

Of course, the Vision Pro is far from launch; it’s expected to go on sale in the US in early 2024 for $3,499 (approximately Rs. 2,88,700). It’s naturally a lot more expensive than practically every other mixed reality headset in the market right now, but if it lives up to the expectations set by the keynote, it’ll be worth it for early adopters.

The Apple Vision Pro has dual Micro OLED displays that you can see right through

 

Apple Vision Pro: so, so advanced

The media in attendance at Apple Park were wowed by pretty much every feature of the Apple Vision Pro when announced during the keynote. Of particular note is EyeSight, a feature which uses camera sensors around the device to detect when someone is in the room with the wearer, allowing a look at the wearer’s eyes. This makes the Vision Pro unlike other similar headsets where the wearer is fully cut off from the world.

Instead, the focus is firmly on allowing you to be as present in the real world, as you want to be in the virtual world. The headset will also let you adjust your surroundings, and promises to work seamlessly with Mac and iOS devices and apps. You can, therefore, use this for productivity and creating an augmented workspace, just as much as you’d want to watch movies, play games, or jump onto AR-powered FaceTime calls.

Apple Vision Pro: a ski mask with a computer built in

The specifications of the Vision Pro are impressive, with dual Micro OLED displays for clear visibility, the M2 chip for power, and multiple cameras, sensors, and microphones to work with hand gestures and voice for controls. You can also use a keyboard and mouse for some productivity functions. For biometric authentication, the Vision Pro uses Optic ID to scan your retina and let you log in. All of this works with VisionOS, a new platform being developed for Apple’s new ‘spatial computing’ device.

Up close, the Apple Vision Pro is quite as beautiful as the renders in the keynote. It’s smaller than most other VR and mixed reality headsets, despite all the hardware and capabilities packed in. While the media wasn’t allowed to try it on, it did look like the kind of product only Apple could build, with classic Apple design cues all around. The padding and headband textures are a lot like that of the AirPods Max, as is the digital crown on the top, and the whole thing looks like it will be comfortable enough to wear for hours at a time.

The Apple Vision Pro can be used with a battery pack, which promises up to two hours of battery life for the headset

 

When plugged in, the Vision Pro can be used all day, while the battery pack will let you run the headset for two hours at a time. Power is delivered through a MagSafe-like connector, while the battery pack can slip into your backpack or pocket, which looked nice and compact.

The outer side of the headset even had some trippy visuals flowing on the preview units on display. There’s no built-in sound on the Vision Pro; you’ll need AirPods for that, and it will work with Spatial Audio to virtualise where the sound is coming from based on what’s on the screen. There’s also talk of 3D support, with Disney coming on board as an early partner to support Disney+ on the Vision Pro from day one.

Apple Vision Pro: final thoughts

The concepts, technologies, and thought process that have gone into the Vision Pro makes this quite possibly the most exciting hardware product to look out for in the coming year. Although this isn’t a finished product just yet (even the display units were strictly off limits), Apple promises to deliver the Vision Pro in early 2024 in the US, followed by other markets later on. Promises have been made, and expectations are high.


Apple’s annual developer conference is just around the corner. From the company’s first mixed reality headset to new software updates, we discuss all the things we’re looking forward to seeing at WWDC 2023 on Orbital, the Gadgets 360 podcast. Orbital is available on Spotify, Gaana, JioSaavn, Google Podcasts, Apple Podcasts, Amazon Music and wherever you get your podcasts.
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The New VR Concerns in 2023

This story contains graphic descriptions of sexual assault.

There was snow all around her, and white caps topping the mountain peaks in the distance. The woman ascended to the top of a stone tower and looked out over the virtual world of QuiVr, a headset-based archery game. The game was vivid, enchanting. “Never had I experienced virtual reality that felt so real,” she wrote later, under the pseudonym Jordan Belamire. “I was smitten. I never wanted to leave this world.” From her perch atop the tower, she drew closer to the edge. “I took a single step off the ledge and…nothing happened. I didn’t fall, and I was walking on air. I was a god.”

Soon, Belamire switched to a multiplayer version of the game. In QuiVr, player avatars at the time appeared as disembodied helmets, above floating hands that clutched bows and arrows. There’s an equality that’s implied when everyone looks alike, reinforcing to the players that they’re all on the same team. But QuiVr also has a voice chat component, allowing users to talk to one another through the microphones in their headsets. When Belamire spoke to her teammates, it was in a woman’s voice. “Suddenly, [a male player’s] disembodied helmet faced me dead-on,” she wrote. “His floating hand approached my body, and he started to virtually rub my chest. ‘Stop!’ I cried…. This goaded him on, and even when I turned away from him, he chased me around, making grabbing and pinching motions near my chest. Emboldened, he even shoved his hand toward my virtual crotch and began rubbing.” The incident only ended when she removed her headset, exiting the game. In virtual reality, Belamire thought she had found a world where anything was possible. She could kill monsters; she could fly. But she still couldn’t keep a man from groping her.

Sexual harassment is rampant online, and virtual reality spaces are no exception. According to a 2018 report by Pluto VR and the VR research and strategy agency The Extended Mind, 49 percent of female users and 36 percent of male users had experienced sexual harassment in VR. The mainstreaming of the metaverse is a relatively new phenomenon. But these problems aren’t: Sexual assault by and of avatars has been a part of virtual reality for as long as the technologies have been commercially available. One of the earliest recorded instances occurred in 1993, on a platform known as LambdaMOO. A user calling himself Mr. Bungle introduced code overriding the others’ control, forcing their characters to perform sexual acts in the digital space. At the time, the game had no immersive elements; it didn’t even have pictures. His attack lasted several hours, unfolding in text across their screens.

As gaming technology has progressed, the experience of assault in VR has become much more lifelike. The Vive headset that Belamire wore in QuiVr had both a screen in front of her eyes and headphones, commandeering two of her senses. This type of immersion has always been a goal of VR. Nina Jane Patel, an activist for safety in the metaverse, points out that “from day one, it was intended to be a replication of the real world.”

Patel’s advocacy grew more urgent when she experienced a sexual attack in virtual reality herself. In 2021, she entered Meta’s Horizon Venues platform as a female avatar, one designed to look like her real-world self. “Within 60 seconds,” she says, “three male avatars—who all had male voices—came toward me and touched me inappropriately. Before I knew what was happening, they were taking screenshots of them touching my avatar, both my upper and lower body. They said things like, ‘Don’t pretend you don’t love it.’ ” (“We’re sorry to hear this happened. We want everyone in Horizon Venues to have a positive experience, easily find the safety tools,” a Meta spokesperson responded at the time.)

“You’re left with the world being developed by people who are convinced that we’re allowed to kill each other, rape each other.”—Nina Jane Patel

It’s precisely the uncanny quality of virtual reality that makes these attacks so unsettling to victims, and so morally confounding to tech observers. Katherine Cross, an academic who studies online harassment and ethics in the digital world, tells me that this is part of the point: In a place like VR, male users might have an opportunity to act out resentment toward women in a way that has the plausible deniability of play. Cross notes that the internet’s Möbius strip–like quality is especially acute in VR: For some players, it is “real when your emotional investment feels useful and constructive to you—and unreal when you might be asked to take responsibility for your actions.”

It might be this sense that what people do to each other in VR doesn’t quite count, in moral terms, that has made these digital assaults hard to categorize. Are they “real” assault? Are they a kind of harassment? The text-based sexual harassment that a female user might experience on, say, Reddit seems to occupy a different moral category than a virtual-reality groping, which is more immersive—closer to being real. It’s a new kind of sexual hostility that challenges the very definition of sexual assault. The physical body isn’t there, but the mind is tricked into thinking it is—and with the social meaning of the assault intact, and its capacity to degrade and humiliate the target still in force, how much does its “reality” or “unreality” matter?

For Carrie Goldberg, an attorney who represents women who have been sexually victimized online, such distinctions are more of a distraction than anything else. “I’m not going to sit here and say that a physical rape is the same as an avatar being raped,” she tells me. “One-to-one comparisons are not necessary. Instead, we should think of digital spaces as places where new kinds of harms can happen. Just like how the internet has given way to sextortion and revenge porn, we can imagine virtual-reality sexual violence.”

“We should think of digital spaces as places where new kinds of harms can happen.”—Carrie Goldberg

How have the companies behind these platforms responded? Mostly, the experts tell me, developers tend to insert protection features after the fact, when an attack has already taken place. After Belamire wrote about being groped in QuiVr, the game developers added a feature that would allow players to construct an unbreachable “personal bubble” by putting their hands together and then pulling them apart. But Patel worries that developers are outsourcing the responsibility for safety onto users, instead of taking up the task of building safe environments themselves. The larger concern, she tells me, is that these kinds of incidents will keep women off the platforms altogether. “Then you’re left with the world being developed by people who are convinced that we’re allowed to kill each other, rape each other.”

The truth is that virtual reality is still malleable: It’s an adaptive technology, one that responds to the people who use it. And so the more women use these platforms, the more welcoming they will be to women’s needs. The jerks and the misogynists have so far been left to shape the metaverse in their own image. But one day, we could rebuild it in ours. ▪

This article appears in the May 2023 issue of ELLE.

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Tuvalu Looks to Metaverse to Preserve History, Culture as Rising Seas Threaten Existence

Tuvalu said on Tuesday it plans to build a digital version of itself, replicating islands and landmarks and preserving its history and culture as rising sea levels threaten to submerge the tiny Pacific island nation.

Tuvalu’s Foreign Minister Simon Kofe told the COP27 climate summit it was time to look at alternative solutions for his country’s survival and this included Tuvalu becoming the first digitised nation in the metaverse – an online realm that uses augmented and virtual reality (VR) to help users interact.

“Our land, our ocean, our culture are the most precious assets of our people and to keep them safe from harm, no matter what happens in the physical world, we will move them to the cloud,” he said in the video that sees him standing on a digital replica of an islet threatened by rising sea levels.

Kofe grabbed global attention at last year’s COP26 when he addressed the conference standing knee-deep in the sea to illustrate how Tuvalu is on the front line of climate change.

Tuvalu was having to act because countries globally were not doing enough to prevent climate change, he said.

Tuvalu will be the first country to replicate itself in the metaverse but follows both the city of Seoul and the island nation of Barbados which last year said they would enter the metaverse to provide administrative and consular services, respectively.

“The idea is to continue to function as a state and beyond that to preserve our culture, our knowledge, our history in a digital space,” Kofe told Reuters ahead of the announcement.

Tuvalu, a group of nine islands and 12,000 people halfway between Australia and Hawaii, has long been a cause celebre for the risks of climate change and rising sea levels.

Up to 40 percent of the capital district is underwater at high tide, and the entire country is forecast to be under water by the end of the century.

Kofe said he hoped the creation of a digital nation would allow Tuvalu to continue to function as a state even if it becomes completely submerged.

This is important as the government begins efforts to ensure that Tuvalu continues to be recognised internationally as a state and its maritime boundaries – and the resources within those waters – are maintained even if the islands are submerged.

Kofe said seven governments have agreed to continual recognition but there were challenges if Tuvalu goes under as it is a new area of international law.


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