Эта страница предназначена исключительно для справочных целей. Некоторые услуги и функции могут быть недоступны в вашем регионе.

Web1 to Web3: Charting virtual reality's journey

Virtual reality (VR) has come a long way since the early days of Web1. VR experiences were as basic as a stick figure drawing back then. But as technology advanced and the web became more interactive, virtual reality experiences started to level up too. Enter Web2, where virtual reality started incorporating 360-degree video and interactive games, allowing users to immerse themselves in the digital world in exciting new ways.

Fast forward to Web3, and we're talking about fully immersive, decentralized virtual worlds that give users greater control over their digital assets. Picture this: you can access and experience these worlds from desktop computers, VR headsets, and even your mobile device. Who knew you could take your favorite digital hangouts wherever you go?

So if you're a gamer, educator, or just someone looking for a new digital experience, virtual reality on the web is where it's at. With more advancements and integrations on the horizon, the future of virtual reality is brighter than ever.

Get into Web3 today

How Web3 rewrites VR

Web1: The early days of virtual reality on the web

In Web1, virtual reality was built around a VRML (Virtual Reality Modeling Language). This early standard for creating 3D virtual worlds on the web offered simple 3D graphics and text-based chat rooms, but was limited by the technology of the time. However, it laid the foundation for more advanced virtual reality experiences that would come in later web versions and significantly impact the gaming industry. While VRML is no longer widely used, its legacy remains in modern virtual reality technologies.

  • ActiveWorlds: ActiveWorlds is an early virtual reality platform that allowed users to create and explore 3D worlds. It was launched in 1995 and featured various user-generated content, including virtual buildings, vehicles, and landscapes.

  • Cybertown: Cybertown was a virtual reality platform that launched in 1997. It allowed users to create avatars and explore a 3D virtual world.

  • The Palace: Launched in 1994, The Palace allowed users to create and customize their own avatars and explore a 2D virtual world. You had a choice of using "dollz" or a "smiley face" as a base for your avatar.

Web2: From interactive games to immersive environments

Web2 VR offered more immersive and interactive experiences, while the 3D graphics were much more advanced and realistic than Web1. Users had more control to customize avatars, and with the rise of social media on Web2, social interaction played a big part in VR worlds, from chatting to gaming and collaborating. The ability to create User Generated Content (UGC) kicked off a digital economy for users living in their virtual worlds, like Second Life.

  • Second Life: Second Life was one of the most well-known virtual reality platforms, launching in 2003. This 3D virtual world allows users to create avatars, own virtual property, and engage in various activities with other users. Second Life became very popular and was known for its vibrant user community, user-generated content, and virtual events. It also had its own in-game currency (Lumens), where creators sold digital items. The Lumens earned could even be converted into USD, and Second Life was responsible for making some of its creators into millionaires just by selling digital items.

  • Blue Mars: Blue Mars is a 3D virtual world that launched in 2009. It was notable for its realistic graphics and detailed environments, which are designed to be immersive and engage users. One criticism is that creating content isn't easy on Blue Mars, like it is in Second Life.

  • Kaneva: Kaneva is 3D virtual world that launched in 2004. Kaneva allows users to create avatars, socialize with others, and participate in various games and activities. Beyond this, the digital ecosystem also allows users to create their own virtual worlds.

Web3: Where immersive experiences meet decentralization

Virtual reality on Web3 is becoming more decentralized and interconnected. Decentralized virtual worlds like Decentraland and The Sandbox are changing how we experience VR by allowing users to own and build virtual land and trade virtual assets using cryptocurrencies. This decentralization promotes a more democratic and inclusive virtual world where users have greater control over their data and assets. Other innovative Web3 VR projects are also emerging, leveraging blockchain technology and decentralized networks to create new immersive experiences. With Web3, the possibilities for decentralized VR are endless.

  • Decentraland: Decentraland is a virtual world platform built on the Ethereum blockchain. It allows users to create, experience, and monetize virtual reality experiences. For example, users can buy and sell virtual land, make and display their content, and interact with others in a 3D virtual world.

  • Somnium Space: Somnium Space is another virtual world platform built on the Ethereum blockchain. It features a persistent virtual world designed to be immersive and engaging. Users can buy and sell virtual land, create and display content, and interact with others in real time.

  • The Sandbox: The Sandbox is a decentralized gaming platform allowing users to create, share, and monetize their gaming experiences. It is built on the Ethereum blockchain and uses NFTs to represent in-game assets. The Sandbox also features a virtual world where players can explore, create, and interact with others.

A (virtual) world of opportunity

There's surely much more to come from virtual reality in the Web3 era as its foundational technologies spark innovation and progress. Not only more immersive and engaging, Web3 provides users with unprecedented control of how the next virtual worlds will take shape.

Get into Web3 today

Feeling inspired? OKX is your portal into Web3. Jump in today.


NOTHING IN THIS ARTICLE IS A SOLICITATION TO BUY OR SELL DIGITAL ASSETS. OKX DOES NOT ENDORSE ANY PARTICULAR DIGITAL ASSET OR STRATEGY. DIGITAL ASSETS HOLDINGS INVOLVE A HIGH DEGREE OF RISK, CAN FLUCTUATE GREATLY ON ANY GIVEN DAY, AND MAY EVEN BECOME WORTHLESS. YOU SHOULD CAREFULLY CONSIDER WHETHER TRADING OR HOLDING DIGITAL CURRENCIES IS SUITABLE FOR YOU IN LIGHT OF YOUR FINANCIAL CONDITION. OKX DOES NOT PROVIDE LEGAL, TAX, INVESTMENT, OR OTHER ADVICE. PLEASE CONSULT YOUR LEGAL/TAX/INVESTMENT PROFESSIONAL FOR QUESTIONS ABOUT YOUR SPECIFIC CIRCUMSTANCES.

Дисклеймер
Данный контент размещен исключительно в ознакомительных целях и может относиться к продуктам, недоступным в вашем регионе. Контент не является (i) советами или рекомендациями по инвестициям; (ii) предложением или приглашением купить, продать или удерживать цифровые активы; (iii) финансовыми, бухгалтерскими, юридическими или налоговыми советами. Цифровые активы, в частности стейблкоины и NFT, несут высокие риски и могут сильно колебаться в цене. Нужно тщательно взвесить оправданность торговли цифровыми активами или владения ими с учетом финансового положения. При возникновении вопросов, связанных с конкретной ситуацией, рекомендуем проконсультироваться у юридического, налогового или инвестиционного специалиста. Информация в статье, в том числе статистика и рыночные данные (при их наличии), предназначена только для общего ознакомления. Несмотря на все старания при подготовке данных и графиков, мы не несем ответственности ни за какие содержащиеся в них ошибки или упущения. На кошелек OKX Web3 и маркетплейс OKX NFT распространяются отдельные условия обслуживания, которые приведены на сайте www.okx.com.
© OKX, 2024. Эту статью можно воспроизводить или распространять как полностью, так и в цитатах объемом не более 100 слов при условии некоммерческого использования. При любом воспроизведении или распространении полного ее содержания нужно четко указать: «Разрешение на использование получено от владельца авторских прав (© 2024) на эту статью — OKX». Цитаты необходимо приводить со ссылкой на название статьи и авторство, например: «Название статьи, [имя автора], © OKX, 2024». Использование статьи в производных и других работах не допускается.
Развернуть
Похожие статьи
Показать еще
Показать еще