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Professional METAVERSE creation class by Nobody: 10:34am On Mar 13, 2022
Hello and welcome


Do you need a new skill?
✅ 3D Modeling,
✅ Rendering,
✅ Rigging,
✅ NFTs,
✅ Virtual properties & Metaverse Development ?


*Goldenswap Virtual Academy* ``` Enrollment is open for the month of March```

The program is divided into three sections

A. *The Beginners Guide* : Here you learn about the Units of the metaverse, the roles they play and the importance of personal projects

B. *The Developers Guide:* you'll learn how to create and mint 1000+ 3d Renderer NFTs, create your own NFT MARKETPLACE, create your own inter-galatic 3d Avatars, your Virtual real estate and 3d wearables.

C. *The Marketers Guide:* here we will teach you the special Marketing tools,link you to top NFT influencers, you also learn how to become an NFT freelancer, Develop your own Community e.t.c

*Fees : undisclosed *
*Pre-Training Benefits*
✅Lifetime Mentorship
✅Access to my E-library
✅Signals on Unique and trending NFts
✅The best way to acquire Virtual Land and Houses
✅ Our Ratings on your Marketplace



For More Enquiries
DM/Contact , � +234 912 465 6793,
or send email � to _lordgoldenswap@9jametashop.simdif.com_
Re: Professional METAVERSE creation class by Nobody: 10:37am On Mar 13, 2022
My creations

Re: Professional METAVERSE creation class by Nobody: 10:38am On Mar 13, 2022
More

Re: Professional METAVERSE creation class by TheRealOwner(m): 11:00am On Mar 13, 2022
Nice
Re: Professional METAVERSE creation class by Nobody: 2:13pm On Mar 13, 2022
i guess your familiar with the metaverse? angry
TheRealOwner:
Nice
Re: Professional METAVERSE creation class by Nobody: 11:10am On Mar 18, 2022
*THE METAVERSE IS ABOUT TO CHANGE EVERYTHING*

One day soon, we’ll be hanging NFTs on the walls of our digital homes and buying Balenciaga tops for our digital selves. Here’s everything you need to know about the internet’s next big thing. If you’ve heard lately about this thing called the metaverse, it's a stuff you’ll be doing it from your own couch, sitting at your computer, or using a gaming console. Or perhaps you’ll experience it outside, on your smartphone, using a virtual reality headset, and a pair of digitally connected glasses or even contact lenses. You will be entering a digital world that looks so real, your brain won’t know if it’s a digital rendering or reality. And the metaverse, for better and probably for worse, is about to change everything.

The term “metaverse” was first coined in Snow Crash, a science fiction novel published in 1992, in which author Neal Stephenson imagines a virtual world where humans, as avatars, interact with each other (and other artificially intelligent versions of people, almost bots if you will) in an online virtual world that has been built to resemble the real world.
Since then, as technology has grown and morphed, the ideas around the metaverse have too, and we’ve seen iterations of it brought to dramatic life in Ernest Cline’s novel Ready Player One, where people interact—and also die—in the virtual Oasis, or in the Matrix, where they die too. (Don’t worry, you’re not going to die in our metaverse, at least not yet.) The metaverse is such a big idea that Facebook CEO Mark Zuckerberg has said that he envisions a world where it changes the entire premise of his company. “I think over the next five years or so, in this next chapter of our company, I think we will effectively transition from people seeing us as primarily being a social media company to being a metaverse company,” he told The Verge in an interview earlier this year (prior to the latest round of scandals). “You can think about the metaverse as an embodied internet, where instead of just viewing content—you are in it.”

The number of possibilities around the metaverse are endless, but you can easily imagine how it might change the way we interact in the same way that mobile devices have changed society today. In a world where the metaverse exists, rather than hosting a weekly meeting on Zoom with all of your coworkers, you could imagine meeting in a physical representation of your office, where each person looks like a digital version of themselves, seated at a digital coffee table drinking digital artisanal coffee and snacking on digital donuts. If that sounds a bit boring, you could meet somewhere else, perhaps in the past, like in 1776 New York City, or in the future, on a spaceship, or at the zoo, on another planet—if it made sense for the meeting, of course. You could choose not to be yourself, but rather some form of digital avatar you picked up at the local online NFT swap meet, or at a virtual Balenciaga store. You could dress like a bunny rabbit to go to the meeting. A dragon. A dead dragon. And that’s just one measly little meeting. Imagine what the rest of the metaverse might look like.

You could play first-person shooter video games in the metaverse, that look like they’re in real life. You could take a British history class taught by a digital representation of King George III, or learn about the theory of relativity from Albert Einstein himself. You could attend a TED Talk, or give one, or go to church. You could hook up your exercise bike to race against Maurice Garin in the Tour de France. Or your running machine to race against Usain Bolt at the Olympics (and lose). You could go to the zoo. You could be an animal at the zoo. Visit the Louvre. Le Mans. The International Space Station. You could go for a walk on Mars. Neptune. Float in space. Play “red light, green light” with your friends in Squid Game. You could go shopping with coach Charles /as coach Charles and vice verse, trying on outfits that once you pay for, are actually mailed to your house. You could go to a theme park and ride the world’s biggest roller coaster and maybe even throw up in real life.
All of this stuff could be for sale in crypto, where we buy and sell digital goods with Bitcoin or Ethereum.

For all the talk, and ridicule, about NFTs, the metaverse is where they start to actually make sense—kind of. Perhaps you own a Beeple digital NFT that’s worth $70 million or a $Bigdan NFT worth 0.04eth . In the real world, you can only show the real thing to someone on your computer, or brag about it, or share it on social media.
But in the metaverse, you could hang it on the wall of your digital house so your digital guests can enjoy it. Or you could put it in a digital art museum and charge people a small fee (paid for in crypto) to come and see the piece like it’s the Mona Lisa. If you owned one of the famed Cryptopunks, the digital avatars that you’ve probably seen on Twitter which are currently selling for $500,000 or more, you could perhaps wear it as your own avatar in the metaverse. You could imagine in such a scenario that people with these limited avatars are a new form
of celebrity in the metaverse. People who are Bitcoin billionaires, will also be billionaires in the digital metaverse.

To truly understand how the metaverse might become real, per se, you have to go back to the history books of the digital world we live in today to see how technology has evolved over the last four decades. In the seminal days of all of this, there was simply the internet. A bunch of tubes and wires connected together that allowed people to send emails and chat on BBS message boards. By 1989, Tim Berners-Lee created the World Wide Web, which allowed people to connect to the internet through a web browser, which in turn went to millions of different websites. This brought on the advent of things like Yahoo and Google, and of course porn. A decade later came the advent of web 2.0, which brought on the advent of user-generated content in the forms of Blogger, Flickr, and Pandora, which eventually morphed in social media. All new layers placed atop the original foundation of the internet. Today, we largely interact in an app-based layer, where we engage with one another and content through apps that we download to our smartphones—Twitter, Facebook, Snap, Slack, Zoom, Kindle, and so on.

The next layer that is going to be placed on top of the world we live in today is the metaverse. A lot of this might sound like something you may have heard about before, or even seen and engaged with in a crude technological form. Back in 2003, a version of the metaverse called Second Life launched as a stand-alone world that you could hang out in, not too distinct from the stuff we’re talking about now.
But the problem with Second Life was, first, that it was a closed system, and second, the technology just wasn’t ready. Today, there are plenty of metaverse-like worlds people play in on a daily basis.
my research about virtual reality and the concept of a metaverse have shown that all what veterans talked about is the ease with which apps and the internet work, where you literally just pick up your phone, press a button, and you’re talking to people on Facebook, reading a book on the Kindle app, or playing a game on Fortnite(a metaversal game on our current web, web2). The metaverse will have to work in the same way: a click, and you’re on (or in). But there will be countless ways in which you can access it. For example, you can imagine entering some aspects of it on your smartphone, or your computer, bouncing from one metaversal experience to another like you do with apps today. Or perhaps you will enter through a game console, or your television, which would give you a different kind of immersive experience. But where the true metaverse experiences will likely flourish is through virtual reality and augmented reality.
Re: Professional METAVERSE creation class by Nobody: 11:16am On Mar 18, 2022
*Units of the METAVERSE*
1. Extended realities (Virtual , Augmented, mixed reality)
2. DAO- Decentralized Autonomous organization
3. NFTs- Non fungible token
4. Blockchain- a Web3 online public ledger

*eXtended Reality* (XR) is a ‘catch-all’ term for technologies that enhance or replace our view of the world. This is often through overlaying or immersing computer text and graphics into real-world and virtual environments, or even a combination of both.

XR encompasses *augmented reality (AR),* *virtual reality (VR)* and *mixed reality (MR)* . While all three ‘realities’ share common overlapping features and requirements, each has different purposes and underlying technologies.

*Augmented reality (AR)*

AR enhances our view of the real world by overlaying what we see with computer-generated information. Today, this technology is prevalent in smartphone AR applications that require the user to hold their phone in front of them. By taking the image from the camera and processing it in real-time, the app is able to display contextual information or deliver gaming and social experiences that appear to be rooted in the real world.

*Virtual reality (VR)*

_image: Oculus Quest 2 VR headset_
VR completely replaces a user’s view, immersing them within a computer-generated virtual environment. This type of XR technology has existed for a while, with gradual improvements. It is used primarily for entertainment experiences, such as gaming, concerts, films, or sports but also accelerating into the social domain.

*Mixed reality (MR)* �

MR sits somewhere between AR and VR, as it merges the real and virtual worlds. There are three key scenarios for this type of XR technology. The first is through a smartphone or AR wearable device with virtual objects and characters superimposed into real-world environments, or potentially vice versa.

*Avatar*
Avatars are a graphical representation of a person’s digital identity.

An avatar may be a simple 2D representation (e.g., as is used in social media to identify the user) or a 3D representation (such as used in many games and metaverse experiences). In games and the metaverse, avatars are frequently modifiable with customized physical traits and virtual items such as clothing and accessories.

Next is *Blockchain* �️

A blockchain is a distributed ledger that uses cryptography to validate transactions. The advantage of blockchain is that financial transactions can be recorded in a decentralized, trustless and permissionless manner, without requiring any central authority that controls it.

*Decentralized Autonomous Organizations (DAOs)*
are a form of on-chain governance. Members who hold tokens in the DAO are able to vote on proposals that guide the direction of the organization. Use cases include virtually anything that requires governance: software projects, protocols, gaming guilds, homeowners associations, companies, NGOs,

*The creator economy*� is the combination of software and marketplaces that make it possible for creative people and teams to add content to the metaverse. This ranges from individual assets (e.g., a piece of artwork) up to an entire system (e.g., a game, virtual world, mod, or crafted experience).

*A non-fungible token (NFT)*

is a way to assign ownership to asset on the blockchain. It is implemented using a smart contract; on Ethereum the standard is defined by ERC-721 and ERC-1155.

An easy way to think about the distinction between NFTs and a cryptocurrency is that currency is fungible, i.e., you don’t care about one unit or another.

For example, if you have a dollar bill you’re normally willing to exchange it for any other, regardless of the serial number on the bill; this is what makes it fungible. A non-fungible asset would be a house you live in—it has unique properties that make it distinct from all others.

Similarly, the title system for real estate is a non-digital means of tracking ownership that is a helpful metaphor for NFTs.

Unlike virtual items that existed before NFTs, the blockchain enables several capabilities that didn’t exist previously: permanence; decentralization; trustless programmability; provable provenance; provable scarcity. The result is a new class of disruptive applications, artwork and gaming—as well as new business models including play-to-earn and others built around decentralized marketplaces.

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