Class 1 – Metaverse




By: Engineer Edgar Enrique Urbina Leal, Esp. MSc. PhD

Translated by: Guillermo A. Arango J.


Medellin, Antioquia

21 November, 2022




By way of introduction...


The metaverse is a digital project that aims to mark the future of technological giants. We are facing a moment in history controlled by the digital. Greater advances are being contemplated in virtual reality devices, cryptocurrencies and other ingredients to computerize reality. More and more big technology companies are joining this "new world" known as the metaverse, from Apple to Microsoft: all looking for success in a new project that will change our way of life.


One of the companies that has entered this world the most has been Facebook Inc, controlled by Mark Zuckerberg, which changed its name to Meta in October 2021. His idea is to create a "Metaverse", a metaverse in Spanish, in which all people who want to participate in digital activities. This new virtual ecosystem would allow a series of actions to be carried out in a decentralized manner.


In essence, what is the metaverse?


The metaverse is a new digital reality in which a large number of people can interact with each other through avatars in different contexts (leisure, work, relationships...). It is said that it will become the great successor of the Internet, which is why it will deeply intervene in the economy and society of the future. In this way, great visionaries of technology such as Mark Zuckerberg, creator of Facebook, and Jeff Bezos, founder of Amazon, among others, have made a great investment in this new 3-dimensional world.


The origin of the metaverse

It was in 1992 in Neal Stephenson's aforementioned novel Snow Crash where the concept of the metaverse first manifested itself. His argument is based on the existence of a somewhat utopian parallel world in which people could escape from reality. On the other hand, as the most current precursor, FORTNITE stands out, a video game that has a community of millions of users from all parts of the world and ages, so that there is always someone connected to play with, that is, there is a parallel reality that does not disappear.


Examples of metaverse

As examples of what can be done in the metaverse, the following stand out:


Assist to virtual concerts,


interact with users,


go shopping…


Virtually everything we do in our day to day. Even work. And it is that the metaverse will be a true revolution in all areas.


Video calls, which have become so popular after the pandemic, could in the future be replaced by virtual meetings in the metaverse. That is, instead of connecting our cameras we would see how our avatars meet. And that would also be some visits to the doctor, to the bank, to the store...


Since its origins, Henkel has positioned itself as a leading multinational in the innovation sector, prioritizing investment in research in all areas. Among many other notable examples in the field of digital transformation, with more than 3,500 sensors in around 180 factories, Henkel computers collect information on sustainability, efficiency, quality and safety in real time and enable analysis for diagnostics, predictions and prescriptions.


In particular, many factories are cutting edge today thanks to the implementation of various leading technologies, driving agility, digital collaboration and sustainability. One of these technologies is “digital line health”, it consists of a repository of data obtained from some 200 digitally connected production lines. Machine learning and advanced statistical algorithms are applied to this data collected over more than two years to identify hidden patterns and predict failures. This platform also allows the analysis of the original cause of the failure, providing even more value and visibility to our maintenance teams. Thanks to this technology, a 20% reduction in unplanned downtime has been achieved.


The metaverse is an alternate reality that is accessed through the use of virtual or augmented reality devices. With the help of these tools, people are able to interact with each other through an avatar or virtual character. According to the IEBS Digital School, it is a "second digital reality" in which you can enjoy going out with friends, go shopping, have a job and even find a partner.


The reality is that this concept had already been dealt with before in the literature of the 90s, with Neil Stevenson being the creator of the term, published for the first time in the novel Snow Crash in 1992. Its etymology is made up of the words "meta ", which comes from the Greek and represents the "beyond", and "verse", which refers to the noun "universe".


Telecommunications professor Edward Castronova, also specialized in the study of virtual technologies, suggests four basic characteristics that every metaverse must follow:


interactivity. Being able to communicate with objects and users within the virtual world itself, influencing them. You must have the ability to communicate and interact with the rest of the users and of course, with the metaverse.


incorporeality. Eliminate physical barriers, maintaining a relative corporeality through an avatar. The avatar represents the identity of each person and, like our own body, is governed by the laws of physics and its resources are limited.


persistence. To be the point of convergence of the different technologies that are part of the virtual immersion process. The avatar will always continue at the exact point where you left it, ready to continue with its virtual life when you decide.


Economy. There will be their own currencies and laws, parallel and similar to reality.


Since the birth of the concept, various people and companies have tried to create their own version of the metaverse. An example is the film production "Ready Player One", an adaptation of Ernest Cline's book of the same name directed by Steven Spielberg in 2018.

If we move to the world of video games, Second Life is the first known case of a virtual metaverse, launched in 2003. Through an avatar, the platform allowed one to enter a "second life" with unlimited possibilities.


How does the metaverse works?

There is currently an operative version of the metaverse which takes the form of a virtual space, either temporary or exclusive, used in a specific context. The FORNITE video game, for example, held a series of concerts in the metaverse. For now, it is not open to everyone, nor does it offer all the possibilities it will have in the future. There are several companies that are developing virtual or dynamic environments that host virtual communities.


Internet offers a union without restrictions of time or space, ignoring any time or location barrier, since all that is needed is a device from which to access and a stable connection. Thanks to virtual reality technologies, the metaverse allows you to enjoy an immersive experience, closer to reality. It is supported by web 3.0, the third generation of the internet. At the beginning of current technology, hypertext reigned, which passed to interaction through social networks. Finally, we find ourselves in an ecosystem of digital creation and exchange, making use of BLOCKCHAIN technology. The latter is the key to the creation of the metaverse, since it is an essential blockchain for decentralization. Task that with greater stability and security will be fulfilled by the ARTDOTCHAIN technology, widely explained by its creator in other spaces.


What are the possibilities offered by the METAVERSE?


The METAVERSE has infinite possibilities. His arrival is still far away, since technology still has a long way to go. Even so, once you overcome the problems related to the infrastructure, you don't know very well what you could do. What is clear is that there will be many changes in the way people live: we will not consume or interact in the same way.


Some of the options that companies are currently considering are the following.

1.   Change the way you work

Zuckerberg's company made a presentation showing the Infinite

Office, a virtual space that allows you to create personalized

 workplaces with the use of virtual reality.

 One of Meta's goals is to make the metaverse a permanent office

where activities typical of a normal workplace can be carried out,

such as meetings. One of the latest examples has been given by the

Ministry of Economy of the United Arab Emirates, which has opened

a headquarters in the metaverse.



In the future we will be able to attend any concert from the comfort of our home. We are currently working on new tools that allow access to a 3D concert hall.


      3.   The cryptocurrencies, a new modality of buys

NFTs are gaining more and more strength. With the metaverse, transactions would cease to be with real money and would use cryptocurrencies as the official exchange currency.


The METAVERSE is a concept that was born in a science fiction book and is now part of reality. Although the term was coined in 1992, it became popular in October 2021 after Marck Zuckerberg, CEO and co-founder of Meta (formerly Facebook), announced that the metaverse is the new bet for the social network.


But, to reach this point, several decades and inventions had to pass that finally became three-dimensional virtual spaces. The metaverse could not exist without the advances in virtual and augmented reality, which began as early as the last century.


Century XX: The time where we imagine all

Here's a timeline so you can understand how a science fiction term became reality:

1929: LINK TRAINER, the first flight simulator

The LINK TRAINER was the first flight simulator built in New York by Edwin Albert Link. In its beginnings it was used in an amusement park, until the patent was acquired a year later by the United States Army Air Corporation. With the advent of World War II, 10,000 simulators were created to train pilots for the allied forces.

1935: Pygmalion's glasses

In June 1935, American science fiction writer Stanley G. Weinbaum published Pygmalion's Glasses. This tale tells the story of Professor Albert Ludwig's invention: glasses that allow the wearer to experience the world with smell, taste and touch.

1969: The first generation of virtual and augmented reality researchers


Myron W. Krueger, computer scientist and “interactive artwork” artist, becomes a pioneer of human-computer interaction.

Together with researchers Dan Sandin, Jerry Erdman and Richard Venezky, he created “Glowflow” at the University of

Wisconsin-Madison: a computer-controlled environment that reacted through sensors to the presence of visitors by emitting

lights and sounds. They also created "Metaplay" and "Psychich Space."

Hiro is not here at all. He's in a computer-generated universe that his computer is drawing on his glasses and pumping into his headphones. In jargon, this imaginary place is known as the Metaverse. Hiro spends a lot of time in the metaverse. – Hiroaki's story.

Century XXI: From fiction to reality


2003: Second Life


This is a virtual community, developed by Linden Lab, where users can interact with each other through avatars and explore the virtual world together, interact with other residents and participate in various activities. To date it is still active.

2007: Google. Streetview


Google revolutionized the way of viewing maps with the option of Street View; a 360-degree visual representation of our

environment, allowing the user to "be" anywhere in the world and take a look at it through technology.


2012: OCULUS, the key company


In June 2012, the Oculus Rift prototype, a virtual reality headset, was presented. Although they are currently discontinued, the success of these helmets allowed the company to position itself as a developer of virtual reality devices (Helmets, headphones, accessories, among others). The company was acquired by Zuckerberg in March 2014.




Development of Decentraland began, but it was not released to the public until February 2020. It is currently one of the most popular Virtual Reality platforms. Users can transact with cryptocurrencies, buy land and NFTs.


2019: The first concert in the metaverse


Rapper Travis Scott innovates in show business and the metaverse with a concert in the FORTNITE video game, where he brought together almost 100,000 users.


2021: Facebook evolves to META


Zuckerberg announces that the next decade will be dedicated to the transition of the social network to a unified metaverse.


Complementing these concepts and immersion in this fascinating world of the METAVERSE, we have:


a) The metaverse is a virtual space in which real or fictitious situations are recreated so that people can enjoy new experiences. This is possible thanks to an electronic device connected to the internet.


b) This virtual space encompasses a network of virtual universes that are interconnected through the Internet. Each virtual universe can be accessed independently, such as through glasses that allow you to see that virtual reality parallel to physical reality.


c) The metaverse seeks to simulate physical experiences in a virtual way in the most realistic way possible. Although these experiences can be represented in two dimensions (2D), they are usually represented in three dimensions (3D) to convey more realism. Thus, one of its main goals is to imitate a large part of our experiences in reality, but in a digital environment.


For example, playing a basketball game in a physical field, but with a virtual ball and with people who are not physically there, but are in another physical place. Or to give another example, buying in a virtual store as if you were walking through it, touching the products and making the payment, except that the products will arrive at home by postal mail.

Additionally, the metaverse aspires to reproduce experiences that might occur in a fictional fantasy or science fiction world. Like, for example, walking through the rings of Saturn or travel virtually through imaginary worlds or past worlds.

It is important to specify that the metaverse is made up of virtual worlds. And every virtual world is a digital space that simulates activities, whether fictional or not.

Like this, there are infinite possibilities within the metaverse. Its main objective is to replicate real life in virtual spaces in order to live experiences at a much lower cost. Imagine you want to know first-hand how the Statue of Liberty looks from the access, in the metaverse you can experience it without leaving your room.


In essence, the METAVERSE is a digital space that tries to create experiences for humans that are as realistic as possible. When we talk about realism, it does not mean that it only looks like reality, but that you can feel what it feels like in the real world, even if they are totally fictional experiences.


As we have already said and repeated, it is generally accepted that the beginning of the metaverse occurred with the novel Snow Crash, in which the American writer Neal Stephenson was the first notable artist to use the concept.


In Stephenson's work, the story of a hacker who finds himself in the metaverse is told and in a certain place he finds a virtual narcotic called 'Snow Crash'. The novel was written in 1992 and since then the use of the term has been growing in the film industry. Proof of this are the following titles:


1. THE SUBSTITUTES: It is a 2009 film in which the plot is based on a world in which people remotely control an avatar in the form of a robot. In this film, the metaverse can be expressed in the real world.


2. SWORD ART ONLINE: This is a Japanese animated series that began in 2012. The series deals with a world in which the video game industry has advanced so much that players can make hyper-realistic immersions within the video game itself via virtual helmets.


3. READY PLAYER ONE: In this case, the film was released in 2018 and the plot is somewhat similar to the aforementioned series, except for some differences. The plot takes place in a world in which the majority of the population has an avatar in the metaverse. In this metaverse, there is an economy and lifestyle that causes people to spend more time in the virtual world than in reality itself. The immersion in this case is done with virtual glasses and haptic suits. By way of clarification, a haptic suit is a garment that can simulate sensations that we can feel in the real world, such as those related to the sense of touch.


Characteristics of the METAVERSE

The metaverse is a disruptive concept that can change many schemes, but it is not a term that has been generated from one day to the next.


The main drivers of the metaverse have been the online profile systems (Facebook, Twitter, Instagram, Reddit, Foro coches, 4Chan, etc.) and the video game industry itself (Sony, Nintendo, Microsoft, TENCENT, etc.).


The union of these two industries, social networks and video games, has given rise to the next technological generation that is about to emerge in the digital environment called web3. This phase of the web is characterized by the use of BLOCKCHAIN as one of the base technologies, which would give way to an evolution that has yet to be determined in which direction it would go.


For that matter, ARTDOTCHAIN technology is heading towards the use of these spaces and carrying out a complete metamorphosis towards the METAVERSE.


Phases of the METAVERSE


Phase 1

·         Identity

·         Online Reputation


Phase 2

·         Interaction between users

·         digital assets


Phase 3

·         Apps and features

·         Partial or total simulation


In the previous list, the phases on which a metaverse is based can be summarized, at least in a general way.


First of all, we must have an avatar with an identity that represents us. This can be our portrait of reality, as it can be on Facebook, or an identity that we want to create independently of our real situation, as can happen on Twitter.


Secondly, our avatar will be able to perform certain functions depending on where it was conceived. Thus, you will be able to interact with other users to acquire digital assets from the virtual world itself. This can happen mostly in video games with online mode.


In third and last place, we would find applications in the form of a simulation of the real world, in which it already goes beyond the interaction and management of digital assets. Then, what is intended is to simulate a virtual world as close to reality. For this, factors and characteristics that occur in the real world, such as sensory experiences and all kinds of activities, must be included.


In this last phase is where large corporations are taking the next step to offer us the next big leap at the digital level. In this regard, companies like IBM, Microsoft or Meta (formerly Facebook), are the ones that are at the forefront.                                                                                                                                                                                                       




Another concept that must be clear to avoid confusion is the multiverse. This term refers to the fact that there are universes other than ours, which would mean the existence of realities other than ours.


Therefore, both terms have nothing to do with each other. The METAVERSE aspires to be a perfect simulation of our reality or infinite fictions. Meanwhile, the MULTIVERSE is the theory that affirms the existence of universes equal to or different from ours with different characteristics from each other.


However, it should be noted that there can be multiverses within a metaverse, and therefore metaverses within a multiverse. This would mean equating our physical reality with a virtual one, like different existing universes.


In this regard, on a cultural level, reference can be made to the multiverse in DC and Marvel comics, and in television series such as Rick & Morty, among others.


Examples of METAVERSE

Some examples of metaverses are:


 The Sandbox: Possibly the most demanded digital platform in the metaverse sector. Companies like Atari and Adidas have already acquired virtual parcels. It is characterized by its minimalist and pixelated character, in the Minecraft style, which is an online video game.


 Second Life: It has a different mechanics, since the graphics are intended to convey a certain realism. It is expected to be the true rival of Sandbox.


 Habbo: This virtual world tries to interconnect different users via avatar in a space determined by a specific server. Limitations start when the server limits the number of users. Therefore, more than a metaverse, it can be said that it was one of the first attempts at it. In the phases listed above, the development of the third and last phase would be missing.


These are some of the examples of metaverses that are on the rise, including one that is a pioneer in the Hispanic scene (Habbo). It's pretty clear though that more platforms will be developed and released over time.


Another example of metaverse applications in the future would be the possibility of testing the operation of new machines or systems with great reliability before final manufacturing, with the consequent saving of billions of dollars in TEST before the launch of a new patent.


Let's end this adventure through the virtual world, clarifying the essential concepts that have been reviewed here. In the next chapter we will specify these concepts. 

multiverse, MEgAVERSE, hyperverse, outerverse

What is bigger than the universe?

We often hear this jargon on the subject of dimensional sorting, but there seems to be no common consensus on what it really means. After doing some research, I found two websites that contain some concepts and here I present these conclusions:


VS Battles Wiki has a really self-consistent system, but they need their own definitions based on an unnecessarily specific model. for example, they only consider Brana Cosmology while there are many different types of Multiverse models in fiction. Therefore, they also neglect many terms that have too much controversy about what they mean.


Wiki has a page for every term you can think of, but they don't have a meaningful coherent structure that holds them together.


So, rather than proposing arbitrarily backward-arranged definitions, we'll break down each term to write them down in an intuitive and self-explanatory way, and then use them to describe what we know.


1. Dimension. One of a group of properties whose number is necessary and sufficient to uniquely determine each element of a system of generally mathematical entities (such as an aggregate of points in real or abstract space) [Merriam-Webster]


 The official scientific definition of a Dimension is an axis of motion, such as height, length, and width. [VS Battle Wiki]


 Do not limit your understanding of the word Dimension to just space and time.


 Dimension is a fundamental property (quantity or quality) that distinguishes one system from another. It is not the same as the number of dimensions or dimensional values.


 The dimension number is how many of those fundamental properties can be described. The dimensional values are the property values.


 In daily life, we simply say it to refer to one aspect of a situation. There are different types of dimensions:


 The mathematical dimension is a quantifiable extension. Numbers can be used to describe it, such as coordinates and axes, for example (x, y, z) for 3 dimensions.


 The physical dimension is the model that describes our reality specifically, for example, 4-dimensional space-time                                                                                                                                                  

 Spatial dimension: generally, with 2 possible directions


 Temporal dimension: generally, with 1 possible direction


 Non-physical dimension is any other model that does not describe our reality or is purely mathematical.


The mathematical dimension is not quantified or represented by numbers, e.g., True/False, Infinity, Banana


 By itself, no dimension is "greater" or "later" than another. Length does not come before height, nor before time. You could just as easily say that time is the "fourth dimension." The question what is the fourth dimension? Has no sense.


However, fictional contexts may classify dimensions differently. In certain models of the Multiverse, not all Universes have the same dimensions. The dimension that describes the most Universes is considered "largest" (you can think of it as the largest container).


2. Universe. The physical Universe is defined as all space and time (collectively called space-time) and their contents. [Wikipedia]


Although our physical Universe is a 4-dimensional space-time, an alternate universe can be of any dimension; physical, mathematical, non-mathematical, etc. By convention, the Universe is understood to be 4-dimensional unless otherwise specified.


A regular Universe is a 4-dimensional construct. A "pocket" Universe is a 1-to-3-dimensional construct.


Is the Alternate Universe idea counter-intuitive if "Universe" is defined as "everything" that exists? Why don't we consider them all as part of a Universe like everything else? With the introduction of the concept of dimensions as the fundamental distinguishing properties, the Universes can be separated in several ways:


 Type 1: universes of different dimensional values. While they exist on the same continuum, say the 4-dimensional spacetime of (x, y, z, t), two different "Universes" simply exist in different slices.


 Type 2 - Universes of different dimensions. (x, y, z) has a different dimension from (x, y, t)


 Type 3 - Universe of different number of dimensions (x, y, z) with a number of dimension different from (x, y, z, t)


Many confuse Alternate Universe with Alternate Dimension. The alternate dimension is just one type, type 2, of the different alternate universe types.


Parallel Universe or Parallel Dimension is a little less definitive. It implies that a Universe, despite being different, has some similar properties that make them "related" or parallel.


There is no way for the Type 1 Universes to be parallel since they are only distinguished by dimensional values. Having the same dimensional values will result in a single identified Universe. Type 2 and Type 3 Universes can be considered parallel if one or more of their dimensional values is the same. For example, two Universes occupying the same spatial location (x, y, z) but a different temporal location t.         





The multiverse (or METAUNIVERSE) is the hypothetical set of possible universes, including the universe in which we live. [Wikipedia]


A multiverse is a self-contained group or larger bubble filled with a finite or infinite number of universes. [Verse and Dimensions Wiki]


There are four types of separation since the introduction of the concept of Dimension that gives rise to four models of the Multiverse. To adapt Max Tegmark's "Four Levels of the Multiverse" to apply even to fiction:


 Level 0: an extension of our observable universe. Since the observable universe is not a universe, this is more of a model for a Universe than a Multiverse.


 Level 1: Bubble universes. Portion of the same continuum with slightly different physical laws and physical constants (traditionally known as "universals"). Since all universes exist in the same dimensions, it does not imply additional dimensions.


 Level 2: Interpretation of many worlds. While the Quantum Mechanics version describes a splitting of the world line based on random quantum events, fiction often adapts it to split it based on the choices of sensible decision makers. The universes are different "lines" on the same plane, so it implies an extra dimension.


 Level 3: Extra-dimensions. Superstring theory, for example, proposes that our three-dimensional Universe is part of a larger Multiverse with 10 spatial dimensions and 1 time dimension. The universes are of different dimensions together, so it requires multiple additional dimensions.


 Level 4: A combination of multiple different models of the Multiverse to form a Multiverse.


Multiverse can mean any construct with more than one Universe, or strictly an ordered collection of Universes. The latter is generally used in more developed models, while the former will be introduced later as the Archverse.


A multiverse is a 5-dimensional construct.



Multiverse, or Megaverse, any hypothetical set of multiple universes described in physical cosmology and other disciplines. [Wikipedia]


A Megaverse is a collection of several different Multiverses, either a finite or an infinite number of them [Verse and Dimensions Wiki]


Before we even had the word Megaverse, we first learned about the possibility of a multi-multiverse. We all know that the Megaverse is "a collection of multiverses", but that's too vague for any pragmatic use. Fortunately for us, the prefix Mega- not only means "very large" but also denotes a factor of 106. We can take advantage of this coincidence and simply understand it as a six-dimensional construct.


A Megaverse is a 6-to-8-dimensional construct.


A lesser-known term than Multiverse and Megaverse, but one that is quickly gaining recognition. Members of pop culture went a step further and dubbed "the collection of Megaverses" as the Gigaverse. Giga- denotes the factor of 109. Thus, the Megaverse covers up to 8 dimensions. Since the following multiple Tera- denotes the factor of 1012, a Gigaverse is a 9-to-11-dimensional construct. Conveniently, the spacing between each prefix is 3, which is the number of dimensions we're used to. This allows us to visualize, say, the 3 dimensions of the Megaverse as a 6D point, 7D line, and 8D plane in a 9D Gigaverse space. This makes this definition system a very powerful tool.


Therefore, instead of backwards defining the multiverse as having 5 to 11 dimensions according to superstring theory, we can say that the real world is a GIGAVERSE according to superstring theory. A TERAVERSE would be a 12-to-14-dimensional construct, and so on.




An Archverse is a cosmological structure that is defined as a large set of verses that are made up of Universes. Simply put, they are finite or infinite sets of smaller Archverses. [Verse and Dimensions Wiki]


You may find that as the list goes on, we may eventually run out of words to describe higher dimensional constructs. That's why we need a general term called Archverse. Multiverse, Megaverse, Teraverse are all examples of Archverse. Multiverse is a first degree Archverse, Megaverse is a second degree Archverse, and so on. In this way, we can easily identify a let's say, 100-dimensional build, to be 32nd grade Archverse (do the math).




A Macroverse is a verse of any type that is particularly large compared to the normal size of verses of the same type. [Verse and Dimensions Wiki]


There is very little lore behind the word Macroverse. If we use this definition, Macro-Megaverse would likely refer to a 6-dimensional Megaverse, and a "Micro-Megaverse" would refer to an 8-dimensional Megaverse.


Macrocosm and microcosm refer to a view of the cosmos where the part (microcosm) reflects the whole (macrocosm) and vice versa. [Wikipedia]


Any large organized system considered as a whole, rather than as a group of smaller systems [Cambridge Dictionary]


About the only similar concept would be Macrocosm, which also refers to the idea of similar structures in different sizes.




"Hyperverse" in this case comes from two words: "Hyper", which is used in mathematics to designate a higher-dimensional space, and something extreme, above or beyond the usual level. As well as "verse" as an abbreviation for "universe". Therefore, it is intended to be a description of a superior existence of higher dimensions, beyond conventional reality. [VS Battle Wiki]


Hyper a prefix appearing in loanwords from Greek, where it means "over" usually implies excess or exaggeration (hyperbole). Hyperverse stands for Oververse which can be translated to "Over Universe" or "Hyper Universe" [All Dimensions Wiki]




Outerverse is a term coined within this wiki to refer to any reality that transcends all concepts of dimensions. [VS Battle Wiki]


It is infinite-dimensional and has no dimensions. [All Dimensions Wiki]


Outerverse is the assumption of something that dimensions cannot describe. Since dimension is defined as the most fundamental level of separation, Outside is by definition the largest in any fictional context. In other words, it is the fictional context itself. A fictional setting is basically like all of Marvel or all of DC.


Reality is the sum or aggregate of all that is real or existent, as opposed to what is merely imaginary.


Fictional context is a term from the readers' perspective. From the perspective of the fictional characters, the synonym is Reality. Reality is generally used descriptively rather than objectively. Which means that real things are part of reality, but what do we mean when we say a Reality or that Reality?


Just as they're not real to us, readers aren't real to fictional characters, neither are characters in another publication or characters in comics within comics. Even if a character seems to break the fourth wall and speaks directly to the reader, that doesn't make you any more real to him. There is still no form of interaction or insight from either side. They just acknowledged your existence, not your reality. The difference between reality and existence will be elaborated.


Whenever there is a crossing, the crossing is considered a Reality separate from the participating worlds, or everything is considered as one Reality. Outerverse is all fictional context or reality. Therefore, when you hear someone say "Marvel Omniverse", they are really just referring to the Marvel Outerverse.




The Metaverse is a collective shared virtual space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, which includes the sum of all virtual worlds, augmented reality, and the Internet. [Wikipedia]


The Metaverse is a virtual reality space in which users can interact with a computer-generated environment and other users. [Verse and Dimensions Wiki]


Many times, Metaverse is often associated with cyberspace, like the cyber equivalent of Megaverse, but this is simply a waste of the word's potential. Meta- means "beyond" and in fiction, being "Meta" or "Metafiction" is associated with breaking the fourth wall or transcending into reality. Yes, Metaverse refers to what our reality includes. No fictional character can reach this level, not even those who supposedly "killed my own writer."




Omniverse, a concept in Western superhero comics of an all-encompassing reality of which every real and fictional universe is a part of [Wikipedia]


Omniverse is basically the new Universe. All there is, is the Omniverse. If we're just comic book characters, then the Omniverse contains even "that reality". Omni- means everything, and to define it any other way to have something even bigger would leave it understated. It's also a perfectly useless term in any discussion.


Existence is the ability to interact, directly or indirectly, with reality or, in more specific cases, with the universe. [Wikipedia]


The lament term for Omniverse would be Existence. Existence is not a predicate; therefore, you literally can't have anything that doesn't exist. (Existence comes first!) Any effort to describe something that is supposedly "beyond existence" is just overcomplicating things to no pragmatic use.


Now yes... We will be able to venture into all those concepts learned from Blockchain and Artdotchain that allow us to meet the NFTs participating in these new paths in which we will have to live and travel.


                                                                                                               Starting from the art market to the METAVERSE                                                                                                                                                                                                        

Today, we can say that we are in the NTF (non-fungible tokens) BOOM. I found some interesting news: Within an auction, a user named "Kyloren" bought for more than 280 thousand dollars (badly paid, more or less $1,230,000,000 - more than one thousand two hundred and thirty million pesos today) as NTF a Video clip of LeBron James' dunk against the Sacramento Kings during the game on November 15, 2019.


What are NFTs and what is the interest in the market?


“Non-Fungible Tokens” (NFTs) are certificates of ownership stored on a blockchain and backed by Blockchain technology (e.g., Ethereum) that are typically associated with a digital asset such as visual arts, videos, music or collectibles.


In our case, based on Artdotchain Technology, Guillermo Arango (remember not to confuse with Juan) has been guiding us and teaching us how to manage NFTs from their own platforms. From this, he will surely continue to update us and take us to this fascinating world of virtual reality of the future, which is today.


Unlike fiat or cryptocurrencies, which can be easily replaceable and substitutable, each NFT is unique or “non-fungible” and cannot be deleted or counterfeited. Making a comparison, a thousand pesos in my pocket is worth the same as a thousand pesos in my neighbor's pocket, while The Garden of Earthly Delights that hangs in my living room and The Garden of Earthly Delights that is exhibited in the National Museum del Prado are not interchangeable. This is the essence of the NFT concept.


In recent months, NFTs seem to be overtaking blockchain and cryptocurrencies in popularity. They present a new way of thinking about artistic ownership, which partly explains why they have turned the art world upside down.




Digital works, by their very nature, can be endlessly copied and replicated. NFTs do not eliminate that risk, but they do create a unique digital record that authenticates ownership of a particular version of a digital work. Last year Christie's auction house sold as NFT for more than 69 million dollars (a little more than THREE HUNDRED AND TEN BILLION DEVALUATED COLOMBIAN PESOS) a work of digital art, Everydays: The First 5,000 Days, by Beeple, standing next to paintings by Picasso, Rothko, van Gogh and Monet as one of the most expensive pieces of art sold at auction.


NFTs offer new income possibilities for artists, who are increasingly subject to greater restrictions, illegal reproductions, counterfeit or pirated products, high prices, saturated distribution chains, the need for physical interaction, etc. In addition, users of the digital age already spend more time online than sleeping on average, so NFT markets are great showcases where you can show your artistic talent to a larger audience.




The NFTs also seem to be called to play a key role in the so-called metaverse. After the global covid-19 pandemic, is it unreasonable to think that in the future concerts or work meetings will be held purely virtual?


What if the metaverse becomes the virtual stage for certain areas of our life in parallel to our physical reality?


Owning NFT will allow you to be a virtual member of an infinite number of exclusive experiences in the metaverse and in the physical world, thus improving social and community experiences. With NFTs users can also gain full ownership of their lands and spaces in the metaverse. Even companies like Adidas, H&M, Nike or Zara have already introduced virtual fashion collections in the metaverse, all through NFTs.


Thank you very much and we hope that your wishes go beyond this universe and that you have that little worm of the desire to learn much more and more and more….

Edgar Enrique Urbina Leal 2022


Artdot-Tech™© Academy



1 thought on “Class 1 – Metaverse

  1. Muy bien es el nuevo mundo de grandes oportunidades.gracias por toda la información enviada .

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