For decades I have read, watched and thought about this topic and the degree of artificial intelligence.
"Life" in the virtual world through VR equipment, our vision and hearing are rapidly developing with our "self" in the imaginary landscape and environment. In the next 20 years, it will be strange
But you will still use your wet meat brain as your own major hardware. Goggles, headphones, (later haptic clothes etc.) So ... prepare the player for 20 years, my guess
2) The next level skips the headphones / ear plugs and connects the interface to your actual nerve. Touching, smelling, acting etc. Let's say Matrix for 50 to 100 years.
3) Is your self actually transferred to the digital version so that you can throw away your old body and live forever as a bit / software on your computer? It is different WAAYYYY from 1 and 2 above, but I think this is very troublesome when people mix them. We do not really know that, only your digital self will lose something.
Whatever "upload awareness" project you read, they try to deceive people, they are simply stupid.
So, I would say that USS Callister / SanJunÃpero, etc. will probably never happen in the next few hundred years or thousands of years
My first idea is to present a real world scene through live / live performer / performance on stage and present a virtual world scene through a virtual scene (probably projecting a real-time virtual world scene on a large screen) It was to do. I see four possibilities: a real character in reality places / a real character in a virtual place / a virtual character in a virtual place / a virtual character in a real place. John Hurt invited Jodie Foster as a visual effect of the audience, considering whether Derek Gifford could base on the production / appearance of the opening scene of the movie "Contacts" scene. One is at the space station and the other is watching a monitor at another place
Second Life is an online virtual world. Although Second Life is not a traditional MMOG, by simulating the real world as much as possible in the virtual space, it promotes the interaction between the player and the world. Developer Linden Labs implemented a player-centered economy that allows players to earn money. The economy is based on Linden Dollar (L $), and players can earn money by participating in various activities in the game. There are also very passive activities, such as sitting on a camp chair, but other activities such as virtual content creation and virtual real estate transactions require real skills.
In the early years of 2006, the virtual community Second Life has created the world's first virtual millionaire. She is a big player in the community's virtual real estate industry and has acquired Linden Doll (legally convertible to US dollars) used in online 'games'. Second Life continues to produce more realistic millionaires who buy and sell virtual goods and services in the community. Contrary to the general belief, Second Life still exists. Although hype may be substantially diminished, there is still a small portion of the user base (once every 55,000 users). Now, the founder of Second Life has launched High Fidelity VR to maximize the progress of VR technology. High Fidelity uses the latest block chain technology as a new VR economic infrastructure. This infrastructure includes a digital asset registration (DAR) system designed to demonstrate ownership and characteristics of virtual objects.