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未来世界的超级力量

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With a better understanding of the Metaverse, it should be no surprise that gaming companies are at the forefront.

随着对元宇宙有了更好的理解,游戏公司走在前列也就不足为奇了。

And that's because of how they've been trained for decades, not just in design, but in ethos, in philosophy, in feel.

这是因为他们几十年来受到的训练,不仅是在设计方面,还包括精神、哲学和感觉方面。

There's lots of things we do because we have to, because we can't help ourselves.

我们做的很多事情都是被迫的,因为我们无法控制自己。

But we don't play games we don't enjoy.

但我们并不会玩自己不喜欢的游戏。

So many believe that gaming companies moving to the forefront of our economy as opposed to enterprise, SaaS, or tech and productivity companies is positive because it means that we have people who are designing so that we feel good, not designing so that we do something.

许多人认为,游戏公司走在我们经济的前沿,而不是企业、SaaS或科技和生产力公司,这是件好事,因为这意味着有些人的设计是为了让我们感觉良好,而不是为了让我们去做某事。

Almost all technologies are defined by constraints, either those which affect them or those which they relieve.

几乎所有的技术都是由限制定义的,这些限制要么会影响技术,要么就是被技术解决。

And so, what's fascinating about the Metaverse is the ways in which it seems to be originating from a relatively small segment of the economy: consumer leisure.

因此,元宇宙吸引人的地方在于它似乎起源于经济中相对较小的一个部分:消费者休闲。

And at that, a niche one, video gaming.

由此便产生了一个针对特定群体的领域--视频游戏。

How is it that consumer products were typically last to enter the internet era, yet could be first to the Metaverse?

为什么消费品通常是最后一个进入互联网时代的,但却可能是第一个进入元宇宙时代的呢?

And the answer is that the constraints that affected all prior waves, meant that you couldn't do much entertainment with them.

答案是,之前的科技浪潮受到了一些限制的影响,这意味着你没法用它进行太多娱乐活动。

If you couldn't send an image, but you could send a document, then of course it's going to be for business, it's not going to be for consumers.

如果你没法用它发送图片,而是只能发文件,那么它自然就只有商业价值,而无法面向消费者。

That happened with the early internet, with early computers, and then with smartphones.

早期的互联网、电脑以及后来的智能手机都存在这种情况。

But in gaming, the historical constraint was 'Simulation fidelity.'

但在游戏领域,以往的限制就是“模拟逼真度”。

And what that meant is that the utility of a real-time-rendered simulation, 3D or 2D, wasn't good enough.

这意味着无论是3D还是2D,它的实时渲染模拟的实用性都还不够好。

A healthcare professional couldn't use it. The military couldn't use it.

医疗保健专业人员无法使用它。军方无法使用它。

The government rarely used it.

政府很少使用它。

But it did work for "Pong." It worked for "Space Invaders." It worked for "Legend of Zelda."

但对"Pong"、"Space Invaders"、"Legend of Zelda"(视频游戏)来说,它确实是有效的。

And so the accumulated consequence is that for close to 70 years, all of the expertise that is now relevant for the Metaverse has been built and incubated in the gaming sphere.

因此,它产生的累积结果是,在近70年的时间里,与元宇宙相关的所有专业知识都是在游戏领域建立和孵化的。

That's not just design principles, obviously they're best at building a virtual world, but it's also more nuanced.

这不仅仅是设计原则,显然他们最擅长构建虚拟世界,但它也更加微妙。

They have constructed complex marketplace economies, and most importantly, all of the hardest technological problems for the Metaverse- the challenges of networking globally- the constraints of having affordable but super powerful hardware to actually produce a real-time-rendered simulation- the world's best expertise comes from the gaming sector.

他们构建了复杂的市场经济,最重要的是,也构建了元宇宙所面临的最棘手的技术问题-全球联网的挑战-拥有价格亲民却又超级强大的硬件以实际生成实时渲染的模拟-世界上最好的专业知识都来自游戏领域。

Today, when we think about the closest experiences to the Metaverse, we typically identify platforms such as "Minecraft," "Roblox," or "Fortnite."

今天,提到与元宇宙最接近的体验时,我们通常会想到像“我的世界”、“Roblox”或“堡垒之夜”这样的平台。

The scale of these services is really astonishing.

这些服务的规模实在令人震惊。

Roblox has, on the average day, about 55 million users.

Roblox平均每天约有5500万用户。

By the way, about 65% of them are over the age of 13.

顺便说一句,他们中约65%的人年龄在13岁以上。

We also have Minecraft, which is about 80% that size.

还有《我的世界》,它的体量大约是Roblox的80%。

And Fortnite has about 70 to 80 million estimated monthly users, and even more engagement time.

堡垒之夜估计每月约有7000万至8000万活跃用户,而且他们的使用时间更长。

All together, there's roughly 800 million people on the average day, who are spending hours in these virtual social worlds.

总而言之,平均每天大约有8亿人在这些虚拟社交世界中花上数小时。

One of the most fascinating things about the development of the Metaverse in contrast to the "gaming industry," is that we can distinguish them by their focus.

与“游戏行业”相比,元宇宙的发展最吸引人的地方之一是,我们可以通过他们的关注点来区分他们。

They focus not on game-like objectives- win, kill, shoot, defeat, score- but non-game-like objectives.

他们关注的不是像游戏那样的目标--胜利、杀戮、射击、失败、得分--而是非游戏类的目标。

Instead, the goal is: identify, express, socialize, build, explore.

相反,他们的目标是:识别、表达、社交、建立、探索。

And that's one of the ways in which many of us have belief that this is a scalable experience, because it meets a human want, and it demonstrably brings many people together.

很多人相信这是一种可扩展的体验方式之一,因为它满足了人类的需求,它显然会将许多人聚集在一起。

And we saw this, especially during the pandemic.

我们看到了这一点,特别是在疫情期间。

That COVID positively affected the gaming industry, it's growth rate and adoption, is self-evident.

新冠对游戏行业的积极影响,它的增速和使用率,是不言而喻的。

It destigmatized what many previously considered to be antisocial, and certainly not aspirational behavior.

它消除了以往人们对某些反社会行为的偏见,当然这些行为也称不上积极进取。

There were many schools in the United States which celebrated a graduation, a birthday, inside of "Animal Crossing."

在美国,有许多学校在“动物穿越”中庆祝毕业、生日。

There were talk shows hosted in these environments.

还有些脱口秀节目会在这里面主持。

Others just saw the ways in which this was actually a viable educational forum, or at minimum, one for socializing.

其他人仅仅认为这是一个可行的教育论坛,或者至少可以说是一个社交论坛。

Not everyone was convinced, but many parents saw this and they now understood its benefits- not just that it wasn't pernicious.

还有些人不以为然,但许多家长看到了这一点,现在家长们不仅仅认为它没有坏处,甚至还看到了它的好处。

That's more profound than any short-term acceleration.

这种影响比任何短期的激增都更有意义。

There's a famous line from the former Department of Commerce chair in the United States, where he said, "Today's supercomputer is tomorrow's PlayStation."

美国前商务部主席曾说过一句名言:“今天的超级计算机就是明天的游戏机。”

Supercomputers were not designed for everyone, but in video gaming, the constraints have been relaxed so that those technologies and that expertise is applicable everywhere.

超级计算机并不是为所有人而生,但在视频游戏中,一些限制已经松动,这些技术和专业知识适用于任何领域。

John Hopkins University is now performing live-patient spinal surgery using game engine-rendering technology.

约翰·霍普金斯大学现在正在使用游戏引擎渲染技术给活体患者进行脊柱手术。

The U.S. and British militaries are using unreal engine for simulation training for active combat.

美国和英国军方正在使用虚拟引擎进行主动作战的模拟训练。

We have reached the point in which the constraints to simulation fidelity and functionality have relaxed enough that the expertise in gaming can be applied elsewhere, such as the Metaverse.

目前,我们对模拟逼真度和功能的限制已经足够宽松,游戏方面的专业知识也可以应用到其他地方,比如元宇宙领域。

And this is one of the reasons why we see not just the world's largest technology companies rushing into category, but we see plausible arguments that the leaders of tomorrow are today's gaming companies.

所以,我们看到的不仅仅是世界上最大的技术公司争相进入这一领域,而且未来的领导者极有可能是今天的游戏公司。

重点单词   查看全部解释    
produce [prə'dju:s]

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n. 产品,农作物
vt. 生产,提出,引起,

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engagement [in'geidʒmənt]

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n. 婚约,订婚,约会,约定,交战,雇用,(机器零件等)

 
pandemic [pæn'demik]

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adj. 全国流行的 n. (全国或全世界范围流行的)疾

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plausible ['plɔ:zəbl]

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adj. 似真实合理的,似可信的

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convinced [kən'vinst]

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adj. 信服的

 
constructed

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vt. 构造,建造;创立,构筑;搭建(construct

 
expertise [.ekspə:'ti:z]

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n. 专家的意见,专门技术

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pernicious [pə'niʃəs]

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adj. 有害的,恶性的 邪恶的

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applicable ['æplikəbl]

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adj. 合适的,适用的

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affect [ə'fekt]

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vt. 影响,作用,感动

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