
"Redstone computers" in Minecraft are an example of these virtual machines.

With those resources and "laws" in mind, people have already begun to marshal what is available in the metaverse to create virtual machines. Also, as I discussed in an earlier post, these virtual worlds are also subject to any physical laws that the developer wants. As examples, a virtual world could have the Moon's reduced gravity (0.167 G) or prohibit any use of the color red. The metaverse's virtual worlds are filled with a wide variety of 3D materials, and scripting features allow users to modify and move those 3D materials. We are looking forward to using properties of quantum mechanics to build a new class of physical computers – quantum computers – but we are only able to research them because the universe happens to give us particles that behave in a way that we can use them for calculations.Īnd the same holds true in the metaverse: You can use only the resources and physical laws you have to develop virtual machines. In a universe without silicon and electromagnetism, we would have had to figure out another way to make usable logic gates for processing. In the real world, we have built physical computers only because the available resources and physical laws allowed us to. The metaverse, however, offers a new space with its own set of rules that could yield interesting virtualization examples in the future.
#Two worlds 2 Pc#
Most web servers you encounter online are virtualized versions of physical machines because they are easier to maintain and can be created so rapidly to handle an influx of traffic to a site. If you own a Nintendo Switch and subscribe to its online service, you get virtualized versions of its older consoles so you can play games from the 1980s onward. Software allows you to run a virtualized Windows PC on a Macintosh.Ĭurrently, patent infringement issues in these virtualized scenarios often do not meaningfully differ from issues relating to physical machines because, to the end user, the experience of interfacing with virtual machines is really no different than interfacing with physical machines. Today, virtualization of physical computers is everywhere. To the user at the terminal, the virtual machine with which they were interacting appeared to be exactly the same (albeit a little slower) than the physical beast in the basement. Users could each use "dumb" terminals that had a little processing power themselves, but mostly acted as an interface to the virtual machines over a network. Another solution was to virtualize a less-powerful version of the physical computer in software. The physical computer would launch several virtual machines that modeled all components of the physical hardware in software, including processors and memory. One solution to the problem was to divide computing time among users, where each of the user's programs received some set amount of time to run on the large machine in the basement. When computers were very large things, it would have been impossible to do what we regularly do now: Supply all users with their own computer.
#Two worlds 2 software#
Virtual machines are software that emulates a physical machine, and the concept of them is nearly as old as modern computing. One object that computers regularly virtualize, however, is less apparent: Computers can virtualize themselves as "virtual machines." For example, a calendar program is a virtual version of a traditional paper planner. Virtual MachinesĬomputers often virtualize objects in the real world as they perform calculations. Some may expand the term still further to include any virtual experience, including interacting with social media or meeting colleagues over Zoom. Cryptocurrencies are a form of virtual money that some consider part of the metaverse, as are the non-fungible tokens (NFTs) that sit next to the cryptocurrency on blockchains. As examples, a 3D world that you can explore in virtual reality (VR) is part of the metaverse (a virtual space), but so are the in-world objects you collect there (virtual things).

I have discussed the metaverse in an earlier post and presented on its implications to IP law, but broadly speaking, the "metaverse" is a collection of technologies that virtualizes spaces and things. Before we get there, however, we should define the metaverse and discuss computing's history with virtualization.
#Two worlds 2 free#
This post shakes free of the real world to dive into the metaverse and its potential for building virtual machines and algorithms that could, in theory, infringe patent rights. Because the metaverse opens up a new, virtual and potentially endless space where infringement can occur, "virtual patent infringement" may be the next domain for enforcement. If patent holders want to exclude others from using their invention, then they need to keep an eye on the marketplace to spot infringers.
