CM-Equity Interviews the Creators of Anata World
Anata is a 3D Social Platform where interactions can take place between friends, colleagues and businesses together!
Anata is powered by AYCode, registered in Munich – and the first investment by CM-Equity in Metaverse, before we even knew the word! This interview with the founders of ANATA answers many questions surrounding our curiosity for Metaverse –
What will it look like? Who can access it? Is ANATA a Metaverse concept?
How will the Metaverse be?
In the last 2 decades, many movies and books have been discussing the topic of the metaverse, imagining a virtual space where people can live an alternative „parallel” life next to their real life.
Such a limitless, immersive virtual place could new possibilities, and threats as well. The guys at AYCode GmbH. are just getting ready to release their virtual reality platform called Anata.
What is the difference between Metaverse and Virtual Reality, if there is any?
Well, Virtual Reality is a manmade reality, that is interactive, and that’s pretty much all of the expectations towards it, while Metaverse is a deeper level of immersion, it is also manmade, and interactive, but there are more core elements of the concepts, like one should feel Metaverse being reality as much as possible, to the point of maybe being unable to tell the difference. Also, it is expected to be possible to meet others in it, to have an own interior economy, and that it should be uninterrupted (it should be existing even if no one is using it).
So the Virtual Reality concept is part of the Metaverse concept?
Exactly, imagine it like, Virtual Reality can be something that you can use only by yourself, without being connected to anyone else, like visiting a virtual museum, without seeing anyone else. These solutions can be many different, separated little software that are not connected. While Metaverse is one main network of interconnected services (virtual reality spaces), even if you are alone in it, you are still in the same „universe” as other users.
So is Anata an offline Virtual Reality solution as described?
Absolutely not! Anata is between the Virtual Reality and Metaverse concept, closer to the Metaverse one though. Anata already features many capabilities of the core expectations of Metaverse and many that are not described in either of these 2 concepts.
Which are common with the Metaverse concept?
Well, Anata is a platform where people can create and share interactive virtual reality environments, it also has its own financial system and is ready to have its own economy, it also exists even if no one is looking at it.
And which capabilities are not described in the above concepts?
Firstly the main principle of Anata is that it should be highly accessible. We believe that Metaverse – to be widely accessible – simply can not be limited to one platform, and especially can not be limited to any expensive technology. At the time of the creation of the definition of Virtual Reality and Metaverse, there were no different platforms. So nobody thought of dealing with the problem of the world using different devices to consume the same content. Same situation with the next principle: Anata is massively social. In the last 10 years, the world has learned that social media is one of the most powerful features of the internet, so that can’t be left out of such a novel technology.
So these two main elements in the concept of Anata results, that Anata is a platform designed to run on average and most common devices, that are capable of running such complex system. That means we release Anata on Windows and Macintosh pcs and laptops first. Then in the second phase, we will release Anata on Playstation and Xbox, and once there are enough devices sold, Anata is prepared to be accessed with VR headsets or even Holographic ones. It is important to be able to let the most people access Anata, and also, to let them create and share not only their 3D content but also ANY content, that they are already expecting: post images, videos, stories.
You didn’t mention immersion, the possibility of feeling like really being present in the Metaverse.
That’s right. On one hand, it is because the question of immersion is very complex, and it can lead to very far. While there are some hardware developed, which are projecting the possibility of being able to feel force being applied to our body, and there are VR headsets, that let us observe the virtual reality from the inside, not even the more than 10 years old VR technology is fully developed, it still has many issues, while other hardware, like haptic suits, are still in their infancy. While we are creating Anata as a solution for the present day, the everyday use of these technologies are still far in the future, and it would be a waste of time to wait for them. Also, the question of immersion is not so obvious as it might sound, there are some paradoxes, which don’t seem to be resolvable. For example, many people would say, the solution of transferring your real-life movements into the Metaverse, is motion capture suits. Now imagine that you are wandering in a virtual space, and you have to jump from one rock to another to get across a brook. There are even 3 problems with that. 1. you cannot be jumping ahead in a small room, without bumping into some furniture or wall. With walking, it is possible, by using a treadmill-like platform, but jumping in 3 dimensions is different. 2. You would be limited to your real-life capabilities, you might not be able to jump on the next rock if you are not fit enough, so you would fall into the water. However, in real life, you would meanwhile simply land on the ground, which fundamentally interferes with immersion. 3. The virtual space can give you capabilities beyond your real-life capabilities. Like having the capability of „super jump” where you can jump 10 times longer than a real human could. Deep immersion would simply make that impossible if your movements are transferred into the virtual space. Not to mention, the possible health issues, that might be caused by the fact, that the data, that your brain is getting, is interfering with the data that your body is actually feeling on a continuous basis.
On the other hand, deep immersion is something that has not been proven to be desired by people. Actually, from our 8 years long past spent with our 80 000 users in our prototype system, we never received such demands. While, of course, there is an obvious advantage in some usecases, like fear-therapy, there is a big question, if the dollar millions, spent on the research of this technology, will ever be worth it? And there is one good thing with Anata. Time will tell, they say, if these technologies will be desired our team will be able to implement them anytime, since these are also just computer peripherals, just like VR headsets themselves. We just don’t wait for these questions to be answered and don’t try to tell fortunes.
So we can say, you are going to release Anata as a solution, that you believe to be the final version of Metaverse?
Well, no, we have still a lot of work to do, until Anata will be the final version of itself. Many features to be added, many features to be polished while growing with our community. If others will consider it being Metaverse, or not, time will tell. What we can say, is that our concept has the most chance to be successful, and become a mass-market solution.
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About Anata World (AYCode):
ANATA is powered by AYCode, a Münich registered German GmbH established by 5 founders. The R&D department is based in Budapest, Hungary. ANATA is currently consisting of six full-time employees, a half-time employee and two strategic counsellors. A group of angel investors has joined the company in the beginning of 2020 to ensure solid financial status for ANATA.
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