AR, VR, & MR Blockchain Marketplaces
AR, VR, & MR Blockchain Marketplaces implement a token-economy. B2B ties their ownership value to a legal tokenized equity structure. Automatically and intuitively in association with things in the real world, Users’ divergence discovers interactive content.
3D holograms to bring 2020 Olympics closer to TV viewer
“No one is born hating another person because of the color of his skin or his background or his religion. People must learn to hate, and if they can learn to hate, they can be taught to love, for love comes more naturally to the human heart than its opposite.”
This is a critical system and pattern organizational design for their ubiquity, so context of animation, video or 3D products are overlaid on a live video from their smartphones. Cameras are pointed at markers. These markers are for B2B asset transfer of convergent User created technology. Qualitative What is a divergent access from quantified How’s B2C convergence of Machine Artificial Intelligence.
Acquisition of AR, VR, & MR Blockchain Marketplaces transcend the boundaries of traditional human-computer interaction, so the conventions of UX design’s Activation interface is the B2C’s Supply of the Z-axis. Augmented sensory perception and interactions are the Y-axis, so the new X-axis is a combination of AR, VR, & MR Blockchain Marketplaces. The Y-axis is the User created convergence of enterprise assets and transfer.
Remixing and recombining data for an ad-based business model is a Social Transmedia, as the Conditions of the User is a bilateral Connection from a divergence of convergent User created technology. AR, VR, & MR Blockchain Marketplaces track User interaction with content, and context is compensated for their participation. Qualitative What enables How’s Quantification of of Users’ worth. Social Transmedia is the compensation for their activity.
New X-axis is Y-axis Blockchain Scale
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