
Naturally, you need to be a current student to qualify for the 65% off Creative Cloud discount. How do I qualify for Adobe Creative Cloud student discount?

Here's the full list of apps you get – not bad for $19.99/£16.24/AU$21.99 p/month with the 65% student discount: But the system has benefits too, with Adobe pushing out regular updates to the apps and also giving you 100GB of cloud storage for the likes of Adobe Spark, Adobe Fonts and Adobe Portfolio.Ĭreative Cloud apps are also very nicely integrated with each other, which means it's easy to switch between the many in the 'All Apps' subscription. And THAT'S what I see as the promise of the metaverse.The cloud subscription aspect means that you don't own the software you're using, and if you cancel the payments you'll no longer have access to those apps. In my mind, these are all examples of how a digital layer is mediating the way we interact with each other and the physical world around us. Why? Because I'm always running late and I need to know just HOW late I'm going to be. Maybe this is a stretch, but I use Google Maps every single day for destinations I already know how to get to. Or the fact that, Punk6529 has created an entire empire, from an open metaversal world to a NFT collection with 8 digit value, all through a pseudonymous digital identity. Or Snack, a new dating app, just announced a feature where you can train an AI avatar to do the initial round of conversations, so you only talk to the people who feel like a promising match. The mistake for me is that people are thinking about the metaverse as a place instead of imagining it as a layer.įor example: many people follow influencers on tiktok who use a consistent face filter so they're actually interacting with a digital avatar of a human. Fun and fantastic and social, not mundane function. We all recognize that MMOGs like Animal Planet are metaverses. As we watched and studied Second Life, noting the hoards who never left Linden Island and companies like Reuters' vacant news bureaus, we noted last people in it were in a small kink community. It just adds friction and alienation as a UX. While myspace proved there was a huge market for social networking that could be captured and grown through a better experience, Second Life proved there is no interest in VR beyond novelty. We built virtual worlds even before Second Life. We built 3d stores, skeuomorphic design is always abandoned. It's not that we couldn't deliver these experiences and have been able to do so for a very, very long time, it's that there is no market for virtual "reality." We have seen it be adopted only as virtual fantasy in films, games, recreation of the past (which is what I first did in reconstructing archaeological sites), and in design and engineering to model before committing to build.

my friends and colleagues in VR all shook our heads at Zuck's move as a billion-dollar spruce goose.

I go all the way back to VRML in the 90s.
