1)Definition:
Many experts look at the metaverse as a 3D model of the internet. It can be defined as a simulated digital
environment that uses augmented reality (AR), virtual reality (VR) to create
spaces for rich user interaction by mimicking the real world. A place where we and other people have an avatar, and can
interact with them through their avatars.
2)History:
"Metaverse"
has been in use for a while, the concept was initially originated by author
Neal Stephenson in his 1992 science fiction book Snow Crash. Stephenson defined
the metaverse in his book as an all-encompassing digital universe that exists
alongside the actual world. However, in 2022, researchers are still unsure of
whether the real-world metaverse would develop in a similar manner.
While still in its infancy in many ways, the metaverse has suddenly become a lucrative industry, with technology behemoths and gaming behemoths like Meta (formerly Facebook), Microsoft, Epic Games, Roblox, and others all developing their own virtual worlds or metaverses. The metaverse uses a diverse range of technologies, including virtual reality platforms, gaming, machine learning, blockchain, 3-D graphics, digital currencies, sensors, and (in certain situations) VR-enabled headsets.
3)How can one access the
metaverse?
Many
existing workplace metaverse solutions require only a computer, mouse, and
keyboard keys, but for a complete 3-D surround experience, you'll likely need
to wear a VR-enabled headgear. However, substantial
progress is being made in computer-generated holography, which eliminates the
need for headsets by using virtual viewing windows that generate holographic
displays from computer images or by deploying specially constructed holographic
pods to project people and images into physical space at events or meetings).
Companies like Meta are also leading the way with haptic (touch) gloves that
let users interact with 3-D virtual objects and feel things like movement,
texture, and pressure.
We can meet friends, raise virtual pets, design virtual fashion items, purchase virtual real estate, attend events, create and sell digital art, and earn money all within the metaverse. But up until lately, there wasn't much discussion about how the developing metaverse may affect the workplace. That is currently altering. The repercussions of the pandemic, particularly constraints on physical meetings and travel, are driving organizations to seek more authentic, coherent, and participatory distant and hybrid work experiences. At least four significant ways, according to the metaverse, appear destined to change the nature of work: An increase in learning and skill training through virtualization and gamified technologies; the rise of new immersive forms of team communication; and the appearance of new digital, AI-enabled coworkers.
4)Importance in society
The
metaverse promises to offer new levels of social interaction, mobility and
collaboration to the world of virtual employment. NextMeet, established in
India, is an avatar-based immersive reality platform focused on interactive
working, collaboration, and learning solutions. Its objective is to eliminate
the isolation and workforce separation that might emerge from remote and hybrid
employment.
The
metaverse has the potential to revolutionize training and skill development by
substantially reducing the time required to develop and acquire new talents.
AI-powered digital coaches may be available to offer career guidance and help
with staff training. Every object in the metaverse, for example, a training
manual, machine, or product, might be made interactive, with 3-D displays and step-by-step
"how to" manuals. Virtual reality role-playing and simulations will
become more popular, allowing worker avatars to learn in extremely realistic,
"game play" scenarios like "the high-pressure sales
presentation," "the demanding client," or "a hard workplace
interaction
Virtual-reality technology are already being used in numerous industries to speed skill development: Surgical technology business Medivis is using Microsoft's HoloLens technology to instruct medical students through interaction with 3-D anatomical models; Embodied Labs has used 360-degree video to let medical personnel experience the impacts of Alzheimer's Disease and age-related audiovisual deficits, to aid in diagnosis; and manufacturing giant Bosch and Ford Motor Company have pioneered a VR-training tool, using the Oculus Quest headset, to train technicians on Using 3-D animation and augmented reality, the UK-based company Metaverse Learning collaborated with the UK Skills Partnership to develop a series of nine augmented reality training models for front-line nurses in the UK.
5)Implications of Metaverse:
The metaverse is
an iteration of the internet that gives us a far more immersive experience.
Users will be able to enter the internet using an avatar. For Example: If we
search for "dinosaurs" on Google then we can see augmented reality
versions of your favorite prehistoric creatures right in the room.
Some of the applications of how metaverse
giving us a better experience are:
Shopping in the Metaverse
Metaverse is already changing how we shop.
IKEA was a pioneer with their Place app, which uses augmented reality tech to place furniture into our rooms so that we
can see how things will look within our home.
Apple also allows us to view their latest gadgets in the room using augmented
reality.
Transforming Training
and Education
Metaverse provides immersive, engaging
learning opportunities in schools, corporate training and personal improvement.
In Poland, teachers are using the VR game Half-Life: Alyx to teach science
lessons. Companies like Skanska are also conducting their health and safety
training using virtual reality.
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