The idea of a metaverse – a collective virtual world integrating virtually augmented physical reality and physically sustained virtual reality – has become rather popular among IT companies and futuristic strategists.
The metaverse is expected to be the next iteration of the internet, as it will provide both, virtual and real life like experiences. Social media networks especially that of Meta (Formerly Facebook); Microsoft ; Epic Games are investing in billions for the creation of the physical environment and the technology that is required in order to make this vision come to reality.
In its essence, the metaverse is to be an unreENDED, synchronous, shared virtual 3D environment in which the users are able to interact with each other as well as with objects at any given time. What could all this lead to, could re-define how we live, starting with how we work, communicate, purchase goods, even have fun. ?
The concept of virtual reality and augmented reality helps in the fulfillment of this vision and the companies involved in the manufacturing of headsets and haptic feedback systems are creating sophisticated devices each passing year.
The possibilities of using the metaverse are numerous and multiform. It has possibilities in various fields such as in education where people can ‘attend’ classes with people from all over the world and interact in a virtual environment.
It could change the ways businesses approach their employee collaboration with offices or meeting spaces in the virtual reality metaverse that is more tangible and genuine than current video call services. In entertainment, owners of the metaverse predict the opportunities of fresh forms of the interaction with an audience, including shows and games that are set in the territory of the metaverse.
However, the development of the metaverse also provides several threats and issues as well. . Questions of privacy and of the data ownership and control are paramount, as the metaverse is likely to entail even higher degrees of data collection and data sharing than today. Some of the problems that can be attributed to the use of virtual reality include addiction, loneliness and even confusion between the real and the virtual world.
Further, interconnectivity with other metaverse platforms, and standardization of virtual identity and other digi tal assets are other important issues that should be resolved.
It will not be a sudden shift where we find a single metaverse appearing but a slow integration of the technology leading to the unification of multiple technologies to form a single metaverse. In virtual worlds, the rising use of the Web3 technologies such as blockchain and cryptocurrencies will be important in establishing virtual economic systems in addition to protecting ownership rights in such spaces.
Although the idea of the Metaverse is still unattainable in the present time, the continuous spending and developments in this area are building the basis for the next radical change in the way in which people interface with virtual reality.
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