What is the metaverse, and what can we do there?

However, Nike has submitted a new brand to sell the Virtual Air Jordan, and Walmart is preparing to launch virtual products in the online store using its own cryptocurrency and non-fungible token (NFT). Other non-technical companies also aim to dive into the ground floor offers. ..
As a professor of journalism who has studied the future of immersive media, I agree that Metaverse opens up the possibilities for change. But I also see unique challenges on the way to mainstream acceptance. So what exactly is the Metaverse and why is it welcomed as a breakthrough innovation? Entering the
Metaverse The
Metaverse
 is an "integrated network of 3D virtual worlds". Access these worlds through a virtual reality headset. Users navigate the metaverse using eye movements, feedback controllers, or voice commands. Headsets stimulate the so-called presence created by immersing the user and creating the physical sensation of being there. To see how the
Metaverse works, you
 can watch popular large-scale multiplayer virtual reality games such as Rec Room and Horizontal Worlds. Participants use avatars to interact with each other and interact with their surroundings.
But a wide range of non-gaming applications is great. Musicians and entertainment labels are trying to host concerts in the Metaverse. The sports industry continues, with top franchises like Manchester City building virtual stadiums, allowing fans to watch games and perhaps buy virtual merchandise.
Perhaps the most widespread opportunities for Metaverse are in online learning and government services.
This is a general concept of the Metaverse. In a VR-based world independent of the physical world, people can interact and participate in seemingly endless types of virtual experiences, all backed by their own digital economy.
Beyond Virtual Reality
However, there are challenges that must be overcome before the Metaverse is widely accepted worldwide. And the central issue is the "virtual" part of this universe. Although the
VR is considered an important part of the Metaverse recipe, access to the Metaverse is not (should not be) restricted to the use of VR headsets.
In a sense, anyone with a computer or smartphone can dive into a metaverse experience such as the digital world of Second Life. Providing a wide range of accessibility is the key to making the Metaverse work based on the ongoing difficult battle of VR to attract the attention of consumers. The
The VR market has undergone remarkable innovation in a short period of time. A few years ago, people interested in home VR had to choose between expensive computer-based systems that connect users or smartphone-based headsets that were cheap but very limited.
We have now witnessed
 the emergence of affordable, ultra-high quality, wearable wireless headsets, such as Meta's Quest line, which is rapidly growing into a leader in home VR. The graphics are sensational, the content library is more robust than ever, and it's cheaper than most video game consoles. So why are so few people using VR?
Meanwhile, global sales of VR headsets are growing, and 2021 is a great year for headset makers, with the highest sales since the flood of major brand VR devices in 2016. However, they still sell only about 11 million devices worldwide. Given that it is estimated that only 28% of people who own a VR headset use the device on a daily basis, it can be difficult to get
people to use the device.
 As many technical critics have pointed out, the long-held mainstream revolution in VR has barely been realized.
Virtual Exercise, Physical Discomfort From missing marketing opportunities to production hurdles, there are countless reasons why VR hasn't spread on a large scale. However, the use of VR can be unattractive to a significant number of people, especially if used frequently. Despite the remarkable advances in
screen technology, VR developers are trying to deal with the "motion sickness" (motion sickness-like nausea) that devices cause for many users. Studies 
show that physical neck discomfort can remain a problem as long as you need to use a large headset in VR. Some studies suggest that women experience a much higher level of discomfort because the headset fit is optimized for men.
In addition to the physical challenges of using VR, there is also its isolation. “Wearing a headset separates you from the world around you,” said Ramona Pringle, a professor, and researcher in digital technology.
Certainly, some people are attracted to VR because they experience the rise of escapism and virtually interact with others. However, disconnection from the physical world, and the discomfort of disconnection from people, can be a significant hurdle when it comes to having people voluntarily wear headsets for hours at a time.
Mediated Magical World Everywhere
Augmented Reality (AR) experience can be the key to Metaverse reaching its true potential. AR allows users to use their smartphones (or other devices) to digitally enhance what they perceive in the real world in real-time and explore the virtual world as if they were in the virtual world. To.
The metaverse for augmented reality is not a completely new digital world but overlaps with our real world. It is this version of the Metaverse that actually has the ability to change our lives, and computer scientist and technical writer Luis Rosenberg claims: Yes, virtual worlds for socializing are very popular, but immersive media is not a way to transform society. The true Metaverse-the central platform of our lives will be an expanded world. If we understand it correctly, it will be magical and ubiquitous. "

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