How to build real experiences that connect employees in a virtual world.
Humans are social creatures. Even the most introverted among us craves connection—without it, our mental and physical well-being may be negatively affected.
This basic need extends beyond the personal and into our professional lives. People want to build real connections in the workplace too. But with the move to remote and hybrid work, it can be a struggle to cultivate and maintain close relationships.
We are constantly fed innumerable articles on how the metaverse, an interconnected collection of immersive, three-dimensional virtual worlds, will fundamentally change how we live our lives and spend our time. It’s up to creators, brands and publishers to gear up for it by quickly purchasing land to build up their presence, in an “if you build it, they will come” ethos.
Anyone who has been paying attention, however, will have realized that these visions often differ greatly. While Meta focuses on creating virtual reality environments, companies like Microsoft and Nvidia are developing metaverse environments for collaborating and working on digital projects. At the same time, those who believe the future of the internet is decentralized and built on blockchain are experimenting with non-fungible tokens (NFTs) to enable ownership of digital assets and decentralized autonomous organizations (DAOs) designed to bring digital democracy to the virtual worlds we inhabit.
As we all already know, the metaverse has always had strong connections to virtual (VR) and augmented reality (AR) technology; they’re what’s essential for ‘immersivity’ to be pushed to its absolute limits.
Despite none of the leading metaverse platforms currently being centered around such tech (as Decentraland influencer Tangpoko pointed out when discussing the platform’s hardware necessities), it seems inevitable that the metaverse will continue to evolve not only through its interoperable and decentralized features, but also through experiences transitioning from 2D, third-person perspectives, to 3D, first-person ones.
Vogue Singapore and other fashion platforms are creating Web3 communities for users, but will the concept catch on?
A recent report from technology research and advisory firm Technavio predicts that the metaverse will have hit a market share value of $50.37 billion by the year 2026. Therefore, it shouldn’t come as a surprise that the trillion-dollar fashion industry has started taking a major interest in the metaverse.
The metaverse is primed to transform the way we interact and conduct business, with the potential to impact every facet of the enterprise and the consumer experience.
But this will not come without implications for our physical environment. There is no question that the commerce models currently being established around the metaverse are problematic for our planet.
Today a single Ethereum transaction consumes an average of 60% more energy than 100,000 credit card transactions, while an average Bitcoin transaction consumes 14 times more energy. The average NFT transaction produces 48 kilograms (105 pounds) of CO2, which is equivalent to burning 18 liters (4.75 gallons) of diesel. Despite this, the answers to the climate crisis in the real world might be found in a virtual one.
RALEIGH – We stand at a time when emerging technologies are enabling us to create a digital twin of the world that we live in, one with more accuracy than ever before, maintained up-to-date in real time, and with the ability to experience and interact with that digital simulation in immersive 3D.
Throughout human history, we have aspired to create and document versions of the world we live in. From the earliest cave paintings, we rendered copies of our activities and the things around us. As new technologies evolved, we documented our world with painting and sculpture and writing. In more recent history, we captured our world with photographs and sound recordings and later with video. And even more recently we create simulations with software.
Radio juggernaut iHeartMedia is launching its own dedicated space in Fortnite to host events and concerts. The virtual park, which has been given the rather obnoxious name of iHeartLand, is being developed using the game’s creative mode and will feature several different areas.
As students head back into classrooms this fall, some schools are already using the metaverse for teaching and learning. Yet, according to Jaime Donally, engagement director at Identity Automation and a former EdTech K–12 influencer, the metaverse doesn’t exist — at least, not to its full potential.
Metaverse users can reinvent themselves with a digital identity built upon avatars and digital assets, but there are challenges to consider.
The Metaverse has become one of the biggest buzzwords of the year as a number of brands, companies and even countries begin to explore virtual worlds to conduct business. Even though Metaverse development is still underway, a recent report from the technology research and advisory firm Technavio found that the Metaverse will hit a market share value of $50.37 billion by the year 2026.
Recently, the metaverse has been making global news. Before proceeding any further, one needs to define the concept for lay readers. Broadly, the metaverse could be defined as a three-dimensional virtual reality universe wherein users can work, shop, socialize and play, much as they do in real life – except that here it happens online. Since it combines both the virtual and the augmented reality, it simulates a graphically rich digital environment.
Experts have given mixed views on what role virtual reality technology will have in the Metaverse.
Virtual reality (VR) will eventually have a place within the Metaverse, but not for the foreseeable future given its slow adoption rates, according to experts.
There isn’t much that can rival the experience of having one’s senses almost immersed in a virtual world — which is why many believe that the technology will have a natural fit for the Metaverse.
A thriving metaverse is reliant on consumers buying into the hype and that’s a long way off, says Joe Baguley, VP and CTO at VMware EMEA.
For something so high-profile, the concept of the metaverse is nothing new. Many people reading this will remember SecondLife – an earlier incarnation of the meeting of physical and digital worlds. Despite gaining widespread popularity at the time, its cultural relevance didn’t last particularly long. So where is the metaverse going to succeed where previous attempts have failed?
Formerly believed to be a fantasy that could only exist in science fiction, the Metaverse is not only an idea far from being realised, but it is a way to the future that will dominate the world in the same way that the internet has done. The Metaverse is a futuristic real-life simulation where people from all walks of life can meet and live life in the same likeness as on earth, but with a few twists. Avatars, a central concept of the Metaverse, are a virtual representation of the user, or of the user’s alter ego or character, in the virtual world of the Metaverse, similar to a game.  However, since the users behind the avatars have free will, the question arises – will it be safe in the Metaverse?
When it comes to how we live, work and stay entertained, there is no doubting how crucial technology is now. This is easy to see in the music industry, where modern innovations such as streaming have transformed the sector. Of course, tech such as sequencers and drum machines has also enabled the electronic dance music genre to become established.
The latest technological innovation set to alter music is the metaverse. This should not only bring about change in how music is posted online but also how fans consume it. Beyond this, the metaverse is set to have a major impact on other industries like gaming and how we use the internet in general.