Friday, April 28, 2023

Metaverse - Technology's New Discovery

 In recent years, the term "Metaverse" has been increasingly used in discussions about

virtual reality and its potential applications. According to Rachmadtullah et al., Metaverse is

defined as an immersive virtual environment that simulates the physical world and enables users

to interact with digital objects and other users (2022). This post aims to explore Metaverse

technology, including its historical background, characteristics and features, use cases, target

audience, advantages and disadvantages, future implications.



Metaverse technology extends beyond traditional forms of communication by blurring

the lines between real life experiences with their digital counterparts. It allows for a more

engaging form of communication which can be harnessed through various industries such as

entertainment,gaming,and education. The potential of this technology is vast given its ability to

simulate almost any scenario in a safe controlled manner allowing us to test ideas before

implementing them into reality.


The roots of Metaverse date back over thirty years ago when it was first mentioned in

Neal Stephenson’s 1992 science fiction novel Snow Crash. Since then,it has significantly

evolved with advancements in technologies like spatial computing allowing for better immersion

by creating interactive environments where multiple participants can exist together within one

space interacting with one another or various elements within the environment(Donovan 2021).


There are several key features that make up metaverse technology: immersive user

interface design which offers an experience similar to being present in person; multi-user

functionality enabling people from different parts of the world to come together within a single

platform via avatar representations ; real-time interactions which allow users’ actions inside

metaverses affect other users' experiences; AI & machine learning integration providing

personalised experiences that cater towards individual preferences.


Metaverse showcases potential across numerous sectors starting from Education where It

could revolutionize how we learn things using gamification techniques making it more engaging,

interesting and interactive(Yavuz 2022). It could be used for prototyping and testing products in

a simulated environment before introducing it to the market. Metaverse technology could

transform the entertainment industry by creating an immersive experience for consumers that

allows them to interact with their favorite films or games.



To use metaverse effectively, one must have an understanding of the hardware

requirements as well as the software programs that are compatible. Users need access to VR

headsets or AR capable devices like smartphones or tablets which will allow them to enter into

virtual environments within metaverses (Donovan 2021).


On the positive side, metaverse offers users a new dimension of interaction allowing

individuals from different parts of the world connect together. The flexibility this form of

communication enables can increase productivity in work settings and also has potential for use

in fields such as healthcare where doctors can simulate procedures before conducting surgeries

on actual patients(Prasetyo et al., 2022). However, there are several concerns associated with

using this platform including privacy issues, security risks posed by hackers accessing user data.


The target audience for Metaverse is vast including but not limited to educators who see

its potential as a teaching tool; entrepreneurs looking to create new products or services in virtual

spaces; gamers seeking more immersive experiences than those offered by traditional

videogames.


Metaverse technology is still evolving at a rapid pace given advancements made possible

through machine learning, AI and other emerging technologies. As we move forward, there is

potential for enhanced functionalities within these platforms allowing us to explore new forms of

creativity particularly within design & development spaces(Wan Musyirah et al., 2021).



In conclusion,Metaverse technology provides a unique opportunity for individuals and

businesses alike offering endless possibilities and unleashing untold potential. Though there are

risks associated with its use, it is essential that we remain vigilant and work towards addressing

these concerns as they arise. Overall metaverse technology holds great promise for the future of

interactive learning and immersive experiences in various fields including education,

entertainment, healthcare etc.(Donovan 2021).


                                                     Sources

Donovan, T. (2021). The Metaverse: A Brief History And Possible Future Of Online

Worlds. Forbes.

Prasetyo,J., Masruroh,(2022) & Thejnp.org/index.php/jnp/article/download/295/169

Rachmadtullah,R.,Setiawan,B.,Abdhi Wasesa,A.J & Wahyu Wicaksono,J (2022)

Elementary school teachers’ perceptions of the potential of metaverse technology as a

transformation of interactive learning media in Indonesia.IJIRSS.com.


Wan Musyirah,W.I ,Mohamed Saladin Bin Abdul Rasool,M.& Mohd

Noor,A.H(2021),Technology Acceptance and Technology Usage: Importance to Cash Waqf

Contribution,Hrmars.com



Yavuz Toraman,(2022) User Acceptance of Metaverse: Insights from Technology

Acceptance Model (TAM) and Planned Behavior

Theory(PBT),emaj.pitt.edu/ojs/index.php/emaj/article/download/258/454

Rachmadtullah, R., Setiawan, B., Wasesa, A. J. A., & Wicaksono, J. W. (2022). Elementary

school teachers’ perceptions of the potential of metaverse technology as a transformation
of interactive learning media in Indonesia. International Journal of Innovative Research
in Social Sciences & Strategic Management, 9(1), 1-10.
http://www.ijirss.com/index.php/ijirss/article/download/1119/324

2. Prasetyo, J., & Masruroh. (2022). The Future of Post-Covid-19 Health Services using
Metaverse Technology. Journal of Nursing Practice, 2(1), 1-8.
https://thejnp.org/index.php/jnp/article/download/295/169

3. Toraman, Y. (2022). User Acceptance of Metaverse: Insights from Technology Acceptance
Model (TAM) and Planned Behavior Theory (PBT). Electronic Journal of Management
& Leadership, 4(1), 1-12.
http://emaj.pitt.edu/ojs/index.php/emaj/article/download/258/454

4. Ismail, W. M. W., Rasool, M. S. B. A., & Noor, A. H. M. (2021). Technology Acceptance and
Technology Usage: Importance to Cash Waqf Contribution. Humanities & Social
Sciences Reviews, 9(2), 1-10.
https://hrmars.com/papers_submitted/11082/technology-acceptance-and-technology-usag
e-importance-to-cash-waqf-contribution.pdf





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