Public Relations Communications Specialist at News Coverage Agency & MediaXwire....
Metaverse is one of the hottest topics right now and is said to completely revolutionize human lives. From schools & offices to parties & vacations, the Metaverse brings every aspect of human life to a virtual world with the help of Augmented Reality and Virtual Reality. Metaverse Technology is being hailed as the next breakthrough in technology after the internet.
The word Metaverse is derived from the Greek word ‘Meta’ which means Beyond and ‘verse’ from the universe. One can think of it as a world beyond reality that will be able to replace every activity of our life. Technology giants such as Apple, Snapchat, and Google have tried to make a mark in the past in this space but haven’t achieved any remarkable feat.
It is quite likely that Facebook will be the first major brand in the world to make a mark in the Metaverse in the coming years. The social media giant went to such an extent that it renamed the brand to ‘Meta’ suggesting that Mark Zuckerberg’s plans for the Metaverse are big and serious.
Ans- I’m Arpita Karmakar, a Public Relations Communication Specialist at News Coverage Agency. My Skill in Sales, Communication, Business Development, Sales Management, and Media Sales.
I love reading about crypto technology, traveling around the world, dancing, drawing, and spending time with family and friends.
Ans- A couple of months ago, friends and business contacts started asking me for a crash course on my professional research studying virtual environments. This reflects an explosion, which you’re probably aware of, of the noise and hype surrounding something called the ‘Metaverse’.
As with all technological developments, there are clear pros and cons for children’s interaction with the metaverse and related platforms. For parents, openness and communication of the following are key.
Ans- No, But I have been reading articles about the metaverse for a long time.
Ans- The Metaverse is one of the most awaited internet inventions of this decade. You might have seen how virtual reality (VR) works in movies. You might even have a VR headset at home to play games. But, Metaverse is so much more than that. It combines VR, augmented reality (AR), and even a possible brain-computer interface.
It is a new way for us to interact with technology. Metaverse is a 3D network of virtual worlds that lets you connect and socialize. If you have watched or read about Ready Player One, you are more than likely familiar with the concept.
The Metaverse has come a long way since its inception in the early 90s. Previously, we could only imagine what virtual reality would look like and how we play a part in building the vast network.
Currently, big companies are prepared to launch their own versions of the Metaverse with fantastic graphics and features for us to enjoy. But as we’re gearing towards the next phase of VR.
Ans- Virtual reality, or VR, is still a testing ground of game design, and one area in which there are few standards when it comes to controlling schemes and design choices. The homogeneity of traditional open-world titles, role-playing games, and first-person shooters does not exist and were pressing a trigger to shoot or a face button to crouch is ubiquitous on consoles, VR games are still testing the best ways to make games fun and players comfortable. While using an odd button to crouch or attack may be cumbersome on consoles, the wrong decision in VR can make players physically ill, resulting in nausea, eyestrain, and other side effects. In virtual reality, your whole body is engaged in a way unlike anything in traditional games. From the requirement of the headset needing to fit different head sizes and shapes and remain comfortable for long stretches to the lenses themselves, VR opens up the number of variables considerably.
For many, the most common problem is “VR Sickness,” a term adopted by developers and players to describe the various afflictions caused by playing VR games. Nausea, dizziness, disorientation, and a number of other motion-sickness-related symptoms are common with many VR users and this is exacerbated by the nature of virtual reality: The player’s eyes tell their brain they are walking, while their body tells them that they are still.
“You can experience this in everyday life, such as when you read a book in the back of a car – your vision is fixed on a stationary object, but your peripheral vision and inner ear are detecting movement,” said Matt Dickman, technical program manager for health & safety at Oculus, the company that led the VR charge and was subsequently bought by Facebook in 2014.
It’s a problem that he – and many others in the billion-dollar industry – have been tasked with solving.
Ans- Thank you for giving me the opportunity to interview. There are problems with the metaverse. I think we are constantly alienating the people around us. Technology is good but don't forget reality.