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Four myths and the truth about the Metaverse

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There is a lot of talk about the Metaverse these days on social media and media platforms. However, there are still many doubts and misunderstandings about what this combination of technologies really is. While it has gained notoriety and attention recently — with the transformation of Facebook, the platform run by Mark Zuckerberg, into Meta — the original term is slightly older and was created in 1992 by American writer Neil Stephenson in his novel Snow Crash and refers to the virtual space.

Learn the myths and truth about the Metaverse

“The Metaverse is not a place, an object, a thing, a technology, or a company. This is a combination of various technologies such as augmented reality, virtual reality, artificial intelligence, the Internet, 3D environment, gamification and any other immersive, communicative and interactive experience that you will meet. It is being built as an immersive environment in a virtual world, which is why there are multiple Metaverses.

Facebook Meta, for example, will be just one of them,” explains Fernando Godoydigital visionary and CEO interactive flexible, an immersive experience company developing special projects for brands with the concept of an educational and revolutionary metaverse. “Many companies market themselves as Metaverse, but these are just attempts that are not real, and you should be aware of this,” he adds.

Myths and truth about the Metaverse

To help consumers, hobbyists, and the curious understand the term and all its meanings, the expert lists four myths and truths about the Metaverse. See what they are below:

1. You can enter the Metaverse only with a virtual reality (VR) headset.

MYTH. In addition to accessing virtual reality glasses, it is also possible to enter the Metaverse through platforms, applications and browsers using an avatar representing a person in a virtual world where he moves and communicates using his own voice. , known as spatial audio.

“People were confused because everything indicated that access was only through virtual reality (VR) glasses, which until then was the technology that provided the most immersive experience. But through the glasses, many of these experiences are alone, and the Metaverse is not at all alone. This happens in real time, when several people are connected and interact with each other, ”the expert notes.

2. The metaverse is not only present in video games.

TRUTH. The games market was the one that essentially started to develop and develop this immersive environment, as some games have people talking, having fun, watching shows, buying and selling things, among other things. However, it was not produced and is not intended only for this industry.

“Today you can see how retailers, service providers and brands operate at Metaverso. This is not something that is intended only for children and adolescents, this is a future that is getting closer,” comments Fernando.

3. The Metaverse will change the digital economy.

TRUTH. Depending on deals NFT (non-fungible token)people, brands and companies can produce not only collections, art, films or music, but also collectibles and other products that have a huge impact on the economy.

“It is estimated that by 2024 the Metaverse will be transacting some $800 billion or more as the Metaverse is distributed across seven layers with different industries, brands and startupsdivided into separate functions, from infrastructure and cloud companies to user experience,” notes Godoy, who ensures that Metaverso will create new jobs and create many jobs.

4. The Metaverse does not help at all in educating youth and adults.

MYTH. Metaverso has a chance to change education and learning in the world, especially in Brazil. This will allow a young person, student, or even a company employee to learn through an immersive experience in which they can enter the human body and understand how it works inside, see the periodic table in real and different form, or even go back to Ancient Greece or World War II. , For example.

“The avatar can be the protagonist, participate and deeply understand how this experience works, which makes the ability to absorb, understand and learn about content exponential and different from watching Youtube videos or video call lectures,” concludes Fernando.

About Flex Interactive

The company was founded in 2012 Fernando Godoy, agronomist, digital visionary and specialist in Metaverse – a set of technologies that allows people to access different interactive spaces – Flex Interativa is based on innovation and aims to revolutionize the Brazilian market and education through immersive interaction and the development of special projects for brands with the concept of educational metaverse. With revenue in excess of R3 million, the organization is projected to become the largest company in the field in Brazil and will facilitate access to the metaverse for companies, governments, NGOs and events, reducing high implementation costs and little retention or longevity.

About Fernando Godoy

Graduated from the State University of São Paulo (Unesp) in agronomic engineering, Godoy has been an entrepreneur for over 25 years, and today he is the main authority on the metaverse in Brazil, not only because he noticed the market’s inclination towards this innovative digital universe,” but also for investing in products and services capable of embracing technological innovation with its interactive flexiblea company specializing in immersive experiences through virtual augmented reality and artificial intelligence.

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Source : Married Games

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