The Metaverse, in one form or another, is coming. As with a lot of digital technology, gaming and sci-fi pioneered the experience. Many proponents think the maturity, data, and hardware are almost ready for a larger audience beyond just entertainment to include retail, medicine, training, and engineering. So, what will it take to get there? Where will the Metaverse first actually show up in our lives?
The premise of the Metaverse is that VR headsets, along with haptic gloves, immersive audio, and enormous 3D worlds are coalescing and maturing to the point where we might do actual real things: shop, meet colleagues, design complex machines, get trained on new skills, all within virtual worlds.
First things first. We’re primarily visual, so the core technology for a Metaverse to work is decent VR headsets:
That’s a start. But for a full metaverse, we’ll need a lot more:
Now, how to interact with these wonderfully detailed worlds?
That last part about ergonomics may end up being the most important. VR games have trained players that they can fly or instantly transport from one place to another. Gaming has also trained us that full-body jiu-jitsu moves are just a few finger-clicks or button smashes away (L+R AA BB AAAAA). Will a Metaverse allow such non-realistic things? Will dragons be attending the quarterly planning meeting for the accounting department?
The technology to build the Metaverse is well on its way, but how will it actually show up in our world? Keep an eye out for our next posts, where we’ll take a look at the Metaverse in terms of the following different segments: Shopping/Retail, Entertainment, Medicine/Health, Engineering, Training, and Security. Believe it or not, the Metaverse is already transforming these spaces.
Stay ahead of trends with insights from iterate.ai experts and advisors