The rise of AI chatbots in education

THE METAVERSE


The future of life as we know it is about to change. From the most normalized things in our daily lives such as social networks, games, activities with acquaintances and friends, shopping; to the functions of companies with their way of communicating and selling their products; even banking is closely related to this new term of the metaverse.

A world of new possibilities is opening before our eyes.

 

WHAT IS THE METAVERSE?

To fully understand what the metaverse is, it is necessary to see the whole past of this word, going through the idea and technology it implies.

The term metaverse (meta- coming from the Greek meaning "beyond" and -verse from "universe").

It is a concept that appeared in 1992 by Neal Stepheson in his science fiction novel "Snow Crash", in which a fictitious virtual world appeared where people could connect to this collective virtual space.

To define it we could say that it is a simulation of a reality, often based on our own, although sometimes it can be totally invented things that have not been seen before, in which we can explore, socialize, and even trade. All this interaction is done through avatars, which is a graphical representation that is associated with a user, can be two-dimensional or three-dimensional.

To connect we will need virtual reality glasses and something to handle our avatar, whether gloves, controls, or a keyboard. In the future it will be possible to take it to machines in which to "immerse" us or entire rooms created for this purpose.

The fundamental characteristics of the metaverses are 3:

·       Interactivity: so that the user can communicate with the rest as well as interact with the virtual world around him.

·       Corporeality: first-person view and physicality within this world.

·       Persistence: it must be available and open 24/7 even if there are no players connected.


TECHNOLOGY AND VIRTUALIZATION OF EVERYDAY LIFE

Although the metaverse is still a little worked idea and has just been presented to us, it used to be just a revolutionary idea. Today, with the evolution of technology, it is getting closer and closer to becoming a reality. This gives it a great economic value and that is why most companies see it as the future and are betting on creating their own metaverses.

Let's see what in my opinion are the most important technologies for the idea to become reality, many of the things we already have others are yet to come or develop.

 

First, we have the clear intelligences, artificial and augmented. The main difference is the isolation, in one we immerse ourselves in a virtual world through devices such as glasses and other peripherals and the AR (augmented reality) through a device such as a smartphone or smart glasses we see information and images superimposed on the real world.

There is a third type called mixed reality, it is a form of virtual world with images of the real world.

 

VIRTUAL REALITY

To enjoy virtual reality, many peripherals are needed, which allow us to immerse ourselves in a 3D environment and experience it in first person. Not to be confused with augmented reality.

This technology has many uses from allowing us to play, train, test products, visit simulations of sites such as museums, psychotherapy and even watch TV in this visual environment.

This last action comes from the hand of Telefónica with Evergine, which during the Mobile World Congress 2018, showed a project that showed us how this idea of "the television of the future" would be.

In order to carry it out, they had to develop a space for users that had public and private rooms, where things like synchronization, voice communication and lighting control could be done through their avatar.

ck, which allows the camera to track movement in space. In addition, it also includes an internal sensor to detect finger flexion. When the user enters the virtual experience with physical force, the control system will adjust the level of inflation, creating pressure on different parts of the opponent.

When the user enters the virtual experience with physical force, the control system will adjust the level of inflation, creating pressure on different parts of the opponent. For example, when we touch an object with our fingertips, we will feel the object pressed against our skin. The development of this glove is not easy, as the Meta team is applying various technologies they have been researching for the past seven years, such as perceptual science, which combines feedback from auditory, visual and tactile stimuli to reconstruct the perception of the object's weight.

 

POSITION SENSORS

These are devices that are placed on the floor of the room, allowing the system to determine the location of the HMD and other peripherals that may be worn by the user, allowing the user to utilize freedom of movement in the virtual space. Some users report problems about obstacles with these systems.

 

5G

The 5G network enables ultra-fast and very low latency connectivity to billions of devices, Internet of Things (IoT) and a fully connected world.

This new connectivity system and those that will come after 5G are key for metaverses to become more than just a trend and hype of the moment.

 

THE FUTURE

In the future we will surely see entire rooms filled with sensors and enabled for virtual world insertion. Even why not things like in science fiction movies where we enter a machine and are connected to those worlds.

I think the sectors that are going to take most advantage of it, besides entertainment, will be tourism and everything that deals with simulations, for example medicine.

 

CONCLUSIONS:

The applications can be an improvement for humanity, in terms of their uses in medicine, entertainment, work and learning.

The cost of maintaining these "virtual worlds" and the economic impact for users who want to enjoy them by acquiring both software and hardware to be able to have a full experience.

A very clear advantage to be able to customize all advertising impacts by having all kinds of data and habits of users.

At the moment what they have achieved is to create a "hype" effect that many companies have been able to take advantage of by launching their own metaverses. Big Data and blockchain technology have also helped to make it a more realistic idea with more applications.

There is still a long way to go to develop and see the real applications, but with companies like Meta we will surely know more news soon.

 

UNCERTAINTIES:

·       Doubts about what socializing will become.

·       The impact on the real world considering for example many of the jobs that may disappear.



REFERENCES:

Duan, Haihan; Li, Jiaye; Fan, Sizheng; Lin, Zhonghao; Wu, Xiao; Cai, Wei (17 of October 2021). Metaverse for Social Good: A University Campus Prototype.

Lee, Paul; Braud, Tristan; Pengyuan Zhou; Lin, Addison Wang; DianLei Xu; Zijun, Jerry Lin; Abhishek Kumar; Bermejo, Carlos et al. (2021). All One Needs to Know about Metaverse: A Complete Survey on Technological Singularity, Virtual Ecosystem, and Research Agenda

Castaños, Mikel Peregrina (23 de mayo de 2012). «Megalópolis y ciberpolis en "Snow Crash", de Neal Stephenson». Ángulo Recto. Revista de estudios sobre la ciudad como espacio plural

Internet Archive, Neal (1993). Snow crash. New York : Bantam Books

«Web Archive of IEEE VW Standard Working Group»

Smart, J.M.; Cascio, J.; Paffendorf, J. (2007). «Metaverse Roadmap Overview»Accelerated Studies Foundation.

Marques, Israel (13 of February 2011). «METAVERSOS Y EDUCACIÓN: Second Life como plataforma educativa».

J. D. Anacona,, E. E. Millán y C. A. Gómez. «Application of metaverses and the virtual reality in teaching». Scielo

Levy Bravo, Gabriel Ernesto. «Metauniversos y el Internet del Futuro». Web.

«¿Qué hay detrás de la apuesta de Zuckerberg y Facebook por el metaverso?». abc.

«Y ahora el metaverso». Revista Transformación Digital. 30th July 2021.

«¿Qué pasó con Second Life?». BBC News Mundo. 21of November 2009.

Tiempo, Casa Editorial El. «Facebook cambia de nombre y ahora se llamará Meta». Portafolio.co

 Rodríguez, Pablo (29th October 2021). «Zuckerberg se lo juega todo al metaverso, y arriesga muchísimo: ninguna tecnológica había invertido tanto en un solo proyecto hasta la fecha». Xataka.

Carpenter, Edmund; McLuhan, Marshall (1968). El aula sin muros: investigaciones sobre técnicas de comunicación (en inglés). Ediciones de Cultura Popular.

Pascual, Manuel G. (30th October 2021). «‘Metaverso’: el mundo virtual donde Zuckerberg quiere que compres, te diviertas y trabajes». El País.

Levy Bravo, Gabriel Ernesto. «METAVERSO COMO HERRAMIENTA PARA EL DISEÑO DE SMARTCITIES». Andinalink Smartcities.

 








 

Comentarios

Anónimo ha dicho que…
First of all, I would like to thank you for speak about this current topic and this cutting-edge technology.
Recently, it has been said that Meta (the company of Facebook, Instagram, as well as Metaverse) is going to make a redundant of more than 10000 employees. The main reason is because Mark Zuckerberg earmark all of the profits to Metaverse. This new technology is not performing as Meta board expected.
In my opinion, Metaverse is not going to work. People are not prepared for this, and maybe we never do. The success technology is the one that makes our real life better. We don’t need other life, majority, we don’t want a second one. We just desire to improve our day-today life. This is only my view. What do you think?
Anónimo ha dicho que…
I think we live in very exciting times (technology wise), a few years ago, the concept of metaverse would be unimaginable to most people while also sounding crazy as an idea. Nowdays, metaverse seems like it is our very near future. I love the idea, being able to interact with your friends virtually but in life-like conditions. We still don't understand the extent of what this could mean to us as a species, but I sure will give it a try as soon as I'm able to afford it!. Thank you for talking about this, since it seems that people are generally uninterested in the topic which I think is a shame.
Anónimo ha dicho que…
The metaverse is a term used to describe a virtual world that is shared by multiple users and that is accessible through the internet. In my opinion, the metaverse has the potential to revolutionize the way we interact with each other and with the world around us.

One of the main benefits of the metaverse is that it allows users to connect with each other and with virtual content in a more immersive and interactive way. It can provide a platform for people to communicate, collaborate, and create in ways that are not possible in the physical world.
Anónimo ha dicho que…
The metaverse is a virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, including the internet. It is a collective virtual shared space, created by the convergence of virtually enhanced physical reality and physically persistent virtual space, including the internet. Brands are starting to create a presence in the metaverse, including virtual storefronts and branded virtual experiences.
As the metaverse continues to grow and evolve, more and more brands are looking to establish a presence within it. Brands can create virtual storefronts within the metaverse, allowing consumers to shop and interact with products in a virtual environment. Brands can also create branded virtual experiences, such as virtual concerts or events, that allow consumers to engage with the brand in a unique and immersive way.
The metaverse presents a vast opportunity for brands to connect with consumers in a new and innovative way. By creating a presence within the metaverse, brands can reach a wider audience and build stronger relationships with their customers. As the metaverse continues to grow and develop, it is likely that more and more brands will look to establish a presence within it.