Metaverse: Watch how immersive technology is already changing our daily lives

It became the subject of a movie, spurred a Facebook name change and became, more and more, on people’s lips: after all, as a metaverse. Will it change our relationship with the world? To understand the concept, which experts identified as “immersive virtual reality,” the report states the time Talk to professionals, users, and even researchers who use this technology as a tool to benefit the relationship between humans and different fields of knowledge.

For this, the report focused on five practical applications of metaverse in our realities: education, health, e-commerce, entertainment and work. While acknowledging that the use of augmented reality is not limited to these five areas, they contribute to an understanding of the concept and how it can be used, with reservations, to improve our daily lives.

Professor Luiz Chaimowicz, chair of the Department of Computer Science at the Institute of Exact Sciences (DCC/ICEx), agrees that the metaverse has come to change our reality with the world. But the specialist guarantees: We will only be able to talk about a radical change in the technological scenario from the moment we have a unit on the subject.

“We still lack the metaverse, which you know is going to happen and will happen, like in social networks. Today, you have Facebook and Instagram, which are already successful, and people are investing. It is not yet clear if there will be a dominant metaverse. Will Facebook create A metaphoric image that people will get involved in? It’s still a little unclear,” says Šimovic.

The quote on Facebook is no accident. In October last year, the company founded by Mark Zuckerberg changed its name to Meta, with a commitment to invest $50 million in projects and research around the Metaverse region. The funds will be divided into 10 companies, four of which are Brazilian. In Bosnia and Herzegovina, the Institute for Online Referral and Society (Iris) will study privacy and data protection in immersive technologies.

Older people benefited

Within the UFMG, the School of Physical Education, Physical Therapy and Occupational Therapy (EEFFTO) is developing research to mitigate the motor and cognitive losses of older adults from the metaverse. The idea is to ensure that these people participate in daily household tasks, as most of them lose this autonomy throughout their lives – causing damage to their brain activity.

“With immersive virtual reality, we can create environments that are very well-structured, with a lot of complexity and reality. We manage to create the same interaction that would have been in the physical environment, in the visual, tactile and kinesthetic part.”

The study is still ongoing. In the first phase, researchers validated the platform that the Institute of Exact Sciences (ICEx) developed with older adults. Now, the idea is to separate two groups of patients: one that will undergo training two to three times a week in the metaverse, for two months; And another will not pass during the exercises. Ultimately, the idea is to compare the two groups and see if the technology has played its therapeutic role.

“These are simple activities, such as leaving one room and going into the other room to organize the shoes and clothes in the closet within the color standard. We will look at both the behavioral aspect, to check memory, attention and motor control, and more on the electrical activity of the brain, the electrical activity of the brain,” says Professor Guilherme Lagee.

“You hit the card in the metaverse”

For a month, Atlantis Software’s commercial director Gabriel Flores has been working within the metaverse. Using the avatar, he enters the platform purchased by the company, where he interacts with work colleagues and performs all professional activities. What seems like a completely remote reality to the majority of the population has already become everyday life for him.

“I work there practically from 9 a.m. to 5:30 p.m., with an hour for lunch. There’s little time, but we’ve seen that possibility with advantages. It also ends up cutting costs for the company itself. It makes it a lot easier, because we’re no longer Have to travel to the corporate office. I really enjoy it,” says Gabriel.

Metaverse application to agriculture

Education is another area with frequent applications of technology that Mark Zuckerberg considers the ball of the moment. Through its system, the Federation of Agriculture and Livestock of Minas Gerais (VIMG) is betting on the metaverse to provide training to various entrepreneurs in the rural sector of the state.

“It makes it possible, for example, to promote a course in the metaverse, connecting those participants in different places. It’s a bold idea, but it’s an idea we need to have. Someone needs to be first. The Faemg system is always on top,” says Lisiana Rodrigues, Director of Rural Vocational Training at Faemg System, we are investing in actions to bring the metaverse into agriculture.

The advantages are, for example, that rural producers are allowed to participate in the course, through characters, to simulate a face-to-face classroom as closely as possible – but in the virtual environment. Despite the goal, Lisiana Rodriguez realizes that the difficulty of accessing a good internet makes it difficult to act in an immersive reality.

“The lack of Internet and access to certain technologies is a reality in Brazil today. But this reality is changing very rapidly. Increasingly, technologies are reaching the whole population, including rural producers. They help in this regard”, says the director.

improve e-commerce

Who hasn’t stopped buying a product online because they wanted to see it in person? In the apparel industry, this consumer practice is very common. In this sense, e-commerce professionals are betting that the metaverse can act as an aid for digital stores to expand their sales further, and provide facilities to the customer.

Research by consultancy Invesp estimates that augmented reality will generate US$60 billion in 2020, in a scenario in which 63% of consumers surveyed in the study asserted that this type of immersive technology could improve their shopping experience: To grow more in the coming years.

Another application from metaverse for e-commerce in the furniture sector. From the augmented reality, the consumer can get an accurate idea of ​​the product he intends to buy, making sure of the quality, size, color, etc.

In entertainment, the metaverse is reality

If in most of the areas covered in this report the metaverse seems a distant reality to the average consumer, then when the topic is entertainment technology, it is indeed at least part of the gamer’s world. In 2020, about 12.3 million players earned the title of Fortnite developed by Epic Games.

The company recently announced a partnership with Lego to build a metaverse to cater to all profiles of players who dedicate hours to Fortnite. The idea is that the platform to be launched acts as a “creativity, collaboration, and communication” developer for children.

There is also a world of games that unite entertainment with the blockchain database, a technology that allows cryptocurrency transactions in a secure manner, without the intervention of a third party. In this way, the user not only enjoys in the metaverse, but also consumes and sells within it, using digital currencies created specifically for this virtual world. Among the more popular titles are Sandbox and Axie Infinity.

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