Experts clash over where virtual reality sits in the Metaverse


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Virtual reality (VR) will eventually find a place within the Metaverse, but not in the foreseeable future given its low adoption rate, experts say.

Not much can compete with the experience of having your senses almost immersed in a virtual world – which is why many believe the technology will be a natural fit for the Metaverse.

It’s a technology that Mark Zuckerberg’s Meta is putting a lot of effort into by introducing Meta accounts that it says will give users easier access to the Meta Horizons platform through Oculus VR headsets.

Founder and CEO of Metaverse platform CEEK Mary Spio is also one to wave the VR metaverse flag. In an interview with Cointelgraph, Spio argues that the true power of a Metaverse cannot be realized unless users are completely immersed through the use of VR devices.

Spio’s metaverse platform CEEK helps digital content creators, including musicians and athletes, connect directly with their fanbase in a virtual world environment.

Spio said its platform chose to focus on VR immersion because “the benefits of the Metaverse cannot be fully realized in non-VR mode.”

“Virtual Reality enables complete immersion and creates that sense of presence, real emotions and memories; nothing but actually being at a time and place in real life.”

However, Spio admits that their metaverse should enable both VR and non-VR accessibility, as content, ease of use and accessibility are all still required before we see the mass adoption of VR technology.

She believes there will be a “quantum leap” in the adoption of Metaverse and VR in the next two to three years.

Janine Yorio, CEO of Metaverse ecosystem developer Everyrealm, disagrees.

For Yorio, Metaverse platforms and VR technology must evolve exclusively from each other without mutual consideration.

According to her, a very small portion of the Metaverse experiences are being built for VR like CEEK, noting that VR that will bring significant change to the world is unlikely to take place in any meaningful horizon.

The reasons for this lie in “technological obstacles” and simple human preference for the most casual uses of technology:

“People are usually gaming or working on technology while doing something else. That is impossible when using a VR headset that effectively shields the rest of the world and makes the user physically vulnerable while using it.”

Her opinion is supported by the numbers, as Statista found that the VR market was about $4.8 billion in 2021, with only 2.4 headsets per 100 households according to Virtual Reality Marketing. Compare that to Web 2.0 Metaverse companies with a market cap of $14.8 trillion and the Metaverse token market with a value of $7.1 billion according to CoinGecko.

Related: The Opportunities and Risks of Metaverse for Small Business

Meanwhile, Human Park’s creative and technical director Ricky Pearce took a middle course on the matter.

He told TBEN in an interview that it could take five to 10 years for VR to become a Metaverse-ready item due to limitations on the developer side, as well as the various hurdles to mass adoption — though he admitted VR implementation “isn’t.” disabled” the cards.”

For Pearce, the main hurdle is the headset, which he says Oculus has largely solved by making the device more accessible. However, connectivity and gameplay will remain a difficult challenge for the next five years.

Pearce added that some of the limitations of integrating VR and Metaverse may not work because of “physical limitations that prevent those things from connecting at a fundamental level.”

“When we saw VR kick-off, you could see there was potential. But the mechanical components to deliver a lasting enjoyable experience just weren’t there, and they still aren’t today.”

Human Park has not yet implemented VR on its platform, but says it is a possibility for the future.



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