
Credit: Meta
In October 2021, when Meta CEO Mark Zuckerberg announced the company’s pursuit of the metaverse, he previewed a virtual world that came off as an advanced AR game that simulated reality. Little did people know at the time that the metaverse could look as real as life itself. Zuckerberg shattered this perception yesterday.
In a Facebook post, he demonstrated that the metaverse can be “as realistic as the physical world” by unveiling four VR headset prototypes that carry displays more advanced than today’s computer screens. These are the Butterscotch, Half Dome, Starburst, and Holocake 2. Based on the presentation, each prototype represents concepts needed to be further developed to produce the ideal metaverse headset, namely retinal resolution, focal depth, optical distortions, high dynamic range (HDR), and headset size and weight.
For focal depth, the goal of Meta is to provide a clear view of objects at varying distances while fixing optical distortions. The company also plans to increase the resolution of its headsets to the point that prescription glasses won’t be needed by those who don’t have perfect eyesight. In addition, Zuckerberg mentioned that the current technology needs to adopt HDR to help create photorealistic visuals.
A common concern among three of the prototypes is their size, thus Zuckerberg brought out a working experimental device called Holocake 2. It is lighter and thinner than existing VR headsets and will supposedly fit the aforementioned technologies, along with ones that have yet to be developed in the long run.
This demonstration by Meta is bound to drum up more interest in the upcoming metaverse, with Zuckerberg admitting that the company is pumping in billions to make it happen. After all, it has the potential to drastically improve the already impressive outcomes of VR and AR in today’s business setting.
Enhanced VR and AR Applications
Even without photorealistic imagery, VR and AR have presented a host of advantages to adopters from various industries, including training, education, and healthcare. VR carries a learning retention rate of 75%, higher than those of group discussions (50%), class demonstrations (30%), and audio-visual presentations (20%). If the technology receives Meta’s previewed enhancements, this percentage could shoot up further since training and learning courses would feature lifelike demonstrations and equipment.
To add to this, the costs of corporate and industrial training will be reduced. Instead of buying or transporting bulky machinery, organizations can simply leverage the upcoming headsets to simulate these machines down to the last detail. Recent virtual reality statistics show that VR training already reduces workplace injuries by 43%. Should Meta’s headsets produce exact virtual copies of the machines to be used, the learners’ rate of mastery will be higher, thus enabling them to avoid injuries even more.
Moreover, if classes are to take place in the Metaverse, students and educators won’t need to travel to school. With the VR headsets’ immersive reality and the metaverse’s avatars, users would feel like they are in the classroom even if they are in the comfort of their bedrooms, dressed in their pajamas. Other modes of instruction can also be applied to the experience, potentially reducing the number of instructors businesses and schools are compelled to hire.
The technology can also redefine online shopping, as retailers flesh out AR in-store experiences and lifelike fitting rooms, potentially wooing shoppers to enter their virtual stores. Furthermore, it enables users to travel to different locations, experience different cultures, and have simulated face-to-face interactions without having to leave home.
In a nutshell, Meta’s short demonstration suggests a game-changing experience for most users and industries once the metaverse and its headsets are fully developed. It could attract a lot of buy-ins even before any of the prototypes hits the market.
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