Virtual worlds have been around since the first experiments in social networking. Example A second life, was born in 2003 and still exists today, where users, after creating their avatar, can explore, meet and communicate. But nothing compares to the Metaverse we know today.
The term Metaverse comes from the union of words Half (with meaning more complete) And the Universe. Contrary to what the reader might think, this play on words does not come from the world of technology, but from science fiction literature: in 1992, Neil Stephenson gave this name to the virtual world that forms the background to a story Science FictionAnd the Snow crash. Here the Metaverse is described as a gigantic black sphere cut off, at equator height, by a road that can also be walked on a monorail. In Stephenson’s Metaverse, each person can make whatever they want in 3D and can be accessed using cable TV equipment or with special glasses.
Today the Metaverse gives its name to a modern virtual environment in which, by assigning one’s likeness to an avatar, one can interact with people from all over the world. Infinite possibilities open up, precisely because it is inspired by the real world. It is an opportunity for change for organizations that, by integrating hybrid and remote work models, can: improve work environment productivity, transform virtual space into a forum for collaboration or meetings. It can become a training room or a space for corporate team building moments.
The Metaverse represents a table still to be carved, as the future of interactions and business activities is determined. The Metaverse is really comprehensiveIts freedom of movement makes it easy to meet and interact with your colleagues spontaneously.
This is why all the big global players have focused their attention on the Metaverse. First of all, Facebook which in 2021 changed its name to Meta platformsletting the whole world know about Zuckerberg’s next steps in the Metaverse domain.
Metaverse is an opportunity for companies that want to innovate their business and collaboration models. An example in this sense is the experience of DXC Technology, which has been implementing the use of this technology within the organization for some time.
Not only social and entertaining: the Metaverse in companies is a true collaboration tool. After making the most of the potential of smart work, during the first phase of the SARS-CoV-2 epidemic, organizations feel the need to develop traditional communication tools, such as video calls, and introduce a new way of exchanging information. In fact, the Metaverse can break down these barriers: the video call can be made within a virtual environment through one’s own avatar, in order to get rid of any kind of shame and interact better with teammates.
Metaverse, used as a corporate tool, makes the employee feel present in a common space, together with colleagues who, in the real world, may be thousands of kilometers away. This environment stimulates collaboration, working together and exchanging ideas.
The Metaverse also opens up to the reality of major events: in fact, in this virtual world, companies can organize presentation events, concerts or live performances. Conferences with thousands of participants who access the hall easily, just by turning on their computers and without having to travel on ocean voyages. The environmental impact also becomes very low.
We tried DXC Virtual World
DXC Technology has introduced Metaverse into its corporate reality, so as to carry out internal communication and external communication development. In its virtual world, DXC organizes meetings, conferences and meetings with its clients. We at FPA had the opportunity to participate in the DXC Metaverse presentation. We tell you about our experience.
FPA experience in the virtual world
After creating our avatar, we entered Metaverse DXC and the first effect was fantastic: it seemed to be inside a real mall, with dozens of different areas to visit, all surrounded by parks, skyscrapers, flowerbeds, and offices.
After meeting the avatars of DXC colleagues, who gave us the first information to be able to move around in this new world, we found ourselves in one of the Metaverse rooms and attended the DXC virtual reality show. A very ordinary presentation of a speaker with slides which, however, in the Metaverse, can come to life and make you live an experience that is holistic and not at all boring.
After that we visited the DXC partner stands, the beach and the soccer field, with the possibility of taking a boat ride or kicking a ball with other avatars. Finally, we all went to the disco and showed off our dancing skills.
The positives of this DXC Technology Metaverse experience can be summed up in three considerations:
- In the Metaverse you’re not afraid to expose yourself: with an Avatar, even the shyest aren’t afraid to interact.
- You can interact with practically everything, screens, projectors, games: everything is clickable and everything responds to your avatar’s stimuli.
- Public and private interaction is taken to the highest levels: the avatar can talk to everyone, as if they were in a large room, or they can sit in private rooms and have limited discussions with other participants.
conclusions
Like any new technology, the Metaverse needs time for most users to understand it and to be able to fully seize its opportunities. But it has what it takes to become a new element of human unification, because the Metaverse environment provides participants with a sense of place and togetherness.