• As part of the Metaverse Push, Meta introduces Immersive Learning to a few universities

  • The Meta Immersive Learning Project, which has been implemented at eleven universities, enables institutions to give virtual-reality classes using a VR headset.

    VictoryXR, an Iowa-based company, has constructed a virtual campus with buildings, a green lawn, and a pond for the University of Maryland Global Campus, which does not have a physical campus. According to a university source, students can don the headset and enter an administration building to speak with the financial aid avatar. This September, the university will offer five metaverse courses, including biology and astronomy.

    There is no additional payment for students.

    Virtual reality teaching rooms have long been discussed by universities. They have been hesitant to implement the technology, however, due to the cumbersome headgear and engineering expenditures. However, the pandemic compelled educational institutions to reconsider virtual and augmented reality options.

    Meta is well-positioned to compete in this arena, with 90% of the current headset market. It is leveraging the education project to teach firms and their engineers how to create virtual worlds.

    However, this is only a test. All of the universities involved stated that students would be able to borrow the VR headset. Students would not be charged an additional fee to use the headphones. They would also spend a limited amount of time in “metaversity,” conducting research or going on field trips. Instead of employing a single mannequin in a nursing school, it would allow students to interact with patients from various backgrounds.

    Other colleges will provide organic chemistry and anatomy classes, as well as history and English classes.

    The disadvantages of VictoryXR’s technology

    VictoryXR believes in the future of virtual universities. It intends to construct 100 digital universities in a year, with each costing the real school approximately $50,000.

    However, it appears that for the time being, the headset is the limiting factor, as it can only be comfortably worn for one hour, dashing any expectations that it could ever replace actual facilities. One Hacker News commentator pointed out that its graphics rendering capabilities are likewise limited. When moving, the wearer may experience motion sickness, since it appears as if the ground is coming out from beneath them.

    There is also the question of whether this attempt at virtual teaching spaces can be referred to as “the metaverse,” given that virtual classes exist in a relatively segregated setting. There has been no mention of the interoperability of different universities’ virtual teaching spaces.

    Keeping Meta’s larger game in mind

    Meta is assisting institutions in paying for one-of-a-kind digital environments. But don’t forget that Meta’s ultimate goal is to monetize the metaverse. CEO Mark Zuckerberg stated that the business expects the metaverse to produce billions of dollars in revenue.

    Cryptocurrency payments in the metaverse appear to be on the rise, with Meta launching its own virtual money for a select group of artists within Horizon Worlds, its first VR application.

    Zuckerberg envisions the metaverse as a location where people may buy digital commodities and have them transportable between realms at some point in the future. Users’ experiences will be monetized by creators, making Meta the gatekeeper of a new virtual economy.

    Vitalik Buterin, co-founder of Ethereum, believes Meta’s ambitions to create a metaverse would fail.

    What's your reaction?