Met Averse

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METAVERSE

• ABSTRACT:
• KEYWORDS: Metaverses are immersive three-dimensional virtual worlds (VWs) where
people interact with each other and their environment, using the
• Virtual worlds metaphor of the real world but without its physical limitations. Unique
• Metaverses technology capabilities of metaverses have the potential to enhance the
conduct of virtual projects, but little is known about virtual worlds in this
• Virtual world context. Virtual project teams struggle in meeting stated project
outcomes due to challenges related to communication, shared
• Project management understanding, and coordination. One way to address these challenges
is to consider the use of emerging technologies, such as metaverses, to
• Virtual project management minimize the impact on virtual project teams. Applying a theoretical
foundation for virtual teams in metaverses that includes both
• Virtual teams technology capabilities and the social interaction that takes place in the
metaverse environment, we conducted an empirical investigation of
• Collaboration project teams in a virtual world setting. The study examined the interplay of
communication, representation, interaction, and team process tools with
behaviors that led to role clarity, shared understanding, and coordination.
While each individual technology capability contributed to project execution
and outcomes, much of the power of the environment emerged through the
interplay of social behaviors and technology capabilities. The results have
intriguing implications for how metaverse technology capabilities might
provide new ways to address gaps in the current research and practice of
virtual project management and virtual teams.
INTRODUCTION:
Trends in globalization and competition require organization Rendering that utilizes three-dimensional imagery to provide
to consider how they operate and manage projects in an new ways to represent and communicate ideas. Interaction to
increasingly virtual environment. Virtual project teams must support real time activities such as interactivity, mobility, and
coordinate across geographic, temporal, and cultural the ability to mimic face-to-face conversation where
boundaries in order to find ways to communicate effectively. AVATARS can invoke non-verbal communication cues. Team
Advancements in information and communication process tools to support process structure, information
technologies provide both opportunities and challenges for processing, socialization, and community building.
virtual project teams that can affect virtual project outcomes. PROBLEMS FACED BEFORE METAVERSE:
One such new technology is the metaverse. A metaverse is a •Better social interaction Online
three-dimensional virtual world (VW) where people interact Geographic barriers, gravity and time have always been a major
with each other and their environment, using the metaphor of constraint in the path of Real-Time interaction with the people.
the real world but without its physical limitations These During the Covid quarantine, the only way to interact with other
environments are being used for such activities as recreational humans was through the internet, despite it not being the most
gaming, social interaction, Internet marketing, e-commerce, interactive experience. Technologies like video conferencing only gives
and e-learning you the facility of interacting with the other but it cannot make your
experience feel like more authentic and comfortable. However, things
Metaverses provide unique technology capabilities that may are different in the metaverse with social interactions and events being
provide opportunities for virtual project teams. These way more immersive, allowing users to experience a personal
distinctive technology capabilities can be broadly classified connection with their friends and loved ones.
into the following four areas: Communication to support
immediate feedback, language variety, and multiple cues and
channels
.
Meetings, parties, and concerts can all be organized in the This is when online learning became the new norm,
Metaverse. Physical proximity is no longer a limiting utilizing platforms like Zoom . With the metaverse,
factor for any event or family gathering you may want to learning will be more accessible than ever. The physical
attend. location of the classroom no longer needs to be taken into
• Connecting the world and negating physical distance consideration. People from around the world will be able
to share information and study together in real-time in a
The most notable advantage of the metaverse would is the hands-on educational environment . In addition to that,
fact that it completely makes geographic barriers since we have full control over what the students see
irrelevant. Once you’re in the virtual world, your physical inside the metaverse, conveying ideas and concepts will
location doesn’t matter anymore and you are no longer
be easier with visual learning. As the students will be able
bound by it. The metaverse will act as a neutral space
where everyone can meet as equals to some extent. On top
to experience historical phenomena right in front of them
of that, finding and meeting people with similar interests instead of theoretically. Imagine wandering the streets of
and ideas will be easier, will feel more authentic, and Ancient Rome to get a real look into what life was like
allow you to feel more comfortable meeting new friends back then.
from the safety of your home.
• Improvements to online learning and education
It can’t be ignored how learning and education were
impacted during the Covid pandemic, as more than 90%
of students were unable to continue their studies, and we
had to find other ways to resume education.

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