Written by Anna Wong, Digital Learning Growth Manager of 3 Circles VR Learning Solutions Limited
The rapid advancement of technology has significantly impacted the corporate world with increased employment of digital technology such as virtual reality (VR) and augmented reality (AR) in fashion shows, mobile games, video games, and online shopping.
Facebook’s announcement of name changing to “Meta”, as well as belief and investment in the metaverse have elicited great responses from the public who question how the metaverse would impact the future digital interactions including in the corporate world.
The metaverse is defined as a mega digital community offering an immersive experience in the virtual world. It was a concept first coined in Neal Stephenson’s sci-fi novel, “Snow Crash”. The novel depicts two parallel worlds – the digital and the real, wherein people in the real world can control avatars and compete with one another in the digital world, to improve their social status. Not only does the metaverse mirror objects from the real world, users can generate new content on the collaborative platform. Thus, creating endless possibilities for collaborations and content creation.
Recognizing the significant potentials of the metaverse in the corporate world, some corporations have begun leveraging the metaverse to improve their cross-region collaborations, employee training, new hire orientation, and etcetera.
At the onset of the pandemic, Deloitte University developed a digital space that enables its global workforce to meet and interact with one another in an almost realistic manner. Deloitte is confident that the meta universe will allow them to pivot their existing digital space to create an even more immersive onboarding experience for new employees, using the Deloitte Studio.
Workrooms in Horizon Worlds of Meta
The Workrooms in Horizon Worlds of Meta present corporations with a new way of interacting and collaborating with one another, in the VR space. The Workrooms enable individuals to create personalized avatars to communicate with real-time hand gestures, display materials and videos on screen, conduct presentations and group discussions as if they were all together in the same physical space.
Although virtual training has become the norm throughout the pandemic, trainers found it challenging to effectively engage with learners. The hope is that the metaverse will empower trainers to gamify their learning and encourage learners to become active participants in the virtual training sessions. Moreover, the 3D collaborative space should motivate learners to create their own learning content and share with each others thus making training classes engaging and dynamic.
With the advancement of technology, the Metaverse is likely to transform the corporate training landscape at a speedy rate.