The Metaverse's impact on the digital world

The Metaverse's impact on the digital world

Though nowadays it's easy to distinguish between the digital and physical world, with the advent of the Metaverse lines will be blurred through combining virtual and digital environments.

The metaverse is a new virtual and threedimensional ecosystem in which users can interact, work, play, study among many other possibilities. All of this in a decentralized way.

Though nowadays it's easy to distinguish between the digital and physical world, with the advent of the Metaverse lines will be blurred through combining virtual and digital environments, this will let us perform everyday tasks such as working, attending a concert, shopping, among other activities.

Who's pushing for the Metaverse?

Though it was announced by Facebook CEO Mark Zuckerberg in mid 2021, the Metaverse is built upon a series of developments that have been carried out over the past two decades, which have given it the push it needs.

As far as hardware is concerned, VR headsets and glasses have been key to bringing both worlds together. Standout players include Oculus (now owned by Facebook), Microsoft and their HoloLens glasses, HTC Vive systems and Sony's Playstation VR headsets.

The first related software initiative came about in the early 1990s. Steve Jackson Games released The Metaverse in 1993, an online text-based VR system (known as MOO), where users were online simultaneously, and which was used in its Illuminati Online bulletin.

Facebook

In 2014, Zuckerberg's company acquired the VR glasses company Oculus. Since then, Facebook has carried out multiple initiatives related to creating a virtual world. One of the most advanced projects is Facebook Horizon, an online videogame that lets users create avatars and interact with objects through VR glasses. Horizon Workrooms, a work tool, is also part of this approach. 

Así es Horizon Workrooms, el entorno de trabajo virtual de Facebook

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