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How Augmented Reality (AR) And Virtual Reality (VR) Is Used In Metaverse

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AR and VR in Metaverse

Augmented reality (AR) and virtual reality (VR) are powerful tools for changing the way we work and live, but it’s important to understand the technologies, how they can be used in conjunction with each other, and how they impact the metaverse.

As we have all come to realise, the term “metaverse” encompasses a lot more than just virtual games, there are also blockchain, web3.0, crypto, social media, and a variety of other technologies like virtual reality (VR), augmented reality (AR), mixed reality metaverse (MR). Some of the best Metaverse examples you should know about are Sandbox, Fortnite, Ready Player One, Decentraland, Second Life, Nivida Omniverse, e.t.c.

Augmented reality is the one that brings the Metaverse closer to the real world, among all the other technologies used in its development. In augmented reality, users can take advantage of both the digital and physical worlds at the same time.

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There is a rare opportunity to significantly increase the physical interaction with digital content through the use of Augmented Reality. This mixed reality combination allows content and campaign creators to use both online and offline tactics. This makes it one of the best engagement tools currently available. 

In AR, digital sensory input such as music, pictures, movies, or GPS data is used to complement a real-time view of the physical world. Users can view and interact with the real world through the displays of their phones or tablets. They can also make virtual changes to it on the screen using smart glasses or mobile devices.

Apps can overlay digital content on our real-world surroundings with the cameras on our smartphones or smartglasses. This is because this technology does not take into account users’ surroundings or require interaction with users’ areas. It only makes them serve as a background.

How does VR and AR work?

The foundation of any metaverse technology project is AR and VR. Three fundamental components—combining the real and virtual worlds, real-time interaction, and accurate 3D object visualization—determine how augmented reality systems work.

AR apps have a higher adoption rate than VR apps since they can be downloaded and used on any camera-enabled device. AR improves objects with immersive elements that increase information. Ad-hoc wearables are not necessary for users to benefit from augmented reality.

While VR is entirely simulated and takes place in a digitally created world, the former is not. It provides sensory experiences that are on the same standard with the user’s physical reality. VR systems are slightly more expensive than AR systems due to the additional hardware required. Hardware such as a head-mounted display or multimodal projection screen.

We would experience a hybrid of AR and VR, also known as Extended Reality (XR) in metaverse VR apps. All these can be seen as the future of metaverse.

You must be wondering, are AR and VR the same, since you know how AR and VR works already? Well, they are the same, but not entirely. AR and VR difference is that AR enhances a real-world scene, while VR creates an immersive virtual environment.

Role Of VR in Metaverse?

The answer to this million-dollar question is actually quite straightforward. In other words, virtual reality technology is necessary for the metaverse to work. This next-generation of the internet won’t be able to deliver the level of online immersion promised without VR to move it forward.

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However, why is that so? As mentioned above, when we connect to the metaverse, we will move into the centre of a dynamic online virtual world. But first we’d have to put on a metaverse VR headset to achieve this. Additionally, VR software will be required to build the virtual environment that supports the metaverse VR headsets

How Free City Evolve in Metaverse

FreeCity is a blockchain-based consensus metaverse based on 3D virtual images and virtual cities. It is a future city where social influence will be transformed from crowd-based to financialized and tokenized. FreeCity is with the vision of replacing real social with digital social.

In the era of GameFi 1.0, the concept of “Play-to-Earn” necessitates ongoing activity for specific applications. FreeCity wants to find a way to reward and incentivize all types of internet computer activity.

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FreeCity started the “Engagement-to-Earn” model, which greatly improves the metaverse social scene. Owners can now earn passive income with assets. This model keeps the economy running with more in-game consumption. More entertainment methods and usage scenarios are added, and as a result, a flywheel effect is formed.

Social networking is the essence of this free city. 3D avatars, financial lands, financial microphones, and the NFT marketplace are tools for players to demonstrate their social value. The FreeCity vision is to treat players’ social value as the platform’s “hash power.” Players who demonstrate their social value will generate platform governance tokens. These tokens for the governance, customization, and casting of the entire city. FCC is the governance token for FreeCity, with a total supply of 10,000,000,000. FCC holders will be rewarded for staking their tokens, playing games, and voting in related governance votes. Furthermore, in FreeCity, players can earn FCC by playing various games and completing various tasks.

Applications of AR and VR

The consumer world has been captivated by augmented and virtual reality. These are digital tools that either project images onto the real world (augmented reality) or immerse users in a manufactured digital experience (virtual reality). Examples of these products include Pokémon games, Snapchat lenses, gaming headsets, and more. However, city government can also use AR and VR in useful ways. AR and VR have enormous potential to transform government services and citizen interactions. This is because of their capacity to engage users, deliver data in real time, and simulate real-life experiences in incredibly fine detail. The most compelling potential uses are listed below.

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1) Policing:

Officers would be better prepared to enter dangerous situations if they were equipped with AR systems. Ones that provide pertinent information about the environment. Officers could, for instance, access information like a 3D model of the building in dangerous conditions. 

2) Emergency Management:

AR can help emergency personnel better understand their surroundings so they can save stranded citizens. Citizens could mark their locations on an interactive map provided to responders. This would then show EMS personnel the safest rescue routes and point out particularly dangerous areas.

 3)Asset Management and Public works:

Workers could also be more aware of their surroundings, such as asbestos in a ceiling that hasn’t been replaced in 30 years or more. It would also help them to complete jobs more quickly.

4) Digital Services:

AR and VR could offer an interactive experience that guides users through the application process. This would be useful in places requiring residents to complete static digital forms in order to receive services. By implementing this technology, residents would make fewer mistakes. They would receive their services more quickly, and interact with the government in a more amicable way.

5) Culture and tourism:

AR have the power to alter how visitors interact with city landmarks by adding more imagery and historical or cultural context. Other cities could pursue comparable technologies to highlight their historical pasts. The French town of Cluny has installed augmented reality screens throughout its historic abbey to show what the neighbourhood looked like in the Middle Ages.

6) Mental Health Services:

According to recent research, AR and VR have enormous potential for treating mental health issues like anxiety and PTSD. They give users the chance to face their fears through exposure therapy. Additionally, VR simulations can help people with PTSD prepare for job interviews. It can also help them learn how to control their symptoms in high-stress situations. By providing these resources to social workers, cities can improve their health treatment.

7) Education:

Virtual and augmented reality have the potential to increase student attendance and foster more engaging and exciting learning environments. VR also allows students in healthcare facilities and underdeveloped rural areas to virtually participate in the classroom. Teachers could design an immersive learning environment with AR and VR. One that would let students explore the ocean floor or foreign regions of the world. Cities can improve the inclusiveness and engagement of public schools by funding these kinds of technologies.

8) Urban planning:

Cities could gain a better understanding of how new work will fit within the existing urban landscape and possibly increase investor interest by creating AR and VR models of new construction projects. Cities can get feedback on their plans by making these models accessible to locals and businesses.

9) Training:

There could be training for city employees in any of the aforementioned fields since AR and VR can now meticulously replicate real-world experiences. The ability to simulate situations that are too dangerous or challenging to recreate in real life would be particularly valuable. Employees can be exposed to a variety of realistic and varied situations through AR and VR training programmes, preparing them for any potential variables.

How can AR and VR be used for marketing?

Customers can enjoy unique experiences thanks to AR. Customers will find it simple to adapt to AR/VR technology because it can be used through mobile devices. Businesses will also find it convenient to promote their operations, goods, and boost sales. Customers can experience a product through augmented reality (AR) before purchasing it.

Conclusion

The metaverse is expected to manifest itself primarily through virtual reality over the next few years. An alternate, digital world that can be used for a variety of personal and business purposes. Recent high-profile announcements by Meta Platforms (formerly Facebook), Microsoft, and Sony all suggest that consumer choices for navigating interactive and social 3D environments will be headsets like Meta Quest or Sony PSVR.
The metaverse could evolve in a variety of ways, all of which are dependent on an ecosystem of research, innovation, investment, and policy. Any attempt to predict who will win is notoriously unreliable. If the metaverse exists, it is likely to expand into experiences that we cannot predict. And anyone who claims to know what will happen with certainty is probably lacking in the flexibility of curious optimism.

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