Augmented Reality, Virtual Reality has been around for a while. Some are keen on using it and believe that it is the future. Some people try to avoid them because they don't belive that they are useful. What do you think?
Although virtual and augmented reality has existed for a long time, their widespread adoption began when low-cost technologies supporting virtual and augmented reality became available. In the past, these techniques required lots of equipment, extensive experience, and high costs.
In my view, it can make numerous contributions to research.
Dear Prof Nazime Tuncay, the Metaverse is and will be more than the sum of its underlying technologies, augmented & virtual reality [1]. I argue that Metaverse 1.0 was implemented in 2008 when an interoperable gateway was implemented two two "closed" social virtual world platforms [2,3]. The power of immersive learning makes Metaverse unique for all fields in the context of digital online education [4].
[1] Mystakidis, S. (2022). Metaverse. Encyclopedia, 2(1), 486–497. https://doi.org/10.3390/encyclopedia2010031
Article Metaverse
[2] Mystakidis, S., Berki, E., & Valtanen, J.-P. (2021). Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review. Applied Sciences, 11(5), 2412. https://doi.org/10.3390/app11052412
Article Deep and Meaningful E-Learning with Social Virtual Reality E...
[3] Mystakidis, S. (2023, March 24). Metaverse: Pandora’s Pithos or Panacea for Education? 16th Virtual Worlds Best Practices in Education Conference (VWBPE 2023).
Presentation Metaverse: Pandora's Pithos or Panacea for Education?
Nazime Tuncay, while the discussion around the metaverse the vision and technology that has led to Meta's push for a metaverse and the current discussion around the concept dates back awhile. This is mainly due to advancements in mixed and extended reality technologies as Mai Arar mentioned.
Really the metaverse should be viewed as both a collection of technological advancements and as a socially constructed vision. Much of how the technology is discussed and conceptualized comes from pop culture such as Star Trek, Neuromance, and probably most important to the metaverse concept itself Snow Crash. Stephenson's novel Snow Crash is the book that proposes the term metaverse as well as related terms like avatars that have been used in virtual worlds, gaming, online platforms, etc. for decades now.
It is best to view the metaverse not as a single application on a single set of headsets (i.e. the Oculus Quest 2) but instead as the culmination and collection of related extended reality technologies (technologies that play with the blending of virtual and physical). In this way the metaverse is not new. While we have always assumed that our physical interactions with the world are 'better' in some way there is evidence to suggest that online digital interactions are just as impactful as our physical interactions. Really the metaverse as we are seeing it manifest today started with the internet and online social spaces back in the 80s. This also carried us to the first VR wave in the 90s when multiple companies did try to get consumer VR into the world, however due to technical limitations at the time these were all failures.
I would also argue that researchers have been interested in the metaverse for quite some time, but they have not necessarily been talking about the concept explicitly. Pretty much every study conducted on online social interaction, embodiment, virtual and augmented reality technology, human computer interaction, etc. has the potential to feed into what we are now discussing as the metaverse. Overall it is important to think of the metaverse not as a single application, technology, or effort from a single company but as a culmination of connected technologies from the internet to smartphones to AR to VR. They are all connected; bringing together our physical and digital experiences to fundamentally change the ways in which we interact with others and ourselves.