The educational metaverse does not compete with the internet; rather, it expands upon it. Users navigate in a virtual world that replicates features of the physical world using technologies such as virtual Spain Phone Number reality, augmented reality, artificial intelligence, social media, and digital currencies. "Browsing" the internet is something people do. However, people can "live" in a metaverse to some degree. The basic technology required for a headset metaverse school to function is adequate headphones with enough pixels to make perception indistinguishable from "normal" vision. As the user moves the headset, the movement of the virtual display is updated to achieve latency times of less than milliseconds.
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If you don’t, people will get motion sickness. A number of other companies, including Microsoft and , have also developed headsets that overlay digital information on top of the real environment, and they are much more expensive. Interoperability For education to achieve the metaverse, it must be meta - it can’t be a walled garden controlled by a single company with no interaction with other platforms. By definition, avatars, objects, sports, currencies, etc. must all function in multiple worlds. The virtual universe must be open and unrestricted. Haptic Technology If virtual worlds for education are to be possible, then haptic gloves are a must. Haptic feedback gloves are a type of wearable technology that provides users with realistic touch and interaction through improved tactile feedback.