Metaverse technology development or virtual world Dimension ribs are predicted to accelerate in the future including in Indonesia. However, the concept of Metaverse technology has been around since the 1980s.
“There used to be (the term) immersive technology, Then there is VR, AR. In this industry we can join digital content. The difference is, if our VR as human beings is ‘sink’ to the digital world. In AR, the digital world is ‘sink’ to our world. If Metaverse, everything that can be done It is there and it will all mix or mix. That’s why there are also VR, AR, and Mix Reality terms, so that’s what will happen in Metaverse,” said Andes.
Metaverse Terms Evolving in Indonesia
He added the basis for the creation of Metaverse world exists are Virtual Reality (VR) and Augmented Reality (AR) technologies. Without both technologies, a virtual 3D world would not have been created. Later, in the Metaverse world humans can feel the sensation of interacting as in the real world. The difference, all experiences will happen in cyberspace.
According to the Andes, there is currently some technology or a gim that implements semi-Metaverse technology. Such gimps are generally games that provide space for players to interact in the world of their creation.
On the real Metaverse world, intern user set could later experience interaction experiences and activities in the real world digitally. For example, the public could see the message that goes into his mobile phone while inside the Metaverse world.
“Metaverse has its maximum capacity. If the product is Our for Human Development, we limit only 20-50 people who can be in one room. In the future, the ability to accommodate up to hundreds of people can be improved,” he said.
Even though it’s in sight, it’s the development of the world Metaverse in Indonesia still faces a number of challenges. For one thing, the Andes said there were obstacles because of the high price of tools needed to make the fundamentals of Metaverse, which are VR and AR.
In addition, Shinta VR also highlights the challenges to making adoption of the Metaverse world an even and easily accessible society. Even so, in developing VR technology so far, Shinta VR has found a way to overcome these challenges.
“Of all those challenges there were two slices to our can face it. First, the fittings are where. For example, the school we have to know their needs and bachelor’s degree, then we deliver (products/services) according to that and with higher value than their expectations. Second, we are in Indonesia is strong in the community. This is one of the strengths that other countries lack and is our help facing the challenge,” he said.
Andes also said, VR and Metaverse development in Indonesia must be adapted to existing telecommunications infrastructure. Products and services to be issued must pay attention to that aspect, in order to run optimally at the average Internet speed in Indonesia.
In the Metaverse world everything possible could happen, even on things that might be hard to do in the real world. Over the next five years, the Andes predicts that the development of the Metaverse world or the more optimal utilization of VR and AR in Indonesia could be carried out in the sector education, elementary school, and entertainment.