NAB
Author and
futurist Mark van Rijmemam, believes that in a physical and
digitally-merged world our identity, personality, reputation, and assets “can
be used in new ways so that people can create their own unique, magical
experiences.”
article here
He outlines in a
post on Medium how some of them will change training, education and marketing
all for the better.
For instance,
“digital twins” or replicas of factories, can be used to train employees in a
safe working environment until they master the skills to go out into the real
world.
Jeremy Bailenson,
founding director of the Stanford Virtual Human Interaction Lab (VHIL) and
founder of the VR training company Strivr, has called education and training
the “home run” use case.
“In the metaverse,
skills development and training could be revolutionized, drastically reducing
the time needed to acquire and develop new skills,” says van Rijmemam.
For example, an
AI-enabled digital coach could provide employees professional advice and
training assistance. In addition, all objects (like a training manual, machine,
or product) could become interactive, providing 3D displays and step-by-step
instructions.
That seems
reasonable, even inevitable. It must be easier to be able to follow a set of
instructions to putting up that new bed with an app that maybe connects to
barcodes in each part of the kit you’re about to assemble at home, than a paper
instruction booklet written (badly) in multiple languages.
The fact that we
have not innovated our teaching methods in the past 100 years is remarkable to
me,” writes van Rijmemam, who believes virtual reality can change
education as we know it.
“We should embrace
the latest technology, from AI coaching to virtual and augmented experiences,
to prepare our children for a world that will look fundamentally different by
the time they finish school.”
Research has shown
that passive teaching methods like mass audience lectures are more ineffective
than participatory teaching methods, which “drastically improve memory
retention rates.”
An example might be
a history class in VR combined with a discussion with the group after the class
has experienced Ancient Rome using virtual reality.
“It would allow
students to enter a virtual environment, interact with the teacher and fellow
students, pause or play back a scene or session, and notice new things every
time they visit or replay a scene,” van Rijmemam imagines.
“We could teach
children the world of quantum mechanics by literally stepping into the
microscopic world or showing the effects of climate change on any environment.
The potential is endless, and it would probably result in a fun learning
environment and the best ratings for the teacher and school.
Marketing
Now, what can be
done to change education can also be done for marketing. After all, says van
Rijmemam, marketing is about educating future customers about your product; the
best way to do so is to offer them an experience.
And the best way to
do that is to involve the creators, the artists, and the influencers who
already have an in-depth understanding of the various virtual or augmented
reality applications.
“From promoting
artistic creativity to community building, we can expect a broad range of
marketing innovations in the coming decade as we move from social media
marketing to metaverse marketing.”
Metaverse marketing
in the immersive internet requires a different perspective when reaching your
target group, he says. Brands need to rethink how to create content, how people
can interact with that content, and the capabilities and utility of that
content.
He highlights four
ways that the metaverse will change marketing.
Brands should
create unique virtual experiences with low entry barriers, he argues. “This
means enabling a seamless experience for your customers to interact with you in
an immersive way.”
Connection with
customers is obvious so this means building up a presence in the new virtual
worlds ranging from Roblox, Decentraland and The Sandbox to any of the hundreds
of new worlds now being created.
Don’t copy physical
reality but think out of the box, he prescribes, and create gamified rewards,
virtual goods and NFTs “to celebrate your customers” and engender loyalty.
His final point is
that irrespective of the objective (education or marketing), user-generated
content will play an increasingly important role in the metaverse. Whether this
involves designing and creating games, immersive songs, volumetric media,
educational environments, or the virtual worlds, “art and avatars that will
liven up the metaverse will be a creator economy, and UGC will be everything.
“The result is the
Experience Era, where everything that we do can be a unique and immersive
experience, which will likely make work, education and connecting with brands a
lot more fun.”
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