Screenshot from the Deserted Island DevOps conference on Animal Crossing Immersion and community: towards interactive information Immersion, interactivity and proximity have indeed become commonplace when it comes to consuming content. And metaverses have the advantage of having at their core the technology capable of delivering these types of formats effortlessly. The transmission of information can thus be done initially from avatar to avatar. If we take the example of Second Life again, in the early 2000s, the universities of North Carolina, Ohio, Arkansas, Wisconsin and Leeds – among many others – set up a virtual 'branch' there.
Many professors tried the adventure of lectures in mini amphitheaters, but singapore phone number library also immersive courses, role-plays and simulations, allowing students to learn differently. This is the case, in particular, of Estelle Codier, associate professor at the University of Hawaii. She trained nursing students there for years. The advantage of this type of environment for her is in the interaction. These are not traditional classes, the students hidden behind their avatars gain confidence and ask more questions than they would in class. If we apply the technique to the journalistic field, we can imagine a journalist answering questions from his audience, being able to cover topics in depth, propose debates, and, why not, conduct interviews through this means.
The enrichment is certain since the public is present and, unlike traditional media, able to provide live feedback. And why not co-create. If we apply it to the media field, more broadly, a content creator finds himself face to face with his community. He can then defend his work or respond to curiosities and thus create a form of complicity, intimacy, exclusivity. An example would be the preview of the latest Star Wars on Fortnite. The director was present in the form of an avatar to interact with users.
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