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Week 6.1 Contextual Theoretical Studies 2

Virtual Imperative

Today, we had the opportunity to attend the “Virtual Imperative” conference at St. John’s University, and it was quite an insightful experience. The event featured a lineup of professionals who shared their expertise, including Simon Benson from Talent for Tech, Andy McNamara from Cine Site, Manoela Silva from Voxar Lab, and Rebecca O’Higgins from Leeds Beckett University.

The conference sparked numerous discussions and raised thought-provoking questions about the future of the metaverse. One of the key themes was contemplating whether the metaverse would resemble the immersive world depicted in “Ready Player One” or take on a different, more augmented reality.

As the speakers delved into various topics, the audience was prompted to consider the readiness for a metaverse today. Questions arose about the potential dominance of game engines in front-end development, the implications of digital asset ownership, and how AI might influence the value of these assets.

The discussions extended to broader issues, addressing the evolution of human-computer interaction, the role of cloud computing as the primary consumer option, and the critical considerations of data privacy, accessibility, and inclusivity within the metaverse.

One aspect that particularly caught my attention was the exploration of technology neutrality and its reinforcement of digital inequity. The conference also delved into the impact of technological equity on the adoption of assistive technology and how we can reimagine inclusive immersive experiences.

Amidst these discussions, I found myself pondering my own questions related to the accessibility of virtual and augmented reality for autistic children and the future implications of VR in children’s education. The wealth of ideas and diverse areas of interest discussed during the conference has provided me with new perspectives to explore and consider in my future writings

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