Just a sample of the Echomail archive
Cooperative anarchy at its finest, still active today. Darkrealms is the Zone 1 Hub.
|    EARTH    |    Uhh, that 3rd rock from the sun?    |    8,931 messages    |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
|    Message 8,333 of 8,931    |
|    ScienceDaily to All    |
|    The metaverse can lead to better science    |
|    25 May 23 22:30:40    |
      MSGID: 1:317/3 647035fe       PID: hpt/lnx 1.9.0-cur 2019-01-08       TID: hpt/lnx 1.9.0-cur 2019-01-08        The metaverse can lead to better science                Date:        May 25, 2023        Source:        University of Notre Dame        Summary:        One researcher says we should look beyond the hype to see how        virtual reality can make scientists more effective. But to realize        the benefits, researchers must also plan well and avoid potential        pitfalls.                      Facebook Twitter Pinterest LinkedIN Email              ==========================================================================       FULL STORY       ==========================================================================       In 2021, Facebook made "metaverse" the buzziest word on the web,       rebranding itself as Meta and announcing a plan to build "a set of       interconnected digital spaces that lets you do things you can't do in the       physical world." Since then, the metaverse has been called many different       things. Some say it is the "future of the internet." Others call it "an       amorphous concept that no one really wants." For Diego Go'mez-Zara',       an assistant professor in the University of Notre Dame's Department       of Computer Science and Engineering, the metaverse is something else:       a tool for better science.              In "The Promise and Pitfalls of the Metaverse for Science," published in       Nature Human Behavior, Go'mez-Zara' argues that scientists should take       advantage of the metaverse for research while also guarding against the       potential hazards that come with working in virtual reality.              Virtual environments, real benefits Along with co-authors Peter       Schiffer (Department of Applied Physics and Department of Physics, Yale       University) and Dashun Wang (McCormick School of Engineering, Northwestern       University), Go'mez-Zara' defines the metaverse as a virtual space where       users can interact in a three-dimensional environment and take actions       that affect the world outside.              The researchers say the metaverse stands to benefit science in four       main ways.              First, it could remove barriers and make science more accessible. To       understand these opportunities, Go'mez-Zara' says, we need not speculate       about the distant future. Instead, we can point to ways researchers have       already begun using virtual environments in their work.              At the University College London School of Pharmacy, for example,       scientists have made a digital replica of their lab that can be visited       in virtual reality. This digital replica allows scientists at various       points around the world to meet, collaborate and make decisions together       about how to move a research project forward.              Similarly, a virtual laboratory training developed by the Centers       for Disease Control and Prevention teaches young scientists in many       different locations to identify the parts of a lab and even conduct       emergency procedures.              This example shows a second benefit: improving teaching and learning.              Go'mez-Zara' explains, "For someone training to become a surgeon,       it is very hard to perform a procedure for the first time without       any mistakes. And if you are working with a real patient, a mistake       can be very harmful. Experiential learning in a virtual environment       can help you try something and make mistakes along the way without       harmful consequences, and the freedom from harmful consequences       can improve research in other fields as well." Go'mez-Zara' is also       working with a team at Notre Dame's Virtual Reality Lab to understand a       third potential benefit, one related to the social side of science. The       research team studies the effects of online environments on a team's work       processes. They find that virtual environments can help teams collaborate       more effectively than videoconferencing.              "Since the pandemic, we have all become comfortable videoconferencing,"       says Go'mez-Zara'. "But that doesn't mean getting on a video call is       the most effective tool for every task. Especially for intense social       activities like team building and innovation, virtual reality is a       much closer replica of what we would have offline and could prove much       more effective." Go'mez-Zara' says the metaverse could also be used to       create wholly new experimental environments.              "If you can get data and images from somewhere, you can create a virtual       replica of that place in virtual reality," Go'mez-Zara' explains. For       example, he says, we have images of Mars captured by satellites and       robots. "These could be used to create a virtual reality version       of the environment where scientists can experience what it is like       there. Eventually they could even interact with the environment from       a distance." Potential pitfalls Go'mez-Zara' emphasizes that realizing       the full benefits of the metaverse will also require us to avoid several       pitfalls associated with it.              There are still barriers to using virtual reality. Virtual reality       goggles and related equipment, while becoming more affordable, still       require a significant investment.              This issue relates to a larger one: Who owns the metaverse? Currently,       a few technology companies control the metaverse, but Go'mez-Zara' notes       that there have been calls for agencies and others who support research to       invest in building an open, public metaverse. In the meantime, he says,       it is important for researchers to think through questions of ownership       and privacy any time they work in the metaverse.              His overall message, though, is a hopeful one. "We still tend to associate       the metaverse with entertainment and casual socialization. This makes it       all too easy to dismiss," he says. "But look at how quickly we have all       adapted to technologies we used rarely before the pandemic. It could be       the same way with the metaverse. We need the research community exploring       it. That is the best way to plan for the risks while also recognizing       all of the possibilities."        * RELATED_TOPICS        o Matter_&_Energy        # Virtual_Environment # Engineering #        Engineering_and_Construction # Physics        o Computers_&_Math        # Virtual_Reality # Video_Games # Computers_and_Internet        # Computer_Modeling        * RELATED_TERMS        o Virtual_reality o Robot o Potential_energy o Science o        Hydroelectricity o Scientific_method o Computer_security        o Grid_computing              ==========================================================================       Story Source: Materials provided by University_of_Notre_Dame. Original       written by Brett Beasley. Note: Content may be edited for style and       length.                     ==========================================================================       Journal Reference:        1. Diego Go'mez-Zara', Peter Schiffer, Dashun Wang. The promise        and pitfalls        of the metaverse for science. Nature Human Behaviour, 2023; DOI:        10.1038/ s41562-023-01599-5       ==========================================================================              Link to news story:       https://www.sciencedaily.com/releases/2023/05/230525141230.htm              --- up 1 year, 12 weeks, 3 days, 10 hours, 50 minutes        * Origin: -=> Castle Rock BBS <=- Now Husky HPT Powered! (1:317/3)       SEEN-BY: 15/0 106/201 114/705 123/120 153/7715 218/700 226/30 227/114       SEEN-BY: 229/110 112 113 307 317 400 426 428 470 664 700 291/111 292/854       SEEN-BY: 298/25 305/3 317/3 320/219 396/45       PATH: 317/3 229/426           |
[   << oldest   |   < older   |   list   |   newer >   |   newest >>   ]
(c) 1994, bbs@darkrealms.ca