Apple vs. Meta: Who Will Offer the Better Metaverse Experience?

As we edge closer towards Web 3, it seems like every company wants a piece of the pie. After rebranding to Meta and laying out its plans to dominate the metaverse, Facebook has made significant waves within the last few months. Other Big Tech giants such as Microsoft, Samsung and Sony have also sunk their teeth into the metaverse space, with offerings such as collaborative software, better connectivity and more immersive user experiences.  

The spotlight has also long since been on Apple, with many analysts and experts waiting for one of tech’s biggest trailblazers to introduce their own ‘mixed reality’ headset. However, recent reports have confirmed that Apple has no short-term plans to enter the metaverse with their much-awaited device, which is set to be announced later this year. Instead, the company is allegedly focusing only on providing access to gaming, communications and entertainment content for the time being.

With the metaverse being an inevitable prospect, will Apple eventually enter the market with a Web 3-compatible device? First, let’s take a look at what’s in store for both Apple and Meta’s next headset releases in 2022. We’ll then review what both Facebook and Apple are best at doing — and why we think that Apple won’t necessarily stay behind the curve.

What do we know so far about Meta and ‘Project Cambria’?

Facebook’s first high-end headset under the Meta moniker is due for release sometime later in 2022 — though an exact timeframe has yet to be confirmed. 

Dubbed ‘Project Cambria’, Meta’s latest device was initially referenced last year at the company’s virtual Connect conference. This headset has been promised to be the successor to the popular Oculus Quest 2, packed with immersive features that were previously unseen in previous headset releases.

Notable features include lifelike facial communication capabilities, the ability to track users’ facial expressions, reconstruction of mixed reality objects, a special avatar personalisation engine and other advancements that are in line with bringing CEO Mark Zuckerberg’s promise of an ‘embodied’ metaverse experience to life.

In terms of its design, several defining assets were also revealed in Meta’s Connect 2021 demo. Some of the most notable ones include:

  • A more ergonomic design: In its current prototype form, Project Cambria will come in a sleek, all-black structure that is lighter, more compact and equipped with a much slimmer strap than its Oculus predecessors.
  • Tracked controllers: Project Cambria is also expected to feature full-body tracking capabilities, giving users a better sense and level of control over their virtual surroundings.
  • More advanced sensors and reconstruction algorithms: Project Cambria is also set to feature more superior sensors and reconstruction algorithms, with the ability to represent physical objects in the real world with impeccable perspective and depth. The sensors will also accommodate various different skin tones and facial features, making users’ experiences more immersive and lifelike.

According to Meta analyst Noelle Martin, the company: “aims to be able to simulate you down to every skin pore, every strand of hair, every micromovement […] the objective is to create 3D replicas of people, places and things, so hyper-realistic and tactile that they’re indistinguishable from what’s real.”

So far, Meta’s project appears to be off to a smooth start. Since its rebranding, the company’s share price has risen by about 5%. Meta’s plans involve hiring at least 10,000 new staff members to build out their metaverse space. And while this news hasn’t exactly been hailed across the board, Meta has even started poaching staff members from both Microsoft and Apple and recruting them to join their mission.

What do we know about Apple’s upcoming ‘mixed reality’ headset?

While multiple sources initially claimed that Apple’s upcoming headset would be set to launch in 2022, Bloomberg now suggests that we will more likely see the announcement of the new headset closer to the end of this year. 

Some features that are projected to be featured in Apple’s first XR offering include:

  • Turbo-fast processing: Apple’s headset release is expected to wield the same level of power as the M1 processor currently found in its latest MacBook Pro lineup, with a 96W USB-C power adapter at its helm. It’s also reported to feature a lower-end processor, which will power up any sensor-related computing.
  • Tracking cameras: Apple’s headset will apparently feature two tracking cameras, with the ability to relay information to two 8K displays located in front of the user’s eyes.
  • LiDAR sensors: These sensors have been cited as a possibility for Apple’s first headset — with lasers to measure distance, allowing for the fast and accurate gathering of a space’s area. This would allow for better placing of objects in AR.

Despite ample predictions that Apple would join the likes of Meta, Microsoft and other tech leaders in creating a metaverse-compatible device, it appears that they won’t be in the ranks just yet. According to Bloomberg’s Mark Gurman, known to be a reliable Apple analyst: “The idea of a completely virtual world where users can escape to — like they can in Meta Platforms/Facebook’s vision of the future — is off-limits from Apple.” Instead, he has said that the upcoming mixed-reality headset will allow users to perform shorter activity sessions — such as gaming, communications and entertainment consumption.

With Web 3 clearly on the horizon, Apple’s refusal to enter the metaverse space has prompted reactions of shock and disappointment from spectators. This news also places both Meta and Apple in very different areas of the playing field, with Apple’s upcoming vision feeling like a sharp contrast to that of Meta’s — a brand that has completely centralised its new positioning around creating a metaverse space in Web 3.

If we shift our focus back to Meta, we’re left with an important question — what kind of advantage do they have in this race? Has Facebook’s success and business model laid down the right foundation for Meta to rightfully take off?

What Facebook has done best: connecting people

From its earliest days, Facebook was created with one primary mission: to bring people closer together.

A then-sophomore at Harvard, a young Mark Zuckerberg launched The Facebook — a social media website built to forge better connections between Harvard students. This force of connectivity was then used to help students across different institutions connect with each other. Eventually, the Facebook universe would completely revolutionise how the rest of the world would connect, communicate and share personal information across a centralised database.

Photo by © Wachiwit – Shutterstock.com

Now as Meta, the company’s goal is to enhance the user experience and make these virtual connections more immersive. According to Mark Zuckerberg: “the defining quality of the metaverse will be a feeling of presence — like you are right there with another person or in another place.” Moreover, he describes the objective of allowing users to feel truly present with one another as: “the ultimate dream of social technology.”

Today, it can be argued that Meta is the only Big Tech corporation with the scale and capital to create a metaverse space — with a user base of 3.5 billion people and a total of $86 billion in generated profits from within the last year. With an unparalleled number of users at its fingertips, Meta already houses the largest web of interconnected people in all of social media history.

However, will the expansiveness of Meta’s ecosystem continue to foster a safe and equitable space for users to freely connect and share information? Despite Facebook’s long history of controversies, Zuckerberg seems to have a pretty egalitarian version of the metaverse — promising a need for greater interoperability and lower fees for developers. But with the advent of virtual land on decentralised platforms such as Decentraland and Somnium Space, questions have now arisen about how Meta will govern its new internet medium, or about where communities may find ways to connect more freely in Web 3.

With this taken into account, it’s also easy to wonder: should Meta be forced to share the metaverse with these newer, blockchain-powered platforms, will the Project Cambria headset offer fair access? Or will this one day be offered by another, potentially more mainstream and user-friendly device?

What Apple has done best: innovation

Apple is often credited for revolutionising some of our most widely-used product innovations. Well-known examples include the iPod, the iPhone and, of course, the Apple Macintosh — one of the very first machines that helped make personal computing ubiquitous. To illustrate an example, let’s jump into a time machine and backtrack to the very early days of computing. 

Steve Jobs, a then-aspiring tech mogul, paid a visit to Xerox’s PARC (Palo Alto Research Center) laboratory back in 1979. During this time, Xerox was the first company to have produced an operating system based on a graphical user interface (GUI) — a remarkable device called the Xerox Alto

However, the Alto would never see a commercial release. With a price tag of $32,000 USD (the equivalent to $114,105 USD in today’s market), Xerox’s managers saw nothing but an overly complicated workstation that was far too expensive to mass-produce. Steve Jobs, on the other hand, saw much more than that. He was amazed by the GUI and believed that the Alto was the ideal blueprint for how all computers should operate.

Photo by © Wachiwit – Shutterstock.com

Most analysts agree that the Xerox Alto was far ahead of its time. Before any other machine in computing history, it featured the same type of keyboard and mouse interface we still use today. It also, incredibly enough, featured now-universal concepts such as email, event reminders and word processing. 

Wanting a piece of the innovation for himself, Jobs sold shares of Apple to Xerox in exchange for access to the Alto’s technology. Apple would then use their data to create a more refined, user-friendly and affordable home computing device.

The same logic can be applied to the creation of the iPhone. While Apple wasn’t the pioneer of the mobile smartphone, they were able to reinvent the handset concept and turn it into the closest thing we then had to a pocket-sized computer. To date, the iPhone’s build has served as a de facto blueprint for how future touch-screen devices would be constructed and integrated into our everyday lives.

Throughout the course of tech history, Apple has mastered the art of taking existing technology and making it better. And while Steve Jobs may no longer be at the forefront of Apple’s empire, their continued efforts (such as the M1 processor in today’s lightweight, industry-standard MacBooks, or the highly expansive App Store library) have proven that the tech giant hasn’t lost its innovation edge.

So, how does this all relate to our current technological paradigm, which is Web 3? 

Well, it’s a prime example of what Apple does best: innovation. And while it might be too soon to tell, decades of Apple’s design-first trends suggest that we could very well see history repeat itself once the tech giant decides to create an innovative, metaverse-ready device. Like the iPhone or the Macintosh, it just might be the one that finds its way into the households of the masses.

So, what’s next?

With neither tech giant having released their dedicated XR headset yet, it’s still far too early to tell which path either will take. Recent reports have revealed that Meta plans to enter the NFT marketplace, though no evidence yet suggests that the company has any plans to embrace a more decentralised business model.

When we look back at the history of computing, however, one thing is clear: computers — or in this case, headsets — have never been the end goal. They’re not the thing, per se — they’re the thing that gets us to the next thing. And when it comes to getting closer to Web 3, the company that brings us towards the better, more ubiquitous user experience will win.

To keep learning more about Apple, Meta and other industry trends related to the metaverse and Web 3, stay tuned for more updates on gmw3.

Manufacturing in the Metaverse: What Might it Look Like?

Manufacturing is a highly complex process, in addition to being the most important part of supply chain management. There are several components that affect the manufacturing production process — such as the availability of raw materials, labour costs, inventory costs and overall marketplace demand.

Since the start of the Industrial Revolution, the effective marriage of systems and machines has allowed us to increase production times, reduce product costs and find new ways of organising work. Within the last 50 years, digital transformation has continued this trend, enabling us to better understand the physical through digital operations. 

With that being said, however, the physical has still held precedence over the digital for most of modern times. The rise of the metaverse will allow us to reverse this dichotomy, giving us access to a primarily digital space. In the case of the manufacturing industry, we will be able to translate this digital space onto the physical world, rather than simply just enhancing it.

Let’s look at some of the key ways where we can expect to see the manufacturing industry change within the metaverse.

SkyReal image1

An entrance into the creator’s economy

The metaverse will provide users with easier access to digital materials — a major shift that may very well encourage more creators and consumers to pursue industrial design. This will inevitably create new industry demands and completely change how products are made. 

3D content creation tools will also become more widely available in the metaverse. This will add manufacturing to the creator’s economy, providing the general public with more tools to render and simulate 3D prototypes at their own convenience. 

Just like with gaming platforms, streaming services or other various forms of online content creation, we will be sure to see the same type of growth proliferate within manufacturing and supply chain management. According to analyst firm TrendForce, the industrial metaverse revenue is set to reach $540 billion by 2025.

Easier collaboration on product development

The metaverse will also provide much easier collaboration on all aspects of product development. Given that it will be capable of serving as a communal space for all stakeholders involved with a project, multiple processes will be able to be achieved more rapidly and simultaneously — such as product design, sharing with manufacturers, iterating based on feedback and much more. 

NVIDIA’s VR-based collaboration tool Omniverse has experienced a successful launch in the enterprise sphere. As a multi-GPU, real-time development platform for design teamwork and 3D simulation, it has become a staple for those working in the industrial sector or for those who specialise in the creation of digital twin applications. 

To date, Omniverse has been downloaded by over 50,000 creators — with a recent platform subscription having been launched by NVIDIA to allow for wider outreach. The Omniverse platform has already experienced tremendous growth, with integrations from popular design platforms (such as Blender and Adobe) being made available for developers to use from any location. These integrations have well-positioned NVIDIA as a viable leader for collaborative product development in the metaverse.

Workplace changes due to the pandemic have also led to a rise in collaborative XR solutions within the enterprise sector. SkyReal, an aerospace-focused software company, started its operations by helping companies collaboratively approach their various stages of manufacturing — from conception and industrialization, though to training and marketing. Now, SkyReal helps aerospace teams work on CAD files in real-time, offering them an immersive experience that allows for even better collaboration capabilities.

More streamlined processes through digital twins

Digital twins are virtual representations that serve as real-time replicas of a physical object. From gaming companies to automotive manufacturers, many industries have already started using digital twins to collect real-time data and predict how objects will perform before they are manufactured and sold.

The digital twin market has been projected to grow to an incredible $86 billion by 2025. This level of growth is largely being fueled by an increase in demand for things such as predictive maintenance, industrial IoT solutions and a smarter and more energy-efficient infrastructure.

Digital twins also provide real-time data for users, allowing them to gain better insights on overall production processes. For example, automotive manufacturers are already using digital twins to better pinpoint equipment failures and ensure that all parts are meeting quality standards before being delivered to customers.

Photo by © Alexander Tolstykh – Shutterstock.com

BMW has already started using a simulated system to better streamline its production process. A version of the company’s Regensburg-based production line exists solely within a computer simulation, serving as a digital twin to its physical counterpart. Before any parts enter the production line, the entire manufacturing process runs in a hyper-realistic virtual iteration of the factory. By adopting this technology, managers can now plan their production process in greater detail.

Other large companies that have adopted the use of digital twins include Microsoft, Unilever, Boeing, Siemens Energy and Ericsson. With Azure Digital Twins, Microsoft has created a leading IoT platform that features a live execution environment, allowing users to create digital representations of real-life things, people, places and processes.

In all, digital twins will be an extremely integral building block of the metaverse. They will provide us with lifelike representations of things from our physical world and come equipped with live feeds of every sensor and component they contain.

Shorter lead times

The collaborative approach offered by working in the metaverse will certainly shorten the life cycle for projects. More robust virtual spaces will also allow manufacturers to quickly see how moving assets around can impact a production cycle. By simulating real physics and identifying potential errors, this approach is a great way for manufacturers to see more efficacy and faster turnaround times.

Down the road, greater interoperability initiatives will also make product designs generally easier and faster to implement. Designers and creators will no longer have to go through as many hoops to complete their designs and get them into the hands of manufacturers. This will result in shorter lead times, as well as an exponential increase in the number of product designs they can complete.

Supply chain transparency

In more recent years, demand for supply chain transparency has been on the rise. According to the MIT Sloan School of Management, consumers are reportedly willing to pay between 2% and 10% more for products that offer greater supply chain transparency. 

What we can deduct from this data is that consumers find value in the treatment of workers in a supply chain, as well as in a company’s efforts to provide decent working conditions. Ethical concerns, such as slave labour or deforestation, have made consumers increasingly more averse to purchasing products that don’t meet these standards.

With this being said, the truth is that supply chains were not originally designed to be transparent. However, access to the supply chain or to digital twin management in the metaverse could resolve this issue for good.

Working in the metaverse will also provide far better project visibility, for both staff members and consumers alike. Given that multiple collaborators will be able to work within the same space, regardless of their physical location, all parties will have access to 3D design representations of how products are designed, built, sold and distributed. Customers may even grow used to tracking their orders throughout the entire cycle, from raw materials through to a finished product. With this added insight, customers will gain full transparency into the entire production process.

Greater supply chain transparency will also give customers greater visibility of lead times. This will offer them a better sense of real-time shipping costs and allow them to better prepare for potential pitfalls (such as shipping delays).

Final thoughts

The metaverse will pave the way towards a digital-first approach to manufacturing. This will essentially be driven by both consumer preferences and different types of actions that will be necessary to operate inside a virtual world. 

There are valuable steps that manufacturers can take to bring us closer to an ideal metaverse system. For starters, it is critical that they work on harvesting data from their processes — and also that they implement the best interoperability protocols for connecting said data across the entire supply chain.

Recent innovations — such as NVIDIA’s CloudXR platform (which has been configured to work with Google Cloud) — have begun enabling organizations to securely access their data through cloud-based solutions. This will allow creators to access their work and collaborate on projects from anywhere in the world, all while doing so through the lens of an immersive, high-quality user experience.

In all, these areas are all currently being worked on to forever disrupt and change the concept of supply chains. This is an extremely exciting and innovative time for manufacturing technology — and we look forward to tracking the eventual paradigm shift that’s to come.

XR 2022 Forecast: The Rise of Meta, Medtech, Virtual Workplaces and More

Varjo XR-3

In the wake of pandemic working, virtual learning, NFTs and Facebook’s great rebranding scheme, the entry point to the metaverse and Web 3.0 is sure to become more visible within the next year. This means that the internet as we know it is also poised to become more interlaced with all of VR’s offerings, providing users with access to an unprecedented number of immersive applications and experiences.

As the metaverse becomes more ubiquitous over time, it will certainly have a direct impact on the future of VR, AR and wearable technology. Back in 2020, the AR and VR market was worth only $7 billion. However, in our post-pandemic climate, we have seen exponential increases in virtualised activity across various sectors. It’s now estimated that the industry will rack up a total of $152 billion by 2030.

Let’s take a look at some of our biggest predictions for what’s to come for XR technology in 2022.

Big Tech players will shake up the XR market

Remote working, home quarantine and other pandemic-related changes have accelerated the global take-up of XR technology over the past two years. This has provided users with better insight into how they can play games, work, communicate and collaborate virtually. 

This major cultural shift has also pushed major tech players towards developing better XR tools for Web 3.0. In 2022, these devices are projected to play a significant role in widening the entry point into the metaverse.

Meta has big plans to upend the modern-day internet and spearhead what CEO Mark Zuckerberg has dubbed the “successor to the mobile internet” — an immersive and interactive space within the metaverse. In October 2021, the tech supergiant officially announced that it would be changing its name to Meta in light of its new focus.

To increase the development of its VR infrastructure, Meta also declared that it would be appointing Andrew Bosworth, VP of AR and VR and leader of Facebook Reality Labs, to become the company’s next chief technology officer. As part of this shift, Bosworth has declared that the company will be ditching the Oculus brand (that initiated its move into VR) and rebranding it to Meta Quest and the Meta Quest app in early 2022.

Meta will also be investing a reported $10 billion into developing more advanced AR and VR products for the metaverse. This includes a robotic hand, high-tech VR glasses and more robust software applications. It is expected by tech analysts that Meta will spend a total of $50 billion by the end of 2022 to achieve its promise of an “embodied internet” experience through XR technology.

Apple VR Headset - The Information
Image credit: The Information

And while Apple has yet to make any official announcements, analysts have long predicted that the company will eventually enter the AR and VR market with a ‘mixed reality’ headset. This tool is rumoured to encompass both AR and VR, with the ability to handle high-performance games in top-quality virtual reality.

Rumours about Apple’s dedicated headset have circulated for quite some time now, with some reports claiming that we will see a release of smart glasses (such as the purported “Apple Glass”, which is apparently designed to resemble every day glasses and feature LiDAR technology). 

According to noted analyst Ming-Chi Kuo, Apple is projected to release their own headset by the end of 2022. Apple’s long-awaited entry into the XR world may also come equipped with two processors — a higher-end variation that offers a similar level of computing power as the M1 processor (currently found in its MacBook Air and Pro lineup) and a lower-end processor that will be in charge of sensor-related computing.

We will see the advancement of medtech through XR technology

The COVID-19 pandemic placed new value on bringing various industries into the virtual world — with the medical industry being one sector that truly found its footing with immersive technologies. 2022 is set to be the year when medtech grows to new heights.

According to a recent market research report from Facts and Factors, the market for VR in healthcare is estimated to grow by 35% annually between 2021 and 2026 — leading to a predicted industry growth of $40 billion. 

Heru, a burgeoning ophthalmology-based startup, recently raised $30 million in VC funding to launch its re:Vive VR-based vision testing platform. This platform, which is set to scale within the next year, tests for visual field deficiencies, color blindness, contrast sensitivity and other ophthalmologic conditions. Tests are also being conducted to use AR technology to better identify gaps in a patient’s point of view and provide intelligent vision correction.

Companies such as Activ Surgical and Beyeonics are also trailing the path for XR-based robotic surgery. Both companies have recently raised $45 million and $36 million in funding respectively, providing them with the support to develop immersive technology that will guide surgeons through virtual procedures.

These startups are included on a long list of innovators — a clear sign that immersive technology is set to transform the course of the healthcare industry in 2022 and beyond.

More companies will adopt VR software to improve operations

One of the biggest trends we will see in 2022 is the use of XR and immersive technology in various different workplace settings. 

Over the course of the pandemic, popular tools such as Zoom, Slack and Miro have made it easier for teams to collaborate over a flat screen. However, organizations are now seeking ways for employees to connect in more immersive and intuitive ways that can only be achieved through the use of XR tools. Unlike 2D applications, VR brings infinite space to the workplace experience — providing employees with access to expandable rooms, whiteboards, augmented objects and limitless displays.

The adoption of 3D tools in the metaverse will also allow companies to achieve better diversity and inclusion targets within the workplace. Technology such as Gravity Sketch, which allows cross-disciplinary teams to meet and collaborate inside a virtual studio, will make it easier for organizations to hire globally and attract more diverse talent within a highly competitive job market.

By making collaborative technology more accessible through the means of XR, we may also see the barrier to entry be lowered in 2022. This can allow more organizations to provide easier access to tools, helping them accommodate and support a more diverse workforce.

XR technology will be used to achieve better sustainability efforts

In the coming year, sustainability will also be a driving force within the XR space. Many organizations across the globe have become increasingly more conscious of their carbon footprint, leading to more companies seeking innovative technology as a means of meeting more eco-friendly targets.

AR and VR technology has presented an ideal solution for this. Digital twins have shown companies new ways to shorten production times and reduce overall sampling waste, while organizing team meetings through VR now reduces a need for business travel. Major brands such as Adidas, Volkswagen and Ford have already adopted VR technology to make their processes more sustainable.

We’ll see better AR detection through machine learning

In terms of both device reach and development tools, AR is rapidly reaching a stage of greater sophistication — a trend we will continue to see grow in 2022. With the leverage of machine learning, AR will continue to become better at detecting environments, as well as objects and surroundings within those environments.

Machine learning will also continue to help AR become better at offering tailored content for individuals. Given its ability to track and understand the 3D world, machine learning can enhance AR applications and equip them with extra details, allowing them to build more individualized and immersive experiences for each individual user.

Neural networks and deep learning techniques also have the power to learn from any collected data, giving them the ability to further enrich the user experience by adding more interactivity to AR scenes. For example, IKEA Place enables users to gauge how a furniture item would appear in their homes through XR technology. Within the next year, we will see machine learning make these applications smarter, more enhanced and more suggestive based on physical dimensions and predictive data.

We’ll see more cross-application content

When it comes to building the metaverse effectively, one of the biggest challenges that is posed is the issue of interoperability. Porting content between different applications is still not a simple task, given the different data structures or code languages attached to different programs and applications. However, within the next year, we will be sure to see the adoption of more open file formats, such as gITF and USD (both created by Khronos Group and Pixar).

Providing access to content across various applications will be key to achieving better interoperability in the metaverse and allowing us to unify our user experiences within a larger virtual space. While we still have a long way to go before XR will become more ubiquitous, we will get closer to achieving this goal if we are able to see tools become better at supporting more diverse types of user-generated content.

VR will play a larger role in classrooms

VR technology is widely predicted to play a key role in classrooms in 2022, serving as the ideal bridging gap between engagement levels and at-home learning as a result of COVID-19. According to edtech gaming company Kuata Studios, a reported 55% of parents in the UK and 60% of parents in the US believe it will be incorporated into the classroom over the next five years. 

Student Using Gear VR - Education

Following the pandemic, at-home learning presented significant learning challenges for children — including proper mental stimulation and online engagement. Teachers were also confronted with a long list of difficulties in a remote classroom, such as meeting the individual needs of each of their students or properly engaging children through online resources.

XR technology will make virtual classrooms appear more real, providing young learners with a myriad of educational benefits — such as more immediate engagement, a more immersive experience, a more hands-on approach through augmented reality and better visualisation to aid them in understanding more complex subjects or concepts.

Tools will become more ergonomic

Over the course of the COVID-19 pandemic, we’ve been introduced to more gesture technology and hologram technology — with more users desiring contactless interactive experiences. More XR platforms are starting to see gesture-based interaction — a trend that is sure to accelerate over the course of 2022. Notable examples include gesture-based interaction, such as Ultraleap — or more wireless technology integration, such as HTC’s wireless adapter for their VR headsets.

Over time, we will surely see a reduction in the number of controllers, wires and other physical hindrances. In the next year, we will also see XR devices become more comfortable for longer wear and include more sophisticated optics for better text clarity.

Conclusion

We will hopefully see an end to pandemic life in the coming year. However, we will also emerge from a world that has been lined with prime opportunities for startups, corporations and innovators to capitalise on the numerous benefits of XR technology. And with the evolution of the metaverse at play, we can expect to see all major industries adopt XR in the near future.