Abstract
In the early 90's, and especially in some American universities, with the emergence of virtual reality, virtual environments and their manipulation began to be implemented, achieving important advances that have led to improvements in research through changes in the perception of the subject, modeling, communication processes and the development of 3D virtual classrooms.
 These advances have led to the metaverse, as an environment where humans interact socially as avatars, and especially its application in the world of education in the fields of entertainment, tele-education, educational research, learning environments, etc.
 According to technologists, this year will separate the thinkers from the builders, and then the technical advances of the last few years will produce the first steps this year in making the metaverse a reality. Advances will largely be attributed to ever-better graphics processing units (GPUs), photorealistic 3D engines, faster content generation through volumetric video and artificial intelligence, the increasing prevalence of cloud computing and 5G, as well as a more sophisticated and better understood blockchain infrastructure.
 But from a human experience perspective, one development stands out above all others: extended reality (XR) technologies. These include virtual reality (VR), augmented reality (AR) and brain-computer interfaces (BCI), which together are positioned as the next computing platforms in their own right.
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