Field trip: Solar System Hall
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Virtual Field Trip Sync: Metaverse Classroom Latency

This simulation explores the use of metaverse technologies for educational purposes by modelling the exact networking problem behind them: keeping a classroom of student avatars visually in sync during a shared virtual field trip. Each avatar's true motion runs on a simulated server while every other participant's device only receives occasional position packets, so the client fills the gaps with client-side prediction (dead reckoning) — extrapolating from the last known position and velocity. Dial in update rate, network latency and packet loss to see how a real immersive-learning platform balances bandwidth against visible desync, with live readouts for average positional drift and sync accuracy across the whole class.