 So the metaverse, unlike the fancy and commercial headlines about buying digital real estate next to Snoop Dogg, the rapper, and all this hype around it, it's really distracting from the real message and purpose of what we've explored with the metaverse is to use it to transform education and learning, and most importantly, to take young individuals from low-income, marginalized communities and upskill and reskill them into developing this next generation of the internet, particularly because it's a non-coding, coding environment. So an individual like Samantha, who is an art major, 20 years old from a community like South Central Los Angeles, is actually exceptional and has a professional career now in that space, and that's the exciting thing about the metaverse that is the reality versus some of the hype that we're hearing with NFTs and blockchain and crypto and metaverse. So that's where we're focused. Well, so there are a few areas. One is we're working with schools in low-income communities right now in Chicago, Florida, and Los Angeles, but we're also working internationally, and it's giving teachers and students and principals new abundant skill sets to create imaginary spaces that let them teach in a way that brings students and engage them in these immersive and experiential learning models. So we've all been working on developing four types of pedagogies in education learning on how you can actually use the metaverse for this purpose, and what I would say is that it is a superior model for some topics than what you could do in a classroom setting or on digital online learning, and that is not only because it's engaging, but you can bring environments to life. They get the brain to receive these signals in a way that is more effective for learning, and there's efficacy studies that have been done that demonstrate that. Yeah, just like any technology, artificial intelligence, or even fire, there's pros and there's cons, any invention. With the metaverse, it's the same way. I mean, it's really surprising how realistic these environments have become just in the last year. The price is coming down significantly, but with that, you have to consider, yes, it can be used for education and learning, but also escapism, isolationism, even some forms of addiction are going to be prevalent with this new capability because it's so realistic. So we really have to be cautious in terms of, you know, how we use it for positive things, but also how it can be somewhat negative and even addictive in some cases. I'd love to introduce my friends and colleagues here. They helped me co-found the non-profit exponential destiny, and specifically Pablo, a 20-year-old, we just turned 20, and he was a graduate of the Public High School in South Central Los Angeles, and he's actually one of our technical experts because he uses technology to bring images from the real world into the virtual reality metaverse world. Do you want to share that, Pablo? Yeah, Marcos, thank you. So in my work, there's two different paths that I could take in doing this, right? One path is I'm actually an FAA licensed drone pilot. In my work at Nexpo, I've taken my drone, gone and scanned the topography of an area to then bring that into virtual reality to be interactable. And then the second route is I can take my phone right here, right, and use LiDAR, which is a dot projection piece of software that I can use to scan any object of any size and bring that into virtual reality in just a few minutes with all free software. And Samantha is one of our leaders. She's our chief storyteller. She's an art major also from South Central Los Angeles. And Samantha, why don't you describe the work you've done with some of the schools? So some of the work we've done with the schools is pilot programs. And a way to get the schools engaged and to adopt this new method of education is to gamify the process. We get a school break up into teams compete against each other and see who comes up with one of the best rooms around our topics specifically in virtual reality. And that's actually the way they stay entertained is the gamification process. It's the the challenge of trying to beat the other teams. So they try to create the best possible experience. Well, yeah, definitely. So I mean, that's why we came to the ITU Summit to talk about this. It's a little it's a little bit of a Wild West complicated space. I mean, you have multiple factors and the interoperability is going to be a big challenge. I mean, Pablo, who's our chief technology officer, can probably describe it best. Earlier, I mentioned two paths I use and two pieces of tech that I use I use drones and LiDAR and just making these two pieces of the hardware connected to each other and work seamlessly is a job in in itself. And this is true. This is just two pieces of the tech, right? In the industry, there's there's a mass, I guess, growth in hardware, right? There's there's haptic devices that are coming on the market now. There's gloves, haptic devices, devices, there's suits that you know where to give you vibration, all that hardware. There's no tech and smell. There's like a smell as well as just in the after effects in the software, right? There's and making these these work, all these products will work more seamlessly with each other in AR, in augmented reality, virtual reality, in the haptic devices, and so on is very important, important to the interoperability of it all. Yeah, I mean, quite frankly, the way we look at it is we have all these productivity tools. We it's a non coding coding environment. So individuals like, you know, from any background, an art major can actually code in this environment. We akin that to, you know, Samantha essentially is a coding the next generation of the internet. But rather than having to learn HTML or JavaScript, like I had to do in 1992 with the internet, she uses her art skill set and creativity skill set to basically get in these environments and manipulate things with their superpowers, which is about as hard as editing a TikTok video, right? It's not a coding. She never writes no code, but you create these environments. So we can excel very quickly to do this. Our biggest bottleneck is, which is something hopefully the ITU is going to take on is what happens then when we have all these different headsets, all these different haptic devices, all these different eyewares that don't operate interchangeably. And it slows us down technically. So the standards are pretty important here if we're going to get this thing working effectively and delivering on its promise. This has changed my life dramatically. A year ago, I would never have imagined that I'd be sitting here one or even working at a nonprofit like Expansion Destiny. I had no clue that technology and virtual reality specifically was being used in these ways. I just thought it was for gaming and just having fun. So when I actually tried it and saw that I could just build things out and that makes the whole business that it was amazing. It was so easy to learn and very entertaining to do. That's right. As a nonprofit, so there's no commercial incentive here. It's purely a nonprofit. We're trying to think of a way that how can we get young people or adult learners from around the world exposed to this technology and start experimenting and realizing how non-technical it actually is to create. So therefore incentivize them to build in these spaces. So we coordinated this with the support of the leadership from the ITU. And we announced yesterday during the keynote that we launching a global prize and virtual reality competition around metaverse for the STGs. And anyone in the world can compete. 14 to 18 year olds is one category of teams and 19 year olds are above is the other category of teams. And if a team wants to form they can partner with anyone they want in the world because you're in virtual reality. So a team from Mexico can work with the team from Spain. And those teams of two to six people each will take the next six months to select an SDG out of the 17 and then go build some imaginary experience that they feel expresses that SDG in a way that builds empathy, education and awareness of the challenges and opportunities associated with that SDG. And we are going to evaluate all of the submissions and the winning finalists from all 17 SDGs. We're going to fly them to probably Bucharest, Romania for the next ITU summit. And we're going to have them demo all the 17 finalist teams. And then the delegates that attend our plan is that those are the ones that are going to vote and figure out the best experience of show the overall winner. And we've already raised from the honest company which is one of our sponsors who gave us a donation as a nonprofit and a company called Blend Hub. Those are the two sponsors that have initially funded us, which is all prize money, thirty thousand dollars for responsible consumption and production, that SDG, and zero hunger is thirty thousand dollars. And we plan to get all 17 SDGs funded, which means teams that compete can win money for themselves in their school, while also picking up a new skill set that's going to be valuable to them in terms of upskilling them into the new job economy.