Deep dive into the vi ureal world of - Metaverse - Understanding how the technology is transforming experiences
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Deep dive into the virtureal world of Metaverse Understanding how the technology is transforming experiences
In this article, we would like to bring in a quick overview of the metaverse, its business drivers, underlying technology, early adopting industry segments and the foreseeable challenges in its adoption to mainstream business. Overview Metaverse got its name from the global economy model. People either for work, shopping, 1992 sci-fi novel "Snow Crash"– it around the world can perform any education, social or is more of a vision than a concrete activity in the virtual world similar entertainment. All gaming reality. “meta" is a Greek word to what they can do in the software fans are already which means ‘beyond or across’ physical world like work, meet, experiencing the rapid transition and verse is “universe”. So, it is a play games and socialize into embrace Metaverse using VR place which transcends beyond together, except in 3D space. technology, networking the world or the universe in the Metaverse is expected to components for multi-player virtual 3D (Virtureal). Metaverse generate an economy of $1 Trillion experience, more so with the use reduces the gap between the by 2028. Gartner predicts that of crypto-wallets. physical, financial, and immersive 25% of people will spend at least 1 world and expands upon the hour a day in Metaverse by 2026 We categorise Metaverse applications under two groups As a new channel - estate platforms like capabilities for customers and It is a simple virtual world (Virtual Decentraland, Sandbox etc. who businesses to have market-like Reality- VR) where people can can provide global addresses to experience using crypto wallets work, interact and collaborate. your business apps. Web 3.0 for Non-Fungible Tokens (NFTs) / Facebook/Meta is working capabilities are also part of such FTs. These capabilities can also towards creating this version of apps. be expanded to include Metaverse. It is an extension of an gamification in the channel omnichannel experience. These As a crypto enabled market - meta-apps applications can also be hosted These are powered by blockchain and visited using virtual real platforms and provide additional 2
How does Web Let us look at the building 3.0 and blocks of Metaverse Interoperability boost Metaverse The key elements of Metaverse include 5G, Block Chain, AR/VR/XR, Digital Twin, Web3.0, adoption ? AI/ML and IOT. The Web 3.0 is the concept of next generation internet. It brings decentralization to content, application, and infra layers. The Immersive experience 3D content creation users will be able to create, own and AR/VR is the key element The metaverse involves carry their assets, avatars, collectibles which provides immersive creation virtual words and from one platform to another for experience in metaverse. objects in it. The 3D various purposes, including trading, Combination of AR/VR is content creation helps in integration of their new business, and used to achieve 3D creation of scenes, gaming. On the other hand platforms visualization, real time avatars, virtual lands, can provide services/APIs/storage interaction and merge real assets, etc. to achieve an that can be used across different and virtual environment. immersive experience. metaverse platforms to provide seamless experience e.g. avatars as a service, crypto wallet service. This interoperability will bring a marked shift in paradigm compared to Blockchain Web 3.0 current Web 2.0 where once Metaverse replaces real The users can create enterprise/business owns your assets with digital and digital assets. They can content (e.g. your in-game purchases hence it is important to use own, control and monetize like avatars and accessories cannot reliable algorithm for the assets. Web 3.0 is be moved out to another game). Web transaction. Blockchain decentralized and hence 3.0 standardization is underway and decentralization aspect serves as a connectivity in is powered by Blockchain, NFTs, helps to validate and Metaverse. decentralized autonomous perform secure transactions. organizations (DAOs)- dApp/DeFi is a classic reference use case. Metaverse, on the other hand, is concerned with how users can interact on the next generation internet. It transforms the content from 2D to 3D objects. It utilizes Infrastructure AI Virtual Reality (VR) and Augmented Connectivity, Compute Applies AI in avatar to bring reality technology to enter the and Edge, GPU, Devices, in human like behaviour internet and navigate between the sensors, storage and and in 3D chatbots react virtual worlds as digital avatars using caching. and respond user actions in VR headsets. The underlying the VR world. technologies leverage decentralization, human interaction and connectivity. Both the technologies will complement each other in due course. Metaverse is a digital space while Web 3.0 favours a Human Interface Tokens decentralized can serve as the basis Metaverse opens up a new User can use their own digital for connectivity in Metaverse. approach on UX since it assets as Non-Fungible Similarly, creator economy in combines computer- Tokens (NFTs), to trade in Metaverse can supplement Web 3.0 generated content, a immersive world. It improves with the creation of a new financial persistent shared world, the digital ownership. The world. and unique digital Avatars. NFT's can be avatar, virtual lands, video, music, etc. 3 3
We conceptualise typical Metaverse apps as 4-Layered solutions From a bird’s eye view, there are 4 The technology layer can be transactions such as NFT, Crypto, layers which help in realizing further sub-divided into smart contracts and the AI Spatial Metaverse solutions. They are Blockchain decentralized which layer – AR/VR/3D engines etc. Infrastructure, Technology , User has all the components Interaction and Experience. associated with digital Experience Layer User Interaction Use cases - Meetings, Virtual Learning, Social ▪ Gestures, Voice, Hepatics, Neural Interactions, Personalized Avatars, Virtual ▪ Devices for experience - Mobile, Smart Real-estate, commerce, Digital identity, Buy glass, HMD, Browsers and sell of digital assets in metaverse Metaverse, live events etc. Technology Layer Infrastucture Layer ▪ AR/VR/MR - Immersive experience ▪ Network Access - 5G, 6G, ▪ Blockchain - Decentralized trading through ▪ Cloud Platforms NFT, Crypto, Smart Contract, Wallet and ▪ Compute- Al model creation and Rendering, Coins Blockchain mining ▪ Al/ML to bring in intelligence to the avatar so ▪ Edge Service - Al model caching, 3D content that it brings in human like behaviour. Also caching. bring in audio/text chat into the scene ▪ Data storage ▪ 3D content creation- Scene Avatar ▪ Devices - Mobile, Head Mounted devices, ▪ Web 3.0 - decentralize and distributed Hepatics application ▪ Sensors - loT ▪ Digital Twin- Data Modelling /Fusion 4
Potential use cases Metaverse has opened up a whole new world of use cases across various Industry segments Virtual events where in the audience will be able to choose avatar of their choice and experience the event of their favourite artist in the virtual destination. Can be used for music/dance concerts, Banking and financial institutions art exhibitions etc. Metaverse can be used where customer can be virtually present in the banks and know the process involved in the services they want to opt e.g. Claims, opening of accounts, types of insurance, investments. Life sciences and Healthcare metaverse play an important role in telehealth, telemedicine. Digital Twin can help to create the digital representation of the patient and can be used for treatment. Virtual Tours - travelers will be able to get 360 deg view of the location and through digital avatar be present digitally in the location with immersive effects. Social interaction provides immersive experience which provides more realistic environment for interaction than the current system. Virtual shopping enabled with AR/VR and interactive 3D view of the product enables better buying decision Can use NFTs to make purchase digital assets. Virtual learning they can provide virtual environments were people will be able simulate scientific experiments, historic places etc, and experience as though it is near real. Gaming uses AR/VR to create real life environment and allow them to choose unique avatar, provide options of play to earn using cryptocurrencies, multiplayer options and collaborate to enjoy. Let us look at some key business for business employees & • Keeps the human experience drivers that are fuelling the customers alike of every customer Metaverse adoption by enterprise engagement intact & consumers: • Promotes global economy using e-wallets and cryptocurrencies via • Expands business without blockchain powered large investments in buy, build marketplaces & operations of physical brick & mortar stores/offices • Events & Promotions in meta can scale beyond boundaries • Reduces carbon footprint by and open new vistas for lowering the need for travel business 5
On the ground, here are some Metaverse adoption challenges that we encountered • Rich immersive experience to • Since it involves many have high digital creativity . the user is critical - The interfaces, heterogeneity is a Any organisation developing scenes with 3D contents & key element in Metaverse, and or working on metaverse will avatars are of high polycounts this leads to many need to invest in a large pool resulting in huge file sizes, vulnerabilities which open a creative people over coders. requiring good speed network whole new market for connections to transfer the mitigating the security • As most Metaverse users are data seamlessly to get the concerns for safe usage of in the age group of 15- 35 best experience. Hence, it is Metaverse. This will give rise to years, the negative impact on imperative that we have at a the need of defining new the younger generation needs minimum 5G speed available protocols unique to Metaverse to be assessed and handled for a seamless experience with care such as availability • Since Data is of high order in a of psychiatric help & bringing • As Metaverse is about decentralised world, we need in proper controls and decentralisation, it leads to to bring in Zero Knowledge mitigation within Metaverse to creation of Decentralised Proof where the sender shares alleviate some of the mental Autonomous Organisations the data with the receiver health issues (DAOs), a shift from without revealing it to conventional regulatory based maintain privacy. • Social Impact- It is suspected set ups and thus, Democracy that people can get addicted in Metaverse is of the highest • Initial investment on VR to the Metaverse and spend order providing a variety of headset with controllers to most of their time in the virtual opportunities and benefits to get the immersive experience world than in the real world. It people at large when used can be a price barrier will lead to lack of social skills with good responsibility and induce anxiety and • More than coding abilities for depression among people or Metaverse, the priority can also lead to social requirement ispeople who exclusion. 6
How Law & Order will be maintained in the Metaverse ? This is a very interesting aspect compliance purposes and verbal Metaverse will bring in a that enterprise and consumers & gesture control should be set in significant paradigm shift in how have to carefully tread as they place. There have been reports of enterprise and consumers move from real to virtual world as misconduct in some metaverse interact and we are confident new rules and cyber policies will platforms where visitors that rapid technology have to be framed and deployed. misbehaved with other guests. improvements, regulatory In a recent conversation with We feel that some form of guidelines will be imbibed in all Human Resources team in our MetaPolice using power of AI/ML commercial deployments of the organization, who very exploring will have to be deployed to build Metaverse solutions to make it a adoption of Metaverse for disciplinary and law enforcement truly immersive real life employee / HR/ Manager regulations for the Metaverse. experience. interactions, highlighted that video of entire interaction should be recorded for audit and References https://www.researchgate.net/pu blication/358497370_Metaverse https://www.researchgate.net/pu blication/359052509_A_Survey_ on_Metaverse_Fundamentals_Se curity_and_Privacy https://www.blockchain-council.o rg/metaverse/web-3-0-vs-metav erse/#:~:text=Portraits%20of%20 Metaverse%20and%20Web3&text =The%20metaverse%20is%20a%2 03D,users%20can%20charge%20t heir%20creations WI-105246All709702-EN00GL 7
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