Much has been said about the expanding interaction between humans, information and all sorts of “things” in cyberspace, a new dimension called Metaverse. However, the knowledge of the potential of this new tool is still timid, in the same way when the possibility of online shopping was created 25 years ago, and little doubt about its success and wide application. Metaverse is still in its “infancy” and gaining more consistency and maturity every day and its technological resources will be explored around the world on many fronts in the business spheres.
Australian researchers show in a recent study that Virtual Reality (VR) glasses have the ability to collect about 2 million pieces of information related to body movements (eye movements, heartbeats and more). ) in an interval of only 20 minutes. These devices are one of the main means of accessing Metaverse templates.
Metaverse applications bring together a number of innovations in the technology universe that have recently been launched in this concept. I’m talking about Virtual Reality, mixed reality and the use of game symbols that are being developed progressively. Now, what’s missing from this model, both in B2B and B2C, is monetization. How is this effectively monetized? One of the first models used NFT (Non-fungible token) or non-fungible token), but this is a model that has its limits in the scope of the market.
I see many chances of success for Business-to-Business (B2B) Metaverse, due to the advisory sales and brand management options that are presented, leading to an indirect monetization model (CAPEX x OPEX). In the case of B2C (end consumer), there is the opportunity to develop very niche, very specific campaigns.
Hence, whether for NFT or any other type of currency, currency crypto, it is possible to effectively achieve another type of monetization possibility of the model. At this point, it’s something very costly, and that’s the big question that remains: How do you reduce costs in the long run? Scale and intensive use of Artificial Intelligence could be the answers.
As for the issue of infrastructure, we are still far from necessary. Whether offering ubiquitous network capability or penetration. This was a big topic during the Mobile World Congress, in Barcelona, which will also be discussed during this year’s Futurecom. Certainly, we will need a much denser and more powerful network structure, which can offer a great ability to manage elements and interact with low latency and a compatible speed for the insights to be generated.
In this scenario, we enter 5G, edge computing, optical connectivity and many new technologies that allow to produce virtual interactivity effects for a large volume of people working on the same platform. In 2021, in the pilot we did at Metaverso Futurecom, we saw that this is a more critical specific question, when interactivity and the perception of immersion in a parallel world are greatly expanded.
Metaverse is basically that, where standardized scenarios are included but interactive with certain programmed spaces, and that parallel processing is also another limiting factor. onboard architecture (MEC – Multi-Cloud Edge Computing) plays a key role in the production of credible and widely immersive Metaverse. It is a fact that also goes through the point of monetization, given the high cost of production and the provision of the solution.
Thus, in addition to the heavy cost of infrastructure, the cost of programming itself cannot be underestimated, as it has some monetization model, already practiced for years by gamers, both with virtual and real gadgets.
To get into the world of Metaverse, there are a few steps and precautions to take. The first is planning: you need to plan effectively what you want to do. Not to mention the need to understand the market you are talking to. It’s important to segment people and how monetization would be for each profile. And then the investments can be bigger or smaller.
Planning is definitely the first step. The second is to evaluate the available structure, either in terms of regionalization and location or the actions envisaged in Metaverse. The availability of infrastructure needs to be checked, both in terms of dedicated / shared resources, access points and network stability. It is also necessary to observe the type of response to be offered to its customers, and here, once again, the question of the degree of interactivity desired arises. This interactivity is crucial in identifying how important the use of Metaverse tools is to be embedded in the platform.
Another relevant point to consider correctly is execution. It is essential to characterize the necessary and available infrastructure, plan what impact Metaverse will have on increasing demand and usage, as this can crash the platform and damage the user experience. As with everything in IT and Telecom, even though networks are increasingly flexible, it is necessary to have well-defined parameters to provide good quality of service (QoS) and user experience (QoE).
I strongly believe in the potential of Metaverse because of the immersive possibilities for users. By making a comparison with the TV broadcast, when you are just an external observer of the action, in Metaverse you become part of that action, change it into possible options and interact in relation to peer-to-peer a peer-to-multipeer.
But all this dynamic demanded by the Metaverse must be widely discussed in many aspects, both in terms of supply and the real needs of the market, in order to advance and evolve in this mode, which brings concrete and effective impacts. to existing technologies such as Nanotechnology, Internet of Things (IoT), Blockchain, 5G and 6G, Big Data and many more. It is worth remembering that 6G will enable the so-called tactile internet, which opens up a wide range of new experience services for consumers and corporate customers.
By Hermano Pinto, Director of the Technology and Infrastructure Portfolio at Informa Markets, Head of Futurecom.
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