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Prof.

Nguyen Xuan Huan


H.Nguyen@mdx.ac.uk

@profhuan

Yin-Chien Yeap
Yinch@playko.com

@yinch 1
Mr. Yin-Chien Yeap
1. Devices: VR / AR
2. Infrastructure: servers
3. Tools
4. Monetisation
5. Obstacles are Growth opportunities
6. The two possible metaverse futures
7. Main metaverse challenges
Existing headsets New headset
VR Lynx
Issue 1. 6DOF Headset
Meta Quest 2 Facebook 2. No Facebook login required
Neo Pico 3 Asia only 3. VR and AR combined
Vive Focus 3 Expensive
Vive Flow Older CPU
AR
Hololens 2 Expensive
Existing software New software
1. Cannot support large populations required RP1
for metaverse. 1. Can support millions of users
2. Requires many computers to support large 2. Single computer can support over 16000
number of real-time users real-time users
3. Limited number of real-time VR users due 3. High number of VR users achievable due
to exponential bandwidth required for voice to fixed bandwidth requirements
audio
(note: Yin Chien YEAP currently using RP1)
Existing tools New tools
1. Unreal, Unity Wonderland Engine
Designed for desktop PC, does not suit 1. Designed for standalone
standalone VR headsets 2. Optimised for web delivery
2. Unreal, Unity Other tools: playcanvas, godot
Not suited for web-based (WebXR) delivery of
metaverse
3. 3DS Max, Maya, Blender
FrameVR (browser)
1. Fully hosted
Needs skillful designer to make optimised 3d
2. Quickly build immersive experiences
models
3. Works across different devices
Other platforms: Mozilla hubs, Decentraland
1. 1 Subscription to service
Supernatural (Fitness VR) US$20 per month
2. Software sale (one-off pricing)
Potential Meta Quest AppStore US$ 1 billion in sales
Beat Saber over $100 million in sales
revenue 3. VC Funding
Ramen VR (makers of Zenith: The Last City multiplayer VR game) raised
models US$35 million,
4. Sale of metaverse land
US$500 million in 2021. Highly speculative. Consumer market uncertain
5. Advertising
Zesty Market auctions ad-space NFTs for web-based VR games and
experiences
PERSONAL SAFETY
• The metaverse can be used for cyber-bullying and Meta has had to implement “safety zones” to protect user’s virtual personal space.
Concerns also surround child grooming on the Roblox platform. Systems for effective protection need to be tested and established

REPUTATION & IDENTITY IN METAVERSE


• Digital identity can be forged. New verification methods required for proof of id.

DATA & SECURITY IN METAVERSE


• New ecosystem requires new methods of data and privacy protection. Corporations will hold even more user information and data. The
ethics of metaverse monitoring will be an extension of the challenges in current online privacy concerns.

CURRENCY & PAYMENTS SYSTEMS


• Existing payment systems are not easy to use in immersive spaces. Both traditional and crypto currencies require new transaction
verification

LAW & JURISDICTION IN METAVERSE


• Connected spaces have unclear boundaries - jurisdiction is hard to determine. In cases of dispute, which laws are applicable needs
definition.
What type of metaverse will it be?

OPEN METAVERSE - “A world of worlds”


Like the internet, separate metaverse worlds will be connected via a common network. That enable
easy movement between worlds and transfer of information between worlds. Different functions will
be provided by different organisations/companies. Free movement is most likely to be achieved by the
existing WebXR standard that can deliver a browser-based metaverse.

CLOSED METAVERSE - “Proprietary multi-functional world”


A single company will provide all the operations for work, play and socialising on a platform that they
singularly control. Users will not be able to travel to other worlds and external companies will only be
able to enter this ecosystem with the approval of the metaverse owner. For example: Meta Horizon
Worlds, Apple App Store.
Both types of metaverse face challenges

Challenges to the Open Metaverse


1. Interoperability: Standards for sharing between worlds do not yet fully exist.
Some 3D file formats and graphics standards exist but are incomplete. Browser support required
for WebXR to spread is currently not yet supported on iPhones.
2. Governance and protection
How will we enforce laws in the metaverse? Which laws will we follow? Who is responsible for
the welfare and safety of minors? Who is responsible for securing our data and privacy? Will we
become our own guardians with decentralisation?
3. Resourcing: How to pay for infrastructure and content
Monetisation on the web continues to be an incompletely solved problem in the open
metaverse. Will metaverse users be willing to pay for their service? Will we have to depend on
advertising as before
Both types of metaverse face challenges

Challenges of the closed Metaverse


1. Fragmentation of markets
If multiple disconnected closed worlds form,there will be incompatible online spaces, making
multiple accounts necessary or exchange impossible. Bad for users
2. Gatekeeping by metaverse owners
Unlike the open (web) metaverse, single companies will be able to control what is allowed to
enter their ecosystem. This restricts users’ access to a wider pool of software and restricts
developer access to consumers.
3. Lock-in to ecosystem
Users will not be able to move between closed worlds. This limits their ability to leave a closed
metaverse, potentially giving rise to monopolies. Additionally, if a particular metaverse fails, all
their digital possessions and identity will be lost.








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