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Interoperability layers and the Metaverse – What is relevant?

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Master student Daniel Saad explores different interoperability layers for the Metaverse using an industry use case. A blog article based on work submitted for the “Metaverse Reading Group” offered by the Chair of Public Policy, Governance and Innovative Technology.

The Metaverse has captivated futurists, promising a seamless global interconnection of virtual worlds, people, and applications. [1, 2] For those who are unfamiliar, I view the Metaverse as a boundless and open digital universe that involves various immersive technologies and worlds while respecting private boundaries and human rights. However, the challenges of crafting this digital universe are complex, many of which center around the concept of interoperability. [3, 4]

A world of opportunity yet hindered by different visions. 

Interoperability, while mundane and often invisible, is essential to our daily interactions with technology. It enables us to send emails, surf the web, and use our smartphones. [5] However, it also brings challenges, such as increased technical complexity and security issues. So, how does this translate to the creation of a unified Metaverse?

The vision for the Metaverse requires smooth transitions between virtual worlds, each designed by different actors with different goals. For example, Meta aims to develop its own Metaverse, while Microsoft is developing "Mesh" integrated in MS Teams to enable immersive employee experiences. [2, 6] Companies like Nvidia or Epic Games also make contributions, offering virtual world-building platforms such as Omniverse or Unreal Engine. [7, 8] While the vision is inspiring, achieving it is not so easy.

Understanding interoperability: An industry example 

Exploring the complexity of the Metaverse interoperability, I’ll highlight an industry use case. [9] Here, I'll use the framework provided by the International Telecommunication Union (ITU) that contains not just the technological and data aspects of interoperability, but also the institutional and human perspectives. [5]

Within the use case, an immersive technology provider aims to develop a virtual collaboration platform that includes various immersive tools, such as Virtual Production Planning, VR Training and remote AR assistance, for a lightweight aluminum case producer. The goal is to minimize errors in the planning phase and improve production processes before the plant becomes physically available.

Besides recognizing the need for various data pipelines between 3D modelling tools, high-performance computers for creating realistic virtual environments and offering high-quality VR glasses at the technical and data layers, the human layer was particularly important for the project's success. The human layer prioritizes user engagement through an enhanced user experience, realistic graphics, and process implementations. Involving users in virtual world development led to detailed virtual training and processes. The institutional perspective was also noteworthy. Key topics included data security between digital systems, liability for virtual training mishaps, and most notably, the intellectual property concerns surrounding the developed solutions.

Key takeaways for the Metaverse debate

Human-Centric Design: As the WEF pointed out, user feedback is crucial for creating a human-centric virtual realm that achieves inclusive designs. [4] Within the use case, the virtual environments should accurately represent real-world complexities, particularly for workers who deal with technical systems. A close collaboration between users and developers was essential, emphasizing that users should contribute to the creation of the virtual world. 

Interoperability challenges and IP rights: Synchronizing different virtual solutions increases technical complexity and accessibility. Technical interoperability and standards could streamline the alignment of Metaverse applications, but they come with risks, such as unclear ownerships or privacy concerns as personal data could be included. [3, 4] Hence, guidelines emphasizing system security and user protection are vital. In addition, since the development depends on collaboration, the question rises who has the IP rights of the virtual worlds?

Is a single Metaverse the answer?

Different use cases may require distinct types of "Metaverses", whether they are industry-focused, consumer-oriented, or something unique. However, these virtual worlds should be interconnected to offer users effortless access. The goal should not necessarily be to create a single Metaverse; instead, it should be to connect various worlds in a way that maximizes creative solutions while also ensuring security and respecting cultural norms.

Conclusion

Interoperability in the Metaverse presents both opportunities and challenges, interconnected in a complex landscape. A deep understanding of interoperability will be critical for creating immersive worlds that are not just a technical marvel, but also provide lasting benefits to both society and businesses. The future of the Metaverse may still be a mystery, but it promises to be an extraordinary adventure filled with creativity and innovation.

About

Daniel Saad is a Team Lead at Accenture, focusing on AI, VR/AR, and Software solutions in the Engineering industry. In addition to his professional role, he is currently studying Politics and Technology at the HfP, aiming to deepen his understanding of emerging technologies and their impact on society and business.

References

  1. Accenture Growing Consumer and Business Interest in the Metaverse Expected to Fuel Trillion Dollar Opportunity for Commerce, Accenture Finds. 2023.
  2. Ball, M., The metaverse: and how it will revolutionize everything. 2022: Liveright Publishing.
  3. Li, T., et al., MetaOpera: A Cross-Metaverse Interoperability Protocol. arXiv preprint arXiv:2302.01600, 2023.
  4. WEF, Interoperability in the Metaverse - A briefing paper. 2023, World Economic Forum: https://www3.weforum.org.
  5. Gasser, U., Interoperability in the digital ecosystem. Available at SSRN 2639210, 2015.
  6. Microsoft. Microsoft Mesh. 2023; Available from: https://www.microsoft.com/en-us/mesh.
  7. Freund, K. NVIDIA Omniverse: The Useful Metaverse. 2022; Available from: https://www.forbes.com/sites/karlfreund/2022/10/07/nvidia-omniverse-the-useful-metaverse/?sh=5e698f11359a.
  8. Schmieder, J. Auf der Meta-Ebene. 2022; Available from: https://www.sueddeutsche.de/wirtschaft/epic-games-metaverse-unreal-engine-5-1.5592338.
  9. Saad, D., Internal Presentation: Virtual Collaboration Platform & Digital Twins. 2023.