Drilling the metaverse flywheel requires better operation and faster installation.

Recent research shows business users and consumers are curious but skeptical about the availability of virtual worlds — at least for now.

the metaverse is at the center of three technologies and user bases
According to a recent study from BCG, the metaverse is about the convergence of certain events, all of which are about step -by -step changes in access to technology: Metaverse worlds, a major market for augmented, virtual, and integrated headers and virtual assets powered by and embedded new Web3 technology. Image: BCG

There are two new studies that people are looking for in terms of augmented reality but it is doubtful that the technology is ready for the first time. However, there are some glimmers of success combined with universal metaverse hype that can bring virtual worlds to the core of business and customer products.

Kiran Raj, head of analytics technology at GlobalData, said latency was the biggest barrier to accessing the real thing.

“The potential consequences are related to network protocols, software applications or devices such as chips and AR and VR software,” he said.

Abhishek Paul Choudhury, chief technology analyst at GlobalData, said it needs to move fast and persevere.

NOTE: Why metaverse security is necessary and how to build virtual hosting worlds

“Decentralized routing protocols and technological advances such as Wi-Fi 7, blockchain, and edge computing can bring better throughput and low latency compared to existing network capabilities. “said Choudhury.

GlobalData records these developments as a potential impact on latency and other metaverse barriers:

  • Syntropy’s relay network uses a decentralized autonomous routing protocol to connect data centers around the world.
  • TYXIT’s SaaS-based app conferencing app with low latency and high-fidelity voice achieves the best latency in under 30 milliseconds.
  • Broadcom’s Wi-Fi 7 boxes for residential and business applications and mobile apps feature advanced multi-link functionality.
  • Vuzix’s AR smart glasses incorporate an authentication-of-mind system that uses 5G and Verizon’s computing platform to run applications on the ‘edge’ of the network.

Players like but are skeptical about the metaverse

Research from technology consulting firm Amdocs is intensifying Global Data research on barriers to transport. A study of players in the US and UK found that consumers prefer the metaverse, but concerns about better integration and business costs are a deterrent to use. Findings from the research include:

  • Most gamers will consider going all over the world and giving up on buying new games.
  • The play community is equally divided between men and women and has a large number of baby boomers.
  • The biggest barriers to the metaverse from the player’s POV are poor network connectivity, hardware resources and inefficient user issues.
  • Players will have to pay more for their dedicated game list if connected to a dedicated 5G connection.
  • Players put the quality of games from the virtual game providers on the list rather than the price and quantity of the games.

Gil Rosen, chief marketing officer at Amdocs, said in a blog post about the research that virtual worlds can be as important as email or social media but the first is to the industry needs to manage supply costs and system proficiency among other things.

“Just as the iPhone turned the web into mobile, the metaverse will destroy the web as we see it and gamers are at the forefront of this evolution,” he said. “While the metaverse information for gaming is an important process in widespread use, there is only one way.”

Practice metaverse flight

A new report from Boston Consulting Group, “The Corporate Hitchhiker’s Guide to the Metaverse” predicts a metaverse flywheel powered by lower and better technology will build a database of user, knowledge and virtual assets and ecosystem. The report estimates there is $ 250 billion to $ 400 billion market time.

According to a BCG report, sales of AR and VR headsets will increase to 88 million in 2025 from just 16 million by 2020. Analysts see the phones as a bridge to this change through AR mobile. :

“More than half of the 6 billion smartphones in use today are powerful enough to have mobile AR. In addition, software development teams can be expanded from Apple for iOS, and from Google for Android, in the development of AR and VR.According to research from ARtillery Intelligence, 800 million users are actively using mobile AR, a number projected to grow to 1.7 billion by 2025.

Business application issues for this technology include observation and simulation, staffing, collaboration and training and development.

According to the report, this requires a combination of several factors, all of which relate to changes in technology capabilities:

  • Metaverse worlds — m-worlds — are gathering hundreds of millions of powerful users to improve their powerful computing power and gain access to the vast market of phones, tablets and PCs, as well as improvements. Infrastructure and connectivity services, such as fiber and 5G.
  • There is a rapidly growing market for enhanced, virtual and integrated headers (AR, VR and MR), with features like Meta Quest 2 that are simple and easy to use.
  • The popularity of virtual assets used by a new Web3 technology team is growing as something to acquire and convert.

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