FICCI Report On Opportunities in Metaverse & Use Cases
FICCI Report On Opportunities in Metaverse & Use Cases
FICCI Report On Opportunities in Metaverse & Use Cases
O p p ortunities
Knowledge Report
Introduction
Metaverse Elements
References
3
Introduction
What is Metaverse?
Metaverse is a network of 3D virtual worlds focused on social
connections. It is a collective virtual space, created by the
convergence of virtually enhanced physical and digital reality.
It is an independent virtual economy, enabled by digital
currencies and non-fungible tokens (NFTs). It is device
independent and is largely democratized and not owned by a
single vendor. In futurism and science fiction, Metaverse is
described as a hypothetical iteration of the Internet as a
single, universal virtual world that is facilitated by the use of
virtual and augmented reality headsets.
4
Introduction
5
Introduction
It’s a crypto
I don’t know
The above are the various Metaverse definitions that came out of
a survey conducted across 200+ organizations who have already
invested in the Metaverse. This survey happened during Feb-
mar 2022. This shows that Metaverse has various dimensions
and based on what people get exposed to, each of them portray
it differently.
6
Introduction
So, the Metaverse is going to be the new future and will bring
a lot of opportunities for Indian companies to build games,
apps, AR/VR based learning kits, simulations and what not….
Organizations have started using the Metaverse for
onboarding new hires in a virtual campus environment.
CXO’s have started thinking about how much (if any) money
to allocate to building out Metaverse projects.
7
Metaverse Key Technologies
8
Metaverse Key Technologies
9
Metaverse Key Technologies
eXtended Reality & Virtual Environments
10
Metaverse Key Technologies
eXtended Reality & Virtual Environments
11
Metaverse Key Technologies
Blockchain, NFTs, Cryptocurrencies
What is NFT?
A non-fungible token (NFT) uses the technology of
blockchain to create something that is unique in the digital
world. The meaning of fungible describes items that are the
exact equal value and interchangeable with each other for
example, One Dollar is the same as One dollar.
So Non-fungible more or less means that it’s unique and can’t
be replaced with something else. Something like a one-of-a-
kind trading card or this painting that I painted is considered
non-fungible.
12
Metaverse Key Technologies
Blockchain, NFTs, Cryptocurrencies
13
Metaverse Key Technologies
Artificial Intelligence
14
Metaverse Key Technologies
The Internet of Things
15
Metaverse Elements
16
Differences between
Web 3.0 & Metaverse
17
Differences between
Web 3.0 & Metaverse
18
Evolution of the Metaverse
19
Metaverse – Key Challenges
20
Metaverse – Key Challenges
21
Metaverse Market Opportunity
22
Metaverse Market Opportunity
23
Metaverse Market Opportunity
Key questions to ponder
24
Metaverse use cases
25
Opportunities for Indian
Companies & Individuals
26
Opportunities for Indian
Companies & Individuals
27
References
28
ABOUT US
Dr. Rajaram Venkataraman
Dr.Rajaram Venkataraman is a
business technology leader & a
CXO with passion for growth and
innovation powered by
technology. He leads the FICCI
Your photo here Tamil Nadu’s Technology Panel
and also serves as a Member of
the FICCI National Committee
on ICT. He is the author of a US
patent on Systematic Innovation
Farming and has delivered
several keynotes, chaired several international conferences
and has authored several papers in International journals.
He has built a startup ecosystem from greenfield to a
substantive one with more than 250 registered startups
incubated (additional 50+ in pre-incubation). During his
career, he has had direct influence / responsibility for closer
to half a billion dollars of Software Consulting, Services,
Products and Solutions. He is also the “President” of a
knowledge ecosystem called “SPIN Chennai” and is a
certified independent director and serves in the advisory
board of several organizations. He has won several awards
including CEO of the Year twice for his contribution to
innovation and entrepreneurship , Smart City Leader
award, Distinguished Alumni award etc.
29
ABOUT US
Dr. Georg ios Pa p p a s
https://www.linkedin.com/in/george-pappas-655a55a7/
30
Metaverse and Emerging
O p p ortunities
Krishnan Narayanan
Srinivasan Yagnanarayanan
Jayashankar & Bala A Kumar
Gemini Ramamurthy
Chandrashekar Kupperi
Dr. Georgios Pappas
31
Applied Use cases 1:
Experience-verse: Creating value in the
Metaverse
Krishnan Narayanan and Venkat Ramaswamy
This article has been extracted from an itihaasa Research and Digital working paper
[1].
Digital technologies have had a profound impact on businesses and all walks of life.
In the post-pandemic world, this technology intensive model of creating value for
an enterprise, of “softwarization”, “datafication”, and AI, will continue. Accenture
sees the “Metaverse as a continuum that spans the spectrum of digitally enhanced
worlds, realities and business models. It applies to all aspects of business from
consumer to worker and across the entire enterprise, from reality to virtual and
back, from 2D to 3D, and from cloud to artificial intelligence to extended reality” [2].
McKinsey estimates that by 2030, the value of the Metaverse could reach $5 trillion.
It notes that “the Metaverse is still at an inflection point in its development, just as
the social networks and user-generated content driving the transition to Web 2.0
in 2004 sparked utopian visions of consumer control and the democratization of
the Internet. The direction the Metaverse takes is tied to stakeholders’ collective
actions in the years ahead, and the extent to which their behaviour is influenced by
considerations of its potential societal and environmental impact.”[3]
32
risks through the PIEX Ecosystem lens – Platforms, Impacts, Engagements,
eXperiencers and Ecosystems, and then co-create value with stakeholding
individuals [5].
33
greater value. We will examine two distinct Metaverse opportunities – 1) a university
in the Metaverse 2) a brewer in the Metaverse.
Let us apply the PIEX Ecosystem lens to the education Metaverse context, with a
student as the experiencer.
1. eXperiencer – students from all across the world joining a virtual class in the
Metaverse.
2. Ecosystem – a professor at an US university offering a virtual degree program
in the Metaverse; teaching assistants (both real and virtual assistants in the
Metaverse) who will interact more intensively with students and address their
clarifications.
3. Engagement – a digital twin campus of the US university (a fully spatial, 3D
virtual replica of the university campus, where a student can move about,
attend classes and interact with other students).
4. Platform – a 3D rendering environment, VR headsets to access the virtual
environment.
5. Impacts – from a student perspective, the impact measures could include
measures of how engaging the course is, or responsiveness of the online
teaching assistant. From a perspective of psychological and mental
34
wellbeing of the student, enterprises should, for instance, consider how to
address cyber-bullying in the deeply immersive education Metaverse
context.
Having examined value creation opportunities from a student perspective, the PIEX
lens could be applied next with a college administrator or an online teaching
assistant as the experiencer, and the remaining entities as part of the ecosystem.
Let us examine the Metaverse scenario at AB InBev, the largest brewer in the world.
It uses Microsoft Azure Digital Twins to create a live digital model of their breweries
and supply chain [10]. In this scenario, the experiences happen in both the physical
and the virtual worlds, and the “Metaverse” is in seamlessly bringing these two
worlds together.
Let us apply the PIE X lens, keeping the consumer at the pub as the experiencer.
35
b. Frontline operators leverage AI algorithms to automatically
compensate for bottlenecks in the packaging process. They use mixed
reality for remote assistance and to ensure uptime on the machines.
Routing algorithms help the delivery trucks transport the beer cases so
they achieve the lightest carbon footprint and ensure that the right
beers are delivered to the consumer at the local pub for the perfect sip.
3. Engagement – For the consumer, the moment of interaction comes at the
pub – does it have the beer of her choice, or does it anticipate her beer
preferences based on data of her earlier selections? In certain geographies
where Ab InBev is piloting direct-to-consumer channels to deliver beer [11],
the engagement happens at the doorstep of the consumer – how cold the
beer is, or how quickly has the delivery taken place?
4. Platform – The pub has access to a business-to-business platform, BEES,
where the retailers can browse products, place orders, arrange deliveries and
access business insights. The brew masters are supported by platforms like
Azure Digital Twins and Azure IoT. The maintenance expert leverages
Microsoft Mesh and HoloLens for maintaining uptime of the machines.
5. Impacts – This ensures that the consumers get to shape their experiences
(e.g., get the best taste of the beer) at the moment of engagement in a bar
near their home. Value is created through not only optimized processes and
high-quality products but also through enhanced environments of emergent
experiences (best quality brew, least time to delivery, most sustainable
process etc.) throughout the brewing X-verse ecosystem.
36
lived-journey engagements of people in the X-verse, as they seek to engender
outcomes and impacts of value to various stakeholders. For instance, in the case of
the education Metaverse, can the university identify, keeping in mind privacy
concerns, that one of its current students in its history program is a docent at a
museum in Italy in real-life, and having identified reconfigure its system to make
that student a teaching assistant for the course dealing with Italian history? Can it
harness the knowledge and skills of its students, and involve them via an
engagement platform in co-designing relevant content and new types of
immersive and interactive learning experiences, including tapping into language-
translation AI cognitive services?
Conclusion
We looked at how enterprises (a university and a brewer operating in the
Metaverse) can create greater value. As the technology and infrastructure layers of
the Metaverse and industry clouds get developed further, every business will have
access to the technology stack required for data analytics and process optimisation.
The critical differentiator will be in the creation of an experience-centric
organisation and co-creating Metaverse environments of unique value with
stakeholders – how well will enterprises manage the quality of experiences of
different stakeholders, and personalise and contextualise these experiences for
people.
McKinsey recommends five design principles for the Metaverse – 1) build a people-
first experience, 2) shift from social to societal – move away from communications
to relationships, 3) design responsibly, 4) make accessibility and inclusivity a
feature, and 5) reduce the physical and mental friction – by adapting our collective
2-D and 3-D user-experience design knowledge [13].
37
Author Profile
Krishnan Narayanan is passionate about all things digital. He
is the co-founder and President of itihaasa Research and
Digital (www.itihaasa.com). He studies the history and
evolution of technology domains in India, such as the history
of Indian IT, digital India and Experience-verse, AI and Brain
Sciences, and Digital Health. He is the President IIT Madras
Alumni Association.
38
References
[1] Krishnan Narayanan and Venkat Ramaswamy (2022), “Applying the PIE X-verse ecosystem lens
to digital scenarios of interactional value creation”, working paper, itihaasa Research and Digital
[2] https://www.accenture.com/us-en/insights/technology/technology-trends-2022
[3] https://www.mckinsey.com/business-functions/growth-marketing-and-sales/our-
insights/value-creation-in-the-Metaverse
[4] Krishnan Narayanan and Venkat Ramaswamy (2022), “Digital India Innovation and the
Experience-verse Revolution,” itihaasa Research and Digital,
https://itihaasa.com/public/pdf/Digital_India_Innovation_and_the_Experience-
verse_Revolution.pdf?v=1.1
[5] Venkat Ramaswamy and Krishnan Narayanan (2022), “Into the eXperience verse: The Strategic
Frontier of Cloud Business Innovation and Value Co-Creation,” Strategy & Leadership, forthcoming.
[6] ibid
[7] https://about.facebook.com/meta/
[8] https://nickclegg.medium.com/making-the-Metaverse-what-it-is-how-it-will-be-built-and-why-
it-matters-3710f7570b04
[9] https://news.microsoft.com/wp-content/uploads/prod/2021/07/Microsoft-Inspire-2021-Satya-
Nadella.pdf
[10] https://azure.microsoft.com/en-us/blog/converging-the-physical-and-digital-with-digital-
twins-mixed-reality-and-Metaverse-apps/
[11] https://www.ab-inbev.com/what-we-do/innovation/
[12] Venkat Ramaswamy and Francis J. Gouillart, (2010), "Building the Co-Creative Enterprise,"
Harvard Business Review, 88 (10): 100–109. See also, Venkat Ramaswamy and Kerimcan Ozcan
(2014), The Co-Creation Paradigm, Stanford Business Books.
[13] https://www.mckinsey.com/business-functions/growth-marketing-and-sales/our-
insights/value-creation-in-the-Metaverse
Disclaimer: Views expressed by the authors are personal based on various data
available in the domain seen with the spectacles of experience of Authors only.
39
Applied Use cases 2:
Metaverse and applicability in Supply Chain and
Logistics Domain
Jayashankar & Bala A Kumar
Metaverse is a buzzword that is creating a storm in our world today. In this article,
we try to make sense of the wealth of multi-dimensional, multi-functional
information and complex visualisations which we have around us.
With billions of dollars which are continuing to be invested, let us look at reference
to Supply Chain transformations which further will bring beauty to the
complexity.
As is the pattern in any evolution, there are always two sides of the coin. One which
says – nothing this is what we said when Virtual reality came into being. Just a hype
to sensitise the customer so that an entirely new digital commercial ecosystem
opens to jumpstart away from the conventional incremental innovations which are
also already happening at exponential speed.
40
So, what are the few wish lists for a Supply Chain Pro in the Metaverse era
eventually?
• A Buyer signing a digital contract in one country, while at the same another
digital version inspecting the Vendor factory or inspecting his production line
elsewhere.
Supply Chain Collaboration Networks will take a new meaning with convergence
of human’s intelligence & technologies by way of the explosion of multiple
engagement options in the Metaverse.
• Enhanced retail market access (like for example how 1600 + showrooms at
Dubai Traders Market being attempted) for an immersive shopping
experience.
42
• Customers could interact with each other and personalize their avatars with
clothes from different companies, as how platforms featuring Ralph Lauren,
Gucci and Zara are trying
AI factory demo brings a full suite of NVIDIA technology for robotics, EGX edge
computing, Aerial software development kit, GPU accelerated, software defined 5G
wireless radio access network to the factory floor.
• Many different types of cars in the same line as WIP (work in Process)
• Use of Digital twins in one of the BMW factories and screen filled with
gleaming cars being assembled by banks of perfectly synchronized robots,
• BMW global teams can collaborate real time using different software
packages like Revit, Catia or Point clouds to design and plan the factory
production
· DATA - will take a new meaning because of AI can generate synthetic real time
content that is perfect data. Supply Chain team can instantly adapt to the current
situation thereby enabling real time adjustments/decision making
· In Short ability to view the entire supply chain eco system and continually
balance supply and demand in real time may drastically increase
1. Accenture Technology Vision 2022 sample survey highlights two key points –
44
b. 48% believe the Metaverse will have a transformational impact on their
organizations, 25% believe it will be breakthrough or transformational
and all believe that programming the physical environment will
emerge as a competitive differentiation in their industry.
45
How Metaverse could Enhance Supply Chain Space?
On a functional perspective:
Efficient and transparent purchasing
Manufacturing
46
• Operator training in a more immersive environment helps learning curves,
changeover in the product etc.
• 3D visualization and virtual tools easily accessible to customers, improving
accountability and transparency, magnifying creativity, fast track mass
customization possibilities, and fulfil customer requirements.
• Making it easier to replicate products digitally enables operations to improve
allocation of resources, alternate location scenarios, minimize interruption of
physical manufacturing facilities, reducing downtime and increasing
adoption of alternatives and fast changeovers.
• Blockchain under Metaverse regime will further work as a decentralized
ledger for goods that exist and instead of having to store it in a database
somewhere, Many Auto Industries had quietly moved into Blockchain for
traceability end to end in pockets.
• Metaverse will further ensure integration, end to end seamless visibility &
productivity.
Figure 2: To simulate workflow in Omniverse, digital humans are trained with data from real
associates, they’re then used to test new workflows in simulation to plan for worker ergonomics
and efficiency.
Warehouse operations
• The Metaverse is 3D world and lead more efficient warehouse designs have
dynamic, optima, and sustainability terms thru their simulation model
• Metaverse will provide training can take place without any disruption of day-
to-day operation to warehouse flow and layout
47
• Better space utilisation, dynamic space modelling, slotting, racking
optimization
• Warehouse simulation and digital twins will further increase efficiency in
logistics processes and supply chain operations that
o Facilitate remote yet real time feel training in warehouses and
production centres there by increasing efficiencies and time to deploy
new age skilled manpower.
INBOUND/OUTBOUND/SEA/AIR/MULTIMODAL/HYPER
eCommerce
Metaverse has the possibility of combining the best of both store experience and
customer service with convenience of shopping at home. Immersive multi-
dimensional ability to interact with the products, customers understand the
features and attributes and get real time answers before making a purchase still at
the location of their choice.
This will provide stakeholders visibility into lead times, transit times, shipping delays
and even real time shipping costs measurement in an immersive way as compared
to data driven way now
48
With all stakeholders these days insisting on visibility across end to end from source
of raw materials/value addition/intermediate manufacturer/ country and even for
components & consumables on environmental and social dimensions, Metaverse
could help here as well
• Metaverse is a communal space for sharing ideas and ideal for collaboration,
incredibly easy for stakeholders within or external to a business to collaborate
on the design of a new products, intelligent planning and to share it with
manufacturer real time will shorten development times thereby reducing
time to market in very many ways.
Recall, circularity, could also take a new meaning right from Design stage itself in
Metaverse.
COLLABORATION EFFECT
Metaverse has the power also to create new supply chain es collaborative approach
and creates suppliers to transform the cost of manufacturing, simplify and
accelerate synchronization of value chain, create end to end value chain visible and
responsive as capital is becoming scarce and scarce
Conclusion
Digital transformation will soon blur into Metaverse yet to be fully known of its
potential though in the next few years as several edge technologies will appear and
49
progress, resulting in an escalation of innovative ideas and approaches for better
customer experiences.
As you could see, many organizations stepped into some level of accepting the
concepts, investing with an aim to bring in customer engagements, visibility,
sustainability, and credibility across stakeholders. This will further explode to an
entirely new world order whether under the guise of Metaverse term or not subject
to of course, risks associated with such evolution, convergence, scaling,
collaboration are handled effectively, speedily yet with a human touch for the
wellness of the Society.
Anything could happen in this VUCA world - Convergence of the technologies like
NFTs (Non fungible tokens) & Blockchain technologies used extensively for
traceability -the opportunities for transformation & new experiences on Supply
chains will be limitless. `
Happy Metaversing!
50
Authors Profile
Jayashankar (Founder & Director) & Bala A Kumar (Director) Jayam SCM
Consultants Pvt Ltd each with over 4 decades of experience in various domains
Supply Chains & Technologies
Sources
NVIDIA.com/Accenture.com/fortune.com/mckinsey.com/JPMorgan.com/supplylc
hain247/scdigest/few blogs /PWC
Disclaimer: Views expressed by the authors are personal based on various data
available in the domain seen with the spectacles of experience of Authors only.
51
Applied Use cases 3:
Metaverse – Onboarding & Training
Srinivasan Yagnanarayanan
Metaverse is pretty much going to reshape every aspect of the Corporate and
Enterprise world. Onboarding of workforce & Training them is one area which is
going to see a seismic shift in terms of the processes involved and way of doing
them etc.
Onboarding of Workforce
On an average the current onboarding process involves different phases ranging
from Post Hire Interview, Pre – Onboarding, Welcoming New Hires / Induction, Role
Specific Training, Transition to roles & Process Training in some cases. Some
organizations have a separate culture index (or) culture etiquette session as well
during this entire process.
The average time taken for this process typically range about 15 to 30 days or 45
days in some cases. The onboarding process starts the moment a new hire accepts
the offer formalities. Starting from completing the statutory obligations involved in
employment to transforming them into production ready talent involves
considerable amount of time and resources in the organization’s end. The Human
Resources department plays a pivotal role in this process and uses a lot of tools and
support at their disposal to effectively carry out these activities.
Though majority of Corporate World boasts of a pen less, paper less production, this
segment is probably the most time consuming and laborious paperwork in the
entire organization’s spectrum of conducting its operations. The global Society for
Human Resource Management estimates that the average onboarding cost-per-
hire is $4,425 and the average onboarding paperwork is said to be about 10 hours.
The average cost for an employee to reach full productivity ranges from 8 – 26
weeks.
52
This process remains mostly the same, except for the tools and software used in the
process across the IT, ITes, BPM, BFSI & other corporate entities.
This process and practice have a different approach in the Manufacturing &
Industrial sector, as they have an entirely different operational schematic. Due to
their nature of job and business operations, though they have a limited onboarding
process and time, have a long and strenuous training period either on the job or
conventional classroom-based training. Many companies have training as an
ongoing practice for a prolonged duration of the workforce’s tenure. On an average
it takes about 12 – 18 months for a new hire to handle complex tasks and transform
into a skilled workforce. We often see lesser attrition in the Industrial Sector
compared to other areas of the corporate world. This is largely due to the high-level
skill sets required in the Manufacturing & Industrial sector and the precision at
which the tasks are required to be carried out. So, the Manufacturing Industry seem
to have a longer gestation period in terms of realizing the workforce’s skill sets and
they ensure the workforce stays with the organizations for a longer period.
Training
As mentioned earlier, training is an integral part of the onboarding process and
continues to play a key role even after the transition phase of the workforce. A Glass
Door report estimates that the hours managers spend training their employees
cost companies an average of $1,252 per hire. The global Learning & Development
market as of 2020 was $341 Billion and is expected to touch a $402.1 Billion by 2026
and this was prior to Metaverse and Virtual Reality.
Post new hire transformation into a skilled workforce, different organizations have
different structured approaches in terms of the product updates, process changes
and other service level trainings. These are part of the post onboarding HR process
and doesn’t demand as much time and efforts as the onboarding process. It still
involves considerable down time per employee during any of the changes
regarding product and processes.
With respect to training in the Manufacturing & Industrial sector, its mostly a part
of their job until about they complete their probationary period, which is ideally
53
about 12 months. Other than a few large conglomerates and corporations, the
training process in the Manufacturing Sector is mostly on the job training. This
process has somehow remained the same for several decades owing to its nature
of handling heavy machinery and tools. This basic tenacity of the training process
prolongs the total time taken for a new hire to be transformed into a skilled asset
to almost 12 – 18 months compared to the 8 – 26 weeks in a corporate entity.
The pandemic introduced the working world to remote operations and virtual
meetings and conferences. Almost all the board level discussions were held
remotely in Zoom, Google Meet, Teams etc. in the past couple of years during covid.
Though it was born out of necessity, it introduced us a whole new level of processes
and practices that can be conducted remotely without much deprivation to
productivity. The entire corporate world worked remotely from 2020 and much of
it remain to do so. It has altered the basic fabric of working from office and
introduced us to a new reality of working from anywhere.
A study by Stanford over a period of 9 months during the peak of Covid found that
working from home increased productivity by 13%. In the same study workers also
reported improved work satisfaction and attrition rates were cut by 50%.
Work from Home (or) the new Work from Anywhere require different level of
engagement factors and technologies supplementing them. Airbnb is one of the
big names who has announced working from anywhere for their employees
recently. The pay scale of their workforce would remain the same irrespective of
their physical location. Microsoft is experimenting the 4 Day work week process in
specific geographies and is successful in terms of execution and productivity as
well.
54
The post pandemic, new normal world has changed the way the global workforce
conducts their operations and engagement activities. Metaverse is a driving force
in enabling this process and behavioral change seamless and frictionless. An earlier
study conducted by PWC in 2020 found out that Virtual Reality based training is 4
times faster and more effective than classroom-based training and E – Learning
combined. Also, the workforce is 275% more confident to act on what they learnt
after training.
The productivity ratio is expected to raise 4X and employee morale and confidence
see a significant rise. The gamification of the onboarding and other employee
engagement processes add up to boosting the employee engagement level and
55
reduce the level of disconnect during remote and hybrid operations. It reduces
almost all the indirect costs related to logistics and other administerial expenses
involved in these processes.
As per the PWC Report and taking into consideration the cost and time required to
develop and implement these VR / AR based training and onboarding solutions, it’s
important to test them out and do a pilot in terms of the organizational structure
and then implement them at a large scale to attain a significantly higher ROI.
• Cost of facilitation.
• Total number of locations involved in the training.
• Total number of employees to be trained.
• Turn Around Time for the Employees to be trained.
• Implementation / Execution Cost in terms of VR / AR Devices.
These are some of the metrics that help in deriving the cost per employee for
training and will be detrimental in the overall ROI. It’s obvious the ROI will be
different for every company but having these factors into account will enable in
deciding the meritocracy and value chain of implementing Metaverse based
solutions for the organizations involved. As with any new technology some of the
key components like the VR / AR Hardware gears and the cost for content creation
are bit pricy, when comparing them with traditional training and onboarding tools.
But those costs will come down as the technology is progressing and when
competition picks up in that domain.
56
Even then the value they create, and the underlying potential of these processes
outrun the costs and create more value for the organizations in the longer run. The
entire onboarding and training of the Corporate World and the transition of
Industry 4.0 to 5.0 with advancements in complementary technological factors like
5G, computing prowess and optical technologies will usher in an era of a more
decentralized Web 3.0 and the Metaverse.
57
Author Profile
Srinivasan Yagnanarayanan.
https://www.linkedin.com/in/srinivasan-yagnanarayanan-51079675/
Srinivasan has completed schooling and has over 13+ years of experience in various
domains including marketing and sales, services, ITes etc. Having represented
organizations like Dell Laptops, Bell Canada, and CCS Infotech Ltd. for over 10+
years, he started his own business Square Comp into providing IT infrastructure
support for the consumer segment. One of the pioneers from Chennai in the VR
domain and started GRAHAs VR, part of Square Comp from early 2017. GRAHAs VR
has their own Smartphone based Virtual Reality Headset and has won several
awards and accolades including being the Top 100 startups in the Silicon Valley
Global Conference by Startup Grind in partnership with Google for Entrepreneurs.
Srinivasan is the past Top 20 Finalists of the Seed Spark Program by “Stanford
Graduate School of Business.”
He has also completed his Python Code Learning Program from Technical Career
Education.
58
References
PWC Report: https://www.pwc.com/us/en/tech-effect/emerging-tech/virtual-
reality-study.html
Disclaimer: Views expressed by the authors are personal based on various data
available in the domain seen with the spectacles of experience of Authors only.
59
Applied Use cases 4:
Beauty in the Metaverse!
Chandrashekar Kupperi
And many tech companies are racing to build the kind of Metaverse that refers to
a scaled, virtual fusion of video games, social networking and entertainment that
creates new, immersive experiences…and an example includes swimming while
listening to music at an online concert!
As I pen this article, what fascinates me is the fact that though Metaverse is still in
its initial stages of evolution, and there is no comprehensive definition which can
describe it in its entirety, Metaverse remains a fad and a great curiosity for many!
Then the famous song Tunak Tunak performed at a Metaverse concert by Singer
Daler Mehndi, was watched by over 20 million people! He became the first Indian
to do so!
Interestingly, a couple from Tamil Nadu made headlines when they hosted their
wedding reception in a Harry Potter themed Metaverse!
But when I realized that the Metaverse is not a stranger to the beauty industry too
it triggered greater fascination as I specialize in the “Beauty & Personal Care”
domain.
60
Let’s first understand the latest trends in beauty industry
The greater advancement in technology is already allowing for previously
impossible applications in beauty to enhance both the front-end consumer
experience / diagnostics and back-end manufacturing / supply chain processes.
Examples include:
Well, please join me to explore the world of Beauty and the Metaverse…
The tipping point was when L’Oréal launched three dedicated Metaverse
collaborations with its brands NYX Professional Makeup, YSL Beauty and Mugler,
each integrating web3 NFT components like ownership and community into their
beauty offering. They launched this in the recently held Viva Technology (Viva
61
Tech) 2022, the largest European technology industry conference and exhibition,
which took place between 15-18 June in Paris.
In 2020, (right when Animal Crossing, Nintendo’s avatar-style game was making a
comeback), Parfums Givenchy recreated their Prisme Libre powders and Le
Rouge lipsticks with the help of Nook Street Market, a popular Animal Crossing
fashion account. Players could sport these products on their Villagers (i.e.,
Personalized Avatars) and could also try out their 4G heart and lip-shaped tattoos.
Italian fashion and beauty house Gucci joined hands with Luxury styling game
Drest, to give players the chance to highlight their makeup artistry skills on
DREST’s model avatars.
e.l.f Cosmetics jumped on the NFT bandwagon with the launch of their first
collection of NFTs – or “Ne.l.f.Ts.” Digital versions of three of e.l.f.’s cult-favourite
products – Poreless Putty Primer, 16Hr Camo Concealer, and Ride or Die Lip Balm,
priced at the same level as their retail versions, were sold via Bitski – a NFT
marketplace.
Shiseido-owned NARS Cosmetics debuted their NFTs in August 2021 in the form
of artworks, inspired by their famous ‘Orgasm’ line of products. These were sold
via boutique NFT marketplace, Truesy, and were created by music producer Nina
Kraviz, and artists Sara Shakeel & Azéde Jean-Pierre.
At the Consumer Electronic Show (CES) 2022, P&G Beauty took its first step in the
Metaverse with the debut of its virtual storytelling world, BeautySPHERE.
BeautySPHERE allows visitors to virtually interact with P&G Beauty’s portfolio of
brands through live and simulated content. The company hopes to use the
platform to educate consumers about ‘Responsible Beauty’ i.e., the principles of
62
Sustainability, Safety, Transparency, Quality & Performance, Equality, Inclusion and
Wellbeing.
January 2022 also marked the beauty industry’s first ever Product launch event in
the Metaverse. Valdé Beauty, led by beauty industry veteran Margarita Arriagada,
held a product launch party at the Ainsley Gallery in a virtual world called
Decentraland. The event highlighted their new Divine Collection through a range
of real objects & NFTs and had more than 500 attendees. Influencers and
attendees were able to create their own avatars, view the NFT art and enjoy live
music by Latin X 3D artist Serena Elis.
More recently, L’Oréal filed 17 trademark applications in the NFT and Metaverse
categories for its subsidiaries - Kiehl’s, Maybelline, Pureology, Urban Decay,
Redken, Matrix, and others. According to the report published by CoinDesk, it
plans to let customers view, collect, buy, sell, and trade in virtual beauty products.
63
Is there a key challenge?
Though the Metaverse is certainly opening the realm for unique new services and
business models, the privacy and security issues remain the immediate concerns
for the developers as a key challenge.
64
Author Profile
References
Glossy.co,
Metanews.com,
Cosmeticsbusiness.com,
Businesswire.com,
Voguebusiness.com,
Beautypackaging.com,
WWD.com
Disclaimer: Views expressed by the authors are personal based on various data
available in the domain seen with the spectacles of experience of Authors only.
65
Applied Use cases 5:
Metaverse or Maha Maya Lok
Gemini Ramamurthy
Everybody loves a good story. Right from the earliest days of civilization there have
been storytellers who captivated their audience using different methods, be it by
different voices, using puppets, through song and dance or even by adding varying
degrees of suspense to reel in the audience. With the advent of movies, storytelling
has revelled in all its finery amassing the largest audiences across the world. In
India, storytelling is an inherent part of the culture and has taken so many shapes
like Villu Pattu, Theru Koothu, bommalattam, paatti stories, katha kalakshepam,
discourses on religious and historical popular stories, kathakali, dramas, etc.,
replaced by the all-encompassing movies, quickly but gradually.
Movies soon became the mammoth that grabbed the audience and held them like
no other medium before it. People have always loved the connection with their
favourite movie characters and the wonder, the magic and the flights of
imagination it takes to watch a story unfold on celluloid is irreplaceable. The more
masterful the movie’s storytelling, the more attention it is likely to get. But then this
ever-changing, ever-hungry world always needs something new. And new ideas
keep cropping up once in a while. Movies gave us stories that could get us out of
ourselves and into another world… more recently, a whole new Metaverse.
Before we learn about what Metaverse is, let us dissect the interest evinced by the
people of India, both from rural and urban areas, who have been bound by extreme
interest and attraction to the various forms of entertainment, described in the first
para above. Let us also discuss the various points of interest that have drawn the
people of India to the various forms of entertainment, both physically and
psychologically. These entertainment options that ranged from the rustic to the
urbane became the go-to medium after a tough day at work. This was the time
they got to spend their energy and money for getting the basic entertainment
inputs which were, in the earlier days, enjoyed free of charge. Gradually, they were
prepared to pay more and more money to the providers of movies, as technologies
66
improved, and movie production became a large industry with a huge turnover
throughout the world.
The introduction of these features in content and the impact that it psychologically
causes have a better impact on the people who watch the movies, resulting in
substantial box office returns. The impact points can be attributed to audience
satisfaction and newer and more impressive methods of storytelling. There are
several other similar factors which have a lesser effect. Let me explain a little more
in detail so that the points are well understood by the audience.
A boy and a girl, neighbours, are both studying in the same college going by the
same bus at the same time. Even though they want to talk to each other, they do
not do so, apprehensive about social restrictions. But when they see a movie in
which the hero and the heroine come out of the same college, run around the
beach shore, then sing a duet song in Kodaikanal Lake, followed by snow surfing in
Shimla. Both of them may watch the movie separately, but, they enjoy the
presentation of the movie immensely, in the process of which the boy is inclined to
identify himself with the hero and the girl with the heroine, the result of which
creates a sort of vicarious satisfaction that they have together enjoyed the running
in the beach, the boating at Kodaikanal lake and the snow surfing in Shimla.
67
the movie cannot be measured or described at all and it exists regardless of his/her
status, qualification, looks, language, etc. The strong feelings of immense
satisfaction they automatically feel by just identifying themselves with the
charismatic movie characters automatically entitles them to dizzy heights of
satisfaction, sometimes much more than what was attained by the movie
characters themselves in reality. Psychologists describe this queer and unique
reaction as VICARIOUS SATISFACTION and several examples can be given from the
list of movies that have had a successful run worldwide. This is analysed as the
primary reason for the box office success of movies worldwide by the industry.
Movie audience in South India who have observed the formation of Fan Clubs of
Movie Artistes will vouch for this phenomenon.
Another important aspect is a strong script which could often make or break a film.
The audience in the cinema hall gain immense satisfaction when they watch a
movie with excellent dialogues, clean dialogue delivery and crisp story telling.
Along with these, if the movie could take a further step out of the theater and into
the minds of the audience and engage with them interactively, the experience
becomes more immersive. This immersive storytelling is being considered as one
of the strong points of Metaverse.
The capabilities of Metaverse on these two issues are so effective and advantageous
that they make the content of the movie more compelling to the audience who
identify themselves with the movie characters and liked and identified with their
thoughts, resulting in a drastic increase in audience satisfaction at the theatre and
through box office returns too.
Now, let’s take a quick refresher course on what is Metaverse. It is a virtual world
that integrates the elements of the physical world within it, thus giving the users
access to a new environment and allowing them to interact with people virtually.
The Metaverse uses 3-D virtual environments and involves integration between
virtual and physical spaces. People can create their own avatar or character that
represents them in a virtual space, work them with hardware like VR tools and
effectively live a life in this space that includes consuming a variety of art forms and
visual entertainment, including cinema.
68
Metaverse has been around in the movie business for quite some time, even before
the word Metaverse was coined. It has changed the way we experience cinema for
the better. The Metaverse has enabled movie makers to be refreshingly immersive
and interactive with the audience. Moviemakers continue to find ways to surprise
and enthrall, where the real world and Metaverse meet.
Movies are all about creating a connect with the audience. When the viewers attach
themselves to the onscreen characters, imagine themselves in the place of the
characters, and adopt their thoughts, actions, emotions, triumphs, and lives as
theirs, it gives them an emotional gratification. This causes the viewer to connect
emotionally with the characters. This connect gets deepened through Metaverse
where the viewer is welcomed to a world where they can immerse themselves in
virtual activities, create games, star in them, explore alternative plotlines or
character enhancements, create or participate in activities designed around the
characters, etc., thanks to the successful application of the philosophy of creating
Vicarious Satisfaction to a majority of the movie audience. The producer of the
movie knows that if there are more satisfied people in the audience, the box office
returns will also swell in a big way.
This immersion into the world gives the viewer a safe space to explore their
emotions, experience adventure and romance and probably even provide the
adrenaline rush they desire. They are also drawn to the nuances of a character or
plotline in a way that was never possible earlier. Metaverse helps the audience
become the character through virtual reality or with the help of avatars. They are
integrated into the story through games, activities, shopping for their characters,
accumulating tools or weapons and working together with the involved fan base
to create a more dynamic and interactive Metaverse.
Earlier, hardcore fans would line up to buy DVDs containing some deleted scenes,
just because they want more immersion into the movie they like. Now these scenes
could simply become part of the Metaverse and become a talking point for the loyal
fan base. Nowadays, fans’ expectations from movie makers have stepped up
phenomenally. The Metaverse is the perfect playground for movie makers to give
the demanding audience a more complete immersive experience that could reel
69
in more ticket sales and create a more interactive and memorable movie
experience.
Some recent examples of Indian movies which have used the Metaverse to their
advantage are Radhe Shyam, Vikram and the upcoming Bade Miyan Chotte Miyan.
These movies have utilized the novelty factor of a virtual universe where the
audience gets snippets and peeks of the upcoming film, coupled with interactive
games, avatars and activities that invoke the curiosity and interest of the audience
and sustain it for a longer time duration.
The Kamal Hassan starrer, Vikram, went a level above by combining elements from
an earlier film, Kaidhi, by the same director, Lokesh Kanakaraj. The film has become
one of the highest grossing films.
Using Metaverse has a lot of other benefits beyond immersive movies. Here are
some of them:
There is no longer a need for live locations. Even filmmaking equipment like lights,
camera and sound systems have become dispensable nowadays. Film makers may
not be tied down by the vagaries of nature, hardware issues, crew demands, etc.
Rather they would easily tie it all up in the animation studio which could recreate
all these things perfectly.
Just as in any game worth its salt, moviemakers have also begun using Easter eggs
in their work. Easter eggs are an unexpected or undocumented feature in a
computer application or film, included as a joke or a bonus. Finding these in the
Metaverse increases the excitement of the viewer or player.
The Metaverse connects people in every part of their lives. It has proven to be a
wonderful way for creators to engage with their audiences in new ways, from live
chat rooms to interactive story templates to invites for offline events.
With the need for innovative content and ways to showcase that, technology has
always tried to keep pace. This provides for faster and more targeted innovation
that only keeps getting better and better.
70
Often the Metaverse could become an additional source of revenue for the film
makers. The Metaverse could become a platform for sale of games and film
merchandise for the movie buffs.
The Metaverse offers a completely immersive way for promoting and consuming
products and services using new marketing and advertisements strategies like
virtualized storefronts, curated shows, and highly interactive engagement and
customer service.
This means that the viewer can see the product, hold it, and even feel it using
technology (experience of touch through vibration, forces, and motion). This type
of interaction will benefit both the consumer and business, as both parties will
receive a better user experience.
The Metaverse needs a great deal of planning and implementation. It also needs a
substantial budget. Sometimes, over ambitious plans without a strong, captivating
movie could result in heavy losses as there would be no takers for the Metaverse of
a failed movie.
In conclusion, one could draw parallels to the Metaverse to the Indian concept of
Maha Maya, an illusion that is immersive, captivating and yet provides the audience
the pleasure of experiencing something as though it were a physical
thing. Microsoft and Facebook may call it Metaverse, but strictly following the age-
old practice of renaming it in our own language, I would be personally happy to
refer it as Maha Maya Lok. Do you agree with me?
71
Author Profile
He has been into various Philanthropic activities in the Southern Part of India.
Disclaimer: Views expressed by the authors are personal based on various data
available in the domain seen with the spectacles of experience of Authors only.
72
Applied Use cases 6:
Metaverse and Education
Dr. Georgios Pappas
Education (even Distance Learning) is a major domain that can benefit from
Metaverse applications. Virtual Environments can also help to simulate classrooms
and transform institutions to global universities and COVID-19 era worked as a
catalyst towards this direction.
Metaverse applications are not only limited to virtual classrooms but they can also
include advanced gamification elements for education that may transform the
learning process into an interactive experience.
Some examples, already applied at the Open University of Cyprus (OUC) or under
development, are the following:
73
The Environmental studies tool [1-3] is being used by OUC students of the Master ‘s
Degree program “Environmental Conservation and Management”. It provides
distance learning students with the common ground for taking measurements for
their projects regardless of their real life location (major cities – towns – villages).
This tool features a virtual drone system (variety of heights) which is done using
multiple cameras and RenderTextures. Along with it, it provides a teleport system
to specific locations where events take place. These events are triggered remotely
by faculty, via microcontrollers and sensors/buttons (IoT-enabled) and all students
are able to watch them simultaneously. The microcontrollers are sending data to
the cloud and the game is getting and updating it in the scene. In this case, there
is a button switch; when it is enabled, the forest is set on fire and also educational
material appears. When it is off, the forest returns to its initial state. This way, the
tool is suitable for both asynchronous and synchronous learning delivering a
pseudo-multiplayer mode without the need of a server/client setup.
74
Ancient Theater of Philippi [4] is a cross-disciplinary project that brings
science/engineering together with humanities. Using this gamified tool, students
can virtually tour in the Ancient Theater of Philippi which is located near the city of
Kavala in Greece. The 3D model of the theater is created with the photogrammetry
method using thousands of photos (close-up/drone takes). Students can also test
their knowledge by providing their answers to spawning quiz questions.
75
References
[1] G Pappas, J Siegel, I Vogiatzakis, K Politopoulos “Gamification and the Internet
of Things in Education” Handbook of Intelligent Techniques in Educational
process (Springer Book Chapter)
76
Author Profile
Georgios Pappas, Ph.D., Ph.D., is an Electrical & Computer
Engineer graduate from the National Technical University of
Athens (B.Sc./M.Sc.-Dual Ph.D.) and Michigan State University
(Dual Ph.D.). He is also an alumnus from the MIT IoT
Bootcamp (2017) and was an invited instructor at the MIT
DeepTech Bootcamp (2019). He is currently working at the
Lab of Educational Material and Methodology of Open
University of Cyprus developing XR and gamification
applications for Distance Learning. His areas of interest include Metaverse
Applications, Gamification, Simulation, and XR and how these technologies can be
used in combination with IoT implementations and AI. you can contact him at
[email protected]
https://www.linkedin.com/in/george-pappas-655a55a7/
Disclaimer: Views expressed by the authors are personal based on various data
available in the domain seen with the spectacles of experience of Authors only.
77