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The Communiqué News

Digital worlds and the metaverse are becoming increasingly hard to avoid, as younger generations and their digitally-centred lifestyle begin to have further influence over the way brands communicate with their audiences. As this progression continues, more and more terms have been adopted and introduced to describe the widening range of elements within the digital field, often making it complex to know what exactly is going on amid all the advancements.


Pritish Bagdi

ree

So as not to get left behind as digitalisation rapidly develops, FashionUnited has compiled a selection of terms and words that are imperative to understanding this vast new realm.

Metaverse

In contrast to the common belief that the term ‘metaverse’ refers to one sole virtual world, it is actually used as an umbrella term to describe any virtual world that provides digital experiences as an alternative to or a replica of the real world. These virtual worlds can incorporate virtual reality or mixed reality, in spaces that can often be inhabited, interacted with and moved through on a digital platform. This network of virtual worlds are usually based around social connections and gaming, allowing users to connect and communicate with one another as they move around an open world space.

Web3

Web3, or Web 3.0, is often considered to be the ‘next generation’ of the internet that aims to connect and engage users on a larger scale. While Web2 refers to the internet we know today, where 2D web pages require scrolling and clicking in order to interact, Web3 looks to take this further by introducing more immersive websites and platform designs.

Additionally, much of Web3 is based around average users becoming ‘owners’ of the internet, allowing them to generate platforms and create content for their own gain. This form of internet is decentralised and not overseen by big tech giants.

Virtual world

A virtual world can be both a simulated version of the real world or a made-up environment. In most cases, virtual worlds are generated as a space that can be inhabited and allow for interaction between users through the use of avatars. Many users can access and explore the platform at one time, with options to build and travel within the world also usually available. Some even come with their own economy and marketplaces, where players can purchase digital assets. Popular virtual worlds brands have been known to frequent include Roblox, The Sandbox and Decentraland.

Non-fungible token (NFT)

A non-fungible token, mostly known as an NFT, is a digital certificate that helps to authenticate ownership of a digital asset. Backed by the blockchain, an NFT can be tied to unique assets like an image, music or avatar that are non-interchangeable. The concept really flourished at the beginning of 2021, and since has allowed designers and artists to claim ownership over their work online.

Brands have also integrated the feature into their own metaverse-based projects, selling off NFTs that can be used as ‘keys’ to provide access to exclusive content, membership events or digital products that can be worn in a virtual world, as a new form of engaging consumers.

Virtual reality (VR)

Virtual reality, also known as VR, refers to an immersive, computer-generated environment where users can be fully immersed in a simulated reality. To access such a space, products like VR headsets are used, providing a 360 degree view of a virtual world and allowing for the possibility of movement and interaction.

Augmented reality (AR)

Unlike VR, augmented reality, or AR, overlays digitally-generated images onto the real world. The feature can often be accessed through a device like a mobile phone, where, through a camera function, users can view real life environments with overlaid graphics.

Social media apps like Instagram and Snapchat utilise AR through filters and lenses that can digitally adapt a face or the real world. Brands have also implemented this technology to launch ‘virtual try-on’ features, allowing shoppers to see what an item would look like on, via a digital filter.

Mixed reality (MR)

Mixed reality (MR) describes the merging of real world and computer-generated environments, allowing physical and digital content to be combined in a way that enables interaction throughout both. Initiatives based on this concept that have launched previously include that of fashion shows that exist both in the real world and digitally, or the display of a real life event via a virtual, open-world platform.

Extended reality (XR)

Extended reality (XR) brings together the technologies behind VR, AR and MR to create a computer-generated virtual experience that merges the physical and virtual worlds. Brands that have implemented this strategy have launched initiatives such as virtual shopping experiences that allow consumers to shop through an avatar in a digital iteration of a real world environment.

Avatar

An avatar is a digital character that is often used to represent a player or user in a virtual world. While traditional avatars in Web2 are static icons that do not interact with their environment, in Web3 avatars come as an extension of their user and can perform a range of functions in an immersive space.

These digital individuals have developed over time to be customisable characters in games or as virtual influencers that are capable of representing brands and interacting with audiences. Examples of this include Lil Miquela and Shudu Gram, both of which have garnered significant social media followings.

Artificial intelligence (AI)

Artificial intelligence (AI) is a term used for a machine that mimics human-like cognitive skills, like the ability to solve problems or process natural language. While robots are sometimes considered a prime form of AI, it usually describes computer programmes that have these capabilities. As it collects information, they can often improve themselves and learn from experiences. AI can be used to inform algorithms to help brands automatically determine relevant content to display to shoppers in order to personalise their experience and communication.

Blockchain

A blockchain is a platform that provides a collective record of information that can only be altered and updated by a select network of computers. Through the use of distributed ledger technology (DTL), data within a blockchain cannot be copied but can be used to carry out secure transactions.

Blockchain platforms have been used as the base for cryptocurrencies, as well as the management of supply chains, enabling companies to securely track their goods and services. The feature is known for being almost immune to hacking, since data is stored throughout an entire network.

Cryptocurrency

This digital form of currency, cryptocurrency, can be spent both online and offline and is managed and created by those who purchase it. Well known forms of this payment method include Bitcoin, Ethereum and Ripple, all of which can be managed via a crypto wallet that encrypts a user's transactions. The decentralised system uses cryptography, a practice that ensures secure communication, instead of a centralised third party.

Mint

‘To mint’ references the process of creating an NFT and involves the creation of a unique certificate of authenticity for a particular asset. As part of the process, a creator can cement the details of an asset, including information on who owns it and how much was paid for it, so it can then be published on a blockchain to be sold, bought and traded.

Metaverse wallet

A metaverse wallet, which can also be known as a digital wallet or crypto wallet, allows its users to hold and make transactions via cryptocurrency. Where this form of payment is used, a wallet will be required to manage, track and pay for an asset. Some iterations of a metaverse wallet also enable users to store NFTs and digital assets they may have bought.

Decentralisation

In terms of digital asset management and blockchain platforms, decentralisation is linked to the transfer of control and decision-making from a sole individual to a wider network. This process aims to reduce the level of trust members can place on one another, and spread authority over a group to create a fairer service.

Decentralised autonomous organisation (DAO)

A decentralised autonomous organisation (DAO) is a blockchain-based organisation led by its own members. Contracts managed by a particular group can dictate the rules and governance of a DAO, many of which provide users with voting rights and direction of a particular metaverse-based project. The concept aims to make the metaverse a more community-centred space by spreading responsibility.

Phygital

The word ‘phygital’ is formed from the merging of ‘physical’ and ‘digital’, and refers to the marketing of an asset, whether it be an item of clothing, art piece or otherwise, that exists both digitally and physically. Many brands have utilised this format to allow shoppers to own a physical item and a digital iteration of the same piece, which can then be worn by their avatar in a virtual world. This can also be called a ‘digital twin’.

Creator economy

As an evolution of influencer culture, the creator economy within the metaverse applies to individuals, brands and social media influencers that create original content that they earn money from. This can be virtual world activations like selling NFT assets, designing products, hosting events and more, all of which followers can engage with online. While TikTok, YouTube and Instagram have previously led the way in this sector, live streaming platforms like Twitch have further bolstered this trend.

Internet of Value (IOV)

The Internet of Value (IOV) is a term often used to describe technologies that rely on decentralised operations, such as blockchain and cryptocurrency. It is a global payment network that enables users to transfer value, assets and data for monetary value. This can include stocks, votes, intellectual property, music and more. It is also possible to connect physical objects to the internet through the function in order to control them remotely.


Meta verse changing the things around the world here is all that you need to know.

Metaverse is the future of the coming generations! let’s start by understanding what metaverse actually is. Metaverse is nothing but a virtual world for all the day-to-day activity, this includes all the things that we do right now, things like meeting your friends and family, going for a study session with your friends in the library, or even in terms of working at your workspace. All of these activities would be done in the Metaverse in the near future. Meta verse will be a bridge to give the experience of the real world in virtual reality.

Now, this really changes the lifestyle of people really in the business world pretty much where in near future, if you are a company owner you have the potential to tonally run your company online. With meta verse, you will be able to create a virtual office or a workspace for your employees and they can join in the verse and start working remotely very easily. With the hype of meta verse, service-based companies are most likely to go all in online mode and operate it through meta verse working spaces.

Companies are using the innovative tools of the metaverse to create a better experience, especially in the online seminars and programs that are conducted. Here virtual icebreaker rooms are created with which people can work with different people from different parts of the world and can make new connections, exchange their means of contact, and have the potential to become business partners as well.

Global events can also play a big part in the near future where different brands can host a live online event on the metaverse and expand their business by hosting the event on a larger scale online. This allows brands to get worldwide exposure for their brand and also to interact with their customers in real-time and host a one-to-one session to know more about what the customers want from the brands and expand on that basis. Meta verse provides a great opportunity for brands to expand their business and scale it globally without much of the hassle

When it comes to the education system, it will provide the choice for students to attend both online as well as offline education through the innovative ways of the metaverse. with this, teachers can join in a study session irrespective of the location. which makes it easy for both the student and teacher in terms of providing and learning with innovative 3D virtual designs, teaching becomes very interesting for the students, and this allows them deep dive and better understand the topic.

There are certainly more ways in which meta verse will evolve in terms of the daily lifestyle of human beings and also make it very easy to perform daily aspects.


How to prepare for living in a metaverse

As we become more and more digitized, it’s important to be prepared for living in a metaverse. Here are some tips:

  1. Learn about the The first step is to learn about the technology that will power the metaverse. This includes learning about virtual reality, artificial intelligence, and 3D printing.

  2. Familiarize yourself with the There are a few different platforms that you can use to access the metaverse. These include Second Life, High Fidelity, and Sansar. Take some time to familiarize yourself with each one so that you can choose the right one for you.

  3. Create an In order to fully participate in the metaverse, you’ll need to create an avatar. This is your digital representation of yourself in the virtual world. Spend some time creating an avatar that looks and feels like you.

  4. Find your One of the best parts of the metaverse is the community aspect. There are many different groups and communities that you can join in order to find people with similar interests as you. Explore and find your tribe so that you can feel at home in the metaverse

Conclusion

The impact of the metaverse on society is still unfolding, but it has the potential to be profound. The metaverse offers a new way of interacting with the world, one that is more immersive and interactive than anything we’ve experienced before. It has the potential to change the way we learn, work, and play. And as more people join the metaverse, its impact will only grow.



Thanks to The Fabricant and World of Women for making this event so special and bringing nothing but good vibes to the metaverse fashion world.

Swati Bhat
ree

Let’s take a collective breath and take a recap of the best metaverse fashion event of 2022. After a week of meeting so many game-changing players in the space, we will also share some of our thoughts on the future of digital fashion through the lens of virtual events.


Digital avatars from around the world

The three-day event represented all walks of life, with thousands of attendees worldwide jumping into Decentraland throughout the week. From dancing to runway walking, we saw designers, builders, artists, and fashion enthusiasts come together to share ideas and learn from each other in a budding fashion tech industry.


Our Twitter design contest, led by the Fabricant, got 100+ participants. We received some impressive entries that exceeded our expectations, so it was tough to pick a winner. Congratulations to K3, Supernina, and SUNO on some magazine-worthy photos and outfits.


The Fabricant x World Women takeover metaverse fashion

Shout out to The Fabricant and World of Women teams, particularly special guests like Anna Dart and Adriana Hoppenbrouwer-Pereira of the Fabricant, Christine Theriot of BFF, and Diani-Luk Y. of World of Women for making the event so memorable.


The Fabricant is working on so many fascinating projects, it’s hard to keep up. And World of Women just keep bringing amazing campaigns and utility for their community.


Virtual events like the WoW Fashion event present countless new opportunities for industry leaders to connect without having to be in a physical location. Plus, attendees who want to hear from speakers and share ideas may not have the availability or resources to meet in person.


At RLTY, we understand how digital landscapes allow us to collaborate and form deeper relationships in places never possible before. With a more diverse range of people to connect with, events like last week offer more interesting and enriching conversations than one-way live streams on social media or webinar calls on Zoom.


A reflection of Synth Ave, the Fashion Metaverse HQ

Synth Ave wasn’t built in a day. RLTY worked around the clock to create a virtual experience worth remembering. The colossal fashion metaverse headquarters included pop-up shops from leading digital fashion brands and a massive screen for in-depth conversations and panel discussions.


We see fashion brands using the metaverse to connect with their community and prospective buyers. By creating virtual spaces for community members to interact with each other, brands can use interactive and dynamic virtual reality experiences to:


  • Build hype on upcoming drops

  • Sneak preview releases

  • Connect and get feedback from customers

  • Showcase past work

  • Network and socialize

  • Offer rewards, discounts, and incentives

The Future of the Fashion Metaverse

As we touched on above, this week got us thinking about the future of fashion technology and the role of the metaverse in growing fashion across the world.


Sure, Decentraland has its limitations. And the technology has a long way to go before it rivals online shopping experiences from big retailers like Amazon.


With that said, thousands of participants were eager to try out something new. Even without the perfect user experience, thousands of people stuck around and were patient enough to try and make it work. And we think that is significant in the broader perspective of adopting new technologies like the open metaverse.


If users are willing to bear with the cumulative beta version of metaverse technology, we can only imagine what mass adoption might look like as platforms constantly improve their UX/UI.


The fashion world has been quick to adopt web3 as a way to engage more creatively with consumers. And we at RLTY think they (as an industry) will benefit greatly from that foresight in the coming years.



One innovation that brands, retailers and consumers can hardly ignore is the metaverse, a virtual reality space where users can interact with a computer-generated environment and each other. More and more brands and retailers have discovered the metaverse for themselves and are trying to attract their customers not only offline and online, but also in the virtual space. But how exactly do they benefit from it and how is the metaverse received and perceived? Two new studies are dedicated to this topic.


Pritish Bagdi

ree

The study “Total Immersion: How immersive experiences and the metaverse benefit customer experience and operations” by the Capgemini Research Institute examined the extent to which immersive experiences and the metaverse improve the customer experience and operations. It surveyed 8,000 consumers 18 years or older in twelve countries in Europe, North America and Asia-Pacific in July and August 2022 about their AR/VR and other mobile/web-based immersive applications, including the metaverse.

The Institute also surveyed 1,000 companies from the consumer goods, retail, discrete manufacturing, life sciences, media, telecommunications, banking and insurance sectors to find out how companies are using these immersive technologies for their internal operations. This was supplemented by in-depth interviews with executives and technology partners in the field, as well as a social listening study that used Google search analysis, social media analysis, sentiment analysis and emotion.

“The findings suggest that the much-touted immersive technologies have great potential that businesses can harness,” sums up the study.

This was also the conclusion of a joint metaverse survey by market research institute Sinus and KPMG among more than 2,000 German citizens between the ages of 14 and 39. “For retailers and service providers of certain product groups and offers, the virtual world of the metaverse can represent a central sales market in which they can reach younger target groups,” they concluded.


Companies value immersive experiences

The Capgemini study found that companies expect immersive experiences to become important not only for interacting with customers, but also for improving the work experience of their employees. 70 percent believe that immersive experiences and the metaverse will be important applications to differentiate themselves in the marketplace, especially in terms of the customer journey.

Two-thirds of the companies surveyed (66 per cent) have already developed a roadmap for immersive experiences for the next one to two years. Fifteen percent plan to establish an initial presence in the metaverse within a year, and 45 percent believe it will be mainstream within three years. However, many companies are currently still taking a cautious approach.

“We are starting to see a more sophisticated approach from companies to designing immersive experiences and specifically the metaverse. The initial interest in the metaverse was driven by investment from the big tech players. This did not adequately address the real challenges of accessibility, security, interoperability and privacy, among others. Companies are now working hard on this,” commented Sargon Korkis, head of digital experience services at Capgemini Germany, in a statement.


Metaverse challenges for companies

In addition to external factors such as immature technology or a lack of connectivity infrastructure, there are also a number of internal challenges for companies to meet and expand consumer demand. “In particular, there is a lack of strategic planning: 40 percent of companies still see immersive experience initiatives as one-off projects, not as the first step in a series of continuous improvements. Nearly two-thirds (62 percent) of companies say there is no management commitment to immersive experiences, and more than half (56 percent) have no clear roadmap for adopting such technology," finds the Capgemini study.

The interviews conducted as part of the study revealed that companies have already successfully implemented various initiatives internally, using immersive experiences and the metaverse, such as digital prototyping in the automotive industry with VR design and construction testing, training medical professionals in surgery and planning retail spaces. In the latter case, the virtual viewing of a space allows the design team to plan a store without having to physically be on site.


Consumers are “fascinated” by the metaverse

More than three fourths (77 percent) of consumers surveyed by Capgemini expect immersive experiences to influence the way they interact with people, brands and services. At 4 percent, only a small group of them are already metaverse-literate - about 380 respondents in this study. However, three quarters of them said they currently used the metaverse and would continue to do so.

The study showed that consumers are generally “fascinated” by the possibilities of immersive experiences. They are most interested in using the metaverse as a place to interact with family and friends (43 percent) and colleagues (39 percent). The brands they would most like to interact with in the metaverse include retailers (78 percent) and consumer goods companies (77 percent). “This shows that consumers particularly want to improve their shopping experience for products with high experiential value, such as cars, furniture and household electronics,” states the study.


Metaverse shopping is “conceivable”

According to the KPMG study, about 50 percent of respondents are willing to buy physical products in the digital world: 61 percent could imagine buying clothes or shoes and 50 percent cosmetics, drugstore items or DIY supplies. 43 percent would be willing to buy groceries in the virtual world.

“The survey results show that both well-known and new brands have the chance to establish themselves in the metaverse. Well-known brands have the advantage of a leap of faith. According to data, two-thirds of the respondents pay particular attention to reputable offers in the metaverse. New brands, on the other hand, can specialise in digital and unique products. More than half of the respondents estimate that they can own very unusual products in the metaverse compared to in reality,” explains Stephan Fetsch, partner and head of retail at KPMG, in a statement.

However, there is a gap between actual consumer spending and interest in the metaverse: Nearly 80 percent of respondents spent money on online purchases last year, but less than half can currently imagine shopping in the metaverse. This holds great potential for retailers.

“Against the background of the increasing popularity of the metaverse, this difference of more than 30 percentage points holds enormous potential for retailers in goods and services in the metaverse - always provided that they reach the appropriate target groups. According to the hypothesis that every euro can only be spent once, the question arises here: will consumers leave it in the online world or in the metaverse in the future?", asks Colette Lala, sector manager retail at KPMG.


Challenges for consumers

As curious as consumers are about the metaverse, their enthusiasm may be dampened by concerns about the technology: they are especially concerned about harassment, personal safety and privacy. This was the finding of a Capgemini social media analysis of more than 180,000 online conversations.

“For the metaverse, as a network of virtual worlds, security and ethical issues are important in creating a sense of community, which is critical for widespread adoption. Whether the applications are for customers or employees, companies need to address these concerns before creating their virtual spaces. They should also find a way to moderate these spaces while balancing privacy and security concerns. Therefore, they need to understand the metaverse today to avoid being left behind later,” concludes Korkis.


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