When the Metaverse and SaaS collide, what sparks will there be?

Meet SaaS, Metaverse turns to virtual and pragmatic

Only by providing value to enterprises and forming new business growth points can the Metaverse truly affect the transformation of productivity.

The first application scenario of the Metaverse is games, so people’s initial experience of the Metaverse mostly comes from games.

The first “Roblox” of the Metaverse is a game company. Games in Roblox can customize characters, and at the same time focus on designing to meet the social needs of players, and also have an in-game economic system. As early as 2019, the monthly active players of Roblox’s community exceeded 100 million, and a total of 10 million creators have used the tools provided by Roblox to develop games.

At present, the boundaries of the Metaverse are gradually expanding, from the consumer market to the enterprise market.

The first to propose the concept of a corporate Metaverse was Microsoft. In May 2021, Microsoft CEO Satya Nadella proposed the Enterprise Metaverse at the Build developer conference, trying to build a virtual digital world through digital twin technology to improve production efficiency for enterprises. The first track they entered was remote collaborative office. .

In practice, however, the Metaverse does not work well as a remote working tool. Microsoft researchers’ survey of more than 61,000 Microsoft employees shows that Microsoft’s shift to remote work has damaged the ability to communicate and collaborate between different business teams within the company, which in turn threatens employee productivity levels and long-term innovation.

Returning to the essence, only by providing value to enterprises and forming new business growth points can the Metaverse truly affect the transformation of productivity.

Under the wave of Metaverse, SaaS companies began to think about the commercial value of Metaverse, how to combine SaaS with Metaverse, and where are the application scenarios of Metaverse SaaS? What are the possibilities in the future?

Lower the threshold for digital people

As an entry ticket to the identity of the Metaverse, the digital human is the earliest commercial scenario for the enterprise Metaverse to land. Whether it is the virtual beauty artist Liu Yexi, the digital idol Luo Tianyi, or the virtual assistant Du Xiaoxiao and the virtual spokesperson AYAYI, with their realistic appearance and cool 3D special effects, they have obtained high traffic and high income.

However, behind a surreal digital human is a high production cost and a long wait for research and development. The data shows that Liu Yexi’s research and development has been going on for half a year, and the cost alone is at the level of one million yuan, while the cost of the first Liu Yexi’s short video is about several hundred thousand yuan. Such an investment is obviously not a small amount for the general public and small and medium-sized enterprises, and this entry level is too “high” for the Metaverse world.

Wu Lin, chief growth officer of Laihua, said: “We experience the digital world in the form of a digital avatar, which can be made into a high-definition and realistic film and television CG character. Although the more realistic, the better the effect, but it will increase the production cost and load. The system computing power difficulty.” When using CG characters to drive the Metaverse, this world will only become a paradise for a few players, unable to reach the majority.

How to lower the threshold for the use of digital people and let more people realize the freedom of digital people? The SaaS-based virtual digital human can provide customers with standardized services through a subscription model, solve the pain points of customers with limited budgets, and provide agile modern solutions to respond to customers’ market needs in a timely manner. Provide certainty for enterprises in an uncertain future service guarantee.

When everyone gets a ticket to the Metaverse world, a large number of users will enter the digital space. At this time, the second ability of manufacturers begins to be tested: how to create a positive interactive creator ecology, so that users can be in the digital world. gain a sense of value.

In this regard, Wu Lin said that in addition to bringing productivity value to users, Laihua also hopes to collaborate with the ecology in a creative way. Users are both demanders and creators. On the one hand, they realize content creation through the material templates of the platform, and on the other hand, they provide material content by joining the Creator Alliance, obtain personal benefits, and form a benign creative interaction.

“The combination of creativity and Metaverse is easy to impress the digital natives and Gen Z groups, making them quickly switch from the real world to the virtual world,” said Wu Lin.

It should be noted that while the virtual digital human market has great potential, there has also been a situation of serious homogenization competition and intensified involution in the industry. According to the data from Tianyancha , there are more than 288,000 virtual digital human-related enterprises in China, and nearly 70% of the virtual human enterprises have been established within one year, and the industry has entered an explosive period.

VR exhibition promotes interactive communication

Under the influence of the black swan of the epidemic, corporate activities are restricted, and most companies choose to move from offline exhibitions to online. However, the core appeal of holding an exhibition is not only to obtain information about the content of the exhibition, but more importantly, to initiate questions and connect with others. Traditional online exhibitions only have dialog boxes and text symbols, which cannot convey emotions, naturally initiate questions, and generate in-depth communication, which reduces the efficiency of communication.

In the Metaverse space, there are naturally interactive and social attributes, and everyone can negotiate and trade with others through virtual images. When visiting a VR exhibition, users can enter the site through VR headsets and apps on their mobile phones. When visiting the exhibition, users can wave, move, exchange business cards, applaud and other social behaviors to interact with others.

In terms of specific business, the SaaS-based VR exhibition solution can quickly build a Metaverse exhibition for enterprises through services such as VR material collection, image processing, cloud storage, and immersive display, gathering potential users, and can be widely used in education, marketing, Hotels and other fields.

If the experience that the Metaverse Exhibition brings to customers is limited to the flat world entered by the APP, then it is obviously not more efficient than visiting the exhibition on the spot. At this time, the significance of terminal equipment represented by VR headsets for VR exhibitions is highlighted. After connecting to the VR headsets, the physical movements of exhibitors and buyers in the physical world can be captured in the digital space and mapped on the digital avatar. , to achieve cross-border synchronization, and “same field” with other people in the Metaverse to conduct in-depth exchanges and improve communication efficiency.

In fact, in order to achieve a 100% complete virtual scene, the VR exhibition also needs the support of hardware equipment and infrastructure upstream of the industry chain.

Due to the immaturity of the hardware equipment and infrastructure of the Metaverse, the time for people to enter the 3D Internet is delayed. Xu Chenxiang, co-founder and COO of VS•work, said that the current VR glasses can only use a small screen, and there are many real scenes that cannot be covered by the naked eye, lack of immersion, and bulky, and cannot be used as a daily device like a mobile phone. .

The second is the computing power of the cloud. When VR glasses the size of sunglasses become popular, it can be imagined that their terminal computing power is very small. To restore and reproduce magnificent scenes in the 3D environment of the Metaverse, a huge computing system is required to provide cloud rendering services. As far as the current situation is concerned, the cloud rendering industry chain is immature, resulting in high production costs for manufacturers and even high usage costs for customers.

Regarding the future of Metaverse, Wang Xingcan, founder and CEO of Mobile Microworld, believes: “The software, hardware and network environment of VR technology are immature, and it is unrealistic to enter large-scale users in a short period of time, which requires five to ten years of market transactions. , the recognition process.”

Currently, the VR industry is on the eve of an outbreak. According to the latest data from IDC, Meta’s Quest 2 occupies 90% of the VR headset market, followed by ByteDance’s Pico with a 4.5% share. In addition, Apple will also launch VR headsets to carve up the entire market.

It is foreseeable that the addition of giants will accelerate the development of the upstream of the VR industry chain, and the pattern of the downstream application side is also facing a reshuffle. For SaaS manufacturers, the era of hard-eating software may come, and the “SaaS + hardware” model will be more competitive in the future.

MR Live Streaming Improves Enterprise Efficiency

With the gradual penetration and in-depth application of live broadcast on the enterprise side, users’ demands for live broadcast experience and live broadcast capabilities have increased. However, the traditional live broadcast environment still has problems such as “single set, homogeneous content, and poor interaction”. The live broadcast industry needs to experience, New changes in interaction and content. In this context, MR (Mixed Reality) live broadcasting came into being.

As a new type of live broadcast, MR live broadcast can present a 3D effect of interaction between virtual images and real information. Relying on the offline green screen area, a realistic virtual scene is constructed, and the offline activities are moved to the online live broadcast room. Ideally, it is impossible to distinguish between real and virtual scenes.

Liang Yingwei, vice president of technology at Polyway , mentioned some time ago: “As a SaaS manufacturer, what we think about is not only how to apply cooler and more advanced technologies, but also how to enable our users to apply them at a low cost and with a low threshold. Our newer technology generates more value.”

In the process of assisting the digital transformation of enterprises, SaaS-based MR live broadcasting can make enterprises work more efficiently. For example, companies spend tens of thousands of yuan to set up scenes at large-scale conferences, while in daily training and seminars, they tend to use free or lower-cost technical solutions for communication purposes. Now through the MR SaaS technology, only one laptop is needed to connect to the MR live broadcast system, and a low-cost, multi-scene, and low-latency experience can be obtained.

It is worth noting that MR devices integrate the virtual and physical worlds by collecting new information about what happens around them. Although this form does not conform to people’s settings for the Metaverse and cannot immerse users in a completely virtual environment, MR Technology can improve the production and operation efficiency of enterprises and is widely used in corporate training and marketing activities, and its development prospects are still expected.

In addition, as a supplement to AR/VR technology, MR technology can be combined with other XR technologies to allow people to enjoy the virtual world in advance. This combination will become the mainstream at this stage.


At present, the exploration of Metaverse scenarios by SaaS manufacturers is mainly reflected in the gameplay of simulating the physical world and the mobile Internet. In addition to the scenarios covered in the article, there are also directions such as production workshops, autonomous driving, education and training, architectural engineering design, and shopping.

With the development of cloud computing power, 3D rendering, terminal equipment and network communication technology, the combination of Metaverse and SaaS is expected to have more possibilities in the future. But before that, manufacturers still need to continue to explore in terms of lowering the threshold, enriching scenarios, and building an ecosystem. The Metaverse SaaS under the spotlight still has a long way to go.

Posted by:CoinYuppie,Reprinted with attribution to:https://coinyuppie.com/when-the-metaverse-and-saas-collide-what-sparks-will-there-be/
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