Mobile metaverse services often involve the use of digital representation (e.g. avatars, which are discussed throughout this use case.) Given different use cases, the data associated with the avatars of a user are generated and stored in different mobile metaverse servers. For example, a user uses life-like avatars for e-commerce and cartoonish avatars for gaming. Network operators enabling users to obtain diverse mobile metaverse services should support avatar management. For example, network operators can leverage their existing connections to extensive mobile metaverse servers and provide access to avatars across these servers acting as a proxy. Compared to the model where two mobile metaverse servers define direct access APIs, the interconnect model described in the use case can utilise the 5G system capability of authenticating and authorizing the third-party entities.
The advantage of having a central storage of the information related to avatars is that the same avatar could potentially be used in different mobile metaverse services. The information exposed by the central point, i.e. the 5G system, to different mobile metaverse services helps them share and use the same avatar for a user. Users would therefore benefit from using their UE/ mobile access for metaverse services because there are enablers (like this one) that provide consistency between different metaverse services.
It is noted that the storage location of avatars is subject to service agreement between the operator and the third-party entities, and hence it is out of scope of 3GPP.
ClothingA and ClothingB are two small clothing companies that both have virtual stores and provide avatar-based shopping services. Online shoppers can use immersive real-time technology to virtually try-on apparel, accessories, or full looks on the digital representation of themselves, i.e. avatars. Their avatars are stored in mobile metaverse servers, and interoperable data formats between these servers are used for avatars.
T is a mobile network operator. Based on its service level agreements with ClothingA and ClothingB, it provides multimedia communication services to enable virtual shopping. Moreover, T behaves like a proxy and supports the exchange of avatars stored in the databases of ClothingA, ClothingB, and any other companies that have agreements with T.
Shaun, an online shopper, has used the virtual try-on service provided by ClothingA several times. His avatar-a 3D actual visual representation of himself is stored in the ClothingA database.
Shaun tries on products in the ClothingB virtual store with his avatar.
Shaun's user profile on T's system is updated to record the use of his avatar in the ClothingB virtual store.
T charges ClothingA, ClothingB, and Shaun for supporting virtual shopping sessions.
The functional requirements for user identity are captured in clause 26a of TS 22.101
Subject to user consent, operator policy, and regulatory requirements, the 5G system shall be able to store and update the information related to digital representations for a user (e.g. last access time and address).
Subject to user consent, operator policy, and regulatory requirements, the 5G system shall support mechanisms to expose the information related to the digital representations of a user to a trusted third party.
Subject to user consent and operator policy, the 5G system shall be able to authorise a trusted third party to use the digital representations of a user.