
A Trustless Architecture of Blockchain-enabled Metaverse
of a metaverse. Blockchain enables transparent and trusted
computing environments using a tamper-resistant decentral-
ized ledger; however, the functions of a blockchain are lim-
ited, as one can see that it is only used to build Decentral-
ized Finance (DeFi) or Non-Fungible Token (NFT) nowa-
days. Besides, using blockchain in a metaverse can consume
a large amount of resources and incur long latency.
In this paper, we attempt to address the aforementioned
shortcomings with a novel metaverse architecture. Our con-
tributions are highlighted as follows:
•We propose an architecture of blockchain-based meta-
verse by consolidating hardware and software compo-
nents, aiming at providing efficient resource integra-
tion and allocation. The architecture presents detailed
collaborations among different modules.
•We formally define a local trust model (LTM) to de-
pict a metaverse as a weighted hypergraph. Using this
model, it is feasible to evaluate the trust among each
group of metaverse users and provide it with an appro-
priate computing environment according to the trust
value.
•To enhance security and privacy of a metaverse, we
propose On-Demand Trusted Computing Environment
(OTCE) to support application environments with vari-
able scalability, which can provide a strong security
guarantee using blockchain as an underlying technol-
ogy.
2. Related Works and Motivation
Since metaverse is a young field, we summarize the ef-
fort from both industry and academia made in the past two
years.
2.1. Metaverse in Industry
Facebook officially announced that its company name
was changed to Meta [22] in 2021, which marks that it has
identified metaverse as an important direction for future. Hori-
zon Workroom [13], launched by Meta, can provide people
with immersive virtual meeting rooms. Users in any physical
location with an Oculus Quest 2 helmet can join a Horizon
Workroom and experience virtual whiteboard control and
file sharing. Microsoft Mesh [29] is a platform supported
by Azure. It adopts technologies including blockchain, arti-
ficial intelligence (AI), and extended reality (XR) to accom-
plish virtual collaborations and spatially aware design re-
views. NVIDIA presented Omniverse [30], which is a meta-
verse system focusing on 3D simulation and digital twins.
The Omniverse ecosystem includes components such as Om-
niverse Connect, Nucleus, and RTX, among which RTX can
provide Omniverse with powerful computing powers.
In the field of 3D games, Roblox [7] proposed eight key
characteristics of a metaverse, i.e., identity, friends, immer-
sion, anywhere, diversity, low latency, economy, and civi-
lization. Second Life [19] is a free 3D virtual world where
users can create and connect with others using voice and text.
Linden Dollar as the virtual currency of Second Life can be
exchangeable with real-world currency. Minecraft [28] is
an online 3D game that allows users to create virtual worlds
based on their creativity. Users can enter a game through VR
devices, e.g., Oculus Rift, thereby enhancing the sense of
immersion. Pokémon Go [6] is a location-based AR game,
in which players can use mobile devices (iPhone and An-
droid devices) to travel between the real world and the virtual
world.
Some projects introduce blockchain to the metaverses
they build. Decentraland is a decentralized VR platform
based on Ethereum, in which users can obtain benefits by
creating, experiencing, and developing NFT. Cryptovoxels [8]
is a virtual world built on Ethereum where players can buy,
sell and construct virtual art galleries, shops, etc.
2.2. Metaverse in Academia
Jon Radoff [27] presented a metaverse architecture with
the following seven layers: experience, discovery, creator
economy, spatial computing, decentralization, human inter-
face, and infrastructure. CUHKSZ [12] is a university cam-
pus prototype implemented with the FISCO-BCOS consor-
tium blockchain. CUHKSZ supports tokens, Distributed Au-
tonomous Organizations (DAO), and trading. The creators
also put forward a number of critical challenges and thought-
ful questions about developing a metaverse. Van et al. [32]
proposed a new digital twin scheme, which adopts mobile
edge computing (MEC) and ultra-reliable and low latency
communications (URLLC) technologies to help metaverse
improve reliability and reduce communication latency. Nair et
al. [24] presented an 𝜀-differential privacy framework to im-
prove the security and privacy of VR devices, which enables
users to maximize privacy while minimizing usability im-
pact when using VR devices to participate in the metaverse.
In [23], Nair et al. further explored privacy risks in the meta-
verse through an experiment with 30 researchers.
In addition to the works mentioned above, there also ex-
ist a few surveys and reviews, which intend to summarize
the effort made toward metaverse from various perspectives.
Dionisio et al. [10] pointed out four directions of develop-
ing a metaverse, namely immersive realism, ubiquity of ac-
cess and identity, interoperability, and scalability. Kye et
al. [18] discussed the opportunities and challenges of meta-
verse in education. Damar et al. [9] extracted relevant in-
formation about the development of metaverse from the past
three decades. Park et al.[25] classified and analyzed the
current metaverse schemes from five perspectives, i.e., hard-
ware, software, contents, user interaction, implementations,
and applications. In [33], Wang et al. investigated the prob-
lems of the current major metaverse solutions from the per-
spective of security and privacy. The focus of Xu et al.[36]
is on an edge-enabled metaverse. Yang et al.[40] studied the
important role that AI and blockchain play in metaverse.
2.3. Motivation
According to the above description on the most related
works, one can see that metaverse in industry is still in its
Minghui Xu et al.: Preprint submitted to Elsevier Page 2 of 8