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Systemic Issues in Metaverse Implementations

PREFACE

This article is much longer than I would have liked, yet I wasn’t able to dive into each of the subtopics in as much detail as I would have hoped for. Still, it provides some foundational material for a later examination and proposal for a metaverse implementation. If you are a serious virtual world or metaverse enthusiast, this article is probably for you. The more casual reader may want to skip this article.

If you are involved in a metaverse project, you may find it referenced below. Nothing you read here should be considered a harsh criticism of any one particular approach. In most cases, these implementations are named to illustrate an example or a counter-example. This article doesn’t attempt to perform a complete review of platforms or to call winners.

INTRODUCTION

Previously, we identified seven issues which hold back our current metaverse implementations. Can a metaverse actually break through all of these issues to become a major platform?

What if we build on a distributed services architecture? Should we position the desktop client as a 2D/3D content browser? What if we use open standards, or build upon a proven engine? These and other suggestions may turn out to be very good ideas, but we don’t know. We’re still trying to understand the underlying issues which are holding us back.

Image Source: Intland Software, Using Root Cause Analysis to Drive Process Improvement

Image Source: Intland Software, Using Root Cause Analysis to Drive Process Improvement

SPECIFIC PROBLEMS ILLUSTRATE SYSTEMIC ISSUES

Clearly, there are more problems than the original seven which were provided in the first article, but those seven create a pool from which we can look for more systemic issues. Read More…

Metaverse Observations and Beliefs

This article contains a listing of some metaverse observations and beliefs.

There do not appear to be any similar lists to compare this to, so your feedback on this list (and what is missing) is appreciated. I know that many of you can be tough critics, but constructive criticism is welcome. On the other hand, if this list strikes you as boring and unchallenging, that’s welcome news for me.

Observations

VR hardware and software is evolving rapidly.

  • Hardware and software solutions are not stable
  • Large investments can quickly become irrelevant
  • Poor solutions are quickly replaced by better ones
  • Continued investment is needed to stay current

There are limited rules for deciding what a metaverse is or how it should behave.

  • Many definitions exist
  • Fundamental definition is the ability to experience and perform actions with others in shared virtual spaces
  • Guided by previous attempts at metaverse implementation
  • Guided by current metaverse implementations
  • Guided by existing virtual worlds
  • Guided by science fiction

It is difficult to create a metaverse.

  • Barrier to entry is high
  • Expectations are high
  • Investment period is long
  • Significant investment required in money, people, and resources
  • VR ecosystem is rapidly evolving, adding to risk
  • Return on investment is unproven and uncertain

Competition already exists. There will more than one metaverse.

  • Stranded content
  • Fragmented userbase
  • Increased innovation
  • Increases risk for metaverse providers, developers, investors
  • Increased choice for users, developers, advertisers, investors

There will be many different possible sources of revenue for a metaverse provider to choose from.

  • Transactional advertising (“click here for our store”)
  • Brand advertising (long-term exposure to brand “Nike!” “Nike!” “Nike!”)
  • Connection or usage fees by users
  • Connection or usage fees by commercial developers
  • Premium content (models, features, events)
  • Premium services
  • Special placement of content/locations/events
  • Rent, building or land ownership, and development
  • In-world currency and in-world transactions
  • Cloud storage services
  • Cloud hosting services
  • Consulting services

Beliefs

  • For most companies, the metaverse will be used as an opportunity to extend their existing business models.
  • In the short term, major metaverse platforms which intend to use surveillance or data mining of their clients are less likely to fully disclose that information for fear of backlash and reduced adoption rates.
  • In the long term, major companies which are currently engaging surveillance and data mining of their clients are expected to continue that practice on a metaverse platform.
  • A metaverse does not need to limit itself to real-world constraints just for the sake of closely simulating reality.
  • The more complex and integrated a platform is, the slower that innovation becomes.
  • Users and developers are dependent on platform providers for technological innovation.
  • While competition can result in waste, it still remains a net positive for metaverse development. A competitive market is good.
  • The choices made in the initial design of a metaverse are critical to its character and its success.
  • A general-purpose metaverse cannot succeed inside of a self-contained bubble. It must interface with the real world to be successful. (Novelty will bring the users in, but utility will keep them.)
  • A metaverse could be embodied in different forms which have yet to be demonstrated.
  • A metaverse is most likely to be created and maintained by a small team effort, web-based company, or gaming company (rather than the telco or an organzied non-profit model as given in science fiction).

A very cyberpunk future for tomorrow’s Metaverse?

Image Source: Unknown (multiple uses)

Image Source: Unknown (multiple uses)

In the Oculus Rift forum, I came across an interesting letter. It claimed to be written by someone who previously worked for Valve’s VR team. In it, he talks about the future of the Metaverse. It is unnerving how plausible his prediction plays out.

He believes that a combination of three things will take us in the wrong direction:

  • ┬áVirtual reality is a more engaging experience than other media types
  • The perception that “the pinnacle of VR is a gigantic shared MMORPG” (the Metaverse)
  • The ad-financed model that is pervasive in the online industry (because we want free services)

Is the Metaverse destined to be run by a companies that are trying to maximize your engagement and sell your attention to advertisers? Will they build a detailed profile personal based upon your every action (if only to enhance their ability to engage and advertise to you even better in the future)?

What would a Metaverse that is born out of today’s environment look like? You really need to read his perspective on the future of VR. Perhaps the Metaverse of tomorrow will be nothing but a treadmill to keep you hooked, advertised to, and recording/analyzing your responses to refine the process?

Travelling Between Unrelated Virtual Worlds


If this is your first time visiting Metaversing, please read:

This blog is about going beyond the science fiction descriptions of the Metaverse and actually fleshing out some of the concepts, designs, and details that are useful in bringing it to life. The ideas described here are not to be interpreted as the exclusive way for the Metaverse to be designed. We’re here to put a stake in the ground. We hope to start the conversation (where it doesn’t already exist) and to move the conversation forward.


How do you navigate between unrelated virtual worlds?

Back in August 2013 when I first envisioned how I wanted a different model of the Metaverse to work, one of the fundamental questions I had was in how to glue everything together. Instead of building one large Metaverse and splitting it into pieces, as has been done before, I looked at a different solution. How do we start with a bunch of unrelated pieces of software and combine them together to form a larger Metaverse?

Images: VRChat, JanusVR, Anarchy Arcade, Minecraft

Image Sources: VRChat, JanusVR, Anarchy Arcade, Minecraft (house by PoPlioP)

Our universe starts with completely different and unconnected virtual environments, games, and virtual worlds. There are different authors, languages, graphics libraries, and more. If you wanted to create a way for players (avatars) to actually move between them, how could it be done? How would you move from JanusVR to Minecraft? How do you walk from Minecraft into VRChat? Read More…

Today’s Glimpse into the Virtual Home

Earlier, I wrote about the concept of the Virtual Home as the center of your activities in virtual reality. It is personal space, lounge, hangout, and launching pad. There are a number of ways to handle the user interface for the Virtual Home.

We’re going to quickly look at VirtualReality.io, cover the concept for the Rift Navigator, and go back and pick up a great Virtual Home that I missed called Anarchy Arcade. After that, the conversation will switch gears to highlight a fundamental problem inside the Virtual Home (and virtual reality as a whole).

VirtualReality.io

Screenshot from VirtualReality.io

Screenshot from VirtualReality.io

VirtualReality.io is a no-nonsense launching pad for VR software. It doesn’t do a lot. It doesn’t have the personal space, lounge, or hangout. What it does do, though, it does correctly. They’ve got the launching pad covered for the novice user.

The user selects an application from a catalog of third party software and it installs it onto their system. When the user selects the installed program, the interface quickly moves out of the way, but returns when the application terminates. There is no need to remove a head-mounted display. At a basic level, a Virtual Home needs to behave similarly. Read More…

The Metaverse and the Virtual Home


If this is your first time visiting Metaversing, please read:

This blog is about going beyond the science fiction descriptions of the Metaverse and actually fleshing out some of the concepts, designs, and details that are useful in bringing it to life. The ideas described here are not to be interpreted as the exclusive way for the Metaverse to be designed. We’re here to put a stake in the ground. We hope to start the conversation (where it doesn’t already exist) and to move the conversation forward.


"The Basement" from Ready Player One, recreated in Second Life, via New World Notes Blog

“The Basement” from Ready Player One, recreated in Second Life. Image Source: New World Notes Blog

I’m convinced that the Virtual Home is at the center of the user experience in the Metaverse. There is so much ground to cover, more than will fit in a single post. How do I convey a universe?

My design sensibility tells me that we’re going to have to iterate this over time in order to figure out what exactly this space needs to be. My gut tells me that we’re going to need quite a bit of competition to make those iterations happen.

The Virtual Home is born out of four concepts: the Launch Pad, the Personal Space, the Utility Space, and the Trusted Space. We’ll talk about each of these, and then we’ll talk about three different ways that this set of concepts play out. Read More…

Griefing and the Metaverse

Know Your Meme: Pool's Closed (Habbo Hotel)

Know Your Meme: Pool’s Closed

If you’ve been following some of the posts here on Metaversing, you may have noticed a slant towards planning and design issues. This isn’t by accident. Many issues seem innocent or almost trivial, but need to be carefully considered before jumping into an implementation. A well thought-out design can save countless hours of trouble down the road in the systems development life cycle.

Today, I have an easy prediction: the Metaverse is going to be the stuff of legends for hackers, griefers, trolls, vigilantes, security researchers, and spy agencies. If you’re already familiar with the scene at the top of this article, then you know what we’re looking at: an in-world denial of service attack. Do you see it? Is it the guy in the pool with the antlers on his head? No? To explain, let’s go back to design. Read More…