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https://www.cnbc.com/2022/10/26/meta-
plans-to-lose-even-more-money-building-
the-metaverse.html
Meta shares tanked 24% Thursday morning, the day after the company
reported weak fourth-quarter guidance below analysts’ estimates. The
Facebook parent’s revenue slipped 4% year over year to $27.7 billion in the
third quarter while its profit plummeted 52% to $4.4 billion.
Meta’s Reality Labs unit, which is responsible for developing the virtual reality
and related augmented reality technology that underpins the yet-to-be built
metaverse, has lost $9.4 billion so far in 2022. Revenue in that business unit
dropped nearly 50% year over year to $285 million, which Meta’s chief
financial officer, Dave Wehner, attributed to “lower Quest 2 sales.”
“We do anticipate that Reality Labs operating losses in 2023 will grow
significantly year-over-year,” Meta said in a statement. “Beyond 2023, we
expect to pace Reality Labs investments such that we can achieve our goal of
growing overall company operating income in the long run.”
Brent Thill, an analyst at Jefferies, said during the earnings call that investors
are likely feeling as if there are “too many experimental bets versus proven
bets on the core” and asked why Meta believes the experimental bets like the
metaverse will pay off.
“I just think that there’s a difference between something being experimental and not knowing
how good it’s going to end up being,” Zuckerberg said in response. “But I think a lot of the
things that we’re working on across the family of apps, we’re quite confident that they’re going
to work and be good,” he added, citing the company’s work improving its TikTok-like Reels
short-video service, its content-recommendation algorithms, business messaging features and
online advertising technology.
Although Zuckerberg said he “can’t tell you right now how big they are going to scale to be,”
each improvement is “kind of going in the right direction.”
Zuckerberg said that “obviously, the metaverse is a longer-term set of efforts that we’re working
on” and that he thinks “that that is going to end up working, too.”
Meta is facing a number of challenges like the poor economy, the lingering
effects of Apple’s 2021 iOS privacy update that made it harder for Meta to
target ads to users, and competition from players like TikTok, Zuckerberg
said.
“I think we’re going to resolve each of these things over different periods of
time, and I appreciate the patience and I think that those who are patient and
invest with us will end up being rewarded,” he said.
“A lot of this is just you can build new and innovative things by when you
control more of the stack yourself,” Zuckerberg said.
https://www.aljazeera.com/economy/
2021/10/25/facebook-pours-billions-in-
metaverse-as-ad-business-falters
Facebook pours billions into ‘metaverse’ as
ad business falters
The company’s total revenue, which primarily consists of ad sales, rose to $29.01bn in
the third quarter from $21.47bn a year earlier, missing analysts’ estimates of
$29.57bn.
Facebook Inc said on Monday that it will break out its division focused on hardware and
virtual and augmented reality into a new reporting segment, as its main advertising
businesses face “significant uncertainty”.
Facebook warned that Apple Inc’s new privacy rules would weigh on its digital business
in the current quarter, after the social media company reported quarterly revenue below
market expectations.
This is done by blending features of each viewer's face into the candidate's face. The
viewers are unaware of any manipulation of the image. Yet they are strongly influenced
by it: Each member of the audience is more favorably disposed to the candidate than
they would have been without any digital manipulation.
This is not speculation. It has long been known that mimicry can be exploited as a
powerful tool for influence. A series of experiments (PDF) by Stanford researchers has
shown that slightly changing the features of an unfamiliar political figure to resemble
each voter made people rate politicians more favorably.
The experiments took pictures of study participants and real candidates in a mock-up of
an election campaign. The pictures of each candidate were modified to resemble each
participant. The studies found that even if 40 percent of the participant's features were
blended into the candidate's face, the participants were entirely unaware the image had
been manipulated.
Virtual reality environments will enable psychological and emotional manipulation of its users
at a level unimaginable in today's media.
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In the metaverse, it's easy to imagine this type of mimicry at a massive scale.
The very same features that make virtual reality environments so attractive as
communication environments—the sense that you've teleported into a synthetic world—
can also harm their users. When it comes to emotional manipulation, two features of the
metaverse are particularly important—presence and embodiment.
“Presence” means that people feel they are communicating with one another directly
without any type of computer interface. “Embodiment” means that the user has the
feeling that their avatar or virtual body is their actual body.
Even in virtual reality's current, primitive state, these two sensations are what make VR
so powerful. They are also what makes emotional manipulation in VR so dangerous.
In VR, body language and nonverbal signals such as eye gaze, gestures, or facial
expressions can be used to communicate intentions and emotions. Unlike verbal
language, we often produce and perceive body language subconsciously.
Virtual reality environments allow interaction among people that exploits the full range of
human communication. Person-to-person interaction at this intensity and scale has not
been possible in traditional social media environments.
That is both good news and terrible news. Good, because it will allow for better
communication. Terrible, because it will open users to the full range of deceptive
influence techniques used in the physical world—and to what might be even more-
intense, virtual versions of them.
The metaverse will usher in a new age of mass customization of influence and manipulation. It
will provide a powerful set of tools to manipulate us effectively and efficiently.
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The metaverse will usher in a new age of mass customization of influence and
manipulation. It will provide a powerful set of tools to manipulate us effectively and
efficiently. Even more remarkable will be the ability to combine tailored individual and
mass manipulation in a way that has never before been possible.
A user's virtual experiences as an avatar are expected to seamlessly meld with his or
her experiences, memories, and understanding from the physical world. This will almost
certainly change the way a person sees the world, understands it, and behaves in it.
We must not wait until these technologies are fully realized to consider appropriate
guardrails for them. We can reap the benefits of the metaverse while minimizing its
potential for great harm.
The first step toward designing these guardrails is to do a comprehensive study and
evaluation of the existing extensive psychology literature on uses and effects of VR, and
consider how it might be used for malicious, manipulative purposes. This study should
describe the types of emotional manipulation techniques that are possible today, but
also examine techniques that are likely to be possible in more-sophisticated versions of
the metaverse. This has not been done. We cannot guard against something we do not
fully understand.
The second step is to develop the technology to detect when these techniques are
being applied. For example, we could build a type of emotional canary in a coal mine—
an artificial character that could circulate in virtual reality environments, sense a broad
range of attempts at emotional manipulation, and send out a warning when one is being
deployed.
Society did not start paying serious attention to classical social media—meaning
Facebook, Twitter, and the like—until things got completely out of hand. Let us not
make the same mistake as social media blossoms into the metaverse.