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TECH Metaverse

Detailed analysis of the metaverse,


with key trends in synthetic media,
XR, AR, VR and DR.

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TECH Metaverse

TABLE OF
CONTENTS 28
30

Motion Sickness and VR Nausea
Digital Identities, Synthetic
Media, and Generative AI
37

38
Truth Decay in an Era
of Synthetic Media
Deepfake Detection
30 Avatars and Avatar Portability 38 Immersive Rights and Privacy
in the Metaverse
30 Hyperrealistic Digital Personas
04 Letter from FTI’s CEO 22 AR Lenses and Filters 41 Scenarios
30 Fragmentation of the
05 State of New Realities in 2023 22 Digital Spaces Virtual Persona 41 What if immersive experiences
involved all of your senses—
09 Key Insights 22 Liminal Spaces 30 Speech Synthesis
including smell?
10 Important Terms 22 Parallel Realities 31 Modulating Custom Voices
42 What if the metaverse
13 Ones to Watch 22 Industrial Metaverse and 31 Live Portraits enhanced our real-world
Digital Twins dining experiences?
15 Trends 31 A-List Synths, Virtual Idols,
23 Holograms and Influencers 44 How to Prepare
16 New Realities & Applications
23 Holographic Data Storage 32 Synthetic Media in Hollywood 45 Key Questions
16 Virtual Assets
23 Volumetric Video 32 Synthetic Media for 48 Selected Sources
16 Digital Real Estate and the
Personalization at Scale
New “Neighborhood” 24 Spatial Audio 49 Author & Contributors
33 Synthetic Media in the
16 Future of Work 24 Spatial Displays 50 2023 Tech Trend Reports
Classroom and Workplace
17 Connected Wellbeing and 27 Human Interfaces 52 About FTI
36 Regulating New Realities
VR Assisted Therapy
27 HMDs, VR Headsets, and 53 Methodology
36 The Metaverse Is the Wild West
17 Forensic AR/VR Smart Helmets
54 Disclaimer
36 Synthetic Media and Sexual
20 Metaverse Infrastructure 27 Smart Glasses
Harassment 55 Using and Sharing the Report
20 Interoperability and the 27 Smart Contact Lenses
36 Deepfake Regulation and
Open Metaverse
28 Voice, Gesture, and Neural Synthetic Media Literacy
20 Browser-Based AR Interfaces
37 Copyright Law and Fair Use
22 Mapping the Metaverse 28 XR Accessibility in Synthetic Media

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TECH Metaverse

THIS YEAR REQUIRES FOCUS


In August 2017, a rare explosive event known Now more than ever, it’s important to carefully Trends on their own cannot predict the future.
as GW17817 took place in space. Two stars track new trends as they emerge. But that isn’t Rather, future-focused organizations use them to
collided, unleashing a blast energetic enough easy, given the rapid pace of change. For that deeply reflect on the tension between long-term
to form an incalculable number of new stellar reason, the theme of our 2023 Tech Trends report and short-term goals and to reduce uncertainty.
bits that continue to travel through interstellar is Focus. It is crucial to focus when new signals By understanding the trends and changes shap-
space. Over time, this stardust will combine into are forming because some may be lasting and ing the landscape, executives can make informed
small objects, evolve into large rocks, fuse with develop into impactful trends, while others might decisions and capitalize on new opportunities in
even more material, and form into planets. One burn out and fade away. In an increasingly com- the year ahead.
incredibly violent disruption will someday lead plex and fast-paced world, leaders who focus
We invite you to join us in observing how the star-
to the formation of a new corner of the universe. on the trends that matter and adapt to changing
dust settles into new signals and trends.
This is how our own sun and Earth, and all of circumstances make better decisions and see
Share your feedback with us at
human existence, came into being. improved outcomes. Trends enable them to antic-
2023trends@futuretodayinstitute.com.
ipate near-term change, understand the factors
Lately it’s as if we’ve been living through the
influencing their industries, and develop a point of
aftermath of cataclysmic explosions: the
view on the future.
release of generative artificial intelligence
systems like ChatGPT and Midjourney, a fusion Our research is presented in 14 in-depth reports
breakthrough that could someday generate that reveal the current state of play, a list of influ- Amy Webb
zero-carbon energy, Russia’s ongoing invasion encers to watch, key trends, detailed examples, Chief Executive Officer
into Ukraine, deep uncertainty about a global expert perspectives and recommendations de- Future Today Institute
recession, and AlphaFold’s protein-folding al- signed to help executives and their teams devel-
gorithms that predicted structures for nearly all op their strategic positioning. Some of the trends
cataloged proteins known to science, to name are new advancements on mature technologies,
a few. These and other forces of change are while others represent frontier technologies and
colliding, going supernovae, and resulting in an areas of science. When we look at them collec-
unfathomable amount of new signals—bits of tively, new centers of gravity come into focus, and
change that, over time, result in the trends that we can glimpse the impacts they will have on
shape society. every sector.

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TECH Metaverse

Last year, industry leaders successfully redirected Big Tech’s media


attention away from societal ills and toward using Web3 technolo-
gies to build the next big thing in the metaverse. Google searches
for “metaverse” shot up 7,200% year over year. But the second half
of 2022 offered a stark reality check: After the hype fueled by pan-
demic-driven future-of-work imaginations, a mega Meta rebrand, and
The metaverse - a collective virtual shared venture froth, tech firms big and small finished the year amid econom-
space - may not be fully developed yet, but its ic headwinds, dropping valuations, layoffs, and austerity. Snap cut staff
impact on industry and consumer interactions
by 20%, though remains committed to developing its augmented reali-
ty glasses. Unity’s and Niantic’s layoffs affected 4% and 8% of their re-
is already widely felt.
spective workforces. IDC lowered its outlook for AR and virtual head-
set shipments in 2022 by 12.8%. Tinder is scaling back its metaverse
plans and in-app Tinder Coins in the face of falling profits.

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TECH Metaverse

STATE OF NEW REALITIES IN 2023


Before the near-term skepticism and belt tighten- Mark Zuckerberg’s lo-fi tourist selfie and leg to coordinate interoperability efforts. (Apple was going to be about solving Zoom fatigue. For now,
ing set in, the convergent trends in artificial intel- mockups may have made a meme-worthy notably absent.) efforts focus on experimentation and incremental
ligence, generative AI and synthetic media, Web3, mockery of the metaverse, but tech’s biggest improvements to devices, and we’re dependent
and digital assets seemed to set up new realities players continue to lay the infrastructural ground- Dystopias are not meant to be playbooks, even on consumers’ willingness to wear bulky head-
as an inevitability of technological progress. work toward their vision for the next computing if tech’s leaders look to them for inspiration. Tech sets and play in cartoonish playgrounds. But
Estimates for the metaverse’s total economic im- interface. Meta’s Quest Pro introduced face leaders and brands alike should learn from the now’s the time for learning and for building the
pact by 2030 range from $5 trillion to $13 trillion. and eye tracking and passthrough for extended problems that plague today’s internet landscape foundation for platforms to come. As tech analyst
Execs and analysts alike started to take Roblox, reality (XR) capabilities, albeit at an enterprise as they lay the groundwork for the internet’s next Benedict Evans has written, asking whether we
Fortnite, and Minecraft seriously; after all, the kids procurement sticker price and to underwhelming embodied interface; issues like misinformation, need a metaverse strategy today might turn out
might have insights given the proto-metaverse reviews. Despite Meta’s struggles (it shed more harassment, data privacy, and surveillance cap- to be like asking whether we needed a mobile
in which they’re already playing. Brands across than two-thirds of its value since the rebrand, italism will only be exacerbated in new realities. strategy in 2002 or 2005.
the spectrum started to dip their toes into the and layoffs and privacy tracking changes cut into And new realities interfaces stand to disrupt our
metaverse slipstream, with Snapple creating a its core advertising business), it confirmed plans sense of time, space, and our relationships with In short, the future of new realities is here. It’s just
bodega in Decentraland and Ralph Lauren plac- to devote 20% of “overall costs and expenses” to each other; for that reason, regulators in both not interoperable—yet. And it still might make
ing its iconic polo player on a llama for a Fortnite Reality Labs in 2023, splitting half of that be- the US and the European Union have already you seriously nauseated. Hold on to your head-
collaboration. Chief metaverse officers were tween VR and AR efforts. Though Meta currently put “metaverse” on the policy agenda. Whether sets as the lines between worlds vanish into the
appointed across agencies, media companies, dominates headset shipments, competitors to it’s the visceral, immersive VR experience or an horizon.
luxury brands, and consumer goods companies. Meta’s Quest 2 are around the bend from HTC overlay of information on the street, the stakes
Exclusive collections simultaneously dropped for and Apple. And VR legend John Carmack left the are even higher when the digital and physical
both digital avatars and real-world Fifth Avenue company to start his own venture, citing ineffi- worlds merge.
fashionistas. Burning Man and Coachella dabbled ciencies stifling Meta’s execution.
There’s no question that any future-oriented busi-
in virtual reality and AR experiences. Early indus-
As much as Meta hopes to be the owner of the ness leader should pay attention to the comput-
trial and health care applications using digital
metaverse, a number of other initiatives launched ing interfaces and form factors slated to supplant
twins have shown new realities to be far more
last year to move toward a more interoperable the smartphone, though we have not yet reached
than just child’s play or entertainment. We’ve
vision, namely the formation of the Metaverse the iPhone-comparable moment that makes
even seen the first metaverse protests take place
Standards Forum. Announced in mid-2022, this metaverse utility obvious and its adoption inev-
in virtual worlds like Cryptovoxels and Decen-
forum brings leaders like Microsoft, Adobe, Nvid- itable. The game-changing applications for new
traland.
ia, Unity, and Meta together with engineering and realities have yet to be identified—and they’re not
developer standards bodies like IEEE and W3C

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STATE OF NEW REALITIES IN 2023

When will new realities few years, one in four people will spend at least tech stack for enabling early use cases for cities, exploded in the last year, but many kinks need to
an hour a day in the metaverse. Gartner also fore- manufacturing, and energy modeling, and early be worked out before commercial applications
disrupt you? sees 30% of the world’s organizations offering pilot cases are proving the potential for dynamic are viable at scale. While platforms like OpenAI’s
metaverse products and services by 2026. modeling and management of digital twins. Dall-E and ChatGPT have launched in research
For most industries, the disruptions posed by
mode, APIs (application programming interfac-
new realities technologies are 5 to 10 years on Tech stack limitations: For VR and AR to reach Adoption curves and demographics: Poor es) for their generative models offer enterprising
the horizon. Two-thirds of US executives told wide-scale adoption, or to come anywhere close user experience given bulky hardware and developers the opportunity to adapt them to
PwC for a May 2022 survey that their companies to replacing familiar smartphone, tablet, and technical glitches, as well as limited quality and new applications, regardless of whether bias is
are actively developing metaverse plans, and laptop screens, we will need to see significant content offerings, are cited as the top barriers to mitigated and guardrails for responsible use are
82% of executives expect the metaverse to be a improvements in form factor—wearable comfort, mass adoption of consumer XR, though those in place. Creative industries should absolutely
part of their business activities within three years. battery life, and display technology. VR headsets barriers are lowering each year. Higher-income, be experimenting and capturing opportunities;
Future Today Institute recognizes the conver- are somewhat technically easier to accomplish well-educated, and tech-savvy consumers will synthetic media disruptions will come quickly
gence of new computing interfaces, synthetic because they assume relatively stationary use, be the near-to-medium-term demographics and will dramatically reshuffle creative resources
media and generative AI, and digital identities are easily tethered, and can still create immersive populating new realities. Scholars and critics and skill sets. If the hottest role of the 2010s was
and assets as the next embodied, spatial iteration experiences at a relatively accessible consumer note concerns that this adoption curve will only data scientist, the next hot role will be genera-
of the internet. price point. AR glasses and contact lenses are further exacerbate existing digital divides. tive-prompt curator.
much further out, even with a decade of work put
Several factors are driving the momentum of new Production readiness: Virtual gaming econ-
in since Google Glass. Still, R&D and innovation Hype cycles and the SV narrative: The me-
realities trends and the probable timing of any omies are mature and don’t require headsets.
labs can wade into these waters and imagine dia cycle’s shift toward crypto, Web3, and the
given industry’s disruption: Fortnite CEO Tim Sweeney has said we shouldn’t
what’s possible as the hardware rapidly improves metaverse over the last year is a victory for the
over the coming two to five years. hold our breath for Fortnite VR anytime soon— tech industry, which worked to redirect attention
Interoperability: The metaverse, at least as
rapid run-through gameplay just doesn’t work toward the next thing rather than toward what
many analyst firms have defined it, is many years
Consumer vs. enterprise applications: Im- yet in VR. But 2D gaming is where all the ex- they’ve already built and broken. Andreessen
out. What we have today are corporate-owned
mersive gaming worlds of today—even in 2D—are perimental activity has been focused in recent Horowitz’s “it’s time to build” call spurred an in-
walled gardens. While consortiums have cropped
very much the proto-metaverse. Entertainment, years, exploring what’s possible for virtual goods flux of VC funding and startup exuberance. Some
up to address the shared protocol and standards
gaming, and retail experiments in digital worlds economies and brand experiences where Gen of that froth has blown off as headwinds shifted
issues, it will be 5 to 10 years before agreed-up-
are low-stakes opportunities to reach younger, Z spends its time. Look to brands like Walmart, in the second half of 2022. Most XR professionals
on standards make navigating the metaverse
digitally savvy audiences. Enterprise applications Forever 21, Claire’s, Nike, Gucci, and even see the present challenges as a short-term refo-
as seamless as typing in a URL. Gartner puts a
are more costly investments, though partners Chipotle for inspiration for near-term experimen- cusing on fundamentals and more strategic bets.
10-year horizon on a truly interoperable vision of
like Siemens and Nvidia are building out the tation. Synthetic media and generative AI have
the metaverse. Still, its analysts say that within a

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Emerging Opportunities distributed presence. Microsoft Mesh has already Emerging Risks Why new realities trends matter
partnered with Meta to bring enterprise collab-
Whatever skepticism you may have based on oration to the metaverse with a focus on hybrid All emerging technologies involve inherent risk. to your organization
the limits of VR and the metaverse today, it co-presence. VR can create immersive learning For new realities, that risk is compounded by an Future Today Institute research suggests that
behooves us to take tech leaders’ visions and and training experiences that put material in over-reliance on developing for early movers’ new realities technologies are developing into a
plans seriously. While not inevitable, their visions context or in real-time applications for industrial platforms before universal shared standards are disruptive force that represents the next immer-
for tech’s progress will certainly affect consum- and manufacturing use. Synthetic media means established. sive and embodied computing interface. By 2030,
ers, business models, and society as computing A/B campaign and messaging tests could extend
Reputational risk is also significant in early nearly every industry will have explored or adopt-
interfaces evolve into what has the potential to be to X/Y/Z permutations with generated creative or
experimentations that go awry, especially when ed new modes of digital interaction with custom-
the greatest shift in human computing interfaces hyper-personalized content.
synthetic media outputs are so variable and new ers or their products that make use of virtual and
since the smartphone.
New revenue streams: New realities provide interfaces so immersive and intimate. New tech- physical space. Business leaders must gain an
Enhanced customer experience: Omnichan- opportunities to monetize virtual goods or ser- nologies bring new behaviors and norms. Early understanding of the promise and peril of virtual
nel expansion continues. Immersive realities vices and to advertise in virtual and augmented movers can claim the frontier, but not without realities, augmented overlays, and the metaverse
could allow brands to create more engaging and overlays. Business models are sure to be disrupt- risking the Wild West. by researching and experimenting today to stay
interactive experiences for their customers: vir- ed, just as the first wave of digitization shifted competitive and anticipate the coming wave of
tual tours and events, utilizing AR rendering or a how bits were distributed, valued, and priced. New laws and regulations tend to follow once digital disruption.
digital twin to try on clothing or furniture from the harms are better understood. Maximizing intel-
comfort of one’s home, or traveling anywhere at New channels for marketing and commu- lectual property is both the promise and the bat-
the drop of a hat with very little carbon footprint nications: As target audiences spend more tleground for new realities as fair use, portability
(or, for IRL trips, experiencing a digital overlay of time crossing into virtual and augmented digital across worlds, and tokenization disrupt our un-
recommendations, historical models and simula- space, brands are looking to reach new customer derstanding of property rights and scarcity. The
tions, or just-in-time booking opportunities). segments there. You can’t yet smell or taste in US and EU have already put the metaverse on
the metaverse, but that hasn’t stopped Chipotle their forward-looking agenda given the consumer
Increased efficiency and productivity: Virtual and Chick-fil-A from influencing hungry young protection and fraud concerns brought about by
environments can support future-of-work remote gamers in Roblox. crypto and Web3 grifters.
collaboration and communication, increasing
efficiency and productivity by creating a sense of

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Interfaces will become more immersive as both virtual spaces and the
physical world are interlaced with rich digital media experiences.

The metaverse is not a single technology, Interoperability and standards are still being worked out, but they are key to
protocol, or entity; it means many different making spatial computing transferable across worlds, whether it’s about a shared
understanding of coordinates or transferring attributes of virtual goods and identity

KEY
things to many different stakeholders. Get
clear about expectations and interests avatars across platforms.
being brought to the table.
People will create multiple digital
versions of themselves, each tailored

INSIGHTS
Smart eyewear, in the form of glasses
for specific purposes. This will lead
and contacts, will upend industries and
to fragmentation—and a widening
interfaces designed for smartphones.
gap between who a person is in the
New computing interfaces like headsets
physical world and who they project
and glasses will take years to reach wide
themselves to be in various online
user adoption, but web-based standards
platforms.
already make augmented experiences
possible using today’s smartphones.
Economic headwinds may have tempered recent
exuberance over new realities, but the infrastructure work
AR applications are ripe for consumer adoption because they solve for real- that will pave the path for future development is underway.
world convenience needs like navigation and contextual information, and
yet they may be furthest away due to the technical challenges of heads-up
displays, glasses, and contact lenses. XR technologies pose Embodied, spatial presence in virtual
as many accessibility worlds only increases the need for
challenges as they do ethical and humane guardrails for
opportunities. responsible use of technology.

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IMPORTANT TERMS
Augmented reality (AR) Creator economy zations to better understand and optimize their the overlay, replacement, or integration of digital
Technology that superimposes digitally gener- The ecosystem of creators, artists, and entre- complex systems and processes. information with the real world. XR technolo-
ated images, sounds, and other sensory inputs preneurs who create and sell virtual goods and gies are often used in combination, with AR and
onto a user’s view of the real world, enhancing experiences in virtual worlds and online com- Diminished reality (DR) VR used for different types of experiences and
or augmenting his perception of reality. Often munities. This can include clothing, accessories, Instead of adding to or enhancing one’s sur- applications.
achieved via a smartphone or tablet, which uses and other items for avatars, as well as digital roundings, DR suppresses or eliminates certain
its camera and sensors to detect the user’s sur- art, music, and other forms of content. In many visuals, sounds, or other sensory elements. DR Low-code platforms
roundings and overlay digital information on top virtual worlds and online platforms, users can has a range of potential applications, including Software development tools that allow users to
of the real-world view, AR has a wide range of buy and sell these virtual goods using in-game for the military and medical and entertainment create applications with minimal coding. Low-
applications, including entertainment, education, currencies or real money, and creators can earn industries, and can be used to enhance safety, re- code platforms typically provide a visual inter-
and training. Enterprise use cases for AR are an income from their sales. The creator econo- duce distractions, or create immersive experienc- face and interchangeable components, allowing
wide-ranging, encompassing everything from my has grown significantly in recent years with es. DR has existed in some form for more than a users to build and customize applications by
monitoring supply chains and complex equip- the proliferation of virtual worlds, social media, decade; one of the most ubiquitous examples is dragging and dropping elements and con-
ment via digital twins, to hosting hybrid virtual and other online platforms. noise-canceling headphones. But as the tech- necting them, rather than writing lines of code.
and in-person meetings, to providing guided AR nology matures and is developed for the audiovi- These platforms can be used by developers or
tutorials as part of workplace training. Digital twins sual applications of smart eyewear, users will be by nontechnical users and are designed to be
Digital representations of physical assets, sys- able to target specific environmental elements easy to learn and use.
Avatar tems, or processes that can be used to simulate to spotlight or suppress, whether it’s isolating a
A customizable representation of a person or and analyze the performance of these assets in particular speaker’s words and appearance in a Metaverse
a character in a virtual environment, such as a virtual environment. Digital twins are created crowded room, or removing all advertising from A collective virtual shared space, created by the
a video game, social media platform, or virtual using data from sensors, simulation models, and view as they walk through a city center. convergence of virtually enhanced physical reali-
reality experience. Avatars can take many forms, other sources, and can be used to optimize the ty and persistent virtual space, including the sum
from simple two-dimensional icons to highly de- design and operation of physical assets, predict Extended reality (XR) of all virtual worlds, augmented reality, and the
tailed three-dimensional models that closely re- maintenance needs, and improve efficiency. An umbrella term referring to a range of tech- internet. The term was coined by science fiction
semble the user. Users can choose their avatars’ Digital twins can be used in a variety of indus- nologies that enable immersive experiences by author Neal Stephenson to describe an environ-
appearance, clothing, and other characteristics tries, including manufacturing, construction, combining the real world with digital informa- ment in which people can interact with each oth-
to create a unique digital identity. transportation, and energy, and can help organi- tion. XR technologies include augmented reality, er and with virtual objects in a way that is similar
virtual reality, and mixed reality, which involve to the real world. The metaverse is made up of

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IMPORTANT TERMS
the gradual convergence of evolving hardware Non-fungible tokens (NFTs) and asset Proprioception Persistent virtual worlds
interfaces, sensors and devices, spatial mapping tokenization The sense of the position and movement of the Virtual environments that are continuously
and imaging techniques, and high-bandwidth Digital assets that represent ownership of a body and its parts as they relate to the virtual available and maintained, even when users
wireless network infrastructure. The metaverse is unique item or piece of content, such as a environment. Proprioception allows us to sense are not logged in. Persistent virtual worlds can
not a single technology, nor is it controlled by a collectible, artwork, or in-game item. NFTs are the position and movement of our limbs and be accessed by multiple users simultaneously.
single centralized company or entity. stored on a blockchain and are unique and other body parts without the need to look at They can offer a wide range of activities and
indivisible, meaning they cannot be replaced or them, and to adjust our movements in response experiences, including socializing, gaming, and
Metaverse wallet exchanged for an equivalent item. Asset tokeni- to changes in our surroundings. In VR and other creative expression, and often have a shared set
Wallets store and manage virtual currencies, as- zation refers to the process of creating a digital immersive technologies, it is important for ava- of rules and norms that govern users’ behavior
sets, and other digital items that are used in the representation of an asset, which is then stored tar movement, physical interaction with virtual and interactions and provide them with a sense
metaverse. They can also facilitate transactions on a blockchain and can be bought, sold, and objects, and navigation within the virtual space. of community.
between users and enable the exchange of vir- traded like any other digital token in a digital However, proprioception can be disrupted, as
tual goods and services. Metaverse wallets may marketplace. the body’s natural proprioceptive cues may not Six degrees of freedom (6DOF)
be linked to external payment methods, such as always align with the virtual environment. This The ability to move in six different directions:
credit cards or bank accounts, to allow users to Passthrough can lead to a sense of disconnection or disori- up/down, left/right, forward/backward, pitch
purchase virtual items or currencies. Feature that allows users to see the real world entation, known as simulation sickness. Re- (up/down tilt of the head), yaw (left/right tilt of
while wearing XR headsets. Passthrough fea- searchers and designers are exploring ways to the head), and roll (rotation of the head around
Mixed reality (MR) tures are often implemented using a camera or its axis). In the context of virtual reality and oth-
Technology that anchors virtual elements to enhance proprioception using haptic feedback
other sensors on the headset that capture the and other sensory inputs to create more immer- er immersive technologies, this can be achieved
corresponding physical elements in your envi- user’s surroundings. This allows users to see the through VR headsets or other devices that track
ronment—you can still physically interact with sive and comfortable experiences.
real world through the headset while still being the user’s head movements and translate them
objects and surfaces, but their appearance and able to access the virtual or augmented reality Play-to-earn games into the virtual environment. 6DOF is important
reactivity may be virtually altered or enhanced. experience. Passthrough features can be useful Games that allow players to earn real or virtu- for creating a realistic and immersive VR experi-
MR experiences follow the physical laws of the in situations where users need to temporarily al currency, assets, or other rewards through ence, as it allows users to move and look around
real world; for example, they can be occluded by switch between the virtual and real worlds, such in-game activities, such as completing quests, the virtual environment in a way that is similar to
physical objects, and the lighting is consistent as when they need to interact with their physical leveling up, or achieving certain milestones. the real world.
with the environment as though they are in the surroundings or take a break from the VR or AR
same space as the user. experience.

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IMPORTANT TERMS
Spatial audio uses machine learning techniques, such as deep Visual positioning system (VPS)
Techniques such as binaural audio, ambisonics, learning, to learn from a large data set of exam- VPS systems can provide users with precise and
and wave field synthesis that allow sound to be ples and to generate new content that is similar real-time information about their location and
placed and moved in 3D space, creating a more to those examples. Both have been used to cre- orientation and can be used to enable a wide
realistic and immersive listening experience. ate deepfakes, virtual characters, and avatars. range of interactive and immersive experiences.
However, synthetic media also raises concerns They often use cameras and other sensors to
Spatial computing about the potential for AI-generated content to capture images or other data about the environ-
Spatial computing enables immersive, interac- be used for nefarious purposes, such as spread- ment, which they use to calculate the position
tive experiences in 3D space. Simon Greenwold ing misinformation or impersonating real people. and orientation of an object or device in relation
defined it as “human interaction with a machine to the environment. VPS systems can be used
in which the machine retains and manipulates Virtual reality (VR) for applications including augmented reality, ro-
referents to real objects and spaces.” Spatial Technology that enables users to experience botics, and navigation, and can be used in both
computing can involve the use of sensors, cam- and interact with a simulated, completely arti- indoor and outdoor environments.
eras, and other devices to capture and interpret ficial digital environment in a way that is im-
spatial data, and advanced visualization and mersive and realistic. VR can be achieved using Walled garden
rendering techniques to create realistic and specialized hardware, such as VR headsets, A virtual environment or platform that is con-
interactive 3D environments. It also includes the gloves, or motion platforms, which provide users trolled and managed by a gatekeeping single
use of standards for identifying spatial assets with a sense of presence, embodiment, and entity, and that limits or restricts the ability of
like position and scene descriptions. agency, and can be explored from the first-per- users to interact with other platforms or envi-
son perspective. ronments. Contrast walled gardens with open
Synthetic media or generative AI virtual environments or platforms, which allow
Content that is generated or synthesized using Virtual worlds users to interact with a wider range of content
artificial intelligence techniques, rather than Virtual worlds can take many forms, including and experiences.
being captured or recorded in the real world. massively multiplayer online games (MMOs),
Synthetic media can include text, images, audio, social media platforms, virtual reality environ-
and video, and can be created using machine ments, and online communities, and can be
learning, natural language processing, and accessed through devices such as desktop
computer graphics. Generative AI specifically computers, smartphones, and VR headsets.

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ONES TO WATCH
Andrew “Boz” Bosworth, chief technology Courtney Cogburn, associate professor at Ioana Matei, head of emerging and immersive Joanna Popper, chief metaverse officer at
officer and head of Meta’s Reality Labs, for being Columbia School of Social Work, for imagining technologies at Procter & Gamble, for exploring CAA, for helping talent clients understand and
Mark Zuckerberg’s right-hand man and overseeing Black futures in the metaverse and for her the future of retail and immersive brand explore emerging technologies’ impacts on
more than 20,400 people in realizing Meta’s vision contributions to “1000 Cut Journey,” an immersive experiences and for co-founding Women in content creation, distribution, and community
for the metaverse. virtual reality experience of racism designed to Immersive Technologies with the objective of engagement.
develop empathy. lifting up other women in the industry.
Andy Parsons, senior director of the Content Jonathan Lai, general partner at Andreessen
Authenticity Initiative at Adobe, for building Elizabeth Hyman, CEO for the XR Association, Jensen Huang, CEO and president of Nvidia, for Horowitz, for cofounding the A16z Games One
standards for secure content provenance to for leading stakeholders from Meta, Google, envisioning the Omniverse platform and developer Fund, which invests in games as social networks,
restore trust and transparency to the media. HTC Vive, Microsoft, and Sony Interactive ecosystem to build the industrial metaverse and a AI-first games, and Web3 creator economies;
Entertainment in responsible innovation, and clear path to metaverse revenue. And for building it has already invested in Ready Player Me for
Brittan Heller, senior fellow at the Atlantic for influencing emerging policy that addresses the ambitious digital twin Earth-2 to model and its interoperability potential, which would allow
Council and DFR Lab, and incoming affiliate at immersive environments. combat climate change. players to bring their digital identities and assets
Yale University and Stanford Law School, for wherever they go.
advocating for a metaverse 911 as a solution to Grace Boyle, multisensory XR storyteller at The Jeremy Bailenson, founding director of the
governance and human rights violations in virtual Feelies, for developing immersive stories that Virtual Human Interaction Lab at Stanford Joseph Jerome, policy manager at Meta’s
worlds. explore the full range of human senses, arguing University, for conducting his innovative “Virtual Reality Labs and former director of Platform
that we have not five but perhaps upward of 33 People” course in VR, and for creating the DICE Accountability and State Advocacy at Common
Camille François, global director of trust and different senses. model for evaluating what experiences take full Sense Media, for his work on what privacy and
safety at Niantic, for her work on responsible advantage of VR affordances—that is, situations autonomy look like in emerging, immersive digital
innovation for AR experiences. that would otherwise be dangerous, impossible, worlds.
counterproductive, expensive, or rare in the real
world.

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TECH Metaverse

ONES TO WATCH
Julie Larson-Green, CTO at Magic Leap, for Micaela Mantegna, TED fellow and video game Rebecca Barkin, president of Lamina1, Timoni West, vice president of emerging tools at
restructuring and supporting culture change to lawyer, for her work covering digital rights, virtual for spearheading Neal Stephenson’s Layer 1 Unity, for envisioning the spatial computing tools
revive the headset company for the enterprise worlds governance, and intellectual property in blockchain that incentivizes makers, respects the developers will need to create digital twins for the
market. the metaverse. agency and privacy of patrons, and is purpose- industrial metaverse and making those tools even
built to sustainably power the new economy on more accessible.
Kavya Pearlman, founder and CEO of XR Safety Nelly Mensah, vice president of digital the open and interoperable metaverse.
Initiative, for promoting privacy, safety, security, innovation at LVMH, for launching luxury brands Yacine Jernite, machine learning and society
and ethics in immersive environments through into the metaverse. Rick Robinson, vice president of innovation and lead at Hugging Face, for helping shift how
the creation of a standards body and Metaverse startup engagement at AARP, for exploring how creators are treated by AI researchers in training
Safety Week. Pat Pataranutaporn, researcher at MIT Media immersive technologies will help seniors beat data sets for community-driven machine learning
Lab’s Fluid Interfaces group, for his research on loneliness and isolation. models.
Dr. Louis Rosenberg, CEO of Unanimous AI, AI-generated characters and synthetic virtual
for advocating for basic immersive rights for a humans. Sebastian Brauer, senior vice president of Zvika Krieger, consultant and former director
safe metaverse in his work for the Responsible the metaverse at Crate & Barrel, for bridging of Responsible Innovation at Meta, for developing
Metaverse Alliance and the XR Safety Initiative. Dr. Rabindra “Robby” Ratan, associate the physical and digital worlds through design strategies to effectively anticipate and mitigate
professor at Michigan State University’s thinking, collaboration, and creativity. potential harms in the metaverse.
Dr. Mar Gonzalez-Franco, research scientist Department of Media and Information, for his
at Google Labs, for her research on human research on the “Proteus effect”—the notion that Sophia Dominguez, head of camera platform
behavior and perception, and for prototyping avatars with certain characteristics can influence partnerships at Snap, for introducing new
immersive devices like AR glasses that translate behavior. contextual lens scanning features and making AR
audio to text. lens creation easy for brands.

14 © 2023 Future Today Institute


TECH Metaverse

NEW
REALITIES
TRENDS

& APPLICATIONS
15 © 2023 Future Today Institute
TECH Metaverse

NEW REALITIES AND APPLICATIONS


VIRTUAL ASSETS when the related real-world work is sold or con- currency to rent and own virtual property. In an cooled, showing that real estate in the nascent
As virtual environments evolve, users are in- sumed, or that grant access to exclusive virtual episode of HBO’s “How To With John Wilson,” metaverse is subject to the same opportunities
creasingly interested in acquiring digital pos- environments. Virtual goods are also pushing the titular documentarian interviews a man who and pitfalls of any real estate rush. Savvy buyers
sessions as investments and to enhance their the boundaries of fair use. Mason Rothschild’s works as a “land baron”—essentially a virtual may be able to snap up affordable properties
profiles and experiences in the metaverse, and MetaBirkin NFTs, inspired by Van Gogh, Roth- real estate agent—in the metaverse platform now that eventually skyrocket in value, but this
VR stylists have emerged to cater to them. New ko, and Kusama, sold for up to the equivalent Second Life. The man explains how his avatar volatile market is best suited to investors with a
technologies bestow these virtual items with the of $42,000. The NFT creator was later sued by helps users tour and select properties in the high risk tolerance. For now, investors may just
same qualities that make physical possessions Hermès, maker of the real-world Birkin bags, platform’s virtual world, collects monthly rents, be buying empty lots on the Vegas Strip in the
valuable—uniqueness, scarcity, provenance— which cited trademark infringement, trademark and even evicts delinquent tenants. middle of a digital desert.
and provide a framework for digital owner- dilution, and cybersquatting.
As metaverse platforms attract more users (rec- FUTURE OF WORK
ship. Virtual items, from clothing to furniture,
DIGITAL REAL ESTATE AND THE NEW reational ones as well as those with business
tools, structures, and land, can be created with New realities platforms have the potential to
“NEIGHBORHOOD” interests) and integrate more functionality, new
3D-rendering platforms, game engines, and oth- change how we work together. Corporations
Early in Web 2.0, people were selling pixels on “neighborhoods” are taking shape around the
er digital design applications, but for the item to are already seeing the benefits of using VR
websites and trying to figure out how to mon- same criteria that define their real-world coun-
exist as a possession in the metaverse, it must for onboarding and training, especially for
etize digital spaces. The answer turned out terparts: like-minded communities, property
retain certain unique qualities beyond its aes- demonstrating complex soft skills, or for safety
to be banner ads. Now, as we move into the values, zoning codes, gentrification, strategic
thetic design. One Gucci handbag sold for more trainings that would otherwise be prohibitively
next evolution of digital spaces, we’re doing it retail locations, and locally accessible services
on Roblox than it costs IRL. Blockchains can be expensive or dangerous as a 2D learning mod-
again—this time (for now) as digital real estate. and cultural resources. Digital real estate saw a
used to track a virtual item over time, authen- ule (think: active shooter response). Verizon has
Land in the digital world is being zoned, sold, boom as the concept of the metaverse rose in
ticating it and logging its history as it changes used VR to develop empathy and de-escalation
and developed as people settle into their virtual popularity: In 2021, a new record was set when
hands, providing a basis for its valuation. NFTs skills in call center associates. Training plat-
lives. Though the metaverse is arguably infinite, digital real estate investors and developers
can provide evidence of ownership for a virtual form Strivr has partnered with Bank of America,
shared spaces within it can have more defined Republic Realm purchased a plot in metaverse
item or piece of digital content, even if it is easily Walmart, and even the NFL to develop immer-
boundaries, and many emulate traditional cities platform The Sandbox for $4.3 million. Soon
reproducible with a right-click to save. Virtual sive VR training modules. VR simulation has the
and towns. Some of these spaces are becoming after, an anonymous user reportedly paid
possessions are evolving from art, collectibles, potential to create a safe container for learning
popular hubs for virtual communities, gaming, $450,000 to purchase a plot of virtual land
fashion, and real estate to items with unique and making mistakes in fields like nursing. Meta
commerce, and culture, giving rise to a digital in The Sandbox next to Snoop Dogg’s virtual
added functionality in the metaverse, like is betting on building the corporate metaverse,
real estate market in which users exchange residence, “Snoopverse.” The market has since
art-related NFTs that pay dividends to the owner based on its $1,500 Meta Quest Pro price point

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NEW REALITIES AND APPLICATIONS


and its partnership to integrate Microsoft Teams while reducing caregiver burden. For eating a virtual training game on DNA extraction for
and Office 365. But VR veterans like Jeremy disorders, VR exposure and reference frame the University of North Texas’s Health Science
Bailenson have said that VR just isn’t that good shifting have been shown to have a potential Center and Center for Human Identification. Fo-
for knowledge work—email is just fine in two advantage over cognitive-behavior therapy rensic Architecture, a research agency based at
dimensions. While not all workplace activities treatments. Children’s hospitals have used XR Goldsmiths, University of London, has used VR
will get virtually mediated, it’s more likely the for distraction and pain management, reducing technologies to digitally model 3D environments
metaverse will play a role in co-presence for the need for anesthesia and physical therapy. as it investigates human rights abuses and then
virtual meetings, taking the videoconferencing VR also has potential to intercept disruptive shares its work with parliamentary inquiries,
strides made during the pandemic to the next research in psychedelics, facilitating hallucina- citizens’ tribunals, and the UN.
level of immersive collaboration. That could tion-like states in a controlled setting to improve
mean XR devices might have a reverse-consum- even non-responsive depression and PTSD.
erization adoption trajectory. BlackBerry crawled
so the iPhone could run. FORENSIC AR/VR
Crime scene investigations are evolving with
CONNECTED WELLBEING AND VR ASSISTED the help of augmented and virtual reality tools,
THERAPY
allowing trainees and analysts to explore sim-
From prescription gaming to VR pharmacies, ulations and recreations of remote, destroyed,
digital therapeutics are earning medical back- compromised, or artificially generated crime
ing—cueing up a new class of meta-medicine scenes. Using the same medical imaging train-
that brings the digital dimension to physical ing data sets and machine learning, AR-assisted
medicine. North-Star Care has developed a pro- autopsies could help diagnose cause of death
gram for treating alcohol use disorder, allowing and identify victims. Over the past decade, the
virtual meetings with doctors and connections Zurich Institute of Forensic Medicine has exper-
to anonymous peer mentors in the metaverse. imented with AR applications using the Micro-
AARP’s Innovation Labs is investing in support- soft HoloLens to enhance its forensic autopsy
ing senior care applications of VR; VR studies on procedures, and Dutch police trialed an AR
people living with dementia saw improvements system to allow forensic scientists to remotely
in their affect, stress, and overall quality of life annotate crime scenes. Industrial3D has created

17 © 2023 Future Today Institute


TECH Metaverse

We know [VR] is good enough. We know it can


solve real problems that people have, and
the roadmap that we have is just so exciting.
Augmented reality is the one where the
question is, when is it good enough? When is
the thing that you’re looking at the Palm Pilot
or the Trio, and when is it the iPhone?

ANDREW BOSWORTH, CTO, META

18 © 2023 Future Today Institute


TECH Metaverse

METAVERSE
TRENDS

INFRASTRUCTURE

19 © 2023 Future Today Institute


TECH Metaverse

METAVERSE INFRASTRUCTURE
INTEROPERABILITY AND THE OPEN with a global entity reference system. Standards BROWSER-BASED AR
METAVERSE bodies are working through universal scene Many AR experiences available today require
Is the metaverse here? That depends on your descriptions, first established by Pixar and now users to download an app to their device—or
interpretation of a key factor: interoperability. promoted by Nvidia’s Omniverse cloud and buy a new device altogether—but WebAR is a
Platforms have not been interoperable from the Lightship Augmented Reality Developer Kit. The growing field in which augmented reality expe-
start—gaming graphics engines Unreal and Open AR Cloud Association is advocating for in- riences are built using JavaScript and WebGL to
Unity followed differing x, y, and z coordinate teroperable standards for visual positioning and make them directly accessible through a brows-
structures for mapping 3D spaces. Those who scene understanding and modeling to connect er. This successfully sidesteps barriers to entry
subscribe to a vision of the metaverse that be- a persistent spatial experience with content that like data storage limits and device compatibility
comes the next iteration of the internet believe occupies the same physical space no matter issues that might hinder an app-based experi-
there needs to be shared standards, protocols what angle it is being viewed from, and remains ence, effectively helping AR content (including
to make traversing the metaverse as easy as present in its digital form regardless of whether popular consumer use cases like virtual try-ons
typing in a URL. Web3 ideology and rhetoric has a particular viewer is watching. These standards for fashion and beauty, interior design mockups,
centered on the decentralization and portabil- could mean that virtual spaces could translate and spatially enhanced gaming) reach a broader
ity of experiences, identities, and properties, across applications, whether on a movie set or audience more efficiently. WebAR startup 8th
regardless of the platform from which they in a branded Peloton course. Sci-fi author and Wall, acquired by AR pioneers Niantic in 2022
originate. Last year, the Metaverse Standards coiner of the term “metaverse” Neil Stephen- and set to be integrated into its Lightship devel-
Forum was established, with players from son—despite his dystopian narrative—is all in on opment kit, has enabled AR mobile experiences
Microsoft, Meta, Unity, Fortnite developer Epic the open vision. His Lamina1 fund is focused on for brands like Netflix, Dior, Lego, and Porsche.
Games, Nvidia, and Qualcomm, as well as Ikea, opportunities to build an open, decentralized, Browser-based AR will enable near-term aug-
Wayfair, Khronos Group, Lamina1, and others and creative version of this next computing mented experiences as long as the smartphone
signing on to establish a set of shared protocols interface. Even Meta’s Mark Zuckerberg has remains the dominant consumer interface.
for emerging interfaces and experiences. The acknowledged that his long-term vision relies Brands looking to experiment today can deploy
Linux Foundation also announced the creation on an open ecosystem of partners, including to a massive user base with high engagement,
of the Overture Maps Foundation along with Microsoft, as an entrée into the enterprise pro- dwell time, and conversion rates.
Amazon Web Services, Meta, Microsoft, and ductivity tool market.
TomTom to standardize open-source map data

20 © 2023 Future Today Institute


TECH Metaverse

MAPPING TRENDS

THE METAVERSE

21 © 2023 Future Today Institute


TECH Metaverse

MAPPING THE METAVERSE


AR LENSES AND FILTERS in the physical world, from computer-generated LIMINAL SPACES digital boarding pass as overhead sensors track
AR lenses overlay real-time digital information households and workplaces to event venues Extended reality is blending the physical and their presence and position and relay personal-
onto the physical world. The simplest versions and retail shops. These digital spaces will be digital realms, transforming real-world spaces ized flight details on a multi-view pixel display;
are social media filters and lenses, which often foundational in the metaverse as our online into interactive environments. These new expe- the display can simultaneously project different
map details to faces. Snap says 75% of its com- activities increasingly resemble our offline lives. riential spaces make use of sensors, smart cam- colors of light in different directions depending
munity engages with AR every day, and usage of One of the first sectors to create shared online eras, real-time mapping, augmented reality, and on where the viewer is standing. The display
Snap lenses is up 85% year over year. HBO part- digital spaces is gaming, with sprawling interac- other technologies so that digital elements can technology, combined with beacon tracking,
nered with Snap to generate both a selfie and a tive realms built to simulate environments, land- respond to people as they move. For example, could create the “Minority Report” vision for
landmarker lens to promote “House of the Drag- scapes, and structures theoretically feasible in Artechouse produces interactive installations at contextual advertising and wayfinding in stadi-
on,” allowing virtual dragons to take to the skies the real world. These gaming environments have its Miami Beach, New York City, and Washing- ums, shopping centers, and more.
of your neighborhood. Snap recently announced recently diversified their offerings to users, with ton, D.C. locations. In a spring 2022 exhibition,
platforms like Roblox and Fortnite hosting virtual INDUSTRIAL METAVERSE AND DIGITAL TWINS
that it is introducing new tokens for lenses and an artist used generative algorithms to create
filters to allow 300,000 creators and developers concerts with big-name artists. In the business audiovisual paintings—imagine swirling colors The US Army Research Laboratory has set
to monetize their AR work. Taking advantage of realm, Microsoft previewed its Mesh prod- and sound—while visitors watched and lis- out to build One World Terrain, an up-to-date,
new LiDAR sensors in smartphones, brands like uct, which will allow users to connect via the tened. The Shed partnered with High Line Art in high-resolution 3D map of the world that can
Ikea have developed more advanced AR filters company’s Teams communication platform by New York City to develop “The Looking Glass,” be used for positioning and navigation on the
to virtually place and model their furniture in entering a 3D-rendered virtual workspace rather where visitors used an app to see virtual statues ground in territories where GPS cannot be ac-
your home, even allowing you to delete exist- than a standard video call. By applying mixed dotting the High Line’s walkway, and interactive cessed. The nearly $1 billion project, contracted
ing furniture and replace it with 3D models of reality technology, Microsoft Mesh can also link soundscapes turned on as visitors moved past. to a subsidiary of satellite operator and 3D-map-
a Poang chair. Lenses can even make sense of elements of the virtual workspace to physical ping company Maxar Technologies, is central
a pile of Legos to identify individual bricks and features of users’ actual surroundings, creating a PARALLEL REALITIES to the Army’s Synthetic Training Environment,
suggest blueprints for projects that make use of hybrid physical-virtual environment. Soon digital a hybrid physical-digital interface for soldiers
New screen and spatial tracking technology
your collection. spaces will be accessible for a broader range of to run training missions in immersive virtual
could make it possible to show personalized
activities, allowing users to have their avatars settings that mirror the real world. A 2022 World
information and wayfinding details in context.
DIGITAL SPACES browse the shelves of virtual shops, enter virtual Economic Forum report on digital twin cities
Partnering with Misapplied Sciences, Delta has
doctors’ offices for remote consultations, and analyzed synthetic clones of urban environ-
Online experiences are beginning to take place piloted a “parallel reality” departure board at
attend classes in virtual lecture halls, all with 3D ments and infrastructure designed to facilitate
in virtual 3D environments that emulate those Detroit Metropolitan Airport. Travelers scan a
spatial environments.

22 © 2023 Future Today Institute


TECH Metaverse

MAPPING THE METAVERSE


civil engineering and city planning. Examples HOLOGRAMS without users having to wear smart glasses. this creates a new form of ultra high-density
include projects to solve for traffic manage- Holograms are light field recordings that, when Google’s Project Starline creates a very real data storage. In the case of Microsoft’s Project
ment in Kunming, China; carbon reduction in reproduced, can appear as static or dynamic sense of physical co-presence in a bespoke HSD, launched in 2020, the proposed holo-
New Mexico; and cost-efficient construction in three-dimensional visuals. The term is also more chat booth, and is currently being tested with graphic storage device incorporates a crystal
Rennes, France. (In the future, these digital twin generally applied to any image that is rendered select enterprise partners to connect remote through which light can be broadcast to create
cities could be populated with virtual citizens to appear in 3D. The accurate digital repro- offices. It sounds simple, but Google’s research a range of unique data-bearing holograms, or
in avatar form as they evolve into metaversal duction of faces, bodies, and other complex paper highlights the many challenges involved “pages.” Slight adjustments in the angle of light
environments.) The island nation of Tuvalu has structures in dynamic 3D form is critical to the in tricking your brain into thinking a real human broadcast through the crystal illuminate en-
announced plans to upload its digital twin to the evolution of AR and VR in the metaverse, and being is sitting just a few feet away from you. tirely different data pages, making the format
metaverse as a way to preserve its culture and holograms, variously combined with deepfake The image needs to be high-resolution and space-efficient, and UV light can be used to
land boundaries as rising sea levels threaten to technology and synthetic media, may soon free of artifacts, but it also needs to look right wipe holographically stored data, making the
submerge it. Companies like Coca-Cola, Unile- inhabit our everyday environments. Holograms relative to your position in the booth. The audio format indefinitely rewritable. The technology, if
ver, AB InBev, and General Motors are exploring have been used to produce concert tours featur- system needs to make it seem like the source successfully developed, could greatly improve
industrial metaverse tools to model and optimize ing bygone stars in virtual form, and may soon of sound is coming from the person’s mouth. the efficiency of data storage infrastructure, and
production. Lowe’s is building digital twins of its allow production companies to draw popular People who have tried Starline say it’s one of the Microsoft intends to use holographic storage de-
stores to manage the customer experience and synthetic media characters, celebrity stand- most impressive tech demos ever. Google has vices as components of its Azure cloud service.
overlay inventory details for associates. Nvid- ins, brand spokespeople, historical figures, and found that people using Starline focused 15%
ia President Jensen Hwang is banking on the more on who they were talking to in the booth VOLUMETRIC VIDEO
lost loved ones out of our screens and into our
inevitability that the economy of the industrial spatial environment. Biggie Smalls performed compared to on a traditional video call, and that A pivotal technology for generating XR content
metaverse and digital twins will eventually sur- in the metaverse in 2022. In the medical field, conversational memory recall was 30% better. in the metaverse that emulates real spaces and
pass that of the real world. Support from indus- holographic mapping can provide doctors with forms, volumetric video is a method of capturing
trial digitization partners like Siemens, Nvidia, HOLOGRAPHIC DATA STORAGE dynamic environments and figures in 3D. Due
a 360-degree view of a patient’s internal or-
Unity, and Microsoft are helping governments gans, vessels, bones, and tissue, and assist with Though still in the R&D stage, holographic data to the increase of use cases for the technology
and industrial companies alike to map and mod- diagnostics and surgeries, with multiple apps storage is a promising potential technology as more companies and industries turn their
el their complex systems into digital twins. already approved by the US Food and Drug Ad- for storing data in the volume of the record- attention to the metaverse, the global volumetric
ministration. As this technology evolves, it may ing medium, rather than on the surface, as in video market is expected to grow 10x by 2030,
be used to display elements of the metaverse optical and magnetic data storage. In theory, reaching a value of nearly $21 billion. Volumetric

23 © 2023 Future Today Institute


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MAPPING THE METAVERSE


video can be viewed on either a screen or an XR to create site-specific sonic workplace atmo- audiovisual content in the metaverse, but in the of the screen, heightening the 3D effect, and
device; while viewers of 360-degree video can spheres to boost mood and productivity as meantime younger audiences have taken note devices by Looking Glass Factory forego eye
rotate their perspective and see the full scope of more employees returned to in-office work, and of the format and its value—a 2022 survey from tracking and instead feature up to 100 preset
their surroundings from a fixed point, volumetric teamed with therapeutic audio service Health- interactive streaming platform Agora.io found vantage points, allowing for group viewing with-
video allows viewers to move around their sub- Tunes to install immersive audio “wellness that four out of five Gen Z consumers are willing out sacrificing the spatial perspective. As spatial
ject, viewing it with depth and from all angles. rooms” in hospitals to help health care workers to pay a higher price for spatial audio–compati- displays improve and mature, they will provide
Microsoft’s Mixed Reality Capture Studios are relieve occupational anxiety. Spatial also collab- ble headphones. inclusive XR experiences without requiring per-
an international network of certified facilities for orated with the National Geographic Museum sonal devices to view dimensionally rich content
capturing volumetric video intended for MR ap- on an experiential Mount Everest exhibit, which SPATIAL DISPLAYS for consumer applications, whether in cars or on
plications. Once smart eyewear is the norm, we situated visitors amid 3D-oriented sounds like Spatial displays offer the magic of virtual reality medical screens.
will come to expect content to be experienced a whirring helicopter and the heavy breathing without having to strap on a head-mounted
volumetrically, rather than with the flat perspec- of a nearby climber, and with experiential art display. Instead, a flat screen projects objects
tive offered by smartphone, tablet, and personal company Meow Wolf for a South by Southwest in what looks like a hyperrealistic, three-dimen-
computer screens. installation featuring a variety of sculptural “art sional diorama. Examples like Sony’s Spatial
islands,” each with its own unique soundscape. Reality Display use high-speed face- and
SPATIAL AUDIO eye-tracking cameras to detect the position of
Immersive audio content can be captured
Just like volumetric video gives perspective and a viewer’s eyes in real time. A video generation
specially for spatial transmission or retroac-
depth to visual content, spatial audio offers an algorithm responds to the viewer’s eye move-
tively remixed for immersive formats. In 2022,
immersive or omnidirectional soundscape that ments, while tiny lenses deliver stereoscopic im-
David Bowie’s longtime producer Tony Visconti
can react and adjust to the listener’s positioning ages to each eye. Debuted in 2020 and featuring
arranged spatial audio mixes of a selection of
in real time. Whether implemented via sen- a dedicated software development kit support-
the late singer’s albums in partnership with
sor-equipped speaker systems or head-track- ing Unity and Unreal Engine, Spatial Reality
Sony’s 360 Reality Audio branded format, which
ing earphones, this technology is central to Display is currently aimed at designers, archi-
is available on streaming services Tidal, Deezer,
creating lifelike sensory experiences in XR and tects, and marketers. Leia Inc., which produces
and Amazon Music HD. Spatial audio will be-
the metaverse. In 2022, spatial audio platform spatial display monitors and tablets, is develop-
come more commonplace, especially in enter-
Spatial Inc. piloted a project in partnership with ing technology through which images appear
tainment, hospitality, health care, and workplace
custom sound engineers Made Music Studio to protrude toward the viewer beyond the plane
training. It’ll also be a component of immersive

24 © 2023 Future Today Institute


TECH Metaverse

All I’m asking for is some reassurance that I


can buy a headset and spend an hour or two
using it without feeling like my whole day is
ruined afterward.

SAMUEL POLAY, TECH WRITER

25 © 2023 Future Today Institute


TECH Metaverse

HUMAN
INTERFACES
TRENDS

26 © 2023 Future Today Institute


TECH Metaverse

HUMAN INTERFACES
HMDS, VR HEADSETS, AND SMART HELMETS make consumer VR headsets even more palat- Lumus demoed its waveguide technology for and glaucoma by monitoring intraocular pres-
Head-mounted displays (HMDs), which offer able to a wider market beyond hardcore gamers. lens projection at CES 2023. In 2022, Chinese sure within the eyes. Mojo Vision demoed the
more robust, immersive functionality than smart MR company Nreal introduced its smart- first functional AR contact lens in June 2022.
SMART GLASSES phone-pairable Nreal Air AR glasses, which lack Partnering with a host of companies, including
glasses but are too cumbersome and restrictive
for casual use on the go, are more commonly If the metaverse is our future, smart glasses will cameras but equip the wearer to view and con- Adidas (running), 18Birdies (golf), and Wearable
worn in controlled workplace environments be our ideal entry point for heads-up displays. trol multiple resizable windows of content pro- X (yoga), Mojo Vision is developing a new type
or for relatively stationary entertainment and Avoiding the bulk of immersive VR headsets, jected using micro OLED technology, all housed of wearable interface for sports training. Run-
gaming. With Meta’s acquisition of Oculus, it has smart glasses will resemble traditional eyewear in frames that weigh less than 3 ounces. Long- ners could see their metrics, such as pace and
dominated 90% of the global market share for with an added overlay of digital information standing AR company Vuzix recently launched distance, in their field of vision without having
VR headsets, but that won’t last long as others on the world. Equipped with audio technology, its Blade 2 smart glasses, intended for industrial to glance down at a watch. Golfers could see
enter the market. The US Army could spend cameras, and eventually smart lenses capable and enterprise use, that can project virtual in- the angle of their club and likely trajectory of the
upward of $21 billion deploying Microsoft’s of displaying complex, dynamic visuals to the structions for workforce tasks and allow wearers ball. Innovega is developing disposable contact
customized version of the mixed reality Holo- viewer, smart eyewear is poised to supplant to livestream their field of vision to a remote lenses in combination with smart glasses to aid
Lens Integrated Visual Augmentation System the smartphone as the primary personal de- audience, among other features. AR glasses are the visually impaired. InWith Corp. developed
over the next decade. Smart helmets, which are vice. Early-entry smart eyewear is already on a few years out, however. Meta, Snap, and Apple a soft contact lens that connects wearers to
protective headwear integrated with AR visors the market, incorporating technology like voice continually delay launch dates, opting to hone important, real-time information that they would
and other connected technologies, have been assistants, touchpad surfaces, video and photo the product form factor by giving headsets to normally try to find on their phone while driv-
available to US Air Force pilots for years—the capture, and bone conduction audio, which the developer community before commercial ing—such as speed limits and maps—to offer a
F-35 helmet, for example, is equipped with allows users to take calls and hear music and launch to avoid the legacy of Google Glass. safer option. The company is also developing a
noise-canceling headphones, night vision func- voice messages without putting hardware soft contact lens that could eliminate the need
directly in their ears. These early-generation SMART CONTACT LENSES for multifocal lenses and reading glasses. This
tionality, and a projector that can broadcast live
video on the inside of the helmet’s visor. Smart examples include RayBan’s Stories, made in Smart contact lenses, embedded with sensors category’s compound annual growth rate is
helmets like the Crosshelmet for motorcyclists collaboration with Meta, and Amazon’s Echo and electronic components, can display text and expected to rise to 9.8% through 2027. Smart
are now available on the consumer market as Frames, which as they become more familiar images. Some can make real-time adjustments contact lenses will take some time to get to
well, offering features like AR navigation displays in the marketplace could potentially encourage to help people with presbyopia (the eyes’ loss market. Mojo recently announced its near-term
and voice assistant technology. Expect to see early adopters who don’t otherwise wear glass- of ability to focus on very near objects, such as pivot away from its AR contact lens to focus on
Apple’s entrance in the near term, which may es to try them out as wearable smart devices. restaurant menus) or help diagnose diabetes micro-LEDs due to tight capital markets.

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HUMAN INTERFACES
Smart contact lenses must gain FDA approval touchless interfaces will be navigated through corrective lenses can get in the way of today’s body or spatial position—is one of main causes
before heading to market, but once they do, gesture, where a user’s physical movements are headset displays. One disability advocate with of discomfort in VR. It’s the main reason we
there could be a profound impact on athletics tracked and interpreted to control a device or muscular dystrophy described her experience don’t yet have legs in Meta’s Horizon Worlds.
and personal training, as wearers gain a poten- projected display. Instead of dragging a fingertip touring the Anne Frank House: “I got to a part Gamers and soldiers alike have complained of
tial competitive advantage over others. Sports across a physical screen to browse content, for where I had to mimic opening a door, but there headaches, eyestrain, nausea, and disorientation
leagues and competition hosts will need to de- example, users could motion with their head or was no way I could do it with the controllers,” even after brief use of headsets. FTI researchers
termine whether they should be allowed during wave their hand in the space in front of them she says. “Why couldn’t there be an option didn’t make it past the Quest Pro setup without
competition. Smart contact lenses are a new and have their smart glasses scroll through a to open the door with the press of a button? having to lie on the floor of the bathroom in a
interface—which means that content creators, virtual display accordingly. Meta’s Quest Pro, in I understand the need to feel immersed, but I cold sweat. Toby Shulruff, senior technology
game developers, and UX designers will have an addition to touch controllers, also recognizes also can’t open a door in the real world, so it just safety specialist at the National Network to
entirely new playground to explore. hand gestures like pinch and zoom. Meta also ends up locking me out. Literally.” A W3C work- End Domestic Violence, warns, “As we go from
acquired CTRL-Labs to work on haptic gloves ing group has begun creating XR Accessibility ‘always on’ to ‘always in,’ the constant immersion
VOICE, GESTURE, AND NEURAL INTERFACES and wristband inputs to utilize electromyogra- User Requirements. Developers need to work may cause physical, psychological, emotional,
If physical buttons and screens become a thing phy in capturing typing on an invisible keyboard. with disabled, blind, and neurodiverse people to and spiritual effects including stress reactions,
of the past, how will we control and commu- Even further out, R&D efforts are exploring better understand how metaverse spaces can headaches, disturbed sleep, and detachment.”
nicate with our devices and the virtual world direct brain-computer interfaces such as Elon be made accessible from the beginning. And it’s not just nausea—using VR in particular
around us? The proliferation of voice assistants, Musk’s Neuralink and Synchron, backed by Bill also presents risk of side effects such as dis-
from Google Home to Amazon Echo, in house- Gates and Jeff Bezos, but these devices face MOTION SICKNESS AND VR NAUSEA sociation and derealization. VR developers and
holds across the world represents more than years of further development and FDA approval, Motion sickness and nausea are still significant hardware companies will need to come up with
just a new level of convenience for families and not to mention user trepidation about the ethics, barriers to entry for widespread consumer and better warnings, guidance, and trauma-informed
individuals. The devices are also a method of health, and security risks of direct interfaces. industrial adoption of VR. Meta’s Quest Pro VR aftercare practices to make spending any
capturing massive amounts of voice data to users have noted that the passthrough features time in the metaverse physically and mentally
develop the next generation of voice AI, which is XR ACCESSIBILITY and optional light-blocking blinders have made sustainable for many users.
expected to understand nuanced language and While new realities promise to make exploring risk of nausea and disorientation more acute.
communicate far more fluently, and allow users the world more accessible to people like seniors Proprioception disorientation—the uncanniness
to interact with devices and virtual interfaces with low mobility, XR interfaces pose a num- of experiencing your limbs where you don’t
hands-free. In addition to voice commands, ber of accessibility challenges. Even common expect them to be relative to the rest of your

28 © 2023 Future Today Institute


TECH Metaverse

DIGITAL IDENTITIES
SYNTHETIC
MEDIA & TRENDS

GENERATIVE AI
29 © 2023 Future Today Institute
TECH Metaverse

DIGITAL IDENTITIES, SYNTHETIC MEDIA, AND GENERATIVE AI


AVATARS AND AVATAR PORTABILITY integrating those avatars into various platforms acters for use in games and virtual experienc- FRAGMENTATION OF THE VIRTUAL PERSONA
Avatars are virtual representations of users and interfaces, across which they can migrate es, speeding up what had been a weeks-long In the absence of standardized universal ava-
in digital platforms. As these platforms play a freely. Ready Player Me’s avatars are built on the process to one that takes a matter of minutes. tars, users of digital platforms are free to—and
greater part in people’s everyday lives, avatar Graphics Language Transmission Format stan- During the launch of Facebook’s rebrand as in many cases required to—create multiple
portability—the ability to seamlessly transition dard, or glTF, developed by the Khronos Group, Meta, the company debuted its Codec Avatars, online versions of themselves, each tailored to
an avatar among platforms built on different an XR and graphics consortium. The startup Ge- which use 3D-capture technology and AI to the virtual context they inhabit. These digital
software or by different companies—will be key nies provides tools to create NFT-based avatar efficiently create lifelike avatars for use in the personas may range from representations of
to creating a cohesive and uninterrupted user ecosystems, granting users ownership over their sorts of metaverse environments that will play facets of a user’s identity to entirely imagined
experience. You might think of an online profile virtual likenesses, and Reddit launched its own a central role in the company’s future business. characters. As more digital platforms adapt to
picture as the predecessor to an avatar, repre- NFT avatar marketplace in June 2022. Avatars CommonGround has raised $25 million for de- the metaverse, and profile photos give way to
senting users and appearing alongside identify- will increasingly be used not just to represent veloping a hyperrealistic avatar generator to be more complex, dynamic avatars, this fragmenta-
ing information, posted content, or a log of their users in virtual platforms but as the predominant used in video applications like teleconferencing tion of online identities will likely become more
actions within a platform. Avatars add depth to medium for user interaction and communication without the need for special headsets. Com- pronounced, as each of a user’s avatars lives a
this representation, often as an animated hu- in the metaverse. bining smart eyewear technology with hyper- distinct virtual life, developing unique traits and
manoid form rendered in three dimensions. They realistic avatars will enable virtual interactions behaviors in its given platform. Without avatar
HYPERREALISTIC DIGITAL PERSONAS that approach the same level of intimacy as
can move around digital spaces and engage portability and universal identity standards,
one another with voice, text, or by simulating Avatars can be created in a variety of forms, but face-to-face engagement, and potentially allow marketers and advertisers could understand
physical interactions. As our online actions as users spend more time in XR and metaverse users to replicate themselves in digital form and only slivers of users’ behaviors, preferences, and
and behaviors transition from mobile apps and platforms virtually carrying out everyday tasks simultaneously occupy multiple virtual environ- intents as they traverse the metaverse, shatter-
websites to more immersive XR experiences in and interactions, there will be rising demand for ments. Hyperrealistic avatars will allow users ing any plans Mark Zuckerberg may have for
the metaverse, avatars will come to serve as our avatars that can convincingly re-create their true to accurately represent themselves in virtual owning the next-generation digital identifier for
virtual emissaries for everything from shop- human likeness. Unreal Engine, a leading tool environments and interfaces, helping to close monetizing the virtual attention economy.
ping, to socializing, to work. Ready Player Me, for generating 3D game visuals, launched its the perceptual gap between remote and in-per-
an Andreessen Horowitz–backed startup out MetaHuman Creator in 2021. Users of the app, son communications. In the further future of the SPEECH SYNTHESIS
of Estonia, offers a two-part solution for avatar which promises “high-fidelity digital humans metaverse, hyperrealistic avatars will populate
Also known as “synthetic speech” or “text-to-
portability: a public creator tool for designing made easy,” choose from various templates to environments rendered with extreme realism,
speech technology,” speech synthesis mimics
multipurpose avatars, and a developer kit for create highly customizable, hyperrealistic char- allowing virtual realities to accurately resemble
real human voices and deploys them to various
our own.

30 © 2023 Future Today Institute


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DIGITAL IDENTITIES, SYNTHETIC MEDIA, AND GENERATIVE AI


interfaces. With enough data and training, a speech synthesis algorithms and were able to LIVE PORTRAITS A-LIST SYNTHS, VIRTUAL IDOLS,
speech synthesis system can learn the spec- dupe voice recognition software from Microsoft, AND INFLUENCERS
In the imaginary universe of “Harry Potter,” the
tral frequency of anyone’s voice and produce WeChat, and Amazon to access users’ devices halls of Hogwarts are hung with framed por- With the spread of AI-generated media, a new
someone’s digital voiceprint. Just three min- by artificially re-creating their voices. traits of past wizards that can move and speak crop of synthetic celebrities has emerged. Occu-
utes of Andy Warhol’s voice recordings offered with living observers. Now, with the help of pying the same cultural roles as their real-world
enough time for developing Resemble AI’s MODULATING CUSTOM VOICES predecessors—singers, models, influencers,
AI, this style of “live portrait” is making its way
training data set for Netflix’s “The Andy War- Generative algorithms are creating synthetic into the real world. MyHeritage, a genealogy brand ambassadors, etc.—these virtual stars
hol Diaries” series voiceover. This technology voices that sound just like the original, and platform, has employed facial recognition and afford brands a host of opportunities to make
will be especially useful for movies with wide, those voices can be modulated to the exact mapping technology from Israeli startup D-ID to and save money, and will likely play a big part
international releases; actors’ facial expressions pitch and tone desired. The AI learns over time offer a feature that synthetically animates faces in the emergence of new forms of content and
and mouths can be reformatted to ensure local to recognize not only intonation but also emo- from old photos. Members of the site can apply pop culture in the metaverse. At the forefront of
languages are correctly synchronized. MIT’s tional cadences. Replica Studios, Lovo, Voice- the technology to old family photos or those al- the synthetic celebrity scene is Lil Miquela, who
Center for Advanced Virtuality and Ukrainian mod, Resemble AI, DeepZen, Sonantic, VoiceID, ready in the platform’s database to create brief, inhabits the persona of a perpetually 19-year-old
startup Respeecher used speech synthesis to and Descript synthesize voices for a host of synthetically generated videos of the long-de- girl and has amassed millions of followers on
contribute to an “interactive documentary”; purposes. Holly Herndon’s digital twin voice parted appearing to smile, blink, and rotate their social platforms including Instagram, Snapchat,
they generated Richard Nixon’s voice reciting allows proxy singers to perform with her voice heads with eerily lifelike accuracy. D-ID’s latest and TikTok since she first appeared in 2016.
a never-before-heard speech prepared in case or harmonize along with her through a filtered magic trick? Allowing users to animate these She’s been pictured with real-world celebs like
the Apollo 11 mission failed. Called “In Event of microphone in real time. You can fake a conver- live portraits with their own facial expressions, Diplo and Millie Bobby Brown, partnered with
Moon Disaster,” the short film won an Emmy sation between yourself and your favorite celeb- and even create the illusion that the portrait is brands from Calvin Klein to Samsung, released
in 2021. Another company, Synthesia, uses this rity, provided there are enough publicly available speaking words of the user’s choosing. They’ve singles on music streaming platforms, and has
technology to dub people through automated audio files of that celebrity to build a data set. also released a new platform called Creative Re- even been depicted as publicly grappling with
facial reanimation. The tech can also be used Soon, the technology will be able to match and ality Studio, which allows users to input scripts the existential quandary of her own existence
for nefarious acts, such as impersonating a rapidly deploy synthetic voices personalized for or audio clips to animate the image. and awareness of being a synthetic creation.
trusted figure in an audio conversation to ex- every consumer; in one context, a user might Her appearance and behaviors have been de-
tract sensitive data or make a false request. In hear the comforting voice of a departed loved signed, rather than algorithmically generated, by
2021, researchers at the University of Chicago’s one or the playful voice of a favorite childhood a team of engineers at startup Brud (recently ac-
Security, Algorithms, Networking, and Data cartoon. quired by NFT and blockchain company Dapper
Lab tested two publicly available, open-source

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DIGITAL IDENTITIES, SYNTHETIC MEDIA, AND GENERATIVE AI


Labs), which plans to hand some control of Lil clock and be customized and scaled for count- shoot once—or not at all. An aging or disabled SYNTHETIC MEDIA FOR PERSONALIZATION
Miquela’s image and behaviors to her followers less applications and endless content, making Hollywood star could license out a synthed AT SCALE
and fans—a clear sign of how synthetic media them valuable assets for their creators and version of his younger self to be cast in a new Founded in 2017, the personalized greeting app
can expand the definition, function, and role of various stakeholders, and a major component of film. An up-and-comer could costar with an idol Cameo has made a name for itself by connect-
celebrity. the emerging metaverse-oriented media indus- who died decades before they were born. Sound ing public figures of varying levels of fame to
try. Brand safety may be one appeal of using far-fetched? Synthetic media is already starting average individuals—pay a fee, and the celeb (or
South Korean virtual influencer Rozy is some- synthetic stars versus human influencers, but to make its way onto the big screen. Bruce Wil- B-lister) will record and deliver a personalized
times created with CGI; other times her image they risk promoting unrealistic—literally—beauty lis, who has been diagnosed with aphasia, has message to the recipient, whether it be a birth-
is superimposed onto a human model. Sidus standards. And synthetic stars can get into trou- been explicit about his plans to continue acting day greeting, a pep talk, or an apology on behalf
Studio X has reached more than 2 billion Korean ble, too: FN Meka, a rapper created by Factory with deepfake technology. The likenesses of of the sender. But as the app grew, so did its
won (around $1.5 million) in profit in sponsored New, has more than 10 million TikTok followers Tom Cruise, Leonardo DiCaprio, Elon Musk, and selection of celebrities to choose from. In 2021,
content partnerships with skin care and fashion and was slated to be the first virtual rapper with Keanu Reeves have all been convincingly used Cameo added new talent to its ranks: the titular
brands such as Chanel and Hermès. Prada cre- a record deal, until he was canceled for “digital in ads or TikTok accounts without their permis- star of hit animated film “The Boss Baby.” Part-
ated the “virtual muse” Candy to launch the fra- blackface” and making light of police brutality. sion. Metaphysic orchestrated an entertaining nering with DreamWorks Animation, synthetic
grance of the same name. Makeup brand NARS To address concerns around ethical standards spectacle on “America’s Got Talent,” convincing- video startup Hour One, and synthetic speech
created three “Power Players” with Epic Games’ for synthetic stars, Meta Creative Shop is work- ly staging a live performance of Howie Mandel, startup Lovo, the app was able to offer custom
Unreal Engine, complete with backstories and ing with partners to develop a framework that Terry Crews, and Simon Cowell singing opera messages delivered by the character, complete
careers to match their new line of lipsticks. guides their use. in real time via body/talent doubles overlayed with the synthed voice of Alec Baldwin, who
Additional virtual influencers include Knox Frost, with synthetic likenesses. Biggie Smalls’ virtual voices Boss Baby in the film and its sequel.
who partnered with the World Health Organi- SYNTHETIC MEDIA IN HOLLYWOOD likeness performing at a concert available on Though it may be simply a playful innovation
zation to deliver pandemic safety messages; Lu Meta’s metaverse platform raised questions
From Michael Keaton in “Multiplicity” to Tom for now, this application of synthetic media tech
Do Magalu, who’s been around for more than a about whether audiences will pay to see the av-
Hardy in “Legend,” Hollywood has already signals a future where popular likenesses could
decade and posts popular unboxing videos and atar of a long-dead artist perform, and whether
experimented with multiple iterations of the be created to deliver a range of personalized
product reviews; and the synthetic girl group such holographic performances are ethical.
same actor appearing on screen simultaneously, products and services—imagine having a world
NPC, created by musician Grimes, which con-
but with synthetic media, the possibilities are leader as a virtual personal assistant, a rockstar
sists of “infinite members” who can be voted in
endless. An actor could interact with countless dedicating a song to each of her millions of fans
or out by fans. Since these synthetic stars don’t
versions of herself in a scene, and only have to by name, or even a star-studded film with plot
need food or sleep, they can work around the

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DIGITAL IDENTITIES, SYNTHETIC MEDIA, AND GENERATIVE AI


and dialogue curated specifically to each view- experimented with using synthetic media stand-
er’s tastes. Synthetic media-driven breakup sim- ins of their employees to dynamically deliver
ulators could allow people to practice difficult client correspondence and pitches that would
conversations. AI-generated porn community otherwise be written, terming these digital
Unstable Diffusions’ expansive creativity un- doubles “artificial reality identities,” or ARIs. This
leashed the full spectrum of the internet’s Rule technology enables the company to connect
34 when it comes to NSFW fetish imagination. with multiple clients in multiple languages at
scale; viewers are always informed that they are
SYNTHETIC MEDIA IN THE CLASSROOM AND watching artificially generated content rather
WORKPLACE than a traditional recording of a human. Legal
Despite understandable concern about the startup Lexicon is already using GPT-3 to write
effects of deepfakes and synthetic media “in the summaries and suggest edits to lawyers, and
wild,” the technology has potentially beneficial “co-pilot for lawyers” Harvey can answer natural
applications, particularly in the classroom and language prompts and is backed with funding
workplace. Text-to-video startup Deep Word from the OpenAI Startup Fund.
offers synthetic videos of actors or self-upload-
ed personas that recite user-generated scripts.
Among the top suggested uses of the videos are
academic lectures, presentations, and corporate
training, and the content can be automatically
translated and visually altered to have speakers
deliver their message in a range of languages.
The ability to customize lessons and workshops
at scale for a range of audiences and learning
styles can greatly improve the impact and effec-
tiveness of video content at low cost. According
to Wired, professional services company EY has

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It’s not a Turing test. It’s a character test. Is this


character able to surprise me? Can it make
me excited? Can it tell me something I didn’t
know? Can it point me in a direction that
leads to the furthering of an experience? In a
story rich world, success is anybody you talk
to could be interesting enough to hold your
attention as long as you like, and you could
come back to [them] day after day.

JOHN GAETA, CHIEF CREATIVE OFFICER, INWORLD AI

34 © 2023 Future Today Institute


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REGULATING
NEW REALITIES
TRENDS

35 © 2023 Future Today Institute


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REGULATING NEW REALITIES


THE METAVERSE IS THE WILD WEST Deepfakes and hyperrealistic avatars can be to record violations in situ, as screenshots and Nude popping up before quickly getting banned
Experiments in the metaverse are not without used to falsely gain the trust of individuals and recordings are not yet easily within their control. on most legitimate platforms. The result is that
material brand reputation and consumer risk. exploit them, particularly in metaverse work- deepfake tech can now be used to create and
spaces. Bullying and harassment are already SYNTHETIC MEDIA AND SEXUAL share synthetic sex tapes of average individuals,
In 2022, Interpol announced the launch of a
the scourges of social networks, having caused HARASSMENT a devastating experience for the victims, who
proprietary metaverse platform to train law
enforcement worldwide for the evolution of devastating real-world consequences for vic- Deepfake images of singer Billie Eilish pro- are almost exclusively women. These videos
cybercrime in immersive virtual platforms. The tims; those effects are heightened when insults, moting sexually explicit content for purchase constitute a new form of revenge porn, explicit
types of cybercrime the global agency cites as threats, and attacks can be delivered by ava- were promoted and viewed 11 million times on content shared expressly to harm the subject,
particular risks in the metaverse are familiar tars with real voices and animated 3D forms. TikTok’s For You page before they were removed that is legally restricted in Italy, Germany, Israel,
digital concerns—data theft, financial fraud, Real-time audio content moderation remains a for violating community guidelines. The intro- Singapore, Spain, the UK, Canada, and most US
bullying, sexual harassment—but have new significant technical challenge. Meta has already duction of Stability AI and ease of text-to-image states. But these laws have been slow to specif-
and different implications when translated to faced multiple claims of sexual harassment in generation has spurred growth of AI-generated ically address the rise of synthetically generated
immersive environments. New interfaces mean its Horizon Worlds platform. Add haptic tech to porn communities like Unstable Diffusion. While revenge porn, which can be harder to tie directly
rules and enforcement need to enter a new the metaverse experience, and virtual contact platforms like OnlyFans explicitly ban deep- to the rights of its subjects. One exception is
frontier. Speaking at the World Economic Forum could be transmitted as physical sensations on fakes, it’s unclear whether generative text-to- the UK’s 2022 amendment to its Online Safety
last year, the United Arab Emirates’ minister of a user’s body, adding another serious risk factor. porn images will be allowed if they depict the Rights bill that will specifically criminalize the
artificial intelligence urged the UN’s Internation- Plus, as more users link their metaverse profiles OnlyFans creator. According to cybersecurity distribution of deepfake pornography without
al Telecommunication Union to set international to personal information like biometrics, data company Sensity, approximately 90% to 95% the subject’s permission.
metaverse safety standards, noting that certain breaches could prove far more costly. Historical- of all deepfake videos fall into a particularly
ly, tech companies have failed to take responsi- contemptible category: nonconsensual por- DEEPFAKE REGULATION AND SYNTHETIC
forms of online harassment become more trau-
bility and have been shielded from ramifications nography. (The first deepfakes fit this category MEDIA LITERACY
ma-inducing when committed in the “realistic
world” of the metaverse. Additionally, distributed of crimes committed on their platforms. Brittan when they popped up on Reddit in 2017.) Early In 2021, a group of US senators proposed the
Web3 technologies expected to play prominent Heller has suggested that we need a 911 for the targets for synthetic sex tapes were celebrities, National Deepfake Task Force Act, one of the
roles in the metaverse have been fraught with metaverse, in order to make reporting harass- many of whom have ample public video content first federal legislative actions in the US to
opportunistic grift and fraud. Virtual currencies, ment and abuse “a reflex, not a puzzle.” In the to use as source material and plenty of “fans” address synthetic content; it would establish
especially those stored and exchanged on ano- meantime, VR headset users are resorting to eager to view the results. But the technology to an oversight group within the Department of
nymized blockchains, are well suited for money holding a phone to the eyepiece of their headset create a nude version of someone’s likeness has Homeland Security. Elsewhere, Norway passed
laundering and illicit purchases. become more accessible, with apps like Deep- a law in 2021 that requires social media influenc-

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REGULATING NEW REALITIES


ers to disclose when images shared from their Many argue that this practice is protected by the Microsoft, GitHub, and Open AI face a class media platforms, private messaging apps, video
accounts have been altered, specifically with US Copyright Office’s fair use doctrine, which action lawsuit over GitHub’s Copilot repro- chat portals, and other virtual interfaces. But
regard to the shape and size of bodily features, allows for unlicensed use of copyrighted mate- ducing AI-generated code without due credit even now there are risks, as deepfakes—and
and Australia’s Code of Practice on Disinfor- rial in certain circumstances. Factors taken into to training source material. Getty Images has even “shallowfakes” or “cheapfakes,” which are
mation, meant to curtail the spread of manip- consideration when determining fair use, how- banned AI content for the time being due to rougher, easily generated versions of their more
ulated media, has been adopted by major tech ever, are the purpose of the use and whether it legal risk to customers. Shutterstock is setting sophisticated counterparts—can be weaponized
companies including Google, Facebook, TikTok, infringes on the livelihood of the original creator. up a fund to compensate individuals for images to influence human behavior. The result ranges
and Twitter. Even China has put forth regulation used in training sets. DeviantArt is protecting from the spread of misinformation and “fake
to protect people from being impersonated by So, an algorithm being trained on an artist’s work artists with a metatag to bar scraping and reuse news,” to the false incriminations or humiliation
deepfakes without their consent. Platforms like is arguably protected, but that same algorithm into future models of its software. As these of unwitting individuals, to the manipulation of
Stable Diffusion embed invisible watermarks in being used to generate and profit from an output tools quickly move from research to commercial political elections, especially on platforms where
their output, but some critics have argued that in the style of that artist—essentially competing applications, the question of creative ownership algorithms drive users to share and engage with
synthetic media needs human-legible water- in the market with the artist’s original work—is looms large. Who, if anyone, gets to copyright sensationalized content without necessarily
marks to distinguish generative content. The likely exempt from fair use and thus vulnerable to the generative output of an AI? And how will verifying its authenticity. This creates what law
Partnership on AI is also working on developing a legal challenge. Legal scholars have put forth these platforms navigate monetization strategies professors Danielle Citron and Robert Chesney
ethical guidelines and a code of conduct for the concept of “fair learning,” acknowledging if so many authorship rights hang in the balance call the “liar’s dividend”: public awareness of
synthetic media. that the scale of training data sets precludes to be litigated and so many new precedents will synthetic media breeds skepticism of all media,
the plausible ability to blanket license all train- be set? which benefits liars who can brush off accusa-
COPYRIGHT LAW AND FAIR USE IN ing material. That said, fair use enforcement is tions or disparage opponents with cries of fake
SYNTHETIC MEDIA challenging and somewhat subjective, a reality TRUTH DECAY IN AN ERA OF news. A Pew Research Center survey across 19
High-profile generative AI launches from that can be exploited by large platforms. Tech- SYNTHETIC MEDIA countries found that 70% of people think false
OpenAI’s DALL-E and ChatGPT and Stable nologist and former Kickstarter CTO Andy Baio With the advent of synthetic media comes the information online is a major threat to their
Diffusion’s text-to-image generator have raised has identified what he calls “AI data laundering,” end of the premise that seeing (or hearing) is country, ranking just behind climate change.
thorny questions about fair use. Both inputs or the practice of Big Tech companies sourcing believing. For the foreseeable future, the gen- Once the metaverse proliferates and users can
and outputs elicit questions: Can copyrighted AI training data sets from or in partnership with eral public is susceptible to mistaking synthetic encounter synthetic media seamlessly integrat-
material be used for training data sets? Are academic researchers and nonprofits, obscuring media of a familiar likeness with the real thing. ed into their everyday lives and interactions,
trademarked characters and brands in gen- the link between their algorithms’ copyrighted Public exposure to synthetic media is current- these threats become even more pervasive,
erative outputs considered derivative works? training inputs and commercial outputs. ly limited mostly to device screens, via social and any hope of legal protections relies entirely

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on cybercrime enforcement agencies’ ability tended timeline to reverse engineer deepfakes. you met once at a cocktail party likely relies on
to detect manipulated media. A Coalition for FakeCatcher, a real-time DVD tool debuted a facial recognition back-end database that is
Content Provenance and Authenticity between last year by Intel, has an alleged success rate the stuff of dystopian nightmares. Any concerns
Adobe, Intel, Microsoft, and the BBC is working of 96%. Instead of looking for what’s fake users have about their personal data in the form
on developing technical standards for certifying about the image, it uses the novel approach of of clicks and identifying cookies will be com-
the source and history of media content. photoplethysmography to measure light ab- pounded in 3D virtual and AR spaces. Posture,
sorption in the blood vessels of living tissue. gait, facial expressions, vital signs, and even
DEEPFAKE DETECTION After working with the Air Force to evaluate the attention will become new micro-tracked data
Last year, a viral synthetic video surfaced in authenticity of faces, voices, and aerial imagery, sources. Privacy advocates already concerned
which Ukraine President Volodymyr Zelensky DeepMedia plans to release a publicly available with the exploitative power dynamics wrought
appeared to tell his troops to surrender, but deepfake detection product in the coming year. by surveillance capitalism are starting to explore
clues in the video—his head was oversized and The company both generates and detects deep- what these battles for personal autonomy and
his accent was flawed—got it quickly removed fakes, playing both sides of the rapidly evolving privacy mean when the vectors for digital ex-
from distribution platforms. Distinguishing market. MIT researchers have developed an posure exponentially increase. Some advocates
sophisticated deepfakes from unaltered me- “immunization” process called PhotoGuard to have argued for rights specific to new realities:
dia is a critical security measure in protecting prevent AI manipulation of images. Unanimous AI CEO Louis Rosenberg proposes a
companies and the public from being misled right to experiential authenticity, a right to emo-
by synthetic media, but so far detection efforts IMMERSIVE RIGHTS AND PRIVACY IN tional privacy, and a right to behavioral privacy.
THE METAVERSE Meta Quest Pro alone has a total of five manda-
have yet to produce a consistent, superior
solution. Research scientists Catherine Ber- Just as the internet continues to buck traditional tory agreements and one optional agreement
naciak and Dominic Ross at Carnegie Mellon jurisdictional boundaries, raising thorny legal just to get set up in Horizon Worlds. Access,
University have described the field of deepfake questions about platform accountability and portability, deletion, opt-out, and correction
video detection—DVD—as a “game of cat and data rights, the metaverse and XR technologies rights will all be important extensions of evolv-
mouse,” with advancements in deepfake genera- will most certainly raise new questions that ing privacy law for the metaverse. Businesses
tion techniques periodically outpacing detection stretch the limits of legal precedent and anal- and tech providers will have to navigate new
technologies. Many tools are being protected for ogy. AR’s hypothetical killer app of identifying responsibilities for users’ data and protections
use only by journalists to allow them an ex- and providing contextual prompts for the person in new digital frontiers in order to gain and keep
their trust.

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It’s like Neal [Stephenson] is coming down out of the


mountains like Gandalf, to restore the metaverse to
an open, decentralized, and creative order.

RONY ABOVITZ, FORMER CEO OF MAGIC LEAP, NOW STRATEGIC ADVISER TO LAMINA1

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SCENARIOS

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WHAT IF IMMERSIVE EXPERIENCES INVOLVED


ALL OF YOUR SENSES—INCLUDING SMELL?
Scenario Year: 2033

In 2022, researchers at Virginia Commonwealth University connected an e-nose with a brain implant
and created the first neuroprosthetic for smell. Originally developed for patients who had lost their
sense of smell due to injury or COVID-19, the implants were remarkably successful because they could
replicate the molecular structure of smells and translate them into signals understood by the brain.
With a rich database of olfactory signals, noninvasive assistive smell technology became possible
and inspired a new type of wearable built for the metaverse. The latest scent-emitting devices—
discreet collars and glasses with built-in sensors that capture and re-create scents—now offer full
sensory immersion. Businesses, health care providers, artists, and educators were all quick to apply
this technology. Complex smellscapes are incorporated into virtual mental health applications to
alter mood, mental state, and cognitive performance. Retailers brand their virtual experiences with
signature scents. Educators teach experiential lessons with synthetic odors, having students identify
the gases atop a virtual active volcano or immerse themselves more deeply in a digitally recreated
ancient world, all with their sense of smell. Artists expand their pieces beyond the audiovisual, creating
olfactory-enhanced work at scale.

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WHAT IF THE METAVERSE ENHANCED OUR


REAL-WORLD DINING EXPERIENCES?
Scenario Year: 2038

After familiar analog comforts were digitized beyond recognition, the metaverse now brings
us all back to the reality we once shared. A restaurant’s front-of-house is now a sparse,
empty space with simple chairs and tables. Once diners connect their smart glasses, the
space and soundscape both transform to complement their mood as well as the dishes
they order. Powered by generative AI systems, virtual servers appear, greet the customer by
name, and make recommendations. On any given night, the empty restaurant transforms
into an Edo-era tea house in Japan, where the server is dressed in an 18th century yukata.
A musician plays her shamisen, the guitar-like instrument that produces a soulful twang.
Tonight’s sushi is fresh—because it was made using cultured fish in a bioreactor—and was
assembled by robot-assisted human chefs nearby. It’s easy to forget that just a few feet
beyond the wall isn’t centuries-old Tokyo but rather the loud, bustling streets of modern
downtown Chicago.

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HOW TO
PREPARE
FOR THE
FUTURE
43 © 2023 Future Today Institute
TECH Metaverse

HOW TO PREPARE What should your organization do now to prepare for these trends?

a digital twin be additive to real estate,


Now is the time STRATEGY
insurance, and city planning? Developing
GROWTH
New reality technologies are still very After the short-term hiccups of the current
for focused nascent, so it’s worth thinking in both the sound moonshot ideas and the applications economic climate, Future Today Institute
near term and longer term when setting to match will enable companies to posi- anticipates sustained growth for new re-
experimentation and goals and priorities. From infrastructure, to tively contribute to new realities and the alities tech and the metaverse ecosystem
learning in the short hardware, to software—everything about metaverse even as emerging platforms are
being built.
over the long term. Austerity will only refine
immersive and spatial technologies is in de- efforts in the technologies’ development
term, and imaginative velopment and up for grabs. Strategic plans and filter out the hype. Brands may be more
R&D
should include provisions for interoperabili- risk-averse in their willingness to exper-
scenario planning ty, data portability, and transparency. Come to virtual and augmented layers of iment in uncertain economic conditions,
for the long term, the world with a curious explorer’s mindset. but the foundations for the spatial frontier
INNOVATION Experimentation is the name of the game of the internet will continue apace. Use this
as industries reckon As digital and physical realities become at this stage, so think bold, imagine what’s time to imagine longer-term scenarios and
intertwined, innovation teams in many possible, and be ready to learn from ear- effects on your industry, and consider dis-
with the disruptive industries have an opportunity to pursue ly endeavors. Brands should be a part of ruptive risks and opportunities.
potential of novel new moonshots. In 5 to 10 years, if consum- the emerging ecosystem, at the very least
ers are wearing heads-up displays in the to learn how consumers behave, interact,
computing interfaces form of glasses or contacts, how could a shop, discover, and create. Beyond gamified
experiences, innovation teams should work
that will succeed the retail, QSR/fast casual dining, or fan expe-
rience look radically different? How does toward co-creating digital worlds along-
internet-enabled this affect the medical patient’s experience? side consumers and technology partners
How might connected eyewear integrate to champion inclusivity and sound ethical
smartphone. with a car or truck? In what ways could practices.

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KEY QUESTIONS FOR YOUR TEAM


1 2 3 4 5 6 7 8

Where might the What affective What is our What happens How can brands How will we How do these new What does success
new realities aid state or emotions customers’ to our customer ensure that new incorporate realities efforts in the metaverse
or disrupt our are we hoping to demonstrated relationships if realities and input and iterate serve and align with look like for us
industry and/or our evoke for customers appetite for the smartphone metaverse spaces with customer our brand values? today?
business’s value in immersive immersive media interface are inclusive? feedback?
chain? environments? experiences? disappears?
In 10 years?
What voices are
Care, ease, delight, What, if any, represented at the
empathy, wonder? assumptions are we table? Who are
making about our we overlooking or
user base? missing?

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KEY QUESTIONS FOR YOUR TEAM


9 10 11 12

What buy-in and How dependent What ecosystem What other


support do we upon a proprietary partners, platforms, intersecting
have for taking platform is this and communities trends and forces
experimental risks effort, and what are we working with could affect our
with emerging are the risks to leverage domain efforts—climate
technologies? associated with expertise? change, quantum
that dependence? computing,
chip shortages,
What is our risk
geopolitical unrest,
appetite for What requirements
novel pandemics?
investing in pilots would we have
and exploring new if we prioritized
business? interoperability and
decentralization?

If digital identities
aren’t interoperable
across platforms,
what problems
might that create
for our business?

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SELECTED
SOURCES

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SELECTED SOURCES
Anderson, J., & Rainie, L. “The Metaverse in 2040.” Evans, Benedict. “Ways to Think About a Metaverse.” October 14, 2022. https://www.theinformation.com/ Elephant in the Room.” Input. https://www.inverse.
Pew Research Center, June 30, 2022. https://www.pe- Ben-Evans.com, October 31, 2022. https://www. articles/apples-mixed-reality-headset-to-offer-iris- com/input/gaming/next-gen-vr-must-address-mo-
wresearch.org/internet/2022/06/30/the-metaverse- ben-evans.com/benedictevans/2022/10/31/ways-to- scanning-for-payments-logging-in. tion-sick-users.
in-2040 think-about-a-metaverse.
Macaraniag, L. “Is There a First Amendment Right PricewaterhouseCoopers. “2022 US Metaverse Sur-
Baio, A. “AI Data Laundering: How Academic and Greenberg, Jeremy. “FPF Report Outlines Opportuni- to Assemble in the Metaverse?” Daily Dot, May 4, vey.” https://www.pwc.com/us/en/tech-effect/emerg-
Nonprofit Researchers Shield Tech Companies ties to Mitigate the Privacy Risks of AR & VR Technol- 2022. https://www.dailydot.com/debug/digital-pro- ing-tech/metaverse-survey.html.
from Accountability.” Waxy.Org, September 30, ogies.” Future of Privacy Forum, April 19, 2021. https:// test-metaverse.
2022. https://waxy.org/2022/09/ai-data-laun- fpf.org/blog/fpf-report-outlines-opportunities-to-miti- Robertson, Adi. “Meta Quest Pro Review: Get Me Out
dering-how-academic-and-nonprofit-research- gate-the-privacy-risks-of-ar-vr-technologies. O’Regan, S. V. “Zuckerberg Is Spending Billions on of Here.” The Verge, November 11, 2022. https://www.
ers-shield-tech-companies-from-accountability. the Metaverse—Here’s Where It’s All Going.” The In- theverge.com/23451629/meta-quest-pro-vr-headset-
Heikkilä, M. “The Viral AI Avatar App Lensa Un- formation. https://www.theinformation.com/articles/ horizon-review.
Bosworth, A. “Why We Still Believe in the Future.” dressed Me—Without My Consent.” MIT Technology zuckerberg-is-spending-billions-on-the-metaverse-
Meta, December 19, 2022. https://tech.facebook.com/ Review, December 12, 2022. https://www.technolo- heres-where-its-all-going. Rosenberg, Louis. “Migration to the Metaverse: We
reality-labs/2022/12/boz-look-back-2023-look-ahead. gyreview.com/2022/12/12/1064751/the-viral-ai-ava- Need Guaranteed Basic Immersive Rights.” Venture-
tar-app-lensa-undressed-me-without-my-consent. O’Regan, S. V., & Olson, M. “In Facebook’s VR Beat, September 11, 2022. https://venturebeat.com/
Capaccio, A. Microsoft’s Army Goggles Left US Sol- Headset, Racism and Other Abuses Showed Up ‘Like virtual/metaverse-we-need-guaranteed-basic-im-
diers With Nausea, Headaches in Test.” Bloomberg. Lawton, G. “How Siemens Grew 25% in Two Years Clockwork.’” The Information, November 12, 2021. mersive-rights.
com, October 12, 2022. https://www.bloomberg. Building a SaaS for Digital Twins. VentureBeat, https://www.theinformation.com/articles/in-face-
com/news/articles/2022-10-13/microsoft-s-us-ar- October 31, 2022. https://venturebeat.com/ai/how- books-vr-headset-racism-and-other-abuses-showed- Scavnicky, R. “Las Vegas Helps Us Understand How
my-version-of-hololens-goggles-gave-soldiers-nau- siemens-grew-25-in-two-years-building-a-saas-for- up-like-clockwork. Virtual Environments Fall Short.” The Architect’s
sea-headaches. digital-twins. Newspaper, December 28, 2022. https://www.arch-
Patel, N. “Mark Zuckerberg on the Quest Pro, paper.com/2022/12/why-its-time-to-return-to-vegas.
Chatterjee, M. “The Handbag That Could Shape the Lemley, Mark A. and Bryan Casey. “Fair Learning.” Building the Metaverse, and More.” The Verge.
Metaverse.” Politico, December 20, 2022. https:// Texas Law Review 99, issue 4. https://texaslawreview. https://www.theverge.com/23397187/mark-zucker- Stoner, Grant. “VR Is Here to Stay. It’s Time to Make It
www.politico.com/newsletters/digital-future-dai- org/fair-learning. berg-quest-pro-metaverse-interview-decoder. Accessible.” Wired, March 1, 2022. https://www.wired.
ly/2022/12/20/metabirkins-or-how-trademark-law- com/story/virtual-reality-accessibility-disabilities.
met-web3-00074850. Levy, S. “Neal Stephenson Named the Metaverse. Peters, J. “Meta Says ‘About Half’ of Its Reality
Now, He’s Building It.” Wired. https://www.wired. Labs Operating Expenses Go Toward AR.” The Yeung, Jessie and Gawon Bae. “Forever Young,
Dazed. “Who Is FN Meka, the AI Rapper Cancelled com/story/plaintext-neal-stephenson-named-the- Verge, December 19, 2022. https://www.theverge. Beautiful, and Scandal-free: The Rise of South Korea’s
for Digital Blackface?” August 26, 2022. https://www. metaverse-now-hes-building-it. com/2022/12/19/23516964/meta-half-reality-labs-ar- Virtual Influencers.” CNN, August 16, 2022. https://
dazeddigital.com/music/article/56833/1/who-is-fn- vr-andrew-bosworth-blog-post. www.cnn.com/style/article/south-korea-virtual-influ-
meka-the-ai-rapper-cancelled-for-digital-blackface- Ma, W. “Apple’s Mixed Reality Headset to Offer Iris encers-beauty-social-media-intl-hnk-dst/index.html.
capitol-gunna. Scanning for Payments, Logging In.” The Information, Polay, S. “VR Needs to Address the Huge Motion Sick

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AUTHORS
& CONTRIBUTORS
SARA M. WATSON MARC PALATUCCI Chief Executive Officer
Independent Analyst Senior Expert Advisor AMY WEBB
Sara’s intersectional career in data, priva- Marc Palatucci is a Senior Expert Advisor and Managing Director
cy, and tech policy bridges industry, policy, leads the Foresight Fellowship Program at MELANIE SUBIN
and academia. Sara has covered emerging Future Today Institute. He also serves as lead
Chief Content Officer
tech trends as an analyst at Forrester, Insider coach in FTI’s graduate strategic foresight
JON FINE
Intelligence, and the Gartner Research Board. course at New York University’s Stern School of
She has been a fellow at the Berkman Klein Business. He holds an MBA in Emerging Tech- Creative Director
Center for Internet and Society at Harvard University, where her work nology from NYU Stern, and a BA in Linguistics and Languages from EMILY CAUFIELD
on personal data and privacy raised awareness of data’s role in the NYU’s Gallatin School of Individualized Study. Palatucci is a published
Designer
digital economy. As a fellow at the Tow Center for Digital Journalism at writer and editor, and is also cofounder and chief executive of a luxury
ERICA GRAU
Columbia University, her research on the media’s evolving coverage of retail brand.
the tech industry advocates for more constructive technology criticism. Editors
Her writing appears in The Atlantic, Wired, The Washington Post, Slate, CAROLE BRADEN
Motherboard, and other publications, and her work has been cited in TOM BRADY
the Financial Times and The New Yorker. Sara holds a Master of Science MEGAN CREYDT
in the Social Science of the Internet with distinction from the Oxford In- TOM FOSTER
ternet Institute and graduated from Harvard College magna cum laude
Copy Editor
with a joint degree in English and American literature and film studies.
SARAH JOHNSON
She spent much of the last decade living in Singapore and China and is
now based in New York City. Director of Operations
CHERYL COONEY

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FUTURE TODAY INSTITUTE’S 2023 TECH TREND REPORT


Our 2023 edition includes nearly 700 trends, which are published individually in 14 volumes and as one comprehensive report with all trends included.

Download all sections of Future Today Institute’s 2023 Tech Trends report at http://www.futuretodayinstitute.com/trends.

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ABOUT
FUTURE TODAY
INSTITUTE

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ABOUT FUTURE TODAY INSTITUTE

CONTACT US
Founded in 2006, Future Today Institute helps leaders and their
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METHODOLOGY

Future Today Institute conducts in-depth qualitative and quantitative


research throughout the year to identify emerging trends. We review
patent and trademark filings, pre-print and published scientific pa-
pers, investment rounds, online search trends, macroeconomic data,
publications from governments worldwide, news mentions, influencer
posts and other sources, and we use a proprietary system to identify
patterns, which are then grouped into nodes and evaluated using a set
of standardized indicators. Qualified trends are further scored for their
trajectory, momentum and timing. Additionally, we harness the deep
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to valuable insights about the topics we cover.

In continuous publication since 2007, Future Today Institute’s annu-


al report includes maturing and emerging trends grouped into two
categories: industry and technology. Industry trends reflect the ways in
which technology is shaping the future of an entire industry. Technology
trends are specific developments within one arena, such as artificial
intelligence. Covering a wide range of technologies across industry
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Monitored regularly, trends help executives recognize emerging threats


and opportunities in the near-term and enable them to develop per-
spectives, strategies and plans for the future.

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DISCLAIMER

The views expressed herein are the authors’ own and are not represen-
tative of the greater organizations in which they have been employed.
The names of companies, services, and products mentioned in this
report are not necessarily intended as endorsements by Future Today
Institute or this report’s authors.

Future Today Institute’s 2023 Tech Trends Report relies on data, analysis,
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FTI advises hundreds of companies and organizations, some of which


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