Professional Documents
Culture Documents
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
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
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
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.
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
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.
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.
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.
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.
NEW
REALITIES
TRENDS
& APPLICATIONS
15 © 2023 Future Today Institute
TECH Metaverse
METAVERSE
TRENDS
INFRASTRUCTURE
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
MAPPING TRENDS
THE METAVERSE
HUMAN
INTERFACES
TRENDS
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.
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
DIGITAL IDENTITIES
SYNTHETIC
MEDIA & TRENDS
GENERATIVE AI
29 © 2023 Future Today Institute
TECH Metaverse
REGULATING
NEW REALITIES
TRENDS
RONY ABOVITZ, FORMER CEO OF MAGIC LEAP, NOW STRATEGIC ADVISER TO LAMINA1
SCENARIOS
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.
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.
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?
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?
If digital identities
aren’t interoperable
across platforms,
what problems
might that create
for our business?
SELECTED
SOURCES
SELECTED SOURCES
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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.
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from Accountability.” Waxy.Org, September 30, ogies.” Future of Privacy Forum, April 19, 2021. https:// test-metaverse.
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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.
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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/
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Patel, N. “Mark Zuckerberg on the Quest Pro, paper.com/2022/12/why-its-time-to-return-to-vegas.
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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
Download all sections of Future Today Institute’s 2023 Tech Trends report at http://www.futuretodayinstitute.com/trends.
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