Next Steps for Digital Worlds
16 Jan 2024 13:00h - 13:45h
Event report
Dive into virtual worlds and swim in a sea of untapped potential – the metaverse is expected to be worth $6 trillion-$13 trillion by 2030 with global revenues expected to reach $800 billion by 2024.
What are the gaps to close to go from boundless opportunities to realizing the metaverse potential?
Read more @ WEF 2024.
Table of contents
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Knowledge Graph of Debate
Session report
Full session report
Nicola Mendelsohn
The metaverse has gained significant attention as the next iteration of the internet and computing platform. It offers an immersive and physically present experience in the digital world, going beyond glasses or goggles to encompass various processes and products. The metaverse enables innovation, development, and new possibilities in industries such as training, education, and collaboration. AI plays a crucial role in building the metaverse, and Meta continues to invest in AI and metaverse technologies. Safety and security are prioritized, and efforts are made to establish regulations. The metaverse has the potential to eliminate physical limitations, foster creativity, enhance learning, transform commerce activities, and enable new business opportunities. While the realization of a fully functional metaverse may take time, companies like Meta are committed to its development.
Julie Inman Grant
The concept of digital worlds, such as the metaverse, presents both benefits and risks. These virtual environments offer various opportunities for educational and sensory experiences through technology. Users can engage in immersive learning and explore new realms. However, there are also risks associated with the metaverse. These risks include increased intensity in various forms of harm, such as online bullying, misogynistic harassment, simulated violence, and sexual misuse. The metaverse creates a hyper-realistic, high-sensory environment, which could potentially lead to extreme harms.
To ensure the safety of users in the metaverse, it is crucial to include safety measures in the initial design stages. Emphasising the need for safety by design is essential, as the final form of the metaverse is not yet determined, and innovations are continuously emerging. By anticipating and mitigating potential risks and harms from the outset, regulators and companies have the opportunity to set up robust safety measures in the metaverse before harm can be done. This proactive approach is particularly vital given the negative experiences already reported by individuals in the metaverse, including users in Australia where 75% of men under 40 have experienced negative interactions.
The design and management of the metaverse should resemble the planning of a city, taking into consideration factors like sanitation, traffic, and parks. Safety by design should be prioritised over retrofitting safety protections after harm has been done. Countries also need to establish more online safety regulators to address the negative experiences reported by users.
Furthermore, there is concern regarding the remediation of harm in real time, especially concerning the usage of haptic technology by children. Striking a balance between technology usage and other aspects of life, such as interpersonal communication, exercise, and sleep, is crucial for overall well-being.
Another concern is the difficulty people may face distinguishing between their virtual world and reality. This blurring of boundaries poses challenges in terms of identity and emotional well-being.
In terms of regulation, there is a call for tech companies to self-regulate in line with principles of transparency, accountability, and user empowerment. It is believed that a collective effort of the tech industry can improve the future of the metaverse by harnessing the collective brilliance of those working in the field. Additionally, the intersection of geopolitics and technology is becoming more evident, highlighting the need for careful consideration of power dynamics and global implications.
Regulations should allow technologies to flourish while preventing harms. The formation of a Global Online Safety Regulators Network, with entities like the UK Ofcom and the Irish Online Safety Commission, demonstrates the increasing interest in digital safety regulation. However, the aim should also be regulatory coherence to prevent fragmentation and allow for consistent safety measures across different jurisdictions.
Prescriptive regulation in terms of content moderation might not work globally, as different regions and cultures have varying perspectives on what is acceptable. Therefore, there is a need to find a balance that respects cultural diversity while still addressing harmful content.
Overall, it is crucial to ensure the safety of users in the metaverse without diminishing human rights. The metaverse presents enormous potential, but careful navigation and a proactive approach are necessary to create a positive user experience and mitigate potential harms.
Heather Landy
During the pandemic, Facebook made the decision to rebrand itself as Meta, thus popularising the concept of the Metaverse or digital worlds. This move has propelled the idea of digital worlds into the mainstream consciousness. The speakers in the analysis highlight the potential of these digital worlds to offer unique and immersive experiences that surpass the limitations of physical activities.
One of the main arguments put forth is that digital worlds are not just substitutes for real-world activities; they can provide experiences that go beyond replication. For example, while physically attending an NBA game in Madison Square Garden is exciting, the speakers suggest that sitting courtside in the Metaverse could offer a completely different kind of interaction and experience.
The positive sentiment expressed towards digital worlds stems from the belief that they have the ability to provide novel and exciting experiences. The speakers envision digital worlds, such as the Metaverse, as platforms that can create their own distinct environments, enabling users to engage in activities that are not possible in the physical realm.
The decision by Facebook to change its name to Meta has significantly contributed to popularising the concept of the Metaverse. This rebranding demonstrates the company’s recognition of the immense potential of digital worlds and its commitment to exploring and developing this realm.
Overall, the speakers emphasise the transformative power of digital worlds and their capacity to surpass traditional physical activities in terms of the experiences they offer. The possibility of sitting courtside at an NBA game in the Metaverse is just one example of the endless possibilities that digital worlds can provide. The optimistic view expressed towards the potential of digital worlds serves as a catalyst for further exploration and development of this emerging realm.
Audience
The analysis explored various key points concerning the semiconductor industry and technology regulation. One of the concerns raised was the consolidation of semiconductors and its potential implications for information control. This consolidation raises concerns about the concentration of power and the ability of a select few to dictate the flow of information. Addressing this issue is crucial to ensure a diverse and open information ecosystem.
Global collaboration was identified as another crucial aspect in tackling the challenges in the semiconductor industry. It was acknowledged that regulations in this industry can impact both hardware and software. Controlling the chips provides individuals or entities with the power to influence and control the information circulating within them. Therefore, the speakers emphasized the importance of international cooperation in establishing frameworks and agreements that promote transparency, fair competition, and data security in the semiconductor domain.
The forum itself was considered an ideal platform to address and develop solutions for the geopolitical complexities in the semiconductor industry. One speaker highlighted the Vedanta group’s investment of £20 billion in semiconductor and display technologies in India, indicating the potential for positive collaborations. Recognizing the need for diverse perspectives and concerted efforts, the speakers emphasized the importance of navigating geopolitical challenges and fostering a healthy and competitive semiconductor market.
The concept of an AI ethics commission was also discussed as a means to establish baseline guidelines for technology regulation. A recent talk by Premier Lin Jing from China was mentioned, where the significance of an AI ethics commission in China was underscored. Such a commission could help set standards and guidelines for the responsible and ethical use of AI technologies, ensuring that their development and deployment uphold values like privacy, transparency, and fairness.
While some speakers advocated for specific regulatory approaches, one speaker proposed a broader, macro approach focused on providing ethical guidelines instead of regulating every specific aspect of new technology. This approach aims to offer flexibility and adaptability in the rapidly evolving technological landscape while upholding fundamental ethical principles.
Lastly, the issue of regulatory challenges and the power imbalance between tech firms and regulators was raised. It was noted that tech firms often have a financial advantage over regulators, creating a less competitive regulatory field. This power imbalance can hinder effective regulation and pose challenges in aligning technological advancements with social and ethical considerations.
In summary, the analysis highlighted concerns over the consolidation of semiconductors and its potential impact on information control. The need for global collaboration in addressing challenges in the semiconductor industry was emphasized, along with the proposal of establishing an AI ethics commission. The speakers offered diverse perspectives on regulatory approaches, advocating for both specific and broader ethical guidelines. The issue of regulatory challenges and the power imbalance between tech firms and regulators was also recognized. Overall, the analysis emphasised the significance of diverse perspectives and concerted efforts in navigating geopolitical complexities and ensuring a responsible and sustainable semiconductor industry.
Sir Martin Sorrell
The Metaverse is a superior 3D technology that provides a more sophisticated way of connecting people than existing technologies like the internet and mobile phones. This innovative concept has the potential to resolve the issue of social isolation by addressing it in a more coherent way as the technology develops. The industry recognizes the value of the Metaverse and virtual reality in various fields, including training, medicine, entertainment, music, sport, and work. Virtual reality has been successfully used to stream NBA games and hold virtual concerts, while industries like medicine and research have found applications in operations training and collaborations.
While the Metaverse was initially overhyped and unfairly maligned, it is now re-establishing its base and should not be underestimated. People often underestimate the commercial value, entertainment value, and music value of the Metaverse, and it should be evaluated in the context of other technological phenomena like quantum computing, AI, and blockchain.
Furthermore, AI and the Metaverse are expected to significantly affect the advertising and marketing services industry. These technologies will revolutionize visualization and copywriting, enable hyper-personalization at a large scale, and change the processes of media planning and buying. They will also democratize knowledge within organizations.
However, the industry has not adequately prepared for the deprecation of third-party cookies, which is a major concern. Many clients have not refined their first-party data, resulting in a lack of readiness for this change. Additionally, the self-regulation issue and the limited resources of regulators pose challenges to effectively regulate the industry. Self-regulation by major tech companies like Meta, Amazon, Google, and Alphabet is seen as a key factor in maintaining balance.
Furthermore, tensions in Taiwan and increased costs are major concerns for the industry. Many components are made in Taiwan, and any increased tensions or invasion by China could disrupt the supply chain. Additionally, the adoption of digital worlds/metaverses was accelerated by the pandemic, but there are still challenges to overcome in terms of the technology’s comfort and cost.
Reducing dependency on foreign chips is a difficult process for companies. Although efforts are being made to find alternative sources of production, it is acknowledged that it will take significant time and effort to achieve complete reduction. Chinese intervention in the tech industry has damaged it, and any interventions in the future must be carefully implemented to avoid further negative consequences.
In conclusion, the Metaverse and virtual reality offer exciting possibilities for connectivity and advancements in various fields. However, challenges such as the deprecation of third-party cookies, self-regulation, tensions in Taiwan, and increasing costs need to be addressed. Efforts are being made to reduce dependency on foreign chips, but it is a complex process. Chinese intervention has negatively impacted the tech industry, and careful implementation of interventions is necessary. Overall, the industry recognizes the potential of these technologies and works towards harnessing their benefits while managing the associated challenges.
Brittan Heller
The speakers in the analysis discussed several key topics related to digital worlds, immersive media, artificial intelligence, privacy law, psychological effects, content moderation, and human rights in 3D computing environments.
One of the main points highlighted by the speakers is that digital worlds can be considered immersive media that incorporate input from the physical environment and body-based data. This means that technologies such as virtual reality (VR) headsets, augmented reality (AR) goggles, or even smartphones are used to input data into hardware, while the user’s environment and body data are used to calibrate the devices. By incorporating these elements, immersive media makes the user’s experience more real to their body and cognition, setting it apart from traditional flat-screen computing.
The speakers also emphasized the role of artificial intelligence (AI) in the creation of digital worlds. They mentioned that AI technology, particularly generative AI platforms, have advanced to the point where they allow for fully multimodal input. This means that users can now build and port 3D objects into virtual worlds through language requests. AI has effectively lowered the barriers to entry for creating virtual spaces, as it has made it possible to create virtual objects and architecture without extensive knowledge of coding. AI is seen as a missing piece for the creation of the metaverse, which is a virtual reality space where people can interact with each other and computer-generated environments in a seemingly real way.
Regarding privacy law, the speakers noted that it is not necessarily a clean fit for all types of XR technology (extended reality) when it comes to body-based data. Body-based data, which is the data that users give off while using XR technology, can disclose personal, medical, and identity-related information. However, this data is not always protected by privacy law. This highlights a potential gap in regulations and raises concerns about the protection of individuals’ privacy when using immersive technologies.
The psychological effects of virtual experiences were also discussed. The speakers pointed out that virtual experiences are processed by the brain in a similar way to real memories, leaving deep psychological effects on users. There have been reports of virtual sexual assaults affecting users psychologically. It is important to consider these psychological effects when developing virtual worlds and ensure the well-being of users.
Content moderation in 3D computing environments was another topic raised by the speakers. They argued that current AI technologies may not be fully equipped to moderate 3D environments, and there is a need for a community-based moderation scheme. The community, not only in creating but also enforcing rules, should play a role in content moderation. Drawing insight from the video game industry, which has established clear rules addressing legal risks, the speakers suggest implementing a two-tiered system where there are basic rules and community-based moderation.
The importance of human rights in 3D computing environments was stressed by the speakers. They argued for a human rights forward regime that is based on informed consent. Individuals should have knowledge of what they are signing up for in the metaverse to ensure informed consent. One speaker suggested that the focus should be on giving people an informed choice about the content they are addressing and what may happen to them in that experience. This approach aligns with the principles of human rights and creates a more equitable and inclusive 3D computing environment.
In conclusion, the analysis highlighted the various dimensions and considerations surrounding digital worlds, immersive media, artificial intelligence, privacy law, psychological effects, content moderation, and human rights in 3D computing environments. The speakers provided valuable insights and emphasized the need for privacy protection, psychological well-being, community-based moderation, and human rights as we navigate this emerging technological landscape.
Speakers
B
Brittan Heller
Speech speed
162 words per minute
Speech length
1138 words
Speech time
422 secs
Arguments
Digital worlds can be considered immersive media incorporating input from your physical environment and body-based data
Supporting facts:
- inputs put into hardware like VR headsets or AR goggles or phone
- user’s environment and body data are used to calibrate the devices
- immersive media makes the experience more real to user’s body and cognition differing from flat-screen computing
Topics: digital worlds, immersivity, augmented reality, virtual reality
XR and AI are interconnected in the emerging technology ecosystem
Supporting facts:
- Generative AI platforms now have fully multimodal input, allowing 3D objects to be built and ported into virtual worlds through language requests
Topics: Artificial Intelligence, Metaverse, Extended Reality
AI, particularly generative AI, has lowered the barriers to entry for creating virtual spaces
Supporting facts:
- The onset of AI has made it possible to create virtual objects and architecture without extensive knowledge of coding
- Generative AI was the missing piece for creating the metaverse
Topics: Artificial Intelligence, Metaverse
Privacy law is not a clean fit for all types of XR technology, specifically when it comes to body-based data.
Supporting facts:
- Body-based data is highly personal and not necessarily protected by privacy law.
- The data that user gives off while using XR technology can disclose personal, medical, and identity-related information.
Topics: Privacy Law, XR Technology, Body-Based Data
Experiences in virtual worlds can have real psychological effects on users.
Supporting facts:
- There have been reports of virtual sexual assaults affecting users psychologically.
- Virtual experiences are processed like real memories, imprinting deep psychological effects.
Topics: Virtual World, Psychological Effects, Virtual Assault
Brittan Heller encourages a rethink of content moderation principles as we move from 2D to 3D computing environments.
Supporting facts:
- In 3D environments, it’s not just about content and conduct, but also environment.
- Current AI technologies may not be up to moderating 3D environments.
- Argues the need for a community-based moderation scheme where the community not only creates but enforces rules.
Topics: Content Moderation, 3D Computing, Metaverse
Community-based moderation should be a part of metaverse culture, according to Brittan Heller.
Supporting facts:
- Argues that community norms should dictate moderation in specific instances.
- Uses the hypothetical example of a Monty Python-themed metaverse where a ‘silly walk’ might be an important cultural aspect that the community itself should regulate.
Topics: Metaverse, Community Moderation, Policy
Human rights are important in the new 3D computing environment to ensure informed consent
Supporting facts:
- A human rights forward regime is premised on consent
- People should know what they are signing up for in the metaverse
Topics: Human rights, 3D computing, Informed consent, Digital Identity, Privacy
Report
The speakers in the analysis discussed several key topics related to digital worlds, immersive media, artificial intelligence, privacy law, psychological effects, content moderation, and human rights in 3D computing environments. One of the main points highlighted by the speakers is that digital worlds can be considered immersive media that incorporate input from the physical environment and body-based data.
This means that technologies such as virtual reality (VR) headsets, augmented reality (AR) goggles, or even smartphones are used to input data into hardware, while the user’s environment and body data are used to calibrate the devices. By incorporating these elements, immersive media makes the user’s experience more real to their body and cognition, setting it apart from traditional flat-screen computing.
The speakers also emphasized the role of artificial intelligence (AI) in the creation of digital worlds. They mentioned that AI technology, particularly generative AI platforms, have advanced to the point where they allow for fully multimodal input. This means that users can now build and port 3D objects into virtual worlds through language requests.
AI has effectively lowered the barriers to entry for creating virtual spaces, as it has made it possible to create virtual objects and architecture without extensive knowledge of coding. AI is seen as a missing piece for the creation of the metaverse, which is a virtual reality space where people can interact with each other and computer-generated environments in a seemingly real way.
Regarding privacy law, the speakers noted that it is not necessarily a clean fit for all types of XR technology (extended reality) when it comes to body-based data. Body-based data, which is the data that users give off while using XR technology, can disclose personal, medical, and identity-related information.
However, this data is not always protected by privacy law. This highlights a potential gap in regulations and raises concerns about the protection of individuals’ privacy when using immersive technologies. The psychological effects of virtual experiences were also discussed. The speakers pointed out that virtual experiences are processed by the brain in a similar way to real memories, leaving deep psychological effects on users.
There have been reports of virtual sexual assaults affecting users psychologically. It is important to consider these psychological effects when developing virtual worlds and ensure the well-being of users. Content moderation in 3D computing environments was another topic raised by the speakers.
They argued that current AI technologies may not be fully equipped to moderate 3D environments, and there is a need for a community-based moderation scheme. The community, not only in creating but also enforcing rules, should play a role in content moderation.
Drawing insight from the video game industry, which has established clear rules addressing legal risks, the speakers suggest implementing a two-tiered system where there are basic rules and community-based moderation. The importance of human rights in 3D computing environments was stressed by the speakers.
They argued for a human rights forward regime that is based on informed consent. Individuals should have knowledge of what they are signing up for in the metaverse to ensure informed consent. One speaker suggested that the focus should be on giving people an informed choice about the content they are addressing and what may happen to them in that experience.
This approach aligns with the principles of human rights and creates a more equitable and inclusive 3D computing environment. In conclusion, the analysis highlighted the various dimensions and considerations surrounding digital worlds, immersive media, artificial intelligence, privacy law, psychological effects, content moderation, and human rights in 3D computing environments.
The speakers provided valuable insights and emphasized the need for privacy protection, psychological well-being, community-based moderation, and human rights as we navigate this emerging technological landscape.
A
Audience
Speech speed
187 words per minute
Speech length
429 words
Speech time
138 secs
Arguments
Concern over the consolidation of semiconductors and the implications for information control
Supporting facts:
- Vedanta group is investing 20 billion into semiconductors and display in India
- Emerging trends around generative AI and chat GPT technologies use cutting edge nanometers chips
- EV vehicles are using old node technologies in places like India, Vietnam, Malaysia
Topics: Semiconductors, Consolidation, Regulations, Supply Chain, Information Control
Need for global collaboration to tackle the challenges in semiconductor industry
Supporting facts:
- Regulations may impact from hardware to software
- People controlling the chips control what information goes around in them
Topics: Semiconductors, Global Collaboration, Supply Chain, Geopolitics
The panel should discuss the concept of a AI ethics commission that helps establish baseline guidelines for technology regulation.
Supporting facts:
- The speaker mentioned a recent talk by Premier Lin Jing from China, in which the AI ethics commission in China was discussed
Topics: Technology regulation, AI ethics commission, Regulatory oversight
Report
The analysis explored various key points concerning the semiconductor industry and technology regulation. One of the concerns raised was the consolidation of semiconductors and its potential implications for information control. This consolidation raises concerns about the concentration of power and the ability of a select few to dictate the flow of information.
Addressing this issue is crucial to ensure a diverse and open information ecosystem. Global collaboration was identified as another crucial aspect in tackling the challenges in the semiconductor industry. It was acknowledged that regulations in this industry can impact both hardware and software.
Controlling the chips provides individuals or entities with the power to influence and control the information circulating within them. Therefore, the speakers emphasized the importance of international cooperation in establishing frameworks and agreements that promote transparency, fair competition, and data security in the semiconductor domain.
The forum itself was considered an ideal platform to address and develop solutions for the geopolitical complexities in the semiconductor industry. One speaker highlighted the Vedanta group’s investment of £20 billion in semiconductor and display technologies in India, indicating the potential for positive collaborations.
Recognizing the need for diverse perspectives and concerted efforts, the speakers emphasized the importance of navigating geopolitical challenges and fostering a healthy and competitive semiconductor market. The concept of an AI ethics commission was also discussed as a means to establish baseline guidelines for technology regulation.
A recent talk by Premier Lin Jing from China was mentioned, where the significance of an AI ethics commission in China was underscored. Such a commission could help set standards and guidelines for the responsible and ethical use of AI technologies, ensuring that their development and deployment uphold values like privacy, transparency, and fairness.
While some speakers advocated for specific regulatory approaches, one speaker proposed a broader, macro approach focused on providing ethical guidelines instead of regulating every specific aspect of new technology. This approach aims to offer flexibility and adaptability in the rapidly evolving technological landscape while upholding fundamental ethical principles.
Lastly, the issue of regulatory challenges and the power imbalance between tech firms and regulators was raised. It was noted that tech firms often have a financial advantage over regulators, creating a less competitive regulatory field. This power imbalance can hinder effective regulation and pose challenges in aligning technological advancements with social and ethical considerations.
In summary, the analysis highlighted concerns over the consolidation of semiconductors and its potential impact on information control. The need for global collaboration in addressing challenges in the semiconductor industry was emphasized, along with the proposal of establishing an AI ethics commission.
The speakers offered diverse perspectives on regulatory approaches, advocating for both specific and broader ethical guidelines. The issue of regulatory challenges and the power imbalance between tech firms and regulators was also recognized. Overall, the analysis emphasised the significance of diverse perspectives and concerted efforts in navigating geopolitical complexities and ensuring a responsible and sustainable semiconductor industry.
HL
Heather Landy
Speech speed
187 words per minute
Speech length
1041 words
Speech time
334 secs
Arguments
Potential of digital worlds to offer new kinds of experiences
Supporting facts:
- Facebook announced it was changing its name to Meta during the pandemic, which popularized the concept of Metaverse
- Digital worlds could provide experiences beyond being mere substitutes for physical world activities
Topics: Metaverse, Digital Worlds, Virtual Reality, Education, Commerce, Entertainment
Report
During the pandemic, Facebook made the decision to rebrand itself as Meta, thus popularising the concept of the Metaverse or digital worlds. This move has propelled the idea of digital worlds into the mainstream consciousness. The speakers in the analysis highlight the potential of these digital worlds to offer unique and immersive experiences that surpass the limitations of physical activities.
One of the main arguments put forth is that digital worlds are not just substitutes for real-world activities; they can provide experiences that go beyond replication. For example, while physically attending an NBA game in Madison Square Garden is exciting, the speakers suggest that sitting courtside in the Metaverse could offer a completely different kind of interaction and experience.
The positive sentiment expressed towards digital worlds stems from the belief that they have the ability to provide novel and exciting experiences. The speakers envision digital worlds, such as the Metaverse, as platforms that can create their own distinct environments, enabling users to engage in activities that are not possible in the physical realm.
The decision by Facebook to change its name to Meta has significantly contributed to popularising the concept of the Metaverse. This rebranding demonstrates the company’s recognition of the immense potential of digital worlds and its commitment to exploring and developing this realm.
Overall, the speakers emphasise the transformative power of digital worlds and their capacity to surpass traditional physical activities in terms of the experiences they offer. The possibility of sitting courtside at an NBA game in the Metaverse is just one example of the endless possibilities that digital worlds can provide.
The optimistic view expressed towards the potential of digital worlds serves as a catalyst for further exploration and development of this emerging realm.
JI
Julie Inman Grant
Speech speed
169 words per minute
Speech length
1731 words
Speech time
616 secs
Arguments
Digital worlds can offer both benefits and risks
Supporting facts:
- Opportunities for educational and sensory experiences through technology
- Risks of increased intensity in harms like online bullying and misogynistic harassment, simulated violence and sexual misuse in real-time, haptic experiences
Topics: Metaverse, Online Safety, Technology Regulation
Regulators and companies have an opportunity to set up robust safety measures in the metaverse before harm can be done
Supporting facts:
- 75% of men under 40 in Australia have had negative experiences in the metaverse
- Existing platforms like Roblox and Fortnite are already forms of the metaverse that are majorly used by children
- Reality Labs is envisioning safety concepts like casting and safe perimeters
Topics: Metaverse, Online Safety, Regulation
Countries need to establish more online safety regulators
Supporting facts:
- Only 4% of Australian adults are using the metaverse today, but 71% have experienced something negative
- By February this year, the DSA will have 22 additional DSA coordinators, showing increasing global interest in digital safety regulation
Topics: Online safety, Regulation, Metaverse
Worry about remediation of harm in real time
Supporting facts:
- Particular concern with haptic technology usage by children
Topics: Haptics, Technology, Virtual world
Difficulty for people to distinguish between their virtual world and reality
Topics: Virtual world, Reality
Self-regulation by tech companies should be carried out in line with principles of service provider responsibility, user empowerment and autonomy, and transparency and accountability.
Supporting facts:
- Julie Inman Grant spent 22 years in the technology industry and has developed an understanding of its dynamics.
- The Safety by Design initiative was developed six years ago, involving the industry in creating governance principles.
Topics: Tech industry, Regulation, Transparency, Accountability, Safety by Design initiative
Interoperability is important in metaverse
Supporting facts:
- There may be different themed metaverses that may need to interact.
Topics: Interoperability, Metaverse, Digital Identity
There should be management of user privacy and safety in metaverse
Supporting facts:
- There may be different metaverses with different types of content and this needs to be managed to ensure safety.
Topics: Metaverse, Privacy, Safety
Intersection of geopolitics and technology is becoming evident
Supporting facts:
- Worked in the tech industry since 1995
- Emergence of AI nationalism and sovereignty in various domains
Topics: Geopolitics, Technology, Supply Chain
The aim should be regulatory coherence to prevent fragmentation
Supporting facts:
- Not possible to achieve total synergistic regulations
- Difficulty in applying national laws to global, borderless tech domains
Topics: Global Regulation, Law, Consensus
Prescriptive regulation in terms of content moderation might not work globally
Supporting facts:
- China’s approach works for them but not necessarily for the rest of the world
Topics: regulation, content moderation, global measures
Report
The concept of digital worlds, such as the metaverse, presents both benefits and risks. These virtual environments offer various opportunities for educational and sensory experiences through technology. Users can engage in immersive learning and explore new realms. However, there are also risks associated with the metaverse.
These risks include increased intensity in various forms of harm, such as online bullying, misogynistic harassment, simulated violence, and sexual misuse. The metaverse creates a hyper-realistic, high-sensory environment, which could potentially lead to extreme harms. To ensure the safety of users in the metaverse, it is crucial to include safety measures in the initial design stages.
Emphasising the need for safety by design is essential, as the final form of the metaverse is not yet determined, and innovations are continuously emerging. By anticipating and mitigating potential risks and harms from the outset, regulators and companies have the opportunity to set up robust safety measures in the metaverse before harm can be done.
This proactive approach is particularly vital given the negative experiences already reported by individuals in the metaverse, including users in Australia where 75% of men under 40 have experienced negative interactions. The design and management of the metaverse should resemble the planning of a city, taking into consideration factors like sanitation, traffic, and parks.
Safety by design should be prioritised over retrofitting safety protections after harm has been done. Countries also need to establish more online safety regulators to address the negative experiences reported by users. Furthermore, there is concern regarding the remediation of harm in real time, especially concerning the usage of haptic technology by children.
Striking a balance between technology usage and other aspects of life, such as interpersonal communication, exercise, and sleep, is crucial for overall well-being. Another concern is the difficulty people may face distinguishing between their virtual world and reality. This blurring of boundaries poses challenges in terms of identity and emotional well-being.
In terms of regulation, there is a call for tech companies to self-regulate in line with principles of transparency, accountability, and user empowerment. It is believed that a collective effort of the tech industry can improve the future of the metaverse by harnessing the collective brilliance of those working in the field.
Additionally, the intersection of geopolitics and technology is becoming more evident, highlighting the need for careful consideration of power dynamics and global implications. Regulations should allow technologies to flourish while preventing harms. The formation of a Global Online Safety Regulators Network, with entities like the UK Ofcom and the Irish Online Safety Commission, demonstrates the increasing interest in digital safety regulation.
However, the aim should also be regulatory coherence to prevent fragmentation and allow for consistent safety measures across different jurisdictions. Prescriptive regulation in terms of content moderation might not work globally, as different regions and cultures have varying perspectives on what is acceptable.
Therefore, there is a need to find a balance that respects cultural diversity while still addressing harmful content. Overall, it is crucial to ensure the safety of users in the metaverse without diminishing human rights. The metaverse presents enormous potential, but careful navigation and a proactive approach are necessary to create a positive user experience and mitigate potential harms.
NM
Nicola Mendelsohn
Speech speed
210 words per minute
Speech length
1662 words
Speech time
476 secs
Arguments
The metaverse is the next iteration of the internet, the next computing platform, creating a sense of physical presence and immersion
Supporting facts:
- For MEDA, the metaverse offers a more immersive, physically present experience in the digital world
- The metaverse is seen as a continuation of different products, including augmented reality
Topics: Metaverse, Internet, Computing platform
Digital worlds are not just about wearing glasses or goggles, but include a range of different things and processes
Supporting facts:
- There will be a whole continuum of different products as part of the digital world, such as Ray-Ban story glasses
- The approach of MEDA involves looking at a range of processes, not just focusing on one device or sensory input
Topics: Digital Worlds, Augmented Reality
Metaverse presents significant value add for businesses in areas of training, education, and collaboration
Supporting facts:
- Pfizer created whole training simulations and saw a 40% saving in time spent on training
- Company called GoTraining created personalized training
- The metaverse allows different professionals from different parts of the world to train or solve problems together
Topics: Metaverse, Business, Training, Education, Collaboration
AI is crucial for building the Metaverse
Supporting facts:
- Mark Zuckerberg has a vision of a fully realized Metaverse
- AI components are built into Meta’s hardware
- Their wish is for people to build things in the Metaverse through AI
Topics: AI, Metaverse, VR
The realization of fully functional Metaverse is still some time away
Supporting facts:
- Meta has invested billions in AI and VR
Topics: Metaverse, VR
The company continues to invest significantly in AI and Metaverse
Supporting facts:
- The company has been on a journey for over a decade in both reality labs and AI investments.
- Despite the hype over years ago, they maintained a 10-year outlook for the full realisation of their vision.
Topics: AI, Metaverse, Investment
Meta heavily invests in safety and security
Supporting facts:
- Meta has invested over $20 billion over recent years in safety and security
- The company has over 40,000 people working in safety and security
Topics: Meta, Facebook, Instagram, Content Regulation
Meta strives for safe and secure virtual environments
Supporting facts:
- Meta has developed a feature called ‘Personal Boundary’ that gives an imagined six foot of space between users
- They have also created blocking and reporting features
Topics: Meta, Virtual Reality
The metaverse can eliminate limitations of physical spaces, allowing manifold possibilities.
Supporting facts:
- The metaverse can make experiences like football games or pop concerts available to unlimited audiences worldwide.
- An interactive film that allows users to explore the Galapagos is shown as an example.
- In education, students can experience historical times and places like ancient Rome first-hand.
- The metaverse will change the way we think about subjects like history, geography, math, and computing.
- It can also empower creators and unlock untapped potential in individuals.
Topics: Metaverse, Virtual Reality, Digital Transformation
Report
The metaverse has gained significant attention as the next iteration of the internet and computing platform. It offers an immersive and physically present experience in the digital world, going beyond glasses or goggles to encompass various processes and products. The metaverse enables innovation, development, and new possibilities in industries such as training, education, and collaboration.
AI plays a crucial role in building the metaverse, and Meta continues to invest in AI and metaverse technologies. Safety and security are prioritized, and efforts are made to establish regulations. The metaverse has the potential to eliminate physical limitations, foster creativity, enhance learning, transform commerce activities, and enable new business opportunities.
While the realization of a fully functional metaverse may take time, companies like Meta are committed to its development.
SM
Sir Martin Sorrell
Speech speed
168 words per minute
Speech length
2072 words
Speech time
738 secs
Arguments
The Metaverse is a 3D superior way of connecting
Supporting facts:
- The metaverse provides a much more sophisticated way of connecting than the existing technology including internet and mobile phones.
Topics: Metaverse, Connectivity, 3D Technology
Virtual reality and innovative technologies like the metaverse have valuable applications in diverse fields, including training, medicine, entertainment, music, sport, and work.
Supporting facts:
- The NBA has been streaming games for four seasons with virtual reality being court side. The season will see around 106 games streamed.
- 20 pop concerts have been done with virtual reality, featuring Post Malone and others.
- Fossil fuel companies and new power companies are using these technologies extensively in their research.
- Various applications like operations training in medicine, pilot training, work from home and collaborations have been made more effective with these technologies.
Topics: Virtual Reality, Training, Medicine, Entertainment, Music, Sport, Work, Metaverse
AI and metaverse will significantly affect various areas of the advertising, marketing services industry.
Supporting facts:
- The technologies will affect visualisation and copywriting, deliver hyper-personalisation at a large scale, change the processes of media planning and buying, and democratise knowledge within organisations.
Topics: Advertising, Marketing services, AI, Metaverse
The industry has not adequately prepared for the deprecation of third-party cookies.
Supporting facts:
- Most clients are not ready for the deprecation of third-party cookies because they haven’t refined their first-party data.
Topics: Deprecation of third-party cookies, Data privacy, Advertising, Marketing
Technological advancements in AI and Metaverse can deliver vast efficiencies and cost reductions.
Supporting facts:
- Sorrell refers to an outside broadcasting initiative with NVIDIA, AWS, Amazon, and Adobe, reducing the cost of an outside broadcast by 90%.
Topics: AI, Metaverse, Cost reduction, Efficiencies
The industry needs to develop specified use cases for AI and Metaverse to drive digital transformation in a world of slower growth, higher inflation and interest rates.
Supporting facts:
- The importance of creating specific case studies that illustrate the efficiencies that these technologies can provide was emphasised.
Topics: Digital transformation, AI, Metaverse, Use cases, Economic parameters
Self-regulation by the major tech companies like Nikolas, Meta, Amazon, Google, Alphabet is the key
Supporting facts:
- The resources the regulators have is limited
- The CMA in the UK just added 300 people, which is a drop in the ocean
Topics: Self-regulation, Tech Companies, Meta, Amazon, Nikolas, Google, Alphabet
The self-regulation issue is a massive issue.
Topics: Self-regulation, Tech industry
He predicts the six big tech companies will become even more powerful.
Supporting facts:
- Apple and Microsoft are worth 3 trillion, equating to the size of Germany in GDP terms.
- Predicts companies like Apple, Microsoft, Nvidia, Salesforce, Oracle, Adobe and potentially open AI (through Microsoft) and Musk will be big players.
Topics: Tech giants, Leslie’s future
Tensions in Taiwan and increased costs are major industry concerns.
Supporting facts:
- A lot of components are made in Taiwan.
- Increased tensions or invasion by China would be a big issue.
- The street worried about costs in the initial flurry around Meta and the Metaverse.
Topics: Taiwan tensions, Supply chain, Costs
The adoption of digital worlds/metaverses was happening before COVID and was accelerated by the pandemic
Supporting facts:
- Facebook’s name change to Meta popularized the concept
- In the last game, 22,000 people were virtually present suggesting the size and potential of these digital spaces
Topics: Metaverses, Digital Worlds, COVID-19
Existential threat to Western economies if Taiwan’s semiconductor supply is affected
Supporting facts:
- Issues around President Xi’s attitude towards Taiwan potentially affecting the semiconductor supply.
- Alternative sources of supply are needed to prevent a forced action.
Topics: Taiwan, Semiconductor Supply, Geopolitics
Companies are trying to reduce their dependency on foreign chips, but it is a difficult process
Supporting facts:
- Huawei introduced a computer over Christmas, but still used a Taiwanese chip.
- Finding alternative sources of production is going to take a significant period of time according to some experts.
Topics: Technology, Dependency on foreign chips, Huawei
Chinese intervention has damaged the tech industry
Supporting facts:
- Alibaba, Tencent, and the gaming industry in China has been under pressure.
Topics: Tech Industry, China’s regulation, Foreign investment
Report
The Metaverse is a superior 3D technology that provides a more sophisticated way of connecting people than existing technologies like the internet and mobile phones. This innovative concept has the potential to resolve the issue of social isolation by addressing it in a more coherent way as the technology develops.
The industry recognizes the value of the Metaverse and virtual reality in various fields, including training, medicine, entertainment, music, sport, and work. Virtual reality has been successfully used to stream NBA games and hold virtual concerts, while industries like medicine and research have found applications in operations training and collaborations.
While the Metaverse was initially overhyped and unfairly maligned, it is now re-establishing its base and should not be underestimated. People often underestimate the commercial value, entertainment value, and music value of the Metaverse, and it should be evaluated in the context of other technological phenomena like quantum computing, AI, and blockchain.
Furthermore, AI and the Metaverse are expected to significantly affect the advertising and marketing services industry. These technologies will revolutionize visualization and copywriting, enable hyper-personalization at a large scale, and change the processes of media planning and buying. They will also democratize knowledge within organizations.
However, the industry has not adequately prepared for the deprecation of third-party cookies, which is a major concern. Many clients have not refined their first-party data, resulting in a lack of readiness for this change. Additionally, the self-regulation issue and the limited resources of regulators pose challenges to effectively regulate the industry.
Self-regulation by major tech companies like Meta, Amazon, Google, and Alphabet is seen as a key factor in maintaining balance. Furthermore, tensions in Taiwan and increased costs are major concerns for the industry. Many components are made in Taiwan, and any increased tensions or invasion by China could disrupt the supply chain.
Additionally, the adoption of digital worlds/metaverses was accelerated by the pandemic, but there are still challenges to overcome in terms of the technology’s comfort and cost. Reducing dependency on foreign chips is a difficult process for companies. Although efforts are being made to find alternative sources of production, it is acknowledged that it will take significant time and effort to achieve complete reduction.
Chinese intervention in the tech industry has damaged it, and any interventions in the future must be carefully implemented to avoid further negative consequences. In conclusion, the Metaverse and virtual reality offer exciting possibilities for connectivity and advancements in various fields.
However, challenges such as the deprecation of third-party cookies, self-regulation, tensions in Taiwan, and increasing costs need to be addressed. Efforts are being made to reduce dependency on foreign chips, but it is a complex process. Chinese intervention has negatively impacted the tech industry, and careful implementation of interventions is necessary.
Overall, the industry recognizes the potential of these technologies and works towards harnessing their benefits while managing the associated challenges.