A Cross-Industry
Public Foresight Project
Co-Authors
John Smart, Acceleration Studies Foundation
Jamais Cascio, Open the Future
Jerry Paffendorf, The Electric Sheep Company
Contributing Authors
Corey Bridges, Multiverse
Jochen Hummel, Metaversum
James Hursthouse, OGSi
Randal Moss, American Cancer Society
Lead Reviewers
Edward Castronova, Indiana University
Richard Marks, Sony Computer Entertainment
Alexander Macris, Themis Group
Rueben Steiger, Millions of Us
LEAD SPONSOR
FOUNDING PARTNERS
Graphic Design: FizBit.com
Futuring and
Innovation Center
accelerating.org
metaverseroadmap.org
MVR Summit Attendees
Distinguished industry leaders, technologists, analysts, and creatives
who provided their insights in various 3D web domains.
Bridget C. Agabra Project Manager, Metaverse Roadmap Project
Janna Anderson Dir. of Pew Internet’s Imagining the Internet; Asst.
Prof. of Communications, Elon University
Tod Antilla
Flash Developer, American Cancer Society
Wagner James Au Blogger, New World Notes; Author, The Making of
Second Life, 2008
Jeremy Bailenson Director, Virtual Human Interaction Lab, Stanford
University
Betsy Book
Director of Product Management, Makena
Technologies/There; Editor, Virtual Worlds Review
Corey Bridges
Co-founder, Executive Producer and Marketing
Director, Multiverse
Jamais Cascio
Founder, Open the Future; Former Editor,
Worldchanging
Edward Castronova Author, Synthetic Worlds, 2005; Director of Grad
Studies, Dept of Telecom, U. of Indiana
Helen Cheng
Assistant Product Manager, Seriosity
Giff Constable
VP of Business Development, Electric Sheep
Company
Esther Dyson
Editor, Release 1.0 and Editor at Large, CNET
Networks
Doug Englebart
Pioneer of human-computer interaction at SRI;
Director, Bootstrap Institute
Randy Farmer
Community Strategic Analyst, Yahoo!, Inc.
Guy Garnett
Director, Cultural Computing Program, University
of Illinois at Urbana-Champaign
Eric Gruber
Freelance Producer, MTV Networks
Will Harvey
Founder and CEO, IMVU
Daniel James
CEO, Three Rings
Joaquin Keller
Lead Designer, Solipsis; Senior Researcher, France
Telecom R&D
Raph Koster
MMORPG Designer; Former CCO, Sony Online
Entertainment
Mike Liebhold
Senior Researcher, Institute for the Future
Patrick Lincoln
Director, Computer Science Department, SRI
International
Julian Lombardi Architect, Open Croquet; Assistant VP for
Academic Services and Technology Support,
Ofice of Information Technology
Richard Marks
Creator of the EyeToy camera interface; Director
of Special Projects, Sony CEA R&D
Bob Moore
Sociologist, Palo Alto Research Center (PARC),
PlayOn project
Randal Moss
Manager of Futuring and Innovation Based
Strategies, American Cancer Society
Jerry Paffendorf Research Director, Acceleration Studies
Foundation; Futurist in Residence, Electric Sheep
Company
Marty Poulin
Co-founder and CTO, Yoick; Former Director
of Online Technology for Disney’s Interactive
Studios
John Smart
President, Acceleration Studies Foundation
David Smith
Architect, Open Croquet; CTO, 3DSolve
Rueben Steiger
CEO, Millions of Us
John Swords
Host, SecondCast
Daniel Terdiman Writer, CNET
Barry Tolnas
Web Development, American Cancer Society
Sibley Verbeck
Founder and CEO, Electric Sheep Company
Mark Wallace
Journalist; Blogger, 3pointD and Second Life
Herald; Co-Author, Only a Game, 2006
Payton White
Manager of Distributed Network Technology, US
R&D, Sony Computer Entertainment
Ian Wilkes
Director of Operations, Linden Lab/Second Life
Nick Yee
Founder, Daedalus Project; Ph.D. Student,
Department of Communication, Stanford
University
Ethan Zuckerman Fellow, Berkman Center for Internet & Society,
Harvard University
Other Contributors and Reviewers
Jonas Karllson
Research scientist, Images and Services
Technology Center, Xerox Innovation Group.
Mason Lee
Blog, Mason Lee.
Tim Moenk
Futurist, What a Concept. Blog, Continuous
Partial Attention.
Rik Panganiban
Blog, The Click Heard Round the World.
Giulio Prisco
Blog, Uvvy.
Byron Reeves
Director, CLSI, Stanford University. Expert on
the psychological processing of media.
Joyce Schwarz
Principal of JCOM. Strategic marketing,
branding, and new product introduction.
Fred Stutzman
Co-Founder, Claim ID online identity
management system, an implementation of the
OpenID standard.
Phillip Torrone
Associate Editor, Make Magazine.
Philippe Van Nedervelde European virtual world developer,
entrepreneur, and futurist.
Bruce Woodcock
Researcher in Massively Multiplayer Online
Games, mmogchart.com.
Baba Yamamoto
Director, LibSecondLife; SL History Wiki.
Other foresighted individuals who contributed ideas to or
feedback on the MVR.
Paul J.S. Beaubein
Alvis Brigis
Peder Burgaard
Independent.
Entrepreneur, new media producer, futurist.
Manager, International Networks & Knowledge
Partners, Innovation Lab, Denmark.
William G. Burns III CTO, VR5 Online. Blog, City of Nidus.
David Carmein
CEO, Virtual Space Devices.
Joel Greenberg
Sr. Planner, GSD&M. Friends Talking Podcast.
John Hanke
General Manager, Google Earth.
Darren Herman
Co-Founder of IGA Worldwide. Blog, Darren
Herman.
James Hursthouse
CEO, Online Game Services, Inc. Hosting
and managing Massively Multiplayer Online
Games since 1999.
Joi Ito
Blogger; CEO and Founder, Neoteny; Board,
ICANN.
Sven Johnson
Independent product development consultant.
Blog, reBang.
Metaverse Roadmap
Pathways to the 3D Web
A Cross-Industry Public Foresight Project
What happens when video games meet Web 2.0?
When virtual worlds meet
geospatial maps of the planet? When simulations get real and life and business go
virtual? When you use a virtual Earth to navigate the physical Earth, and your
avatar becomes your online agent?
Introduction
Over the past year the
Acceleration Studies Foundation
(ASF) and its supporting
foresight partners have explored
the virtual and 3D future of the
World Wide Web in a first-ofits-kind cross-industry public
foresight project, the Metaverse
Roadmap (MVR). We use the
term Metaverse in a way that
includes and builds upon Neal
Stephenson’s coinage in the
cyberpunk science fiction novel,
Snow Crash, which envisioned a
future broadly reshaped by
virtual and 3D technologies.
The MVR has “near-term”
anticipation horizon of ten years
(to 2017), a “longer-term”
speculation horizon of twenty
years (to 2025), and a charter to
discover early indicators of
significant developments ahead.
Seeking diverse points of view,
our process included an
invitational Metaverse Roadmap
Summit, public and expert
surveys, a few workshops and
roundtables at major U.S.
conferences, social meetups, and
a public wiki. Many helpful
people from the IT, virtual
worlds, professional, academic,
futurist, and lay communities
contributed ideas to the MVR.
Metaverse Roadmap
Pathways to the 3D Web
What happens is the metaverse.
In its inaugural version, the MVR
focuses on defining and exploring
this major new social space. In
future versions we expect to add
industry-developed timelines for
Metaverse technology
development. Our inaugural MVR
budget was roughly $100K, paid
for by our generous financial
sponsors. With the resources
provided we endeavored be as
multinational and inclusive as
possible. With greater
recognition, more visibility and
more sponsorship support, we
look forward to bringing an even
broader range of expertise to the
next version of the roadmap.
The MVR comprises two
documents, both
available at
MetaverseRoadmap.org:
1) a set of MVR Inputs
(75 pages) which
summarize key insights
in 19 foresight
categories, and 2) this
MVR Overview (22
pages + Appendix)
which synthesizes some
(not all) of the Inputs
into a series of narratives
to explain important
features of the change
and opportunity ahead.
The goal of the MVR project is to
regularly update our ten- and
twenty-year public foresight by
3
periodically seeking the guidance of
experts at sponsored MVR summits,
and engaging in extended interaction
with online communities through the
use of blogs, wikis, podcasts, and
other media channels.
We invite you to contribute your
unique insights to future Metaverse
Roadmap summits, conversations,
and updates through feedback,
volunteer effort, and financial
support. In these early days of the
Metaverse, financial sponsorship is
particularly helpful to improving the
quality of future roadmaps. Email us
at roadmap@accelerating.org .
Moore’s Law: A doubling of real
computing power has occurred every 2.3
years, on average, since the birth of
modern computing. Moore’s Law is one of
several enabling technological trends for
Metaverse development.
A Cross-Industry Public Foresight Project
Metaverse Definition
The Metaverse is a complex
concept. In recent years, the term
has grown beyond Stephenson’s
1992 vision of an immersive 3D
virtual world, to include aspects of
the physical world objects, actors,
interfaces, and networks that
construct and interact with virtual
environments. We have collected
several definitions in the Glossary
(Sec. 20) of the MVR Inputs. Here
is one that seems as good a starting
point as any: The Metaverse is the
convergence of 1) virtuallyenhanced physical reality and 2)
physically persistent virtual space.
It is a fusion of both, while
allowing users to experience it as
either.
There is no single, unified entity
called the Metaverse—rather, there
are multiple mutually-reinforcing
ways in which virtualization and
3D web tools and objects are being
embedded everywhere in our
environment and becoming
persistent features of our lives.
These technologies will emerge
contingent upon potential benefits,
investments, and customer interest,
and will be subject to drawbacks
and unintended consequences.
In time, many of the Internet
activities we now associate with the
2D Web will migrate to the 3D
spaces of the Metaverse. This does
not mean all or even most of our
web pages will become 3D, or even
that we'll typically read web
content in 3D spaces. It means that
as new tools develop, we’ll be able
to intelligently mesh 2D and 3D to
gain the unique advantages of each,
in the appropriate context.
Although the "Web" technically
refers to a particular set of
protocols and online applications,
the term has become shorthand for
online life. It's possible that
"Metaverse" will come to have this
same duality: referring to both a
particular set of virtualizing and 3D
Metaverse Roadmap
Pathways to the 3D Web
web technologies, and the standard
way in which we think of life online.
Like the Web, the Metaverse
wouldn't be the entirety of the
Internet—but like the Web, it would
be seen by many as the most
important part.
The emergence of a robust
Metaverse will shape the
development of many
technological realms that
presently appear nonInternet-related. In
manufacturing, 3D
environments offer ideal
design spaces for rapidprototyping and customized
and decentralized
production. In logistics and
transportation, spatiallyaware tags and real-time
world modeling will bring
new efficiencies, insights,
and markets. In artificial
intelligence, virtual worlds offer lowrisk, transparent platforms for the
development and testing of
autonomous machine behaviors,
many of which may be also used in
the physical world. These are just a
sampling of coming developments
based on early stage Metaverse
technologies.
In sum, for the best view of the
changes ahead, we suggest thinking
of the Metaverse not as virtual space
but as the junction or nexus of our
physical and virtual worlds.
(efficiencies of ICT, nanotechnologies,
and process automation based on these
technologies), it is most reasonable to
expect the great majority of these
technology trends to continue
accelerating over the time horizon of this
roadmap.
Moore’s Law is just one of a
large family of accelerating
technology capacity
and performance
growth curves.
MVR Survey
A twenty-two question survey of key
uncertainties in the Metaverse future
was developed and administered to our
50 summit experts (30 responded) and
also briefly posted for public input at the
MVR website (115 to 136 responded).
Some valuable insights emerged, and a
number of responses are included in the
discussion below. Please see the
Appendix for the full response set.
MVR Survey Question 22. In 2016, how many
hours per week will a typical member of the U.S.
population ages 13-30 use interactive, internetaccessing, 3D visual environments for EACH of
the following activities?
Enabling Trends
The back story of the Metaverse is
that its emergence is being enabled
by a number of exponential
technology capacity and performance
growth trends. Together, these
rapidly expanding digital capacities
and abilities are creating the “soil” in
which our 3D web computing
ecosystem is emerging.
See the Constants (Sec. 3) of the
MVR Inputs for a sampling of their
breadth and impact. Due to the
special physics of the nanocosm
4
In 2016 the Metaverse may be primarily a social
and communication space, but experts suggest
it will have many other uses as well.
A Cross-Industry Public Foresight Project
Metaverse Scenarios
The complexity of the Metaverse
suggests great uncertainty about
how and when its forces and
features will manifest in society.
In such conditions, foresight
professionals frequently use a
scenario approach, creating a set
of partly-unique and partlyoverlapping stories of future
conditions. Scenarios aren't a
method of finding probable
futures; instead, they're tools for
exploring possible futures, and
looking for less-obvious
implications. Nevertheless, we do
venture a few predictions in the
following pages.
For those seeking additional
opinions on probable Metaverse
futures, we refer you to Cycles
(Sec. 7), Trends (Sec. 8), and the
many Predictions (Sec. 9),
recorded in the MVR Inputs.
Prediction analysis, another
foresight practice, has repeatedly
shown that even the best longrange technology forecasts
typically have only a 50% success
rate (Megamistakes,
Schnaars, 1989). Assuming
we have met that standard,
which half of our MVR
predictions are correct we
leave to you, and the
future, to determine.
To construct our scenario
set we selected two key
continua that are likely to
influence the ways in
which the Metaverse
unfolds: the spectrum of
technologies and
applications ranging from
augmentation to
simulation; and the
spectrum ranging from
intimate (identity-focused) to
external (world-focused).
• Augmentation refers to
technologies that add new
capabilities to existing real
systems; in the Metaverse
Metaverse Roadmap
Pathways to the 3D Web
context, this means technologies
that layer new control systems and
information onto our perception of
the physical environment.
• Simulation refers to technologies
that model reality (or parallel
realities), offering wholly new
environments; in the Metaverse
context, this means technologies
that provide simulated worlds as
the locus for interaction.
• Intimate technologies are focused
inwardly, on the identity and
actions of the individual or object;
in the Metaverse context, this
means technologies where the user
(or semi-intelligent object) has
agency in the environment, either
through the use of an avatar/digital
profile or through direct appearance
as an actor in the system.
• External technologies are focused
outwardly, towards the world at
large; in the Metaverse context, this
means technologies that provide
information about and control of
the world around the user.
development in various contexts, is yet
to be seen.
Combining the two critical
uncertainties gives four key
components of the Metaverse future:
Virtual Worlds
Mirror Worlds
Augmented Reality
Lifelogging
These four scenarios emphasize
different functions, types, or sets of
Metaverse technologies. All four are
already well into early emergence, yet
the conditions under which each will
fully develop, in particular contexts,
are far from clear.
There are of course other types and
functions of technology likely to
influence Metaverse development
which are not explicitly covered in our
scenarios.
Several of these minimally mentioned
or neglected topics are likely to
be major near-term influences,
such as Internet Television
(ITV) and Videoconferencing.
Others, such as the
Conversational Interface (CI)
to the web may become key
drivers only in the longer-term
speculation horizon of the
roadmap (2016 to 2025).
For more on such important
factors, and several miniscenarios relating to them, see
Positive Scenarios (Sec. 10),
Negative Scenarios (Sec. 11)
and Wildcard Scenarios (Sec.
12) in the MVR Inputs.
These continua are "critical
uncertainties"—critical because
they are fundamental aspects of the
coming Metaverse, and
uncertainties because how they will
emerge, their relative and absolute
5
Recognizing the complexity of the
Metaverse space, we nevertheless
consider the following four major
scenarios an excellent starting point
for understanding our virtual and 3D
digital future.
A Cross-Industry Public Foresight Project
Virtual Worlds (Intimate/Simulation)
Electronic virtual worlds (first text based, later graphical)
have existed since our first personal computers (e.g., MUD,
Adventureland, and CBBS 1978). See History (Sec. 1) in the
MVR Inputs. They are digital versions of narratives set in
“other realities” since the beginning of civilization. In the
earliest years, the quality of textual narratives, story, and
emotional appeal drove adoption. Later, visual aspects
became a leading differentiator. As graphical technology
improved, it crossed a usability threshold, then broadband
connectivity increased, and now software advances are
giving new creative powers to the user. These developments
have allowed social and economic potential to become major
new differentiators. Many of today’s “2.5D” VW’s such as
Playdo and Habbo Hotel attract millions of youth users.
Their less-than-3D graphics can be overlooked due to their
social benefits, simplicity, and speed of operation on today’s
computers.
Virtual worlds increasingly augment the economic and
social life of physical world communities. The
sharpness of many virtual and physical world
distinctions will be eroded going forward. In both
spaces, issues of identity, trust and reputation, social
roles, rules, and interaction remain at the forefront.
Issues and Technologies
Discussion of the Metaverse usually begins with
massively multi-user virtual worlds (VWs), a fastgrowing space that is already mixing physical and virtual
social, economic, and to a limited extent, political
systems via both asynchronous single-user and realtime
multi-user modes. Of all our scenarios, Metaverse
Roadmap participants talked most about virtual worlds.
At the same time, VWs evoked the greatest uncertainty
and disagreement.
There is a useful distinction between VW-based multiplayer
games, such as Everquest or World of Warcraft, and VWbased social environments, such as Second Life and Sony's
Home. Multiplayer games are goal-oriented, with social
interaction used as a tool for task completion; such worlds
are set in an internally-consistent fictional or fantasy-based
realm. In most, entertainment is a primary goal. In so-called
“serious games,” training and education are primary goals.
A key component of the VW scenario is one’s avatar (or
in multiplayer games, character), the user’s
personification in the VW. As in the physical world,
capabilities accessible in digital space are contingent on
the limitations of the avatar. But in comparison to one’s
physical persona, growth in the social, economic, and
functional capabilities of one’s avatar can be far more
rapid, and learning experiences can be greatly
accelerated. By contrast with the general 3D web, MVR
participants expected only a limited non-entertainment
adoption (and by inference, social utility and intelligence)
of avatars and VWs over the near-term, ten-year roadmap
horizon.
MVR Survey Question 17. In 2016, what percentage of
internet users in more developed countries (MDCs) will use
an interactive 3D avatar at least once a week for any purpose
other than games and entertainment, including socializing,
communication, creativity, education, barter, commerce,
exercise, etc?
Summit Survey: 50% of users
Website Survey: 52% of users
Screenshots from Peacemaker, a serious game that teaches
diplomacy, development, and conflict resolution in a fictional Middle East.
MVR Survey Question 6. Within the next five years, a leading
global web company will launch, or buy and launch, a 3D virtual
world where users are encouraged to engage in economic
transactions and own as legal property products they create in
the world.
Social VWs, by contrast, exhibit fewer overt goals and value
structures, and offer more open-ended user freedoms,
creation of objects, economic and social interaction, and
interpersonal networks. In a few social VWs, such as the
Avatar image from Perfect World China website.
Metaverse Roadmap
Pathways to the 3D Web
6
A Cross-Industry Public Foresight Project
multiplayer VWs, object creation is constrained by the
setting and game rules. In mirror worlds, creation is
constrained by the need to reflect reality. Only in social VWs
is the creation process truly open-ended, and many are
becoming open-source as well. At present, Second Life (SL)
offers the most powerful object-creation toolset in a virtual
world. With some effort, SL objects can be converted to
professional 3D programs (Maya, 3DS Max, Solidworks,
etc.) for animation, blueprint roughs, and even computeraided design and production of simple physical-world
objects. SL’s next generation of server upgrades will also
support spatial audio streams of its inhabitants, which will
provide an attractive and useful new dimension to the VW.
These are promising developments, though many challenges
remain.
rapidly growing world of Second Life, the user retains
some ownership rights to the objects, land, and other
assets acquired in the world. The emergence of broader
individual rights inside VWs, a move beyond historically
restrictive EULAs (End-User License Agreements) was
discussed by MVR participants as a new convergence
between virtual and physical space. While inspiring, the
vision (John Perry Barlow, 1996) of an emerging
independent cyberspace, with its own political and
economic rules and jurisdictions, like any sovereign
nation, was not echoed by MVR participants, who talked
of increasing physical world regulation over virtual space
in the foreseeable future.
In practice, the game vs. social world distinction is often
blurred, as goal-directed games always emerge inside
social VWs, and as social experiences broaden inside the
more popular game worlds. The distinction may be
further eroded by interoperability, as VW “syndication”
emerges in coming years. Having more user freedom to
move avatars, interfaces, and assets between worlds—
subject to the need to maintain story integrity in gamebased worlds—was a common desire of MVR
participants. But to move beyond today’s “Walled
Gardens,” not only new standards and syndicates, but
better systems for user identity, trust, and reputation will
be needed, to ensure player accountability to the unique
rules of each world.
A panel discussion inside Second Life. Avatars can watch video,
hear audio of the speakers, and text chat with each other
privately during the event.
MVR Survey Question 2. In 2016, the most popular global
3D worlds (by user base) will allow the importing of user trust
and reputation rating systems from a variety of other online
environments.
Summit Survey N=30, Mean=3.87
Website Survey N=134, Mean=3.94
How many social VWs will themselves be open source in
the longer term future, and how many will flourish with a
limited use of open source on top of proprietary platforms
was another topic of debate. Most MVR participants
expected significant growth in open source VWs, but with
the majority of commerce staying in proprietary worlds.
MVR Survey Question 8. In 2016, what percentage of global 3D
virtual world and game commerce will occur in worlds that are
operated under each of the following business models?
MVR Survey Question 21. In 2016, of the top 100 global
3D-enhanced online environments how many belong in each
of the following interoperability categories?
What is life like in this scenario?
The virtual worlds scenario imagines broad future
participation in virtual space commons. Many new forms of
association will emerge that are presently cost-prohibitive
in physical space, and VWs may outcompete physical space
for many traditional social, economic, and political
functions. In the 20 year scenario, they may become
primary tools (with video and text secondary) for learning
many aspects of history, for acquiring new skills, for job
assessment, and for many of our most cost-effective and
productive forms of collaboration.
Both VW’s and “mirror worlds” (virtual spaces that
model physical space) offer object creation tools. But in
Metaverse Roadmap
Pathways to the 3D Web
7
A Cross-Industry Public Foresight Project
In the stronger version of this scenario, VWs capture
most, if not all, current forms of digital interaction, from
entertainment to work to education to shopping to
dating, even email and operating systems, though the 3D
aspects may remain minimally used in the latter
contexts. Youth raised in such conditions might live
increasingly Spartan lives in the physical world, and
rich, exotic lives in virtual space—lives they perceive as
more empowering, creative and
"real" than their physical existence,
in the ways that count most.
limited VW scenario would be most likely to be dominated
by large traditional media companies rather than the
pluralistic ecosystem we might expect in the stronger VW
scenario.
New thresholds in dynamic photorealism of computer
graphics, driven by the entertainment industry, will clearly
drive incremental adoption. For example, the ability of
webcams to dynamically map the facial expressions of
computer users onto their virtual world avatars was
considered a probable near-term VW development. The
ultimate expression of the VW scenario would include
simulation of proprioception (body position), touch, scent
and even taste, a form of immersive virtual reality. Yet few
participants considered such science fictional advances likely
for mass use even in a twenty-year speculation horizon.
New identities, new social experiences.
Aided by VW interoperability, an
individual may easily access a far broader set of
experiences in digital settings than she or he could in the
physical world, as well as a vastly larger social network.
At the same time, the emerging Participatory Web is
providing tools and platforms that empower the user to
tag, blog, comment, modify, augment, select from, rank,
and talk back to the contributions of other users and the
world community. Tomorrow’s 3D Participatory Web
technologies will greatly enrich our virtual spaces. See
Current Conditions (Sec. 2) of the MVR Inputs for more
on the Participatory Web.
A key enabler for the utility of avatars as representatives,
screeners, assistants, etc. would be a Conversational Interface
(CI), Inputs 8Ac, a dialog platform sophisticated enough to
support web queries and responses (text or voice) using
seven or more word “sentences,” approximating simple
human conversation. Today humanity uses an average of
three words in our web searches, and we used an average of
1.3 words in searches on a much smaller and simpler web in
1998. Most participants expected the CI to emerge some time
after 2012, and a substantial portion expected it after 2017 or
never. Empowering avatars with primitive conversational
intelligence would allow us to use them as simple secretaries,
agents, and customer support. Individuals could query your
“digital twin” 24/7 to learn your public persona and current
status, and a CI would promote universal access to and use of
the 2D and 3D web, even for nonliterate youth in emerging
nations.
Many of today’s “netizens” use 2D personal web pages
and home pages in MySpace, and in Korea, 2.5D
“minihompy” in Cyworld as their preferred interface to
the world. Will tomorrow’s “Metaversans” require
potential contacts (those seeking emails, profile info, or
live contact) to teleport to the VW address of one of their
beautiful virtual homes, with exteriors that display their
public interests and values to the world?
MVR Survey Question 19. For users in the U.S., when will the
average query length used in leading search applications grow to
seven words (voice or text)?
Virtual house in Sims 2. When will our favorite virtual objects
be available from physical world retailers?
In a more limited version of the scenario, VWs become
popular for a few social and professional interactions, and
as an interface in certain social contexts, but end up filling
a circumscribed role similar to that of present-day
televisions, home game consoles, or personal computers.
Much of what people do today in the physical world
continues with little input from virtual worlds. This
limited scenario came primarily from non-technologists,
who thought cultural conservatism and economic barriers
would be major roadblocks to the stronger vision. The
Metaverse Roadmap
Pathways to the 3D Web
On the social side, perhaps the most obvious persistent trend
will be identity experimentation, self-revelation and role play
in VWs, and the creative variation of social norms around
gender, ethnicity, social class, etiquette, and group values and
goals. We see this in today’s pioneering social VWs like
Second Life, and social networks like MySpace. As the virtual
worlds scenario unfolds, we can expect an explosion in the
number of people engaged in such activities, and the ensuing
social change to bring both positive and disruptive effects.
8
A Cross-Industry Public Foresight Project
Mirror Worlds (External/Simulation)
around cities to add ground-level images to the building
models in our urban mirror worlds.
Mirror worlds are informationally-enhanced virtual
models or “reflections” of the physical world. Their
construction involves sophisticated virtual mapping,
modeling, and annotation tools, geospatial and other
sensors, and location-aware and other lifelogging
(history recording) technologies.
Amazon’s Block View, street-level GIS images
Amazon’s BlockView (2004-2006), was an early effort at
ground-level urban images to supplement online Yellow
Pages. While street pictures alone didn’t increase adoption
of online Yellow Pages, they make more sense as part of a
free open-standards MW with multiple uses (shopping,
tourism, navigation, business, research, etc.) especially if
the provider (Google, Yahoo, Microsoft, etc.) can sell
location-based advertising to accompany MW use. In this
regard, new picture-based MWs, like Street View in
Google Maps, deliver compelling visual information. The
addition of live camera feeds to popular destinations will
further increase the stickiness of such environments, and
these platforms may be the most direct path toward the
Virtual Town Square scenario (see below).
Google Earth home screen, North America
Issues and Technologies
Unlike virtual worlds, which involve alternate realities
that may be similar to Earth’s or wildly different,
mirror worlds model the world around us. The bestknown example of a mirror world (MW) is presently
Google Earth, a free, web-based, open-standards digital
map of Earth. Yet Google Earth is just one of a large
class of mirror worlds, which are also known as
geographic information systems (GIS). GIS systems
capture, store, analyze and manage data and associated
attributes that are spatially referenced to the Earth.
The first digital mirror worlds were government-built
public resources (eg., the Canadian GIS, 1967). The
next were expensive proprietary pre-Internet systems,
funded by business and institutional customers (eg.,
ESRI’s ArcGIS). Such systems remain very popular
today, and have some free components. With the
advent of the free Google Earth in 2005, a powerful
open-standards MW came to the web. Google,
Microsoft and others also offer for-pay MWs with
additional GIS features not available in the free
versions.
3D building model imported from SketchUp to Google Earth.
With the acquisition and free release of SketchUp, an
intuitive 3D modeling program, Google has made it easy
for users to add 3D building data (example above) to any
of the GIS overlays (tourist attractions, real estate maps,
roads, businesses, etc.) in Google Earth. Such tools will
help the current generation of web users to more easily
create virtual objects. By and large however, individual
humans will not build tomorrow’s 3D mirror worlds,
though they will most certainly annotate them.
Initially, MW maps were based on cartographic
surveys, with informational overlays. Later maps were
updated with satellite and aircraft imagery, and now
some (Google Earth, military systems) are being
augmented by ground-based imagery, often produced
by cars mounted with scanning cameras, driving
Metaverse Roadmap
Pathways to the 3D Web
Look instead to automated 3D city model construction
software, which converts digital pictures, video, laser, and
embedded environmental inputs into 3D models via rapid
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A Cross-Industry Public Foresight Project
drive-thru acquisition. This technology is presently in
use for small 3D spaces (eg, RealViz, 3rd Tech) and is
nearing city-level utility. MVR participants considered
such automated 3D hardware and software likely to be
a major contributor to our mirror worlds in the nearterm roadmap timeframe.
sensors will allow the emergence of “local positioning
systems” (aka location-based systems) that enable us to
locate everything we care about in our environment (e.g,
tools in the house, children in the neighborhood, friends
on the planet) on a realtime MW map.
Mirror worlds for the home will be
a significant new market. Security,
property insurance, moving and
storage, rental and barter, interior
decorating, construction, and home
automation are just a few of many
industries that will be significantly
affected. The informational power
of these tools will create new
challenges for crime prevention and
privacy protection.
Google Maps on the
As GPS migrates to the car and
Blackberry PDA
cellphone, MW navigation and
community search functionality will achieve mass
adoption. Location-based search on the cellphone is a
near-term development that will be a major new source of
social value and provider revenue. Google and other
companies are presently sourcing low-price GPS-equipped
cellphones, to be offered even in emerging nations.
Google’s mobile browser, incorporating Google Maps,
will return search queries (eg, “coffee shop” or
“supermarket”) filtered based on dynamic user location,
with location-based ads a click away.
First-gen 3D buildings in Osaka, Japan on Google Earth.
Digital Earth systems add a precise spatial context to
physical world information, a context that is either
missing or very poor in other media formats. MW
maps serve not only as representations, but also as
interfaces for access to other networks and devices.
Open-standards and public platforms, like Google
Earth, may become the dominant mirror worlds within
the near-term roadmap horizon, but proprietary and
private versions are also likely to see continued growth
in the corporate and institutional sectors, to protect
strategies and to seek competitive advantages.
GIS integration with virtual world object creation
(SketchUp, Second Life, etc) will also advance, and
mirror world mashups with web-based digital photo sites
(Flickr, etc.) are already in use. As internet television
software and bandwidth develop (Joost, etc.), MW video
integration will be next.
Firms with GIS, sensor or virtual world strategies and
experience are potential first-movers in the MW
scenario. Standards will be important here, and open
source has some potential to shake things up.
What is life like in this scenario?
Some futurists have proclaimed that virtual worlds, the
Internet, global outsourcing and telepresence are
heralding the “end of geography.” Such ideas were
paralleled with advent of the airplane and telegraph a
century earlier, which led to predictions of a
“borderless world.” There is certainly a limited truth to
these perspectives, yet mirror worlds will also make
borders, cities, and spatial positioning even more
interesting, productive, and important.
A Mirror World and Flickr photo sharing mashup.
In coming years, the proliferation of location- and
context-aware sensors will create smart urban and rural
environments, and the quality of our mirror world
simulations, augmented reality interfaces and object
and user lifelogs (history recording systems) will
steadily improve. Future classes of RFID and other
Metaverse Roadmap
Pathways to the 3D Web
The mirror world interface is a compelling educational,
organizational, and commercial tool for understanding and
managing global events such as climate and geopolitics.
Transnational institutions, NGOs, and others with global
focus are likely to be early users as MW functionality
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A Cross-Industry Public Foresight Project
improves. Digital Earth systems also offer a unique
way to transition between global and local context.
worlds scenario is one in which a great deal of power
comes from the technology's ability to "make the invisible
visible"—that is, to reveal processes and flows (e.g. which
local restaurants near your present location served the
best-rated food last month, according to your preferred
social groups) that would otherwise be too subtle or
complex to recognize.
At the regional and city level, the mirror world
interface is very useful for navigation, education,
commerce, and business analytics, including logistics,
marketing, and finance. Once GPS-localization and
videoconferencing can both be done within the MW, it
seems a compelling platform for socializing and
entertainment as well. See Inputs 8Bj for more on
recent videoconferencing trends.
In the longer-term time horizon, given a sufficiently
robust model of the real world, complete with abundant
live data sources and preferences and values maps of the
inhabitants, mirror worlds will eventually come to offer a
powerful method of testing plans through data mining and
simulation. Business, environmental, and political
strategists may use a mirror world system to check the
plausibility of plans against a physical or virtual
community’s publicly expressed preferences and values.
For more on this concept, see the Valuecosm, Inputs 9Cp.
Imagine the following Virtual Town Square (VTS)
scenario (Inputs 9Bb), in Anytown, USA, circa 2012.
You are contemplating your evening entertainment
options, so you teleport to various local VTS’s,
accurate but flashier mirror world models of your
town’s most popular social locations, to efficiently
review your options. In each, you can browse 2D
screens for movies, entertainment, etc., and quickly see
which of your friends are at what venues, based on
public reporting by their GPS-equipped phones.
Such a high-reflectivity model of Earth’s visible and
intangible aspects is outlined by David Gelernter in
Mirror Worlds. Gelernter is optimistic that our coming
data-rich geographic simulations can give us not only treelevel insight but also forest-level “topsight” into complex
global systems, many of which are presently obscure.
You can also see their 3D avatars and talk to them
firsthand, by voice or text, to see what’s going on, or
unobtrusively read their public calendars to see if
they’d like others to join them. You can talk with the
avatars of others visiting the space, who are either
browsing along with you or who are downtown in
person. Once the digerati of one city find personal
value in a social VTS mirror world, others may be built
in rapid succession. As with websites, there would be a
good economic case for businesses to keep them up to
date with the most recent information, live feeds
(webcams, etc.) and advert video of the local activity.
Mirror Worlds by David Gelernter, 1992
If the leading mirror world tech trend is towards increased
data inputs (proliferating global sensors) and complexity
and accuracy in our sims, the leading MW social trend
may be efforts of the powerful to control access to the
most useful new information. Mirror worlds are
democratizing and pluralizing only to the extent that
everyone has access to and can annotate them. If that
access is restricted, they can easily become instruments of
state or corporate control. As long as this is seen as a
socially-undesirable outcome, much political effort will go
into finding ways to maintain and equalize access. The
rising power of the individual to use technology in
socially destructive ways will be one problem made worse
by MW access. In wise societies, this problem will be
countered by the rising social transparency and
accountability that mirror worlds, augmented reality,
lifelogs and related technologies provide. Different
cultures will make different choices with respect to MW
prevalence and access, but in general, they hold great
promise to be a positive-sum social force, and to protect
both civil liberties and social values and identity.
A virtual town square in the social VW Second Life.
Personal use of mirror world tools arises from the
value of visual location-based information: directions,
local weather, traffic, business conditions, subtle
environmental concerns (such as pollution or pollen
levels), and the like. Media companies may end up
preferring mirror world environments as easy ways to
control how their content is displayed. The mirror
Metaverse Roadmap
Pathways to the 3D Web
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Augmented Reality
Physical hyperlinks, Inputs 2Ao, are a recent major AR
advance. PHs are machine-readable identifiers (1D and 2D
barcode, RFID tag, image, sound, fingerprint) that can be
resolved by a cell phone camera. A high-capacity (4,300
character) square 2D barcode called the QR (“Quick
Response”) code is now proliferating in Japan, with QR
code readers preinstalled on all new 3G cellphones. They
are appearing on business cards (eliminating data entry),
magazine pages (for discount coupons), packaged goods
(for nutrition information), airport kiosks (for paperless
airline travel), even billboards (for movie trailers). Once
recognized by the camera, a single click dials a number,
starts an email, or takes the user to an internet site. Future
applications are limited only by the imagination.
(External/Augmentation)
In augmented reality, Metaverse technologies enhance
the external physical world for the individual, through
the use of location-aware systems and interfaces that
process and layer networked information on top of our
everyday perception of the world.
Artist’s idea of augmented reality heads-up display (HUD)
A few of the many QR code applications in Japan.
Issues and Technologies
Historically, the augmented reality (AR) concept is
based on the emergence of mirror world maps and
global positioning networks, including the U.S. GPS
and its European competitor, Galileo (due in 2011), as
well as cellular phone localizers relying in part on
triangulating cell towers. As GPS has become
increasingly commonplace, new services have emerged
to take advantage of this geographic information, from
location tagging and logistics monitoring to locationbased games and context-aware advertising. Such
services are fairly rudimentary today, but will improve
greatly in granularity, accuracy and usability.
Another important aspect of the AR scenario is the
interface, the ways and choices users have to access
virtual information overlaid on the physical world. One
type of interface is a heads-up display (HUD), providing
context-significant information through a mobile
viewscreen (window, eyeglasses, cell phone screen, etc.).
Microvision uses a tiny laser that paints a virtual image on
a flipdown screen, or even directly on the user’s retina.
Augmented reality depends on the further development
of intelligent materials and the "smart environment"—
networked computational intelligence embedded in
physical objects and spaces. As described in Adam
Greenfield's Everyware, this vision of the so-called
"Internet of things" moves well beyond today’s
primitive classes of RFID (radio frequency
identification) tags. Concepts such as the "spimes"
described by Bruce Sterling (individually-identified
objects that can be tracked through both time and space
over their lifetime) or Julian Bleecker's "blogjects"
(objects that keep a running public record of their
condition and use) offer examples of the ways in which
materials, goods and the physical environment play a
part in the augmented reality world.
Metaverse Roadmap
Pathways to the 3D Web
Microvision’s Nomad AR device
More conventional visual interfaces, such as mobile
phones and the navigation screen in cars, are bound to be
the most common AR interface for the near-term.
Nevertheless there is room for innovation, as in wearable
phones whose lightweight visual display covers the back
of the hand and wrist (see the Carpal PC, Inputs 9Ab).
Mobile wearable screens are to some degree virtual or
mirror worlds, as they command all of the user’s attention,
at least for a glance. But they are also AR, as context12
A Cross-Industry Public Foresight Project
What is life like in this scenario?
The augmented reality scenario offers a world in which
every item within view has a potential information
shadow, a history and presence accessible via standard
interfaces. Most items that can change state (be turned on
or off, change appearance, etc.) can be controlled via
wireless networking, and many objects that today would
be "dumb" matter will, in the augmented reality scenario,
be interactive and to a degree, controllable. To the AR
generation, such properties will be like electricity to
children of the 20th century: essentially universal,
expected, and conspicuous only in their absence.
sensitive information is overlaid on them as they move
through the physical world.
Another promising AR approach is an audio interface,
with voice- or context-driven information delivered via
earpiece (e.g., the ability to ask your search engine
anything, and have an answer whispered into your ear,
contextualized to your physical location). Wearable
audio AR may require a more robust Conversational
Interface before it reaches mass adoption however.
What might emerge in the near-term is location-based
cellular radio (LBCR), Inputs 9Bd. Today, 3.5 and 4G
wireless platforms can already stream internet audio to
the car radio and cell phone. Add GPS and a mirror
world directory system and you can deliver locationbased streaming radio to the mobile user. Many mobile
users would like car and cell phone radio channels that
give them 1) ultralocal news, politics, weather, and
traffic, 2) reviews and business-published info on local
restaurants, shops, and entertainment events, as they
are approaching them, and 3) educational and historical
information for local landmarks. LBCR might be a
multi-billion dollar industry by 2016. Or it may be a
white elephant platform still waiting for user adoption.
Whoever delivers the first useful and scalable AR
operating system and standards, perhaps via the cell phone
platform, may become a central player in this future. As
virtual data proliferate, information overload will be a
common problem. The best of these will regulate human
use of the system, respecting natural work, rest, and
recreation cycles. In the near-term, AR devices may
employ today’s collaborative filters, which self-organize
to advance one’s interests and values. This will empower
user annotation and the expression of individual opinion:
the Participatory Web. Smart tag-based networks will
allow individuals to advise friends on which restaurants,
shops or services are worth visiting, and which should be
avoided. Time-based processes (such as appointments or
deliveries) can be followed with a small widget in one's
visual interface, unobtrusive but always available.
Steve Jobs demos the iPhone.
MVR Survey Question 12. In 2016, what percentage of
global mobile device users (cell phone, PDA, etc.) will have
always-on broadband internet accessibility from their
devices?
Summit Survey: 81% of users
Website Survey: 79% of users
Microvision’s wearable AR display concept.
In the longer-term future, different people may have very
different experiences of the same physical location. In
extreme cases, one could use AR to hide images (such as
signs, video displays, even other people) considered
distracting or offensive. In a new form of self-obsession,
isolation, and addiction, some might choose see only
“Potemkin Villages,” an information façade catering to
their pre-existing biases and desires, and obscuring
unpleasant reality. Media services, religious groups,
software companies, and many other players are likely to
compete in the filter market, and economic and political
pluralism should help ensure these systems empower
rather than control the individual.
Another potential near-term AR platform is the Display
Table/Game Table, Inputs 10Af, a kitchen, dining
room, or workroom table with a touchscreen display
surface, networked vertical wall display(s), and
individual AR displays for each user/player. Once
affordable, such a device will facilitate new
videoconferencing, collaboration, entertainment, and
social experiences beyond the living room and the
standalone computer.
Metaverse Roadmap
Pathways to the 3D Web
13
A Cross-Industry Public Foresight Project
Lifelogging (Intimate/Augmentation)
reported by concerned citizens with great frequency.
Traffic laws and norms will see adjustment as a result.
In lifelogging, augmentation technologies record and
report the intimate states and life histories of objects
and users, in support of object- and self-memory,
observation, communication, and behavior modeling.
Object Lifelogs (“spimes,” "blogjects," etc.) maintain a
narrative of use, environment and condition for
physical objects. User Lifelogs, ("life-caching,"
“documented lives,” etc.) allow people to make similar
recordings of their own lives. Object lifelogs overlap
with the AR scenario, and both rely on AR information
networks and ubiquitous sensors.
Nike+ and iPod: Personal trainer, global running community
Nike and Apple have formed a partnership to turn shoes
into lifelogs and personal trainers, using the iPod and the
web. Tens of thousands of runners upload their running
statistics daily to the Nike Plus community. As their cost
drops steadily in coming years, many new object lifelog
opportunities will emerge. Would you pay an extra $10 for
a computer screen that logs a memory of its recent visual
states in case of a crash? What would you pay for lifelogs
on your car, keys and wallet? For a wallet that notified
you if the credit cards weren’t quickly replaced within it?
Used appropriately, object history and smartness can
improve our awareness, security, and productivity.
Issues and Technologies
Lifelogging is the capture, storage and distribution of
everyday experiences and information for objects and
people. This practice can serve as a way of providing
useful historical or current status information, sharing
unusual moments with others, for art and selfexpression, and increasingly, as a kind of "backup
memory," guaranteeing that what a person sees and
hears will remain available for later examination, as
desired—what Microsoft founder Bill Gates called a
“documented life” in The Road Ahead, 1995.
Lifelogging emerges from accelerating technological
trends in connectivity, bandwidth, storage capacity,
sensor accuracy, miniaturization, and affordability.
Nokia lifeblog organizes cell photos into an organic timeline
that can be annotated, mobile blogged, and shared.
User lifelogs are also in broad development. Perhaps the
most obvious examples of early user lifelogs are the
current generation’s widespread use of digital and cell
phone cameras to document and share life experiences
online. Leading phone makers like Nokia and websites
like Flickr have platforms to facilitate photo taking,
annotating, sharing and mobile blogging.
TrackStick, a $200 GPS lifelog the size of a pack of gum
Object lifelogging is presently seeing a wide range of
incremental advances. GPS lifelogs like TrackStick
which interfaces to Google Earth, are concealable in
cars and objects, and are making inroads in law
enforcement. In the consumer market, Toyota Japan
offers in-car cameras, networked to the Toyota
Security Center, for auto theft prevention and recovery.
Some consumer in-car cameras now record outside the
windows, to detect the license plates of cars that do
damage to the vehicle.
Justin.tv, streamed to the web by Justin
Kan via a small wearable headcam and
four Verizon EV-DO cell modems
($240/month in bandwidth costs) is just
the latest example of early “lifecasting”
activities. Such systems may be affordable
for youth and specialty use in the nearterm roadmap horizon, and new “life
Justin.TV runs a
sharing” opportunities will emerge.
24/7 video ”lifecast”
As inexpensive car video lifelogs become widely
available, able to relay the last several minutes of their
exterior visual footage to any phone number or email
address at the touch of a button, accidents, red-light
violations, unsafe driving, and other infractions may be
Metaverse Roadmap
Pathways to the 3D Web
14
A Cross-Industry Public Foresight Project
experiences (e.g., “show me that conversation last
Summer when I was discussing abc with xyz.”).
MVR Survey Question 14. In 2016, what percentage of the
U.S. population ages 13-30 will allow their trusted group to
view 3D images of what they are doing in realtime (through
wearable cameras) at least once a month, and to be able to
give feedback or advice?
Summit Survey: 29% of population
Website Survey: 36% of population
MVR Survey Question 15. In 2016, what percentage of the U.S.
population ages 13-30 will use 'lifelogging' systems during
significant portions of their lives?
Summit Survey: 24% of population
Website Survey: 32% of population
Child security from abduction
is a presently a significant
public concern, and another
potential for near-term user
lifelogs. Affordable localizer
devices that can be concealed
by implant in the body are
likely decades away, and may
face high hurdles to public
acceptance. What is feasible in
the next ten years, however,
Wearable sousveillance
concept from Wearcam.org
are 3.5 and 4G security
cellphones, worn at the belt
or like a necklace, on which the camera, by its red
light, is obviously on, recording, and wirelessly
transmitting its image to a remote network. Such a
security lifelog, with automatic recording and manual
reviewing features, would capture criminal acts on
video, even if the phone were immediately destroyed.
In the same way that CCTV cameras in car parks lower
car theft rates globally, such a device, worn by very
young children and security conscious adults in public,
might have some protective effect for their wearers.
Recording in school to prevent bullying, etc. would be
another potential use, and an obvious personal vs.
state’s rights issue to be adjudicated in coming years.
Lifelogging technologies offer two primary functions:
first, they serve as a kind of "TiVo" for one's life,
recording the sights and sounds one encounters
throughout the day; second, they enable collaborative
sharing and aggregation of life experiences. Both
functions are potentially socially-disruptive, even as
they offer capabilities of immediate value to users.
Beyond the near-term youth market, truly powerful
user lifelogs seem unlikely to emerge until we have
intelligent autocaptioning and autosummarizing
systems, and a functional Conversational Interface
(post 2016?), allowing voice-driven search on a
wearable system through one’s archive of past
Pathways to the 3D Web
For lifelogging adopters, retention of past experiences will
become functionally perfect, but recall and analysis of
those experiences will only be as good as the web-based
indexing and search software, which will constantly
improve itself over the lifespan of the user. Even with
minimal analytical capabilities, such systems would be of
great value to experimental youth, to technology-inclined
elderly (expect early uptake in Japan), to business people,
to civil servants, and many others.
A perfect memory isn't necessarily an ideal, at least by
current social standards. Human relationships are aided by
the consensual misremembering of slights, allowing the
sting of insults and personal offenses to fade over time.
With easy access to records of past wrongs, “I forgot,”
will be much less frequent, and some will find it
impossible to "let bygones be bygones." On the positive
side, new social accuracy will provide opportunities for
individuals to more frequently admit their mistakes, and
after some ego adjustment, help them be more tolerant and
open to a change of mind and behavior. We see such
learning on some (not all) blogs today, which are accurate
text-based lifelogs of past arguments in social space.
David Brin makes this point well in
The Transparent Society, 1999, an
introduction to the social changes
we can expect in tomorrow’s highly
virtualized and publicly transparent
society. Individuals in a democracy
ultimately become nicer when their
actions are available to social and
self-observation, though not without
a struggle. Behavior change is never
an easy process.
The primary technological hurdle for the mature
lifelogging scenario isn't the hardware, but the
software: how does one tag, index, search, and
summarize the terabytes of rich media archives of one's
own life? Several technology companies (Microsoft’s
My Life Bits, etc.) are hard at work on this problem.
Metaverse Roadmap
What is life like in this scenario?
Life in the lifelogging scenario has the potential to be
simultaneously empowering and demoralizing, in the
sense that the older generations may have some difficulty
adjusting and a nostalgia for simpler, earlier times.
Add network capability to this technology and life gets
especially interesting. Unlike virtual worlds, lifelogging
won’t allow you to walk in another person's shoes, but it
does allow you to look at the world through another
person's eyes. Or multiple people's eyes: memories tagged
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A Cross-Industry Public Foresight Project
for a particular time and place can call up similar
recordings from others at the scene, giving an
individual access to multiple perspectives on an event.
of artificial general intelligence, lifelogging becomes one
of several valuable pathways to a greater integration of
human and machine “minds.”
Potential applications of such capacity are legion: more
accuracy in law enforcement, better education,
training, counseling, self and social awareness, conflict
resolution, etc. It is also a powerful example of
sousveillance ("watching from below") to balance the
surveillance (“watching from above”) ability of the
modern state.
Today, the
WITNESS project's
online portal offers
global human rights
activists a place to
send images and
Witness.org: Lifelogging circa 2007
video documenting
abuses by powerful actors; lifelogging technologies
would make that possible for everyone.
We should conclude our final scenario with a major
observation: the technologies in three of our four
scenarios, mirror worlds, augmented reality, and
lifelogging, will all strongly increase public
transparency—and with user consent, private transparency
as well—in coming years.
How far might we take this transparency trend? Will we
come to regard the present, an era where people can go out
in public without biometrics or electronic signatures that
uniquely identify them to the network as a “Wild West” of
crime and lawlessness?
The far future is hard to visualize, but we can imagine
many socially attractive near- and longer-term
transparency steps along the way. How likely is it, for
example, that once they are sufficiently inexpensive and
miniaturized, we will see laws mandating networks and
lifelogs (eg., GPS-on-a-chip, feeding into a gun’s “flight
recorder”) to be installed on all our new small arms,
weapons, explosives, and other mass lethal technologies
(Inputs 8Aj)? Would those democratic societies that
pioneer such networked and localizable weapons (NLWs)
find they turn offensive technologies into defensive social
assets?
Systems advanced enough to recognize objects,
symbols and individual faces, visual AI tasks that
many experts expect to be accurate enough for general
use in ten to twenty years, will offer powerful new
abilities not just to society but also to individuals. At a
minimum, the software would be able to call up earlier
interactions for quick review, or at the very least a
name and context. If systems can be readily networked,
the lifelogging gear could call up references from
trusted friends and relatives, giving any one person
access to the collective social memory of her personal
network.
This has obvious implications for reputation networks.
Inevitably, once it's possible to access networked
memory references about someone or something, users
will wish to share their opinions about their own
experiences with the subject. As long as the reputation
network focuses on products and services, the group
ratings will differ little from today's collaborative
product recommendation systems. Once the network
begins to apply to other people, however, questions
will arise about liability for spreading harmful
misinformation. New legal frameworks will likely
ensue.
Networked localizable weapons: A future lifelog development?
It seems reasonable to expect that the leading long-term
social trend in lifelogging will be grappling with the
impact of greatly elevated transparency, including all the
inevitable attempts to hack, game or otherwise manipulate
these systems. Security, privacy, fraud prevention, and the
protection of civil liberties for users and those recorded
will be ongoing concerns. As Justin.tv’s website header
says, “We’re going to need more lawyers.”
We can also expect significantly different responses to
these technologies country by country, particularly in their
early years. To generalize, we might look to securityconscious and innovative countries like Singapore, Israel,
South Africa, the U.S., and Korea for early innovation, to
Asia for technical leadership, and perhaps to Europe and
the U.S. for legal innovations that define their use
consistent with growing personal liberties and social
responsibilities.
A leading technological trend over this time period will
be the increasing ability of lifelogging systems to make
meaningful connections between disparate
"memories," both individual and collective. In its
fullest expression, such technology may become not
simply a backup memory, but a backup sub-conscious,
offering powerful cognitive augmentation and advice
by past example. Viewed from the biggest picture,
when coupled with ongoing work on the development
Metaverse Roadmap
Pathways to the 3D Web
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A Cross-Industry Public Foresight Project
How These Combine
vice-versa, because the tools for one
are enablers for the other.
The Metaverse contains elements of
all four scenarios. At the same time,
their technologies broadly overlap,
as in the use of a mirror world map
inside a virtual world, or a heads-up
display AR system or object or user
lifelog inside a mirror or virtual
world. There are also more general
ways the scenarios overlap.
One link between the virtual
worlds and mirror worlds
scenarios is the refinement of digital
models of environments, and the
sense of immersion that results from
good models. At present, virtual
worlds for games, education, or
socializing have rudimentary
physics models, and little if any
emergent or evolved phenomena—
they're scripted, static, or entirely
dependent upon user creation.
Conversely, today's best mirror
worlds have little sense of place or
immersion, limited real-time shared
content (where the actions of one
user changes what other users see),
and restrictions on what users can
do within the environment.
Improvements in either version of
simulated worlds will come from
lessons learned by examining the
alternative.
Metaverse Roadmap
Pathways to the 3D Web
Google Map of
World of Warcraft
A link between the mirror worlds
and augmented reality scenarios is
the proliferation of sensors,
networked devices, and intelligent
materials. Both scenarios are
heavily dependent upon the
deployment of a
multitude of systems
able to monitor and
influence properties of
the physical world—the
primary difference is
the interface used to
access this data. The
two scenarios overlap
yet have their unique
strengths, with mirror
worlds effective as
tools of large-system
monitoring and control,
and augmented reality
systems effective as
mediators of personal
interaction and point
control.
A link between the augmented
reality and lifelogging scenarios is
the development of a sophisticated
interface for experiencing an
enhanced awareness of one's
physical and social environment,
and sufficient network capacity to
support full-time personal use. As
described in the scenarios, the most
effective AR and user lifelogging
systems are likely to be unobtrusive
wearable devices, which hand off
most of their computation-intensive
tasks to the network. Again, an
augmented reality future will have
some elements of lifelogging, and
17
A link between the lifelogging and
the virtual worlds scenarios is the
emergence of a consistent digital
identity allowing for seamless
interaction between in-person and
virtual representations of other
people. This requires the
development of an infrastructure
that is open across multiple
platforms, secure against spoofing,
and able to recognize that you are
you, regardless of how or where
you're connecting. Advanced
identity, trust and reputation may be
slowest to emerge in virtual space,
where part of the allure is to
recreate oneself outside of one’s
social history. But the growing
public transparency that will
accompany advances in the other
three scenarios is likely to impact
virtual worlds as well, though
perhaps to a lesser degree.
Facebook Profile
A Cross-Industry Public Foresight Project
Cross-Scenario Issues
Given that our four scenarios are
not mutually-exclusive—and in fact
often mutually-reinforcing—it
makes sense to address their social
and business benefits, challenges
and questions from a cross-scenario
perspective.
Social Benefits and
Challenges
Relationships and Identity
Metaverse technologies are intensely
social. As a result, the most widelyfelt impacts coming from the
development of these tools will be in
personal and social relationships.
Not all of these impacts will be
good.
At the community level, the
proliferation of sensory and analysis
tools, either worn or embedded in
the world, arguably makes deception
or abuse of others more difficult.
Public misbehavior or duplicity
becomes part of the public record,
and the development of reputation
networks would make it hard to live
down past misdeeds or mistakes. If
this "mutual assured transparency" is
equivalent across social divisions,
the technology could have a leveling
effect, reducing the opportunities for
abuses of power; if the transparency
is effectively one-way, where the
rich and powerful could limit their
information shadows but still see
those of everyone else, these
technologies would be ripe for
abuse.
because (in principle) everyone starts
with more-or-less a blank slate, that
fame and fortune isn't contingent
upon fame or fortune elsewhere.
Yet as interoperability and
commercialization move into the
VW space, the experimental and
anonymous feel of today’s most
popular virtual worlds (e.g., Second
Life) may subside. Better digital
identity and reputation, and the entry
of major physical world brands,
celebrities, and interests into social
VWs may convert the majority of
them into more mundane and
restrictive varieties of social
relationship and identity. Perhaps
only the theme-based game worlds,
and less popular social VWs will
remain havens for identity privacy
(even as true anonymity disappears),
and identity and relationship
experimentation.
Pathways to the 3D Web
That said, the vision of what our
world could look like once these
problems are sufficiently solved is
generally appealing. Both
augmented reality and mirror worlds
offer context-aware versions of
Google or Wikipedia available
simply at a glance, while lifelogging
and virtual worlds, being more
intrinsically personal, offer tools for
a more detailed understanding of
one's own life and relationships.
Whether this means an improved
understanding, especially in the early
years of these technologies, is
another question. And while the
high-profile, edge-case uses of these
tools may garner the most attention,
their everyday, prosaic uses (for
personal commerce, for casual
communication, for education) will
be far more important in effect.
Information and Education
Information access is a recurring
theme across the four scenarios,
whether about the world or about
oneself. Certainly access is no
panacea; for much of the world, the
problem isn't the lack of information,
but the lack of ability to find the
right information. Filters, metadata,
tags and search systems may be the
Such transparency and reputation
issues have already started to arise in
virtual communities, places where
many participants experiment with
social rules under alternative
identities. The ability within these
spaces to have status, capabilities
and recognition far greater than the
physical world has proven a highly
attractive feature. Like the physical
world, virtual environments provide
benefits based on skills, social
networks and personality, but
Metaverse Roadmap
most important infrastructure
technology for the Metaverse.
The particular benefits and
challenges accruing to future
education are worth calling out.
Unlike today, where even
participatory platforms like
Wikipedia try to limit their entries to
people and events generally
considered “notable,” in the
Metaverse future we’ll have at our
Artist’s rendition of online communities, 2007
18
A Cross-Industry Public Foresight Project
fingertips the biographies, personal
trajectories and intimate glimpses
into the lives and behaviors of
ordinary individuals, organizations
and locations around the world. At
the same time, we'll run the risk of
building overly-subjective appraisals
of the world, relying too heavily
upon individual observations, and
insufficiently upon considered,
detached analysis.
Transparency and Political
Power
The rise of the Metaverse
underscores already-extant, serious
social, political, and economic
questions about information. Who
decides what sources of information
should be visible, and what should
be obscure? Are there only a few
central sources for descriptions of
"locations, events and communities
of interest" (creating a serious
potential for bias and inaccuracy),
or is such information pluralistic
and emergent from the individual
contributions of participants,
(making self-promotion, vandalism
and other petty abuses likely)?
What happens when filters create a
distorted view of a topic or
location? Who decides what's
correct? Who pays for abuses?
Simply choosing to opt out is little
help. If these technologies become
as commonplace and important as
we believe they will, people who
choose not to participate may end
up as left out of commercial and
civic discourse as Web-ignorant
people are today. If lifelogging and
augmented reality technologies
becomes commonplace, those who
have access to complete records and
fee-based databases may have a big
advantage over those who can only
access the free data, or worse yet,
still rely exclusively on their faulty
"meat" memories. In the long-term
future, the choice of operating
without personal memory
technology may even render one
unemployable for many
professional tasks.
Metaverse Roadmap
Pathways to the 3D Web
Most ominously, Metaverse
technologies could be used by large
institutions, particularly major
corporations and governments, to
maintain and worsen social,
political, and economic inequalities
in today’s only partially democratic
societies. There are myriad control
and access issues ahead in both the
near- and longer-term. If network
neutrality is compromised, if walled
gardens are allowed unfair
competitive advantage, if internet
monopolies aren’t aggressively
countered, in the coming generation
Metaverse developments could
concentrate power into a limited set
of hands, and create transparency
only for the “underclass.”
Monitoring the populace would be
simple, and with the wrong
application of "everyware"
technologies, so too would be the
manipulation and limitation of
choice.
In addition to enlightened “topdown” leadership, continued
“bottom-up” activism, to ensure
increasingly democratic and
pluralistic access to and control of
these technologies, seems
fundamentally important to
responsible global development.
Jeff Han's multi-touch screen
Business Benefits and
Challenges
Information Shadows
Increasingly, businesses talk about
the "information shadow" of the
products and services they provide:
the records of contacts, sources,
deliveries, versions and so on that
offer a complete history of a
business offering. In coming years,
the richness of information shadows
in virtual space promises even the
19
smallest Metaverse-using retailer
the current logistics power of a
Wal*Mart, the analysis power of an
Accenture, and the research power
of an IBM.
For specialized businesses, the
Metaverse will be of substantial
benefit to those seeking a better
understanding of the more subtle
global systems. Transnational
companies will love the Metaverse,
as will academics and activists
trying to better understand
globalization and sustainability in
the new era. Transportation, product
data and responses to customer
needs can be made much more
efficient. For designers and
corporations, such information
access will make "mass
customization" production and
niche marketing cost-effective.
For businesses producing or selling
commodity goods, the abundant
information will continue eroding
margins and rewarding automation
on “commodity” products and
services, and at the same time
creating demand for innovative new
dimensions to products and
services. Price, product and service
comparisons will be available at a
glance, undermining the power of
brand as differentiator, unless tied
to Metaverse metrics.
This is a world where “big box”
retailers may extend their services
to “little box” subsidiaries (eg.,
Wal*Mart, Vons, etc. taking over
many of the local liquor/sundries
stores). Monopolies of convenience
(e.g., uncompetitive local choices
for basic goods and services) will be
an ongoing risk and regulatory
challenge.
Where local convenience is not a
factor, businesses will need to offer
buyer-specific services to hold onto
regular customers; fortunately, the
information shadows about people
will make that task simpler, and
herald a whole new level of
A Cross-Industry Public Foresight Project
consumer behavior modeling and
predictive marketing. For that
reason, privacy (as discussed
below) will be a heightened concern
in the world of the Metaverse.
Google Map pin edited into physical space
Leadership and
Competition
Skillful use of the emerging medium
in its earliest stages requires ongoing
employee education, low-risk
experimentation, and the desire to
“learn a new language” of
information design. Those companies
that get it first may have a significant
competitive advantage over the
laggards—both in business categories
that reward first movers, and in those
that reward “fast followers,”
companies that use a new medium
primarily to watch and learn from the
early adopters, and then step in
quickly later as prices drop, markets
mature, and experience mounts.
The social dimensions of the
Metaverse have business implications
as well. Many MVR participants
noted that the leadership and
collaboration skills required in virtual
environments are increasingly wellsuited to excelling in the business
world. In coming years, quest
management in virtual worlds, or
winning entrepreneurial serious
games may be as valid as sports team
leadership or other traditional
experience for executive training.
Mixed-reality event in Second Life
Questions about leadership are
particularly important in a world
seeing a major economic and
technological transformation. The
challenges facing businesses moving
into the Metaverse will be analogous
to those that faced in building a web
presence, or globalizing operations to
stay competitive.
Early adopters will try to figure out
how to best use the new medium at
each stage of its development, not
always successfully. Business models
for the use of Metaverse tools may be
non-obvious, and new competitive
environments are always rife with
experimentation which eventually
dies away. It's possible that many of
the for-profit groups currently
exploring Second Life, for example,
won't stick it out long enough to
make it profitable.
Metaverse Roadmap
Pathways to the 3D Web
Early adoption benefits individuals
in today’s social virtual worlds like
Second Life, which currently has 2
million active users (logged in last
60 days) and $1.5M of daily
economic transactions. It also
benefits companies serving those
users, and may soon apply to virtual
companies inside such worlds.
Early adoption benefits are also
proven in mirror worlds, which
already have a large GIS user
community, and where competitive
advantages can be built around GIS
awareness as new global systems
and processes come into simulation.
In developed countries with good
digital networks, augmented reality
and object lifelogging may not be far
behind MWs and VW’s as
innovation spaces and competencies
worth exploring for today’s global
virtual businesses.
20
Transparency and
Reputation
The important questions about
transparency apply to the world of
business as readily as they do to the
world of politics. The generation
growing up on blogs, MySpace and
Flickr will likely embrace Metaverse
tools as a means of operating in as
transparent a fashion as possible.
Customers who are well-served will
be public with their happiness;
customers who feel cheated will be
all the more vocal in their
unhappiness. Moreover, it will be
easy for customers to discover that
they have been cheated, simply
because of the ease with which they
can uncover information regarding
competitors, suppliers, and other
customers.
This is true even if reputation
network technologies don't emerge.
If they do, the benefits and
challenges for business are further
multiplied. In a reputation network
version of the Metaverse, good
actions are easily rewarded and
misbehavior is only slowly
forgotten. For many businesses, this
will be akin to having a
collaborative, always-available
version of Consumer Reports
tracking their every step.
Xbox Live marketplace
Even more than other media that
have come before it, we can expect
the Metaverse to amplify our
individual, corporate and
institutional winners and losers, both
economically and in the theatre of
public opinion, across a bewildering
variety of attributes and values, and
for a growing network of cultures
and subcultures.
A Cross-Industry Public Foresight Project
Big Questions
Privacy and
Control
In many respects, the
biggest question about
the emergence of the
Metaverse concerns
privacy.
Abuse of privacy fears
have already slowed the
growth of the Radio
Hitachi’s Mu Chip, an RFID “powder” small enough to put in paper currency.
Frequency Identification
(RFID) tag industry, and
remain a common
Integration and Acceptance
response to both the expansion of official surveillance
The degree to which Metaverse technologies can be
capabilities and the growing presence of camera
integrated into existing social, economic and political
phones; it's highly likely that "everyware" and
behaviors is one factor influencing the overall public
lifelogging technologies will elicit a similar reaction.
acceptance of these systems.
Early versions of mirror world, AR, and lifelogging
technologies could be caricatured as "Total
Of the four aspects of the Metaverse we have outlined,
Information Access" revisited. Depending upon who is
the augmentation scenarios (augmented reality and
building and has access to those tools, such a
lifelogging) seem the most like our current world, at
characterization may not be too far off the mark.
least in their early forms: many more portable devices
populating wireless networks; abundant information (if
Even if the technology works well, it may emerge in a
we can get to it); increasing surveillance by
culture where social trends point away from ubiquitous
commercial and official entities, yet a growing gap
observation and relentless transparency. If people in
between technologies employed in private vs. the
the developed world begin to believe that their privacy
slower government sectors. Examined more closely,
has been too easily undermined by commonlyhowever, it is clear that the networked portions of these
available technologies, they will be more likely to push
scenarios are quite dependent upon the presence of
for restrictions on those technologies rather than
common protocols and interfaces connecting the
expansion. We could get a similar outcome if the form
various information sources and points of access. They
of social transparency that seems to be emerging is one
are also dependent upon public interest in abundant
where scrutiny doesn't cross class boundaries.
information clouds. Do people really want to know
“everything” going on around them? If so, how rapidly
Some would say that present-day levels of social
will they develop a social, political, and legal
transparency in democratic societies put the lives of the
consensus? In which domains will consensus emerge
rich and powerful under a far more intense public lens
first, and in which will it be delayed?
than that applied to ordinary citizens. Whether this is
sufficiently effective to reduce corruption at the top is
The virtual worlds scenario
another question. It has been argued that it is more
is more complicated. The
practical to aim accountability reforms at mid- and
various existing virtual
low-level government and business positions in the
world-type systems,
process of reform (Singapore, as one example), at least
multiplayer games and
in the early stages of transparency development.
social environments, have
been around in some form
One of the more subtle engines for both centralization
for decades, and their
of power and public backlash may be intellectual
partisans are the most likely
property (IP) concerns. Existing IP laws are almost
Simplified 3D Creation in
to embrace the overarching
certain to blunt the capabilities of any technologies that
Will Wright's Spore
concept of a "Metaverse."
record or access copyrighted content, at least in the
Some of the most important developments in largenear-term. Any but the simplest and weakest digital
group remote interaction, identity creation, and object
rights management (DRM) systems are likely to be
design have taken place in virtual worlds settings, and
both ineffective and obtrusive, reducing the
the likely near-future advances in these systems,
attractiveness of many Metaverse technologies.
Metaverse Roadmap
Pathways to the 3D Web
21
A Cross-Industry Public Foresight Project
particularly with regards to persistent identity, should
lay the groundwork for even more advanced interfaces
and capabilities.
Technological Viability
At the same time, the vision presented in the virtual
worlds scenario is one of a fairly substantive set of
changes to everyday behavior, requiring adjustments to
how we conceive of work, economic status,
communities, and relationships. Such changes would
experience strong social resistance in some sectors.
Similarly, questions remain as to the viability of the
virtual world format outside current niches. In
multiplayer games, only fantasy-based environments
(dragons, wizards and superheroes) have seen lasting
success; with social virtual worlds, their influence and
media visibility have yet to be matched by actual
participation numbers. Neither form of VW has yet had
the kind of breakthrough success that would broadly
attract non-youth, non-early adopter communities,
though either may “tip” in that direction soon.
The software aspects of the lifelogging world are a
major challenge. Developing the tagging, indexing and
search software necessary for a widely-usable user
lifelogging system—including systems for recognizing
faces and locations in images, correlating ambiguous
connections for searches, and making it all accessible
for non-technical users—is a sufficiently-hard problem
that most MVR participants expected only rudimentary
versions of these technologies during the next decade.
In conclusion, all our scenarios assume that Metaverse
technologies will work as expected.
Similarly, the mirror worlds and augmented reality
scenarios depend upon a functional array of sensor
technologies distributed widely and densely enough to
provide both useful details and meaningful context.
Power sources, networking protocols, and universal
access vs. proprietary control remain unanswered
questions.
The dark horse scenario is mirror worlds. Although it
seems the least flashy of the four, as it continues to
develop it might remain the most important to existing
organizations even in the longer term, as a tool for
learning about and an interface for competitively
managing the physical world. While the underlying
technologies (supercomputing, simulations, virtual
Earth software, sensors, etc.) are all currently available
in rudimentary form, the particular combination is
ambitious in scope, and the largest professional
community, the GIS community, is currently behind
the development of this scenario.
Exergames: virtual fighting with the Nintendo Wii
No discussion of social integration
and acceptance of the Metaverse
would be complete without
considering the mass collaborations
now beginning to occur on our
current “Web 2.0” version of the
Participatory Web. To better
understand today’s early versions of
2D and 3D Internet collaboration
we recommend Wikinomics by Don
Tapscott (2006), Infotopia by Cass Sunstein (2006),
and Synthetic Worlds, by Edward Castronova (2006).
And both virtual worlds and mirror worlds, at least in
their early stages, depend upon a popular willingness to
engage with 3D information using a 2D interface.
While this is fine for narrow types of work and casual
entertainment, it's unclear whether such “psuedo-3D”
offers a sufficiently immersive experience to trigger
the necessary economic and social changes that would
make our Metaverse scenarios a reality in the near or
longer term. At the same time, full-immersion 3D, aka
virtual reality, has its own drawbacks and technical
challenges, and is likely to remain only a niche
application for entertainment and training for the
foreseeable future.
As each of these books remind us,
even in these early days the
Metaverse offers unique new ways
to form social groups, to model our
environment (both physical and
abstract), to test out possibilities and
explore our options, and, ultimately,
to practice safer and more positivesum experiments with the future.
Metaverse Roadmap
Pathways to the 3D Web
For more on issues and questions ahead, please see
Issues and Choices (Sec. 14), Ideas and Proposals (Sec.
15) and Key Uncertainties (Sec. 16) in the MVR
Inputs.
22
A Cross-Industry Public Foresight Project
The Metaverse Scenario
Despite many open questions, it's clear that the technologies of the Metaverse are likely to change how we live, work
and play over the near-term, possibly in transformative ways in the longer-term. Improving foresight in this space is
both a wise business strategy and a broad social good.
While we have considered the Metaverse in four separate scenarios, the future will combine
elements of each, as well as many others not mentioned here. Some near-term developments,
such as cellular phone technologies, have such broad utility and extensive capital investments
they must be key elements in any story of tomorrow. Other aspects, such as the use of virtual
worlds for significant amounts of work and commerce, are more tentative, but serve today as
useful provocations. Recurring themes such as security and crime, transparency, information
access and equity, privacy, liberty, and control reflect ancient competing interests on what is
simply the latest stage of technical capabilities. Social conflicts will shape the path of
Metaverse development in uncertain and divergent ways, culture by culture, even while the global advance of these
technologies appears to have a number of predictable and universal aspects.
Our scenarios will be influenced by all of the broader concerns facing the planet. Ethnic strife, political instability and
war, energy, water, and other resource issues, trade, globalization, economic growth and poverty, environmental
degradation and sustainability initiatives, migration, scientific and engineering advances, education and the media,
ancient drives for intimacy, individuation, and spirituality, our emerging digital and participatory culture, unknown
surprises and catastrophes, all of these and more will shape the technology development and adoption choices in
tomorrow’s Metaverse.
Most importantly for each of us, at this pivotal moment in human history, there are unique opportunities for
enlightened corporate, political, and social leadership in Metaverse exploration and development. We propose that the
best use of the Metaverse Scenarios and Inputs in this inaugural roadmap is not simply to consider them for near-term
economic potential, but to ask how these technologies might help or hinder our ability to manage humanity’s larger
concerns, both now and in the future. How might we use the various forms of the Metaverse to guide our response to
global warming, and the emergence of “climate neutral” energy and transportation? How might we use these systems
to avert a war, improve an election, reduce crime and poverty, or put an end to human rights abuses? How might we
use the Metaverse, in the words of Jonas Salk, to become "good ancestors" to our descendants?
The potential is there. In just ten years (1996-2006), global Internet use has gone from 36 million to 1 billion, or from
1% to 16% of the world’s population (Inputs 8Ba). Nevertheless, this is still only a fraction of the talented and
passionate human beings who are patiently waiting for affordable access to tomorrow’s Participatory Web. In the
meantime, there are many clever examples of mass online creativity, collaboration and innovation that we can
champion today, and sound strategies guiding our emerging transparency and exploding information base into useful
context and social value.
For inspiring and practical statements of the 3D and virtual promise ahead, please see the Vision Statements (Sec. 5) of
the MVR Inputs, provided by MVR participants. We hope you have enjoyed this Overview, and look forward to your
feedback at roadmap@accelerating.org to help us prepare for the next roadmap. Please join our mailing list if you
would like to be informed of upcoming MVR activities, and we wish you the best in the extraordinary journey ahead.
John Smart
Editor; Co-Author
Acceleration Studies Foundation
A 501(c)(3) Nonprofit Corporation
Graphic Design: FizBit.com
Bridget C. Agabra
Project Manager
Metaverse Roadmap
Pathways to the 3D Web
2227 Amirante, San Pedro, CA 90732
Jerry Paffendorf
Community Director; Co-Author
Office: 310.831.4191 • Fax: 310.548.5304
Jamais Cascio
Scenario Foresight Specialist; Co-Author
Citation: Smart, E.J., Cascio, J. and Paffendorf, J., Metaverse Roadmap Overview, 2007.
2007. Creative Commons Attribution-Noncommercial-Share Alike 3.0 License.
24
A Cross-Industry Public Foresight Project
Appendix
A twenty-two question survey of key uncertainties
in the Metaverse future was developed and
administered to our 50 summit experts (30
responded) and also briefly posted for public
input at the MVR website (115 to 136 responded).
3. By 2016, U.S. courts will rule that U.S. banking
laws apply to the management and exchange of
virtual economic assets in some synthetic worlds
and to their related financial markets.
Summit Survey
N = 30
Mean = 3.73
1. In 2016, U.S. law will require U.S.-based 3D world
providers to employ any of a variety of third-party
'verified' digital identity systems.
Summit Survey
N = 30
Mean = 3.10
Website Survey
N = 132
Mean = 3.48
4. By 2016, U.S. regulators will rule that U.S.
securities and investment laws apply to at least
some 3D world stock exchanges or investment
markets.
Website Survey
N = 136
Mean = 2.99
Summit Survey
N = 30
Mean = 3.57
2. In 2016, the most popular global 3D worlds (by
user base) will allow the importing of user trust and
reputation rating systems from a variety of other
online environments.
Summit Survey
N = 30
Mean = 3.87
Website Survey
N = 133
Mean = 3.35
Website Survey
N = 134
Mean = 3.94
Metaverse Roadmap
Pathways to the 3D Web
24
A Cross-Industry Public Foresight Project
Appendix
5. By 2016 we will have seen an internet-type
financial boom-and-bust cycle in the U.S., including
a loss of more than 50% of stock value, occur with at
least one publicly traded index of virtual world
companies.
7. In 2016, to what degree will the declaration and
taxation of 3D world assets be addressed in U.S.
federal, state, or local tax codes?
Summit Survey
N = 30
Mean = 1.90
Summit Survey
N = 29
Mean = 3.17
Website Survey
N = 132
Mean = 1.73
Website Survey
N = 132
Mean = 3.23
8. In 2016, what percentage of global 3D virtual world
and game commerce will occur in worlds that are
operated under each of the following business
models?
6. Within the next five years, a leading global web
company will launch, or buy and launch, a 3D virtual
world where users are encouraged to engage in
economic transactions and own as legal property
products they create in the world.
Summit Survey
Website Survey
Summit Survey
N = 30
Mean = 4.20
Open Source
Proprietary
9. In 2016, what percentage of global 3D virtual world
and game commerce will occur under each of the
following content development models?
Summit Survey
Website Survey
Website Survey
N = 133
Mean = 4.18
Worlds and games with primarily (by total objects in
world/game) user-created content
Worlds and games with primarily (by total objects in
world/game) professionally-created content
Metaverse Roadmap
Pathways to the 3D Web
25
A Cross-Industry Public Foresight Project
Appendix
10. In 2016, what percentage of global video, TV, and
film commerce will occur on each of the following
delivery platforms?
Summit Survey
14. In 2016, what percentage of the U.S. population
ages 13-30 will allow their trusted group to view 3D
images of what they are doing in realtime (through
wearable cameras) at least once a month, and to be
able to give feedback or advice?
Website Survey
Summit Survey
N = 28
Mean = 29%
Carriers that are proprietary/monopoly
Summit Survey
11. In 2016, what percentage of global video, TV, and
film commerce will occur under each of the
following content development models?
N = 28
Mean = 24%
Website Survey
Summit Survey
N = 28
Mean = 47%
Video, TV and film with primarily professionally-created
content
N = 111
Mean = 32%
Website Survey
N = 111
Mean = 53%
17. In 2016, what percentage of internet users in
more developed countries (MDCs) will use an
interactive 3D avatar at least once a week for any
purpose other than games and entertainment,
including socializing, communication, creativity,
education, barter, commerce, exercise, etc?
12. In 2016, what percentage of global mobile device
users will have always-on broadband internet
accessibility from their devices?
N = 28
Mean = 81%
Website Survey
16. In 2016, when distributed work groups in more
developed countries (MDCs) are collaborating
online, what percentage of the time will they use
voice-enabled 3D applications as opposed to 2Donly collaboration software?
Video, TV and film with primarily user-created content
Summit Survey
N = 111
Mean = 36%
15. In 2016, what percentage of the U.S. population
ages 13-30 will use 'lifelog' systems during
significant portions of their lives?
Carriers that are open access/competitive
Summit Survey
Website Survey
Website Survey
N = 112
Mean = 79%
Summit Survey
N = 28
Mean = 50%
Website Survey
N = 112
Mean = 52%
13. In 2016, what percentage of U.S. automobiles will
have at least partially 3D automobile navigation
systems?
Summit Survey
N = 27
Mean = 41%
Metaverse Roadmap
Pathways to the 3D Web
Website Survey
N = 111
Mean = 36%
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A Cross-Industry Public Foresight Project
Appendix
18. In 2016, what percentage of U.S. households will
have each of the following applications available in
their home media center/console/PC?
20. When do you expect to see either a leading
global political or economic body advocate
unrestricted access to globally shared virtual worlds
as a recommended international policy or
liberalization guideline?
Summit Survey
a. Interactive internet-based
television/video
b. 3D teleconferencing
c. 3D virtual worlds and
MMO games
N = 28
Mean = 71%
N = 28
Mean = 44%
N = 28
Mean = 68%
N = 110
Mean = 73%
N = 110
Mean = 48%
N = 110
Mean = 64%
Summit Survey
Website Survey
a. Interactive internet-based
television/video
b. 3D teleconferencing
c. 3D virtual worlds and
MMO games
Website Survey
19. For users in the U.S., when will the average
query length used in leading search applications
grow to seven words (voice or text)?
Summit Survey
21. In 2016, of the top 100 global 3D-enhanced online
environments how many belong in each of the
following interoperability categories?
Summit Survey
Website Survey
Website Survey
Strongly Interoperable
Mildly Interoperable
Walled Gardens
Metaverse Roadmap
Pathways to the 3D Web
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A Cross-Industry Public Foresight Project
Appendix
22. 2016, how many hours per week (0-20+) will a typical member of the U.S. population ages 13-30 use
interactive, internet-accessing, 3D visual environments for EACH of the following activities?
Summit Survey
Social Entertainment and
Communication
Income Production
Solo Entertainment
Education and Creativity
e-Commerce
Navigation
Exercise
Assessment
Metaverse Roadmap
Pathways to the 3D Web
Website Survey
N = 24
Mean = 10.5
N = 24
N = 24
N = 24
N = 24
N = 24
N = 24
N = 24
Mean = 8.5
Mean = 7.4
Mean = 5.6
Mean = 3.9
Mean = 3.4
Mean = 1.7
Mean = 1.3
Social Entertainment and
Communication
Income Production
Solo Entertainment
Education and Creativity
e-Commerce
Navigation
Exercise
Assessment
28
N = 93
Mean = 12.5
N = 90
N = 94
N = 91
N = 90
N = 86
N = 87
N = 85
Mean = 11.6
Mean = 9.1
Mean = 9.0
Mean = 5.5
Mean = 3.6
Mean = 3.0
Mean = 2.1
A Cross-Industry Public Foresight Project