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II. Forecasts - Part A (13 pages)

5. Vision Statements
6. Plans and Studies
7. Cycles
8. Trends and Extrapolations

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Inputs were solicited in four topic areas: I. Industry Conditions, II. Forecasts, III. Issues and Questions, and IV. Problems and Indicators. These were divided into nineteen categories, from History to Progress Indicators. Each was also considered in three subcategories: A. Technology and Science, B. Business and Economics, or C. Social, Legal and Other domains. This is an adaptation of the Foresight Framework Model of Dr. Peter Bishop, chair of the Futures Studies masters program at the University of Houston.

Foresight frameworks call forth a broad set of future-relevant information, but do not fully address any category. For each input, category and subcategory assignments are arbitrary and arguable. Some contradict each other due to controversy, uncertainty, and the breadth of community perspective. Some original quotes remain, but most have been edited and interpreted by ASF staff in subsequent research. We apologize for any mistakes or misrepresentations, and hope you enjoy this rich source of community insight relevant to the future of the 3D-enabled web.

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5. Vision Statements. Concise visions for the promise of the 3D web.

5A. Vision Statements - Technology and Science

• The world wide web is a global read-write information space for digital resources, using hypertext, resource identifiers, resources, client-server computing, and a markup language to specify information structure and semantic meaning. Most simply metaverse development involves the addition of more read-write 3D graphical environments to the web, more unique sensor and effector resources to interface the 3D-enhanced web to our 3D geospatial world, and more ways for web users to generate, experience, and give feedback on this virtual and geospatial content.
• The metaverse is the next incarnation of the internet and the opening of a new informational dimension to physical space. It is a permanent new space that incorporates all previous informational dimensions (text, etc.) of physical space and goes increasingly beyond it, an immense reservoir of information that is constantly being updated, a platform for easy and intimate contact with others, a place whose future is very bright and hard to predict in its specifics, but less so in its general trends.
• Metaverse browser. We need a tool that allows us to do all our 3D access through one piece of software. Open standards will be particularly important for this, enabling avatars and other information to pass seamlessly between virtual world platforms running a broad range of proprietary hardware and software. Maybe Firefox 3.0?
• Metaverse operating system. 10 years from now our laptops should have a metaverse operating system [47] with enough power, virtualization, and modular plug ins to run WoW in an SL-style window. The leading platform probably won't come from Microsoft, it will likely come from a startup and be bought by Google. As a communication platform, the metaverse OS should be mass adopted very quickly, even faster than the web. 90% of households in 2016 should have at least one member, usually a child, using a virtual space. The metaverse OS may have a basic content development platform, but most importantly it should play well with the better content development systems of others. It might be developed open source, but that seems unlikely. There seems to be a first mover advantage to its development. Summit quote: "Microsoft historically has waited and then bought into markets. MS is risk averse, enters late (as a second mover) and then either pulls it off or not. That strategy very often works but hasn't succeeded where there are first mover advantages, as with Google."
• An open source metaverse. The development of an open source metaverse is one way we might see interoperability emerge. There is an attractive vision where the metaverse becomes as useful as the traditional web, by virtue of being an open platform on which people can share and create things, and navigation schemes that help you find worlds that are both parallel and orthogonal to your interests. As part of this vision we'd like "travatars," avatars that can travel between interoperable virtual worlds, a term coined by Katrina Glerum. But between here and that vision are a number of fundamental questions and obstacles.
• We don’t necessarily want continuity in our multiplicity of 3D worlds. What is most important are recommendation technologies that give us access to the right worlds at the appropriate times. Most individual worlds may be arranged by interest, not according to physical geographies. However, our most frequently used worlds will probably be geographically co-located.
Standards will be created which enable avatars and other information to pass seamlessly between virtual world platforms running a broad range of proprietary hardware and software. Just as the web is platform agnostic, a diverse population of end user systems on a variety of "metaverse browsers" will interact with the same information in virtual worlds. Functionality will depend on plug-in type as well as multiple flavors of "metaverse enabled" browsers, developed from all angles (ie: open source, corporate, nonprofit) just as we see open source web browsers, proprietary corporate browsers and free commercial offerings.
• Syndication may solve our interoperability problems, stepwise. In 10 years, virtual worlds should be deeply syndicated, with cross-sharing of limited graphical structures and content that provides some interoperability of avatars and common identity, but without a unified framework. There will be no unique identities, no single identities but there should be extensive syndication that allows increasing cross referencing and information exchange. This solution would continue the current consumer demand for disposable identities for different situations and contexts, and the work of the Higgins Trust Framework Project on identity persistence and interplatform reputation tracking.

• The world will be the metaverse. People often think of Stephenson’s metaverse as an “other” place, and the web as a window onto cyberspace, but as Paul Saffo and Mike Liebhold of Institute for the Future note, the best model for the metaverse of 2016 may be an information-drenched world, where the 3D web is just one particular instantiation. Mixed reality is likely to be the dominant user experience. You will use virtual worlds when they are an appropriate mode of interaction, but they are not your primary mode of communication – you have your chat, your email, your augmented reality, your 2D and 3D browser, etc. While people will continue to use online spaces and media centers for particularly high quality 3D content, the pervasiveness of information access and augmented reality will give world itself new layers of “metaverse-itivity.” The ubiquity of small, portable Sidekick-like and wearable devices will enable immediate access. Voice will be used for many basic queries, but text, even IM text, is private and unobtrusive, so it will not disappear.

• Our web connected devices are moving from dumb terminals to smart nodes on both local and global networks, generating their own content and serving their own local virtual communities. In a network society, the individual is increasingly empowered relative to the top nodes.

• Privacy law will be an increasingly important area of political and legal debate in the coming decade, where personal freedoms must be balanced with law enforcement and national security need to keep electronic communities transparent. As usual most of our legal and policy innovations will be reactionary, in response to new invasive technologies, security calamities, or landmark court decisions. See Spying with Maps: Surveillance Technologies and the Future of Privacy, Mark Monmonier, 2004 [51], for more on the invasive technologies ahead, which can be exploited more readily by hackers and corporations than the government, if history is precedent. Building immunity and respecting civil liberties in the metaverse will be a great challenge, but one we can meet.

• In 10 years, mobile handheld devices will bring us a billion new global users of the web, and significantly more 3D microcontent. As usual, some will use the web for entertainment and some will use it for work. Virtual worlds will be terrific game spaces, good places for instruction, and moderately useful for collaboration, but less pervasive than many think.

• In 2016, a handful of early adopters of wearable (most) and implantable (few) sensors [52] will be physiologically connected to the web, but this will be small scale and most implant work may not occur in the U.S. One can forsee research devices (cochlear implants, “brain ports” for spinal cord injury patients, etc.) that can send wireless telemetry, even update their software and hardware (FPGA) remotely. A few implantable sensors may be in use by pioneers, such as an implant that reports out your day-by-day biochemistry, perhaps even to a refrigerator, which in turn can make a custom electrolyte and vitamin mix, a customized diet that will be proven to extend vitality and longevity (in mice). We can imagine an implant that reminds you to exercise when your stress hormones rise, even suggests how long, and that talks with your wearable GPS/heart monitor. Implants in addiction medicine (alchohol, drug, obesity, etc.) that monitor blood levels and provide nausea after the inappropriate behavior to condition behavior change are another fascinating frontier for behavioral science research (again, unlikely to be seen first in litigious developed countries). It follows that if FDA approval for use of many such pioneering implantable internet interface devices is very unlikely to occur by 2016, early adopters of any such devices will be overseas or a handful of law-breakers here. And with regard to implants vs. wearables, even beyond 2016 the large majority of implant proposals are unlikely to make sense for experimentation beyond the laboratory, as their benefit is generally quite marginal relative to cost. In the long run, given broad stigmas against modifying the individual by invasive implants, and the ease with which we can modify our physical and virtual environment instead, humans are far more likely to be augmented by wearable devices and by adding "situational intelligence" around us than by adding hardware inside our body. For example, biometric interfaces for identity verification, security, etc. (eg., automatic identification by face, in a crowd) will develop far faster and see much greater global diffusion than implant technology in the foreseeable future, regardless of science fiction scripts. As the saying goes, "human nature doesn't change, but our houses [surroundings] get exponentially more intelligent every year."

 
 

5B. Vision Statements - Business and Economics

• A unified metaverse may never occur. Googleverse won't be a dominant world in the 2016 time frame. For the time being we can expect more boom and bust, and falling profit margins for virtual worlds. Increasing failure of the centralized content development and centralized distribution model. A "balkanization" of virtual world space, with a few common standards and a wide variety of creation platforms, the way websites are made today. The ubiquity and availability of creation tools will provide so much new content that specialty producers and value adders will gain new power and audience. In this "thousand flowers/long tail" environment (Chris Anderson, The Long Tail: Why the Future of Business is Selling Less of More, 2006 [50]), small producers will advance relative to the top companies. A new set of big companies that are successful aggregators will also emerge. Recall the diversity of DVD titles (40K of the 60K total inventory) that are rented on any particular day by the five million customers of Netflix, a current leading 3D content aggregator, in 2006. A significant minority of the population will be very interested in unique video and virtual world content personalized to their communities of interest. There will be some shared things – identities through syndication tools (RSS model) bridging a gap between environments. Larger commercial VR games will continue; existing VR worlds will be more about the infrastructure than the content provider. Companies providing content experiences will have turned to user-created content more than programmer-created stuff. Virtual worlds will continue to have differing currencies, so there will be a banking industry to help convert currencies. As liability law develops, at least one major VW operator will move operation overseas to dodge regulation. Bigger operators will tighten identity authentication and consequences for violating EULAs.

• 3D virtual office spaces will finally make sense by 2016. Ten years on, today's prototype virtual offices, like Microsoft Groove Virtual Office 2007, will be further along in living up to the 3D implications of their name. We want to take our computing machines beyond the cartoon 2D desktops of today, to the full paradigm of the virtual office. We aren’t expecting that people will spend a lot of time in the 3D space, except for specialized functions, like social collaboration in virtual meetings. In most cases, users will be sitting at their mostly 2D desks within the 3D space, for the same efficiency reasons that we find the 2D keyboard as our most efficient interface for applications software. But all the 3D advantages we have in physical space for intuitively arranging our mostly 2D workspaces (desktops, bookshelves, wall space, etc.) will exist in the virtual office and be used occasionally, with no overhead.
• The merger of telephony, IM and virtual worlds seems particularly likely. Avatar-based chatsites like IMVU are great for creative and entertainment purposes in the youth demographic. With regard to future productivity apps, one can immagine any realtime conversation being enhanced by the participants having the ability to watch an auto-generated "meme show" in the background. Meme shows would be visual information with some relevance to the topics of the conversation at hand, and much of that would work well in 3D. Some 3D chat users might want their conversations to be publicly accessible and browsable in realtime, giving friends or even the general public the ability to drop in add their chat to the conversation. The conversants might all see the same common space, and each user might have a portion of this public space they could control themselves.
• The PDA/cell phone hybrid will be the primary metaverse portal of 2016. This will involve a lot of absorbed people, and we'll see more state laws against driving while using a cell phone. Internet video and games will increasingly be an equal partner to TV and music industries. Windows Live will include a metaverse portal in 2016. The legacy media will still be strong, but they will only barely be the primary distribution channel, and they'll be getting more of their content from online aggregators. Digital content, including celebrity news, will increasingly appear first in the metaverse. MySpace launches new musicians today. In 2016, everybody will be a destination who wants to be a destination. Though still simple, your avatar, constantly modding and redressing to fit your mood, or graphically displaying your current status (eating, sleeping, exercising, working, partying, moviegoing, etc.) to the world, will leverage that process in new and interesting ways

• One of the biggest places we will see the impact of virtual worlds is education. Educational software continues to improve. The JumpStart programs of Knowledge Adventure are an excellent and affordable start on using 3D games for education. Second Life has a number of small scale educational projects [53] underway in world. There are a number of small independents like Learning Sites (archeological visualizations for educational and research). Our current educational system is so bad, particularly primary and secondary, that youth will desire to move to this space any chance they get. There is great promise ahead, though the software must be tied to good pedagogy and assessment. Another huge advance will come when large numbers of kids know how to use 3D software, and to plug their creations into virtual worlds. Dassault's new Cosmic Blobs, a kid-friendly 3D animation software platform, is the first major tool for what we may come to call "youth-created content" for the metaverse.

• The need for an editorial role for all types of content will increase and diversify, moving from today's portal content editors, to social, community-based search and aggregation. The more participatory the web becomes, the more we need to be able to choose our favorite editors for content filtering. Some of these will even be paid by us, on a micropayments system.

• The more virtual our lives become, and the greater the strength of the virtual economy, the more creativity will be the only capital needed to start new information services in virtual space. We'll see many innovative funding ideas, such as community voting on whose virtual construction idea should get marginal funding, day to day. All this will be supported by a multi billion dollar global virtual economy growing at a rate several times faster than our physical one.
 
 

5C. Vision Statements - Social, Legal and Other

• Perhaps the highest goal in metaverse development is the creation of virtual worlds that have better rules of conduct and tools for value creation than the current physical world. A subgoal would be user support that would level the playing field for all the participants, making virtual worlds a truly democratizing technology, in a long line of such technologies, from the Singer sewing machine to the world wide web. This will be a challenge in the short run, as anonymity and lack of accountability in some virtual spaces occasionally breeds social dysfunction. Yet the greater possibility for reputation, group formation, and transparency in virtual worlds holds the promise for better systems of governance and empowerment than we see in physical space. We would like to see virtual worlds emerge that are widely regarded as being better governed than the best countries and corporations today. In the longer run, virtual spaces may display such enhanced "situational intelligence" over physical space, by sensing the user's context and reconfiguring local features to maximize user goals, that whole new levels and kinds of social collaboration, civic discourse, public participation and individual empowerment will emerge.
• Making virtual space disappear. Our top challenge, as Mark Weiser of PARC once noted, is to make virtual worlds technology so ubiquitous, intelligent, and well-interfaced to us that it “disappears," and the strangeness of using virtual spaces to augment our physical life eventually fades. We need to accelerate the progression from geek-populated MUDS to MMOs to EQ to WoW to a future of common public 3D spaces that all of us know and use to some degree. With luck we will no longer even think of these spaces as separate from us. It will be a far richer and faster world when metaverse us is as common as the telephone.
• The growth of the metaverse, once it reaches a critical threshold of features and usability, should follow the social adoption of the internet, only faster. With current global internet usage at roughly 1 billion, 10 years from now we could see 1.5 billion of us using various forms of a 3D enabled web, and perhaps a 300 million of us spending time in virtual worlds every month. By 10 years out, even the most Luddite news editor will have experimented with virtual world platforms, and hopefully have found and be promoting specialty 3D spaces that appeal to them. As Daniel Terdiman said, "in 10 years, the metaverse may no longer be special." On the other hand, the metaverse may be in the boom phase around that time.
• Sharability and participation are even more fundamental attributes of the metaverse than dimensionality. Whether a “1D” text MUD, a 2D chat room, a 3D persistent world, or multi-D collaboration interface, all such interaction-based social environments are part of the metaversal developmental lineage. Collaborative filtering, social search, and other tools to develop community voice are early attempts at creating and mining shared experience on the web.
• By 2016, the metaverse comprises a multitude of modes and media, and is dominated by its use as a social technology. It serves such purposes as community building, education, personal development, monitoring of the planet and human rights, and most fundamentally, embedding information and communication into physical as well as virtual spaces. Few of the instantiations of the metaverse offer separate places of existence, and those that do, as in avatar-based 3D environments for work and play, are regarded as ephemeral, offering primarily another means of interaction rather than a wholly separate form of identity. Entertainment uses have grown, yet the most popular of these worlds reinforce one's identity in the physical world. 3D virtual worlds are *expensive* -- not of cash, but of time and of attention. Nevertheless, for the millennial and internet generations (b. 1980+) and beyond, the group and task management skills derived from avatar-based play are proving quite useful in the jobs that dominate the 2010s. The ability to coordinate diverse, distributed, changeable, and often temporary teams to accomplish tasks, while maintaining social cohesion and positive group dynamics, is a fundamental requirement for 2016 management positions. Remote organizations are a commonplace model for businesses and community organizations, and metaversal community stability is a buffer against environmental and political turmoil in emerging nations, as well as social isolation and family pathologies in the developed world. The increasing cost of long distance travel has caused a saturation in casual travel for business and leisure, and forced many to seek out and improve methods of virtual interaction. At the same time, the metaverse has shown its facility to overlay information about the world onto the world, to "augment" physical reality. Visualization and interaction tools are far more likely to be used today as part of one's daily errands and (local) travels, showing routes, product/service offerings, and other issues of locational and temporal importance. Few think of the metaverse of 2016 as a different space that they "inhabit;" for the majority of users it has become simply another nuance to their daily existence.
• The metaverse is best seen as an extension of Earth, not as another world. The way that we'll get the mass usage of the metaverse is when it can be understood and used by the common man. The issue today is that the metaverse attracts significant interest from the hardcore sci-fi and fantasy community, which is a niche in the overall marketplace. Once the tools and presentation have been set in place to make the metaverse usable and understandable by the masses, it surely will get adopted.

• Virtual worlds enhance play. As developmental psychologist Jean Piaget notes (Play, Dreams, and Imitation in Childhood, 1962) [55], playing is a fundamental component of human development. Our evolutionary psychology is wired to experience joy from play, and we are strongly motivated by it, particularly in youth. To the extent that playing in synthetic worlds can be richer and more unique than in the physical world, and our play can be done behind a wall of privacy when needed, these destinations can satisfy psychological needs in ways the physical world cannot. By 2016, developmental psychologists have teamed with the larger educational software companies to give us new virtual and kinesthetic play worlds, each integrated with the other. Kinesthetic play toys like Lego's Mindstorms NXT robotic construction kit are integrated with virtual preflighting environments, as well as virtual worlds with looser laws of physics where robots can be built, and used to fight and explore.

 
 

6. Plans and Studies. Strategic plans and foresight studies in metaverse-relevant domains.

6A. Plans and Studies - Technology and Science

• U.S. NIST, Industry and Technology Roadmaps and Workshops Database. Click "Technology Areas" for citations to technology roadmaps, forecasts, and strategic plans produced by private sector organizations, U.S. Federal agencies, trade associations, and other organizations.
• Communications. Vision 20/20 Future Scenarios (76 pages), 2005. Australian government. Five scenarios (pages 59-72), 10-15 year horizon. Designed to develop a greater understanding about the future of communications and the consequences for regulation.
• General computing. 2020 the Future of Computing (20 pages, highly recommended), 2006, Nature.com

• Scientific computing. Towards 2020 Science (86 pages, recommended), 2006, Microsoft Research.

• Semiconductor and Microprocessors. Platform 2015: Intel Processor and Platform Evolution for the Next Decade, Intel (12 pages), and the Platform 2015 website. Also, International Technology Roadmap for Semiconductors (ITRS) Executive Summary, 2005 (101 pages) and ITRS website.
• Electric power infrastructure. Grid 2030: A National Vision for Electricity's Second 100 Years, U.S. Dept. of Energy, Jul 2003 (46 pages).
• Household technology. Building Technology Roadmaps, Building Technologies Program, U.S. Dept of Energy, 2002-2006 (eight roadmaps). Technology Roadmap for Intelligent Buildings, Continental Automated Buildings Association, Industry Canada, 2002 (66 pages).

• 'Virtual Reality' television. The Japanese Ministry of Communications has established a blue sky research group to develop plans to commercialize virtual reality television by 2020 [70]. The group is also investigating the potential of related technologies (haptics, etc.) to facilitate touch and other senses.

• Flat Panel and Organic LED displays. International OLED Technology Roadmap, 2001-2010 (29 pages). U.S. Display Consortium, U.S. Dept. of Energy. The Global FPD Industry, 2003: An In-Depth Overview and Roadmap (6 page overview is free). U.S. Display Consortium.
• Geospatial sensors, maps, and infrastructure. IT Roadmap to a Geospatial Future (119 pages), 2003. National Academy of Sciences.
Smart Internet 2010 is a product of Smart Internet Technology CRC, an Australian research consortium, examining what the internet might become by 2010 and implications for users. Four schools of thought. Aug 2005. (170 pages).
Virtual Worlds: A New Medium (5- to 10-year horizon) and Virtual Worlds: A Future Roadmap (longer-term horizon) by Daden Limited, a virtual worlds agency in Birmingham, UK. Well done.
 

6B. Plans and Studies - Business and Economics

• U.S. NIST, Industry and Technology Roadmaps and Workshops Database. Click "Industry Areas" for citations to industry roadmaps, forecasts, and strategic plans produced by private sector organizations, U.S. Federal agencies, trade associations, and other organizations.
• Global economic development. Foresight 2020 Report, 2006 (96 pages, highly recommended) of the Foresight 2020 Project of the Economist Intelligence Unit (EIU) in association with Cisco. Online global survey of the long-term forecasts and scenarios that are critical to understanding economic issues facing the future of global business. 15 year time horizon.
• Wireless and telcos. An overview of 3G WWAN cellular data network plans, in comparision to mobile Wi-Max (the IEEE 802.16e specification). Why Max?: A Wireless Primer and Discussion on Wireless Reality, Jeffrey Belk, Qualcomm, Sep 2005 (32 pages, highly recommended)[66]. While we certainly need a multiplicity of competitive approaches, 3G cellular data networks look substantially better than any other mobile wireless solution on the horizon (mobile Wi-Max, Mesh, etc.). See also Industrial Wireless Technology for the 21st Century, U.S. Dept. of Energy, Dec 2002. To 2010 and beyond (50 pages, recommended).
• Video industry strategic plan example. Video Software Dealers Association Strategic Plan, Oct 2005 (8 pages).
• Electronics industry strategic plan example. Electronics Industry Strategic Plan: 2005-2015, Australian Electronics Industry Assn (27 pages).
• Optics, photonics, optoelectronics industry development plan. Riding on Light: Optical Technology for Transportation Challenges, JAOP/OSA, 2004 (44 pages). An industry in search of problems to solve, ways to increase transportation and infrastructure efficiency.
• Web services development plan (SOAP, WSDL interoperability, etc.). The Emergence of Web Services, NetNumina, 2003 (12 pages).
• Medical imaging. Medical Imaging Technology Roadmap, Industry Canada, Oct 2005 (150 pages). Ten year horizon. Five working groups.
• RFID tagging, animal husbandry example. National Animal Identification System (NAIS) Implementation Plan (9 pages), 2006. U.S. Dept. of Agriculture.
 
 

6C. Plans and Studies - Social, Legal and Other

• Synthetic world research center development plan. The Arden Institute: A Center for the Study of Synthetic Worlds (28 pages, highly recommended), 2005. Edward Castronova, Indiana University.

• International security and socioeconomic development. Mapping the Global Future, 2005 (123 pages, highly recommended). Report of the National Intelligence Council's 2020 Project.

• Ambient social intelligence. Institute for Prospective Technological Studies (ISPT), Scenarios for Ambient Intelligence in 2010, 2001 (58 pages, recommended, especially scenarios: "Dimitrios and the Digital Me", etc., p. 6-9.). European Commission community research on the user-friendly information society. Scenario timeframes are too accelerated but still quite useful.
• Educational futures. Visions 2020: Transforming Education and Training Through Advanced Technologies, 2002 (80 pages, recommended). National Science and Technology Council and the Office of Technology Policy, Technology Administration, U.S. Dept of Commerce. See also Plato Learning's Funding Opportunities in Educational Gaming Roadmap (5 pages), 2005.
• Federal government IT plan example. F.D.I.C. Information Technology Strategic Plan: 2004-2007, FDIC (15 pages).
• State government IT plan examples. California State Information Technology Strategic Plan: 2005-2009 , Nov 2005 (35 pages). New York State Information Technology Strategic Plan, Jun 2006 (36 pages).
• Educational IT plan example, U.S. secondary schools. Technology and Learning Implementation Plan, 2004-2007, Bellingham Public Schools, Bellingham, WA (111 pages).
• European lifestyle in 2020. Horizons 2020 is a Siemens foresight study. Two opposing scenarios. Aug 2006 (304 pages).
 
 

7. Cycles. Metaverse-relevant systems that fluctuate (regularly or irregularly).

7A. Cycles - Technology and Science

• Consolidation and proliferation of standards cycle. As mentioned in Current Conditions (2Te), there has been a long history of attempts at standardization of 3D protocols, languages, and rendering technologies, followed by the proliferation of new open, semi-open, and proprietary standards. This process will only continue and it is always a challenge trying to predict which of several competing standards will win out, in which market and application domain. Consider the current high definition DVD standard competition between HD DVD and Blu-Ray. HD DVD currently has more momentum as it has more business partnerships behind it, which tend to be more important than technical superiority, yet standards issues are far from settled during the proliferation phase.

• Open vs. proprietary 3D worlds cycle. There was much interest and buzz around the idea of the 3D-enabled Web in the mid- and late-1990's, at the time of the open standards VRML and VRML2. This was similar to the buzz we see emerging around virtual worlds like Second Life now, which are based on proprietary standards. Second Life is releasing APIs to encourage mashups and third party development, and has committed itself to eventually moving to open standards. Yet seems very likely that as virtual worlds continue to improve, new proprietary standards will be developed, by Second Life or a competitor, that will yield significant new VW functionality and thus be worth the effort of user migration to the new platform. At some point those standards will become open as well. In sum, a historical look at standards tells us that the move from proprietary to open is just one half of the development cycle, and when we focus only on that we see only half of the economic and technical picture.

• Avatar representational cycle. There has been a cyclic history representational accuracy in avatars concerning how cartoony, lifelike, useful, and playful they are, alternating between highly realistic and highly caricatured. The Uncanny Valley principle, which encompasses a wide range of human responses to the representation of humans in robots and animations, is one reason we may be seeing representational cycles. Represented objects need to be able to avoid the valley of human distaste for "almost human" likenesses and responses, and either retreat in to caricatures or make the avatars so highly realistic that they don't trigger an unpleasant response. So far, caricature is the most accepted, though there are continual attempts at making lifelike avatars. Haptek's avatars, such as Baba Dim Sun, are one example of avatars that have been said to be "in the valley." Perhaps this has been one reason they have had much less market adoption than more cartoony alternatives. Such cycles also exist in behavioral representation. We've made NPC avatars that have too much or too little interactivity and chattiness relative to the sophistication of their AI. In general, caricature is preferred, although there are constant attempts to move beyond this into highly realistic simulation for specialized purposes.

 
 

7B. Cycles - Business and Economics

• Virtual worlds and geospatial web hype cycles. Like other potentially disruptive new technologies, all metaverse/3D web related technologies can be expected to follow a hype cycle, as described in Gartner's five phase technology hype cycle model [8], with the following components:
  1. Technology Trigger
  2. Peak of Inflated Expectations
  3. Trough of Disillusionment
  4. Slope of Enlightenment
  5. Plateau of Productivity.
Virtual reality technology, first generation web-based virtual reality (VRML), the geospatial web, location-based services, artificial intelligence, and others have all been through one or more such peaks and troughs in their media coverage, and most have been through them in their investment history as well. A dot.com-style investment peak, with Web 2.0 virtual worlds companies basing their business models on inflated expectations for metaverse technology, followed by a trough, will almost certainly be one dynamic we see in the next ten years. In the VRML days in the mid-1990's, many of the questions being asked about virtual worlds (Will there be one metaverse or many? Will the metaverse be independent from real world law?) were identical to questions being asked today. That was the first time anyone used the term "3D Web." Cycles repeat themselves, so we can learn much by revisiting the past, looking at other examples of natural cycles, and understanding how human psychology generates and maintains cyclic socieconomic dynamics.
• Entertainment cycles. Like all entertainment franchises, even today’s leading theme-based virtual worlds, like World of Warcraft, eventually reach a point where novelty or quality begin to decline and users start leaving the world for other venues, and only a small and loyal fanbase remains. Open-ended virtual worlds like Second Life may be more immune to this cyclic peak and decline effect. Nevertheless, they may still be outmoded by competing enterprise and technology innovations, and they are slower to build subscribers, as their benefits and premise are less clear to users.

• Game revenue model and content development cycles. We have seen a regular 7-10 year cycle in the MMO industry regarding how users pay to play and how game content is generated. We may be due for another such major shift in either revenue model or content development, or both. One such potential shift, involving game aggregation services, is outlined in Ideas and Proposals (15Ba). Raph Koster quote: "In 1997 there was an apocalyptic event that killed almost all the existing MMO providers. It was the shift to a subscription-based business model paired with game level production values. The thing was the dinosaurs that got killed off were the heirs of an earlier apocalypse in 1989, which was the shift in earlier business models to an hourly closed service model, who in turn were heirs to a shift in 1982 from academic VWs with no business models. In all those shifts, the existing companies pretty much all died. And we're due for another shift. The last explosion was 1996, 1997 (Dark Sun, Ultima, Lineage, Asheron's Call, Active Worlds, and others). I think there will be a production shift married to a business shift and the Blizzards of the world will face a new round of mammals. EA seems a particularly good Goliath candidate, to my mind."

• Game migration cycles and the "Virtual Gold Rush." Historically, when online virtual worlds achieved a mass audience, their popularity often chased out the early adopters, who went looking for new virtual frontiers. But the ability for users to make money in virtual spaces like Second Life is altering this cycle to some degree. Instead of leaving, the early adopters are learning to stay and offer goods and services to the newbies. In the same way that the folks who made the most money during the California Gold Rush were the folks (Levi-Strauss, etc.) who sold supplies to the prospectors, we are seeing individuals come early to colonize a virtual frontier, then stay to make money off the later arrivals. The most profitable of these virtual prospectors are selling clothes and a wide variety of other objects on websites like SLBoutique, or developing and selling plots of land, sometimes in zoned communities, as virtual land barons. As new virtual economy platforms emerge in coming years, some of these early entrants will pick up and move to the new worlds, or extend their operations, starting the "gold rush" cycle again.

 
 

7C. Cycles - Social, Legal and Other

• The social overestimation of the effect of a new technology in short run, and its underestimation in the long run is a predictable cycle. The hype associated with transformative technologies is easy to forget without historical perspective. At the dawn of commercial aviation in the 1920’s and 30’s in Europe and the U.S., its promise led to a broad public fascination with air flight, in the same way we are fascinated with the internet today. Proponents coined new words for this fascination: “airminded” in the U.K. and Europe, and “the winged gospel” in the U.S. (see also The Winged Gospel: America's Romance with Aviation, Joseph Corn, 2002). Futurists and the general public widely believed that air transport would soon transform, democratize, and deliver a borderless world. Common folk were expected to soon have their own airplane, and world peace would invariably emerge, as no nation would henceforth risk having its citizens so easily and indefensibly attacked from the sky. In short, the airplane's benefits were significantly oversold in the short run, and many of the economically unifying and innovation-accelerating effects underestimated in the long run. The 2005 debut of Google Earth as a harbinger of the geospatial web, and of Second Life as a creativity-respecting virtual economy hold similar transformative promise. We can again expect an unjustified overselling of the short-term benefits of such technologies, as well as an underestimation of their mid-term profitability and long-term power and pervasiveness.

• Fear of the new, followed by acceptance, is a predictable cycle. People have historically feared that new technology and media will dumb us down and cause us to lose touch with with history, our values, and our humanity. One finds this with technologies as old as writing, which was widely feared to cause us to lose our memory, to technologies as new as virtual worlds, which have been blamed for causing us to become alienated from and inexperienced in physical reality. But new technology is always adapted to serve age old human needs. To date we have always learned to use ever more sophisticated computing and communication technologies in the reexploration and attempted solution of our ongoing human problems. Summit quote: "I'll give you my polemic here. Entertainment is education. [