The document discusses various frameworks and perspectives for understanding the metaverse. It summarizes Matthew Ball's definition of the metaverse and his nested context framework showing the relationships between different elements like hardware, software, economy, laws and culture. It also summarizes other frameworks and views on the metaverse from sources like Meta, Microsoft, Niantic, and individuals. Key elements discussed include presence, interoperability, real-world integration, decentralized control, and the importance of standards, infrastructure and user experience.
2. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
3. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
5. Ball, M. (2020, January 13). The Metaverse: What It Is, Where to Find It, and Who Will Build It. MatthewBall.vc. Retrieved November 17, 2021, from
https://www.matthewball.vc/all/themetaverse.
Ball, M. (2021, June 29). The Metaverse Primer. MatthewBall.vc. Retrieved November 17, 2021, from https://www.matthewball.vc/the-metaverse-primer.
Ball, M. (2022, July 19). The Metaverse: And How it Will Revolutionize Everything. Liveright. New York City, NY.
Matthew Ball’s Metaverse Essays (2020, 2021)
6. Ball, M. (2021, June 29). Framework for the Metaverse [Part I of The Metaverse Primer]. MatthewBall.vc. Retrieved November 18, 2021, from
https://www.matthewball.vc/all/forwardtothemetaverseprimer.
Matthew Ball’s Definition of the Metaverse
“The Metaverse is a massively scaled and interoperable
network of real-time rendered 3D virtual worlds which can be
experienced synchronously and persistently by an effectively
unlimited number of users with an individual sense of
presence, and with continuity of data, such as identity, history,
entitlements, objects, communications, and payments.”`
7. Ball, M. (2021, June 29). Framework for the Metaverse [Part I of The Metaverse Primer]. MatthewBall.vc. Retrieved November 18, 2021, from
https://www.matthewball.vc/all/forwardtothemetaverseprimer.
Matthew Ball’s Framework for the Metaverse
8. Lessig’s Pathetic Dot Theory
Market
Law
Cultural
Norms
Technology Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
9. Lessig’s Pathetic
Dot Theory
Nested Contexts
vs
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
11. Network Architecture
XR Hardware
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Design Guidelines
Economy
Laws
Culture
Earth
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Network
Architecture
Earth
XR Hardware
12. Ball, M. (2021, June 29). Framework for the Metaverse [Part I of The Metaverse Primer]. MatthewBall.vc. Retrieved November 18, 2021, from
https://www.matthewball.vc/all/forwardtothemetaverseprimer.
Matthew Ball’s Framework for the Metaverse
13. Networking
Hardware
Payment Services
Compute
Interchange Tools & Standards
Content, Services, & Assets
Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth Ball, M. (2021, June 29). Framework for the Metaverse [Part I of The Metaverse Primer]. MatthewBall.vc.
Retrieved November 18, 2021, from https://www.matthewball.vc/all/forwardtothemetaverseprimer.
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Virtual Platforms
14. Parisi’s Seven Rules of the Metaverse
1. There is Only One Metaverse.
2. The Metaverse is for Everyone.
3. Nobody Controls the Metaverse.
4. The Metaverse is Open.
5. The Metaverse is Hardware-Independent.
6. The Metaverse is a Network.
7. The Metaverse is the Internet.
Parisi, T. (2021, October 22). The Seven Rules of the Metaverse. Medium. Retrieved October 23, 2021, from https://medium.com/meta-verses/the-seven-rules-of-the-metaverse-7d4e06fa864c.
Almudena6cv, CC BY-SA 4.0 <https://creativecommons.org/licenses/by-sa/4.0>, via Wikimedia Commons, Retrieved from https://commons.wikimedia.org/wiki/File:Vaporwave-4K-Wallpapers.jpg
15. Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Metaverse = Internet & Network
For Everyone
Hardware Independent
Open, Interoperable, & Decentralized Control
Parisi, T. (2021, October 22). The Seven Rules of the Metaverse. Medium. Retrieved October 23, 2021, from
https://medium.com/meta-verses/the-seven-rules-of-the-metaverse-7d4e06fa864c.
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
16. Graylin (汪丛青) Alvin Wang. (2021, November 10). #Metaverse vs #Internet explained in one slide.😎☁(from deck I presented at #CITIC Securities Tech Strategy Conference
today. Twitter. Retrieved December 27, 2021, from https://twitter.com/AGraylin/status/1458611893736599555
17. Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Vendor specific ID/Profile Pic
Consume/Rate
Likes/Followers Collected
PCs/Tablets/Phones
2D Screen, Keyboard, Mouse, Touch
Website/App
Independent Apps/Walled Gardens
Text/Audio/Pics/Videos
Short Videos/Livestreaming
VR/XR Devices
Full Natural UI/UX
Universal ID/Avatar
Engage/Immerse/Inhabit
Memories/Friendships Collected
Worlds/Experiences
Interconnected Open Worlds
3D Everything & 360/Spatial Videos
Life streaming/Virtual Idols
Ads, Content, Physical Commerce
Fiat & In-Game Currency
Virtual Commerce/Live-to-Earn
CBDC/Crypto/NFT/Wallets
Operating System
& Game Engine
Apps, Experiences,
& Context
User Experience
(Qualities of Presence, Character, Story, etc.)
2D 3D
18. Zuckerberg, M. (2021, October 28). Keynote at Facebook Connect 2021. Menlo Park, CA. Retrieved on October 28, 2021 from
https://www.facebook.com/Meta/videos/577658430179350/.
The Metaverse Needs Interoperability
19. Zuckerberg, M. (2021, October 28). Keynote at Facebook Connect 2021. Menlo Park, CA. Retrieved on October 28, 2021 from
https://www.facebook.com/Meta/videos/577658430179350/.
Features of the Metaverse According to Meta
20. Hardware & Natural Interfaces
Home Space, Avatars, & Teleporting
Virtual Goods
Privacy & Safety + Interoperability
Presence
Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth Zuckerberg, M. (2021, October 28). Keynote at Facebook Connect 2021. Menlo Park, CA. Retrieved on
October 28, 2021 from https://www.facebook.com/Meta/videos/577658430179350/.
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
21. Bloxy News. (2021, February 26). The Roblox metaverse is made of 8 key tenets/concepts that make the platform what it is today... Twitter. Retrieved November 18, 2021, from
https://twitter.com/Bloxy_News/status/1365333010740965382.
8 Tenets of the Roblox Metaverse
22. Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Civility
Anywhere
Variety
Economy
Low Friction
Immersive + Friends + Identity
Bloxy News. (2021, February 26).
The Roblox metaverse is made of 8
key tenets/concepts that make the
platform what it is today... Twitter.
Retrieved November 18, 2021, from
https://twitter.com/Bloxy_News/statu
s/1365333010740965382.
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
23. Nadella, S. (2021, November 2). Microsoft Ignite 2021. [Presentation] Microsoft. Virtual Conference. Retrieved November 18, 2021 from
https://www.youtube.com/watch?v=PraEcNDGSqY&t=2457s.
Microsoft’s Metaverse Solutions
24. Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Azure: IoT, Digital Twins, Maps, Synapse, AI,
Autonomous Systems, Power Platform, Edge Sensors
Microsoft HoloLens
Microsoft Mesh + Teams +
Dynamics 365 Connected Spaces
Nadella, S. (2021, November 2). Microsoft Ignite 2021.
[Presentation] Microsoft. Virtual Conference. Retrieved
November 18, 2021 from
https://www.youtube.com/watch?v=PraEcNDGSqY&t=2457s.
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
25. Hanke, J. (2021, August 10). The metaverse is a dystopian nightmare. Let's build a better reality. Niantic. Retrieved November 18, 2021, from
https://nianticlabs.com/blog/real-world-metaverse/.
Niantic Prefers AR over VR
26. Hanke, J. (2021, November 9). Building the Real-World Metaverse for Everyone. [Presentation] Augmented World Expo, Santa Clara, CA. Retrieved November 18, 2021, from
https://www.youtube.com/watch?v=jJS3nNH5Zgg.
Niantic Building the “Real-World Metaverse” with AR
27. Hanke, J. (2021, November 9). Building the Real-World Metaverse for Everyone. [Presentation] Augmented World Expo, Santa Clara, CA. Retrieved November 18, 2021, from
https://www.youtube.com/watch?v=jJS3nNH5Zgg.
Niantic’s Lightship AR APIs
28. Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Explore the World Together + Sharing
Build Responsibly
Real-Time Mapping +
Understanding of Environment
Hanke, J. (2021, November 9). Building the Real-World Metaverse for Everyone. [Presentation]
Augmented World Expo, Santa Clara, CA. Retrieved November 18, 2021, from
https://www.youtube.com/watch?v=jJS3nNH5Zgg.
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Explore the World Together + Sharing
29. Roberts, J. (2021, November 24). "[I] made a condensed infographic to share this knowledge" [to discuss the #metaverse beyond the] "context of business and marketing."].
Twitter. Retrieved February 3, 2022, from https://twitter.com/jasminezroberts/status/1463511606290104320
Jasmine Robert’s Metaverse Tech Stack from an Engineering POV
● Front-End
● SDKs
● APIs
● (Data)bases
● Protocols
● Backend [Programming Languages]
● Engines / Platforms
30. Roberts, J. (2021, November 24). "[I] made a condensed infographic to share this knowledge" [to discuss the #metaverse beyond the] "context of business and marketing."].
Twitter. Retrieved February 3, 2022, from https://twitter.com/jasminezroberts/status/1463511606290104320
Jasmine Robert’s Metaverse Tech Stack from an Engineering POV
31. Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
APIs
Databases
Backend Programming Languages
Game Engines / Platforms
Frontend
SDKs
Protocols
32. Bhatia, S. (2021, November 16). The Metaverse: Framework, Building Blocks and Market Map. Medium. Retrieved December 30, 2021, from
https://levelup.gitconnected.com/the-metaverse-framework-building-blocks-and-market-map-3bb2ccf0241c
Swati Bhatia’s Metaverse Framework
33. Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Avatars [Embodied Presence]
User Experience
Experience Use Cases: Content, Gaming, Events, & Work
Infrastructure: Network & Hardware
Virtualization Engines: Computing
Interface & Access: Hardware
Tools & Standards
User Experience: Payments, Financial Services,
& Asset Marketplace
Virtualization Engines: Programming Engines
34. Pearlman, K., Visner, S., Cameran, R., & Magnano, M. (2021, September 22). Securing the Metaverse -
Virtual Worlds Need REAL Governance. Presented at 2021 SISO [Simulation Interoperability Standards
Organization] SIMposium, virtual conference held at https://www.sisostds.org/2021SISOSIMposium.aspx,
Retrieved November 9, 2021 from Pearlman, K. (2021, September 22),
https://twitter.com/KavyaPearlman/status/1440776408238739459
36. Armstrong, B., & Reeve, A. (2021, December 16). How Coinbase Thinks about the Metaverse. Medium. Retrieved December 30, 2021, from
https://blog.coinbase.com/how-coinbase-thinks-about-the-metaverse-16d8070f4841
Coinbase’s Hypothetical Metaverse Stack
38. Bar-Zeev, A. (2021, November 10). Beyond Meta — AR and the Road Ahead [Presentation]. Augmented World Expo, Santa Clara, CA. Retrieved from
https://awe.live/session/99082 on November 17, 2021.
Bar-Zeev, A. (2021, November 10). Beyond Meta: The Seven Verses. Medium. Retrieved November 18, 2021, from
https://medium.com/predict/beyond-meta-the-seven-verses-974cc0e27b4d.
Avi Bar-Zeev’s Seven Verses
40. Radoff, J. (2022, January 24). Metaverse Interoperability, Part 1: Challenges. Medium. Retrieved January 24, 2022, from
https://medium.com/building-the-metaverse/metaverse-interoperability-part-1-challenges-716455ca439e
Jon Radoff’s Domains of Interoperability for the Metaverse
41. Economy
Network Architecture
XR Hardware
Design Guidelines
Laws
Culture
Earth
Behavior [Active Presence]
Consequences
Power
Rules
Persistence: Position [Virtual Context], History
Presentation: Graphics Models & Physical Properties
Meaning: Metadata, Semantics, Ontologies
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Ownership
Connectivity: Networking, Communications
Radoff, J. (2022, January 24). Metaverse Interoperability, Part 1: Challenges. Medium. Retrieved January 24, 2022,
from https://medium.com/building-the-metaverse/metaverse-interoperability-part-1-challenges-716455ca439e
Persistence: Position [Physical Context]
42. Lafayette, C. (2021, November 4). My seven standards of the metaverse. Twitter. Retrieved November 10, 2021, from https://twitter.com/vrleader/status/1456286772103577600.
43. Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Education for All & Wellness Programs
Humanity First, Equal for All,
Accessible for All, & Safety & Privacy
Community Development
Lafayette, C. (2021, November 4). My seven standards of the Metaverse. Twitter. Retrieved November
10, 2021, from https://twitter.com/vrleader/status/1456286772103577600.
44. Network Architecture
XR Hardware
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Design Guidelines
Economy
Laws
Culture
Earth
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Network
Architecture
Earth
XR Hardware
45. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
46. “The map is not the territory”- Korzybski
Image from Gatti, C. (2014) “The Map is not the Territory.” Retrieved on December 10, 2021 from https://www.pbase.com/image/37636470
47. Pluralism in Philosophy of Math
“‘Pluralism in foundations’ is an oxymoron, and
therefore, is unstable…”
“Definition: The pluralist in foundations believes
that there is insufficient evidence to think that
there is a unique foundation for mathematics.
Moreover, the pluralist in foundations works under
the assumption that there is no reason to think
that there will be a convergence to a unique
theory in the future. He takes seriously the
possibility that there are several, together
inconsistent, foundations for mathematics.”
Friend Michèle. (2014). Pluralism in Mathematics: A new position in philosophy of Mathematics. (pp. 7 & 24) Springer.
48. Each Framework Reveals Some Information
AND Conceals Other Information
Morris, S. A., & Van der Veer Martens, B. (2009). Mapping research specialties. Annual Review of Information Science and Technology, (pp. 277) 42(1), 213–295.
doi:10.1002/aris.2008.1440420113
49. Network Architecture
XR Hardware
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Design Guidelines
Economy
Laws
Culture
Earth
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Network
Architecture
Earth
XR Hardware
50. Lessig’s Pathetic Dot Theory
Market
Law
Cultural
Norms
Technology Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
52. Diller, A., Ayim, M., Pauly Morgan, K., & Houston, B. (1996). Figure 8.1 (p. 107). In The Gender Question in Education: Theory, Pedagogy, & Politics. Routledge, Taylor et Francis Group.
Intersectional Axes of Privilege, Domination, & Oppression
53. Marsh, J. (2013, July). What Is Ethics? A Quick and Dirty Overview. A Guide to Ethics - St. Olaf College. Retrieved February 15, 2022, from
https://pages.stolaf.edu/wp-content/uploads/sites/161/2013/07/WhatisEthics.pdf.
Unknown source for this graphic, “Note: the charts above do not belong to me and I can’t unfortunately remember who they belong to.”
Incomplete Normative Ethics Chart
Deontology vs Consequentialism vs Virtue Ethics
54. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
55. Pine II, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review. Retrieved December 10, 2021, from
https://hbr.org/1998/07/welcome-to-the-experience-economy.
56. Pine II, B. J., & Gilmore, J. H. (1999). Experience Economy: Work is theatre & every business a stage. Harvard Business School Press.
58. “True character is revealed in the choices
a human being makes under pressure -
the greater the pressure, the deeper the
revelation, the truer the choice to the
character's essential nature.”
― Robert McKee
McKee, R. (1997). Story: Substance, structure, style, and principles of screenwriting. (pp. 101) ReganBooks.
59. Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
67. Bye, K. (2016, April 28). The Human Experience of Virtual Reality: A Model of the VR Landscape [Presentation],
Silicon Valley Virtual Reality Conference, April 28, 2016 (San Jose, CA). Published on YouTube, May 3, 2016. Retrieved on November 10, 2021 from
https://www.youtube.com/watch?v=acp0Ul0QlmI. Also Published on Voices of VR Podcast on May 4, 2016. Retrieved on November 10, 2021 from
https://voicesofvr.com/355-the-human-experience-of-virtual-reality-a-model-of-the-vr-landscape/.
68.
69. XR Ethics Manifesto
Bye, K. (2019, October 19). XR Ethics Manifesto [Presentation], Greenlight XR Strategy Conference, October 18, 2019 (San Francisco, CA). Available at
https://www.slideshare.net/kentbye/xr-ethics-manifesto-updated-nov-2-2019 (Accessed November 9, 2021) and https://www.youtube.com/watch?v=CXgY3YXxqJ8
70.
71. Lessig’s Pathetic Dot Theory
Market
Law
Cultural
Norms
Technology Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
72. Network Architecture
XR Hardware
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Design Guidelines
Economy
Laws
Culture
Earth
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Network
Architecture
Earth
XR Hardware
73. Diller, A., Ayim, M., Pauly Morgan, K., & Houston, B. (1996). Figure 8.1 (p. 107). In The Gender Question in Education: Theory, Pedagogy, & Politics. Routledge, Taylor et Francis Group.
Intersecting Axes of Privilege, Domination, & Oppression
79. Passi, E. (2017, January 10). Bringing the Westworld attribute matrix to life. Medium. Retrieved November 14, 2021, from
https://epassi.medium.com/recreating-the-westworld-attribute-matrix-3e72d9d419df.
80. Sacharin, V., Schlegel, K., & Scherer, K. R. (2012). Geneva Emotion Wheel rating study (Report). Geneva, Switzerland: University of Geneva, Swiss Center for Affective
Sciences. Retrieved on November 13, 2021 from https://www.unige.ch/cisa/files/4514/6720/4016/Geneva_Emotion_Wheel_Rating_Study_Report_2012_08_11_2.0.pdf.
Tschannen-Moran, B. (2012, February). Appreciative Empathy: New Frameworks for New Conversations. International Journal of Appreciative Inquiry: AI Practitioner. Volume 14
Number 1. Retrieved November 14, 2021 from http://www.schooltransformation.com/wp-content/uploads/2012/06/Appreciative_Empathy.pdf
Feelings Needs
82. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
83. Biometric
Psychography
Identity
Miller, M.R., Herrera, F., Jun, H. et al. Personal identifiability of user tracking data during
observation of 360-degreeVR video. Sci Rep 10, 17404 (2020).
https://doi.org/10.1038/s41598-020-74486-y
85. Taxonomy of Brain Data
Ienca, M., Fins, J. J., Jox, R. J., Jotterand, F., Voeneky, S., Andorno, R., Ball, T., Castelluccia, C., Chavarriaga, R., Chneiweiss, H., Ferretti, A., Friedrich, O., Hurst, S., Merkel, G.,
Molnar-Gabor, F., Rickli, J.-M., Scheibner, J., Vayena, E., Yuste, R., & Kellmeyer, P. (2021, September 28). Towards a governance framework for Brain Data. arXiv.org. Retrieved
November 10, 2021, from https://arxiv.org/abs/2109.11960.
86. Mental & Social Presence
Mental Thoughts
Cognitive Processes
Cognitive Load
Social Presence
Active Presence
Behaviors
Intention
Actions
Movement
Emotional Presence
Affective State
Emotional Sentiment
Facial Expression
Microexpressions
Embodied Presence
Stress / Arousal
Physiological Reactions
Eye Gaze /Attention
Body Language
Muscle Fatigue Bye, K. (2021, June 2) "State of Privacy in XR & Neuro-Tech: Conceptual Frames" Presentation at the
VRARA Global Summit (Online). Recording available at https://www.youtube.com/watch?v=pIpD4-gYImU
87. (1) The right to identity, or the ability to
control both one’s physical and mental
integrity
(2) The right to agency, or the freedom of
thought and free will to choose one’s own
actions
(3) The right to mental privacy, or the
ability to keep thoughts protected against
disclosure
(4) The right to fair access to mental
augmentation, or the ability to ensure that
the benefits of improvements to sensory and
mental capacity through neurotechnology
are distributed justly in the population.
(5) The right to protection from
algorithmic bias, or the ability to ensure
that technologies do not insert prejudices.
Proposed Neuro-Rights
Yuste, R.,Genser, J. & Herrmann, S. "It's Time for Neuro-Rights." Horizons: Journal of International Relations and
Sustainable Development, no. 18, 2021. pp 154-164. JSTOR,
https://www.cirsd.org/en/horizons/horizons-winter-2021-issue-no-18/its-time-for-neuro--rights. Accessed 31 Mar. 2021.
88. Brittan Heller, Watching Androids Dream of Electric Sheep: ImmersiveTechnology, Biometric Psychography, and the Law, 23
Vanderbilt Journal of Entertainment andTechnology Law 1 (2021) Available at: https://scholarship.law.vanderbilt.edu/jetlaw/vol23/iss1/1
Heller’s Concept of Biometric Psychography (2021)
89. Image viaYan Shvartzshnaider (April 15, 2020)
https://twitter.com/ynotez/status/1250578500588879873
Nissenbaum, H. (2010). Privacy in Context:Technology, Policy, and
the Integrity of Social Life. Stanford University Press.
90.
91. Network Architecture
XR Hardware
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Design Guidelines
Economy
Laws
Culture
Earth
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Network
Architecture
Earth
XR Hardware
93. How do we preserve the Right
to Mental Privacy in XR?
Biometrically-inferred psychographic data from
XR is not covered by existing privacy laws.
Some biometric user data will be contextually-
relevant & required for some XR apps to
function, which users should be able to consent
to sharing within the context of those apps.
Companies require users to consent to their
Terms of Service & Privacy Policies, which do
not prevent them them from recording &
monetizing user data, extrapolating biometric
psychographic information, or using it for
contextually-aware AI, but they have limited
what third party developers can do with that
same data.
Human Rights
Principles
International Organizations International Laws &
Human Rights Laws
UN Guiding
Principles on
Business &
Human Rights
Neuro-Rights
Initiative
Right to
Mental
Privacy
Operating
System
XR
Hardware
Ethical
Design
Principles?
XR User’s Context & Data
Third-Party
XR Developers
XR Experiences
that Require User
Data to Operate
US Government
Lobbyists European
Union
GDPR
XR Companies
State
Laws
Federal
Laws
Oversight & Enforcement
New
Federal
Privacy
Law?
Monetizing
User Data &
Biometric
Psychography?
Contextually
-Aware AI?
Terms of
Service
Privacy
Policy
App
Store
Developer
Terms of
Service
94. Libertarian:
Privacy as
Property Right
to be Bought,
Sold, or Traded
Contextual Integrity:
Privacy as Appropriate
Information Flows
that Meets Contextual
Norms
Paternalistic:
Privacy as
Human Right
That Needs to be
Protected By the
State
95. Kenna, A. M. (2017, December 11). GDPR for Developers - Data Subject Rights. Serve IT. Retrieved February 15, 2022, from
https://www.serveit.com/gdpr-for-developers-data-subject-rights/
GDPR’s Rights of the Data Subject
96. (1) The right to identity, or the ability to
control both one’s physical and mental
integrity
(2) The right to agency, or the freedom of
thought and free will to choose one’s own
actions
(3) The right to mental privacy, or the
ability to keep thoughts protected against
disclosure
(4) The right to fair access to mental
augmentation, or the ability to ensure that
the benefits of improvements to sensory and
mental capacity through neurotechnology
are distributed justly in the population.
(5) The right to protection from
algorithmic bias, or the ability to ensure
that technologies do not insert prejudices.
Proposed Neuro-Rights
Yuste, R.,Genser, J. & Herrmann, S. "It's Time for Neuro-Rights." Horizons: Journal of International Relations and
Sustainable Development, no. 18, 2021. pp 154-164. JSTOR,
https://www.cirsd.org/en/horizons/horizons-winter-2021-issue-no-18/its-time-for-neuro--rights. Accessed 31 Mar. 2021.
97. Internet Rights and Principles Coalition (2021, October 12). 10 Internet Rights & Principles. Internet Rights and Principles Coalition. Retrieved November 10, 2021, from
https://internetrightsandprinciples.org/campaign/.
98. Barcelona Charter of Citizens’ Rights in the Digital Era (February 21, 2019)
1. Human rights and freedoms currently in force.
2. Right to digital identity.
3. Right to digital citizenship.
4. Right to dignity and the free development of personality in the context of technological developments.
5. Right to freedom and equality in the access to the digital environment.
6. Right to security of technological developments.
7. Right to intimacy and confidentiality in the digital environment.
8. Right to be forgotten and to digital memory.
9. Right to protection of personal data.
10. Right to freedom of thought, expression and information in the digital environment.
11. Right to digital education and professional training.
12. Right to freedom of enterprise and technological developments.
13. Right to intellectual property and technological environments.
14. Right to equality and prohibition of discrimination in the use of technologies.
15. Right to protection of minors, persons with disabilities and other vulnerable groups.
16. Right to the protection of workers in technological environments.
17. Right to sustainable technological development.
18. Right to the protection of consumers and users in digital environments.
19. Right to digital asylum
20. Right to participate in public affairs.
21. Right to effective protection in digital conflicts.
Barcelona Charter of Citizens’ Rights in the Digital Era. Digital Rights Barcelona Carta
de Barcelona pels Drets Digitals de la Ciutadania en lEra Digital. (2019, February 21).
Retrieved October 23, 2021, from http://digitalrightsbarcelona.org/la-carta/?lang=en.
99. Government of Spain: Charter of Digital Rights (July 14, 2021)
Rights to Freedom
1. Rights and freedoms in the digital environment
2. Right to identity in the digital environment
3. Right to data protection
4. Right to pseudonymity
5. Right of the person not to be located and profiled
6. Right to cybersecurity
7. Right to digital heritage
Equality Rights
8. Right to equality and to non-discrimination in the digital environment
9. Right of access to the Internet
10. Protection of minors in the digital environment
11. Universal accessibility in the digital environment
12. Access gaps to the digital environment
Rights to Participation in and
Conformation of Public Spaces
13. Right to Internet Neutrality
14. Freedom of expression and freedom of information
15. Right to freely receive truthful information
16. Right to citizen participation through digital means
17. Right to digital education
18. Digital rights of citizens in their relations with the
Public administrations
Sánchez Presenta la carta de derechos digitales, con la que "españa SE sitúa a la Vanguardia Internacional en
la protección de derechos de la ciudadanía". La Moncloa. (2021, July 14). Retrieved October 23, 2021, from
https://www.lamoncloa.gob.es/presidente/actividades/Paginas/2021/140721-derechos-digitales.aspx.
Labour and Business Environment Rights
19. Rights in the workplace
20. The company in the digital environment
Digital Rights in Specific Environments
21. Right of access to data for purposes of archiving in
interest public, scientific or historical research
purposes, statistical purposes, and innovation and
development purposes
22. Right to technological development and a digital
environment sustainable
23. Right to health protection in the digital environment
24. Freedom of creation and right of access to culture in
the Digital environment
25. Rights before artificial intelligence
26. Digital rights in the use of neurotechnologies
Guarantees and Effectiveness
27. Guarantee of rights in digital environments
28. Effectiveness
101. Solove’s “The Limitations of Privacy Rights” (2022)
Solove, Daniel J., The Limitations of Privacy Rights (February 1, 2022). Available at SSRN: https://ssrn.com/abstract=4024790 or http://dx.doi.org/10.2139/ssrn.4024790
102. Salomé V. (2021, November) A Relational Theory for Data Governance, 131, Yale Law Journal, 573-654.
Viljoen’s “A Relational Theory of Data Governance” (2021)
103. Whitehead’s Process Philosophy is a
Paradigm Shift to Process-Relational Thinking
Bye, K., & Segall, M. D. (2020, December 10). #965: Primer on Whitehead’s Process Philosophy as a Paradigm Shift & Foundation for Experiential Design. Voices of VR podcast.
Retrieved November 8, 2021, from https://voicesofvr.com/primer-on-whiteheads-process-philosophy-as-a-paradigm-shift-foundation-for-experiential-design/.
104. 20+ Neuro-Ethicists: Towards a Governance Framework for Brain Data
Ienca, M., Fins, J. J., Jox, R. J., Jotterand, F., Voeneky, S., Andorno, R., Ball, T., Castelluccia, C., Chavarriaga, R., Chneiweiss, H., Ferretti, A., Friedrich, O., Hurst, S., Merkel, G.,
Molnar-Gabor, F., Rickli, J.-M., Scheibner, J., Vayena, E., Yuste, R., & Kellmeyer, P. (2021, September 28). Towards a governance framework for Brain Data. arXiv.org. Retrieved
November 10, 2021, from https://arxiv.org/abs/2109.11960.
106. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
107. Network Architecture
XR Hardware
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Design Guidelines
Economy
Laws
Culture
Earth
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Network
Architecture
Earth
XR Hardware
112. Lessig’s Pathetic Dot Theory
Market
Law
Cultural
Norms
Technology Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
113. Companies like Meta are Shaping the XR Industry
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
115. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
116. Ethical Issues are Being Shaped by
the Market Demands of VR Growth
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
117. Oculus (2020, December 9). Meet the Oculus Gamers. Retrieved February 16, 2022, from
https://scontent-sea1-1.xx.fbcdn.net/v/t39.2365-6/10000000_405379400874824_3513592104975627542_n.pdf?_nc_cat=100&ccb=1-5&_nc_sid=ad8a9d&_nc_ohc=x8VdeOc6GlsAX_DWuR4&_nc_ht
=scontent-sea1-1.xx&oh=00_AT_cBBOdO7lb9NKnrmWPuVFnPhqTipHx5EQfB2gY_1_7Vg&oe=62105D8E
Meta’s User Personas & Quest Gamer Segmentation (2020)
118. Oculus (2020, December 9). Meet the Oculus Gamers. Retrieved February 16, 2022, from
https://scontent-sea1-1.xx.fbcdn.net/v/t39.2365-6/10000000_405379400874824_3513592104975627542_n.pdf?_nc_cat=100&ccb=1-5&_nc_sid=ad8a9d&_nc_ohc=x8VdeOc6GlsAX_DWuR4&_nc_ht
=scontent-sea1-1.xx&oh=00_AT_cBBOdO7lb9NKnrmWPuVFnPhqTipHx5EQfB2gY_1_7Vg&oe=62105D8E
Quest Gamer Segmentation & Demographic Survey (2020)
119. Shahla, S., & Bigham, C. (2020, December 9). Understanding the VR Gaming Market - Oculus. Retrieved February 16, 2022, from
https://developer.oculus.com/blog/understanding-the-vr-gaming-market/
Oculus Gamer Segmentation & Demographic Survey (2020)
120. Oculus (2020, December 9). Meet the Oculus Gamers. Retrieved February 16, 2022, from
https://scontent-sea1-1.xx.fbcdn.net/v/t39.2365-6/10000000_405379400874824_3513592104975627542_n.pdf?_nc_cat=100&ccb=1-5&_nc_sid=ad8a9d&_nc_ohc=x8VdeOc6GlsAX_DWuR4&_nc_ht
=scontent-sea1-1.xx&oh=00_AT_cBBOdO7lb9NKnrmWPuVFnPhqTipHx5EQfB2gY_1_7Vg&oe=62105D8E
Meta’s Target Demographic Segments have been 63% to 74% Male
121. Oculus (2020, December 9). Meet the Oculus Gamers. Retrieved February 16, 2022, from
https://scontent-sea1-1.xx.fbcdn.net/v/t39.2365-6/10000000_405379400874824_3513592104975627542_n.pdf?_nc_cat=100&ccb=1-5&_nc_sid=ad8a9d&_nc_ohc=x8VdeOc6GlsAX_DWuR4&_nc_ht
=scontent-sea1-1.xx&oh=00_AT_cBBOdO7lb9NKnrmWPuVFnPhqTipHx5EQfB2gY_1_7Vg&oe=62105D8E
122. Shahla, S., & Bigham, C. (2020, December 9). Understanding the VR Gaming Market - Oculus. Retrieved February 16, 2022, from
https://developer.oculus.com/blog/understanding-the-vr-gaming-market/
Oculus Gamer Segmentation & Demographic Survey (2020)
123. Diller, A., Ayim, M., Pauly Morgan, K., & Houston, B. (1996). Figure 8.1 (p. 107). In The Gender Question in Education: Theory, Pedagogy, & Politics. Routledge, Taylor et Francis Group.
Intersectional Axes of Privilege, Domination, & Oppression
124. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
125. XR Companies are Shaping XR Ethics
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
126. Facebook Connect (2020, October 13). Facebook Connect | Keynote 2020. [Presentation] Facebook Connect. Published on YouTube. Retrieved on November 10 from
https://www.youtube.com/watch?v=-cRxT32G7y4.
Image via Bye, K. (2020, September 16). 6/ @boztank talking about some of the ethical considerations of their AR glasses prototype Project Aria… Twitter. Retrieved November 26, 2021, from
https://twitter.com/kentbye/status/1306286289772113921.
127. ● Facebook Connect (2020, October 13). Facebook Connect | Keynote 2020. [Presentation] Facebook Connect. Published on YouTube. Retrieved on November 10 from
https://www.youtube.com/watch?v=-cRxT32G7y4.
● Applin, S. A., & Flick, C. (2021). Facebook’s Project Aria indicates problems for responsible innovation when broadly deploying AR and other pervasive technology in the Commons. Journal of
Responsible Technology, 5, 100010. doi:10.1016/j.jrt.2021.100010
● Bye, K., Applin, S. & Flick. C. (2021, April 30). #991: Critiquing Facebook’s Responsible Innovation Principles & Project Aria through the lens of Anthropology & Tech Ethics. Retrieved on
November 9, 2021 from https://voicesofvr.com/991-critiquing-facebooks-responsible-innovation-principles-project-aria-through-the-lens-of-anthropology-tech-ethics/.
128. Applin, S. A., & Flick, C. (2021). Facebook’s Project Aria indicates problems for responsible innovation when broadly deploying AR and other pervasive technology in the Commons. Journal of
Responsible Technology, 5, 100010. doi:10.1016/j.jrt.2021.100010
Facebook’s Project Aria has incomplete and
conflicting Principles of Responsible Innovation. It
violates its own principles of Responsible
Innovation, and uses these to “ethics wash” what
appears to be a technological and social
colonization of the Commons. Facebook enables
itself to avoid responsibility and accountability for
the hard questions about its practices, including
its approach to informed consent.
Applin & Flick Claim Meta Uses Responsible Innovation
Rhetoric to “Ethics Wash” Concerns with XR Projects
129. Facebook Connect (2020, October 13). Facebook Connect | Keynote 2020. [Presentation] Facebook Connect. Published on YouTube. Retrieved on November 10 from
https://www.youtube.com/watch?v=-cRxT32G7y4.
Image via Bye, K. (2020, September 16). 6/ @boztank talking about some of the ethical considerations of their AR glasses prototype Project Aria… Twitter. Retrieved November 26, 2021, from
https://twitter.com/kentbye/status/1306286289772113921.
130. Horizon 2020 European Commission (2020, December 7). Responsible research & innovation. Retrieved November 10, 2021, from
https://ec.europa.eu/programmes/horizon2020/en/h2020-section/responsible-research-innovation.
Horizon 2020 European Commission
for Responsible Research & Innovation
131. Sutcliffe, H. (2016, January 22). Principles for Responsible Innovation. [Presentation] European Economic and Social Committee's Sixth Community of Practice Plenary Meeting for better
self and co-regulation. Retrieved November 9, 2021 from https://web.archive.org/web/20210727141617/https://digital-strategy.ec.europa.eu/en/events/sixth-cop-plenary-meeting and
https://ec.europa.eu/information_society/newsroom/image/document/2016-4/sixth_cop_plenary_meeting_-_presentation_hilary_sutcliffe_matter_13334.pdf
?
1. Research & Innovation for social value
2. Considering all impacts
3. Stakeholder participation
4. Governance & transparency
Principles for Responsible Innovation
132. A Framework for Responsible Innovation (Owen et al, 2013)
Anticipatory, Reflective, Deliberative, & Responsive
Owen, R., Stilgoe, J., Macnaghten, P., Gorman, M., Fisher, E., & Guston, D. (2013) A Framework for Responsible Innovation in R. Owen, M. Heintz, J. Bessant (Eds.), (2013)
Responsible innovation. Managing the responsible emergence of science and innovation in society, (pp. 27-50) Wiley.
133. The Engineering and Physical Sciences Research Council Framework for Responsible Innovation (2013). Retrieved on November, 9 2021 from
https://epsrc.ukri.org/research/framework/.
UK’s EPSRC: Responsible Innovation Framework of
Anticipate, Reflect, Engage, and Act (AREA)
134. Ogoh, G. I., & Fairweather, N. B. (2019). The state of the responsible research and innovation programme. Journal of Information, Communication and Ethics in Society.
doi:10.1108/jices-12-2018-0093
Conceptualization of the AREA
Responsible Innovation Framework
135. Anticipate
Reflect
Engage
Act
The Engineering and Physical Sciences Research Council Framework for Responsible Innovation (2013). Retrieved on November, 9 2021 from
https://epsrc.ukri.org/research/framework/.
136. Anticipate
Reflect
Engage
Act
The Engineering and Physical Sciences Research Council Framework for Responsible Innovation (2013). Retrieved on November, 9 2021 from
https://epsrc.ukri.org/research/framework/.
137. XR Ethics Manifesto
Bye, K. (2019, October 19). XR Ethics Manifesto [Presentation], Greenlight XR Strategy Conference, October 18, 2019 (San Francisco, CA). Available at
https://www.slideshare.net/kentbye/xr-ethics-manifesto-updated-nov-2-2019 (Accessed November 9, 2021) and https://www.youtube.com/watch?v=CXgY3YXxqJ8
138.
139. Stewart, M. (2021, July 23). Breadth & depth: Why I'm optimistic about Facebook's responsible innovation efforts. Facebook Technology. Retrieved October 8, 2021, from
https://tech.fb.com/responsible-innovation/.
140. Diller, A., Ayim, M., Pauly Morgan, K., & Houston, B. (1996). Figure 8.1 (p. 107). In The Gender Question in Education: Theory, Pedagogy, & Politics. Routledge, Taylor et Francis Group.
Intersectional Axes of Privilege, Domination, & Oppression
141. The IEEE Global Initiative on Ethics of Extended Reality (XR) (n.d.). The IEEE Global Initiative on Ethics of Extended Reality (XR) Report. Unpublished manuscript.
1. Extended Reality and the Erosion of
Anonymity and Privacy
2. Who owns our second lives: virtual
clones and the right to your identity
3. Social and Multi-User Spaces inVR:
Trolling, Harassment & Online Safety
4. XR Ethics in Education
5. Medical XR
6. Diversity, Inclusion,Accessibility
7. Business, Finance & Economics
142. Virtual Worlds, Real Risks and Challenges - XRSI – XR safety initiative. XRSI. (2022, February 8). Retrieved February 16, 2022, from
https://xrsi.org/publication/virtual-worlds-real-risks-and-challenges
XR Safety Initiative Reports on XR Risks & Challenges (2022)
143. Anticipate
Reflect
Engage
Act
The Engineering and Physical Sciences Research Council Framework for Responsible Innovation (2013). Retrieved on November, 9 2021 from
https://epsrc.ukri.org/research/framework/.
144. World Leaders in Research-Based User Experience. (n.d.). Design thinking 101. Retrieved March 03, 2021, from https://www.nngroup.com/articles/design-thinking/
145. Anticipate
Reflect
Engage
Act
The Engineering and Physical Sciences Research Council Framework for Responsible Innovation (2013). Retrieved on November, 9 2021 from
https://epsrc.ukri.org/research/framework/.
146. Sutcliffe, Hilary. (2011). A Report on Responsible Research & Innovation. Retrieved on November 9, 2021 from
https://ec.europa.eu/programmes/horizon2020/sites/default/files/rri-report-hilary-sutcliffe_en.pdf
Most public engagement falls into manipulation or tokenism
147. Anticipate
Reflect
Engage
Act
The Engineering and Physical Sciences Research Council Framework for Responsible Innovation (2013). Retrieved on November, 9 2021 from
https://epsrc.ukri.org/research/framework/.
148. Owen, R., Stilgoe, J., Macnaghten, P., Gorman, M., Fisher, E., & Guston, D. (2013) A Framework for Responsible Innovation in R. Owen, M. Heintz, J. Bessant (Eds.), (2013)
Responsible innovation. Managing the responsible emergence of science and innovation in society, (pp. 27-50) Wiley.
“Embedding dimensions of Responsible Innovation
within a Stage-Gating Innovation Governance Model”
149. Lee, J. J., & Hu-Au, E. (2021, October 6). E3XR: An analytical framework for ethical, educational and eudaimonic XR design. Frontiers. Retrieved October 8, 2021, from
https://www.frontiersin.org/articles/10.3389/frvir.2021.697667/full.
World Leaders in Research-Based User Experience. (n.d.). Design thinking 101. Retrieved March 03, 2021, from https://www.nngroup.com/articles/design-thinking/
150. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation
151. Collingridge's Dilemma Graphic by Fabio Besti Interdisciplinary Design reprinted from Besti, F. & Samorè, F. (2018) Responsibility Driven Design for the Future Self-Driving
Society: Autonomous systems and the complex challenges to designing a responsible, driverless future. Giannino Bassetti Foundation. Retrieved on January 5, 2022 from
https://selfdrivingsociety.fondazionebassetti.org/wp-content/uploads/2019/01/Responsibility-driven-design-for-the-future-self-driving-society.pdf.
Visualizing the Collingridge Dilemma
152. Collingridge, D. (1980) The Social Control of Technology. (pp. 17-18) Frances Pinter (Publishers) Ltd., London, United Kingdom.
“Our understanding of the interactions
between technology and society is so
poor that the harmful social
consequences of the fully developed
technology cannot be predicted with
sufficient confidence to justify the
imposition of controls.This is the first
horn of the dilemma of control.”
“The second horn is that by the time a
technology is sufficiently well developed
and diffused for its unwanted social
consequences to become apparent, it is
no longer easily controlled. Control may
still be possible, but it has become very
difficult, expensive and slow.What
happens is that society and the rest of its
technology gradually adjust to the new
technology, so that when it is fully
developed any major change in the new
technology requires changes in many
other technologies and social and
economic institutions, making its control
very disruptive and expensive.”
The Collingridge Dilemma (1980)
153. Collingridge's Dilemma Graphic by Fabio Besti Interdisciplinary Design reprinted from Besti, F. & Samorè, F. (2018) Responsibility Driven Design for the Future Self-Driving
Society: Autonomous systems and the complex challenges to designing a responsible, driverless future. Giannino Bassetti Foundation. Retrieved on January 5, 2022 from
https://selfdrivingsociety.fondazionebassetti.org/wp-content/uploads/2019/01/Responsibility-driven-design-for-the-future-self-driving-society.pdf.
Visualizing the Collingridge Dilemma
154. Marchant, G. E. (2011). The Growing Gap Between Emerging Technologies and the Law. (pp. 19) The Growing Gap Between Emerging Technologies and Legal-Ethical
Oversight, 19–33. doi:10.1007/978-94-007-1356-7_2
“A series of concurrent technological
revolutions are rapidly transforming economic,
social and personal domains, now and even
more so in the imminent future (Roco and
Bainbridge 2003; Garreau 2005).These current
and pending emerging technological
revolutions include information technologies,
communication technologies,
nanotechnologies, biotechnology, regenerative
and reproductive medicine, robotics,
neuroscience, surveillance technologies, and
synthetic biology. Perhaps even more
important than the degree and breadth of
these technological changes considered
individually or collectively is the exponential
pace at which the successive waves of
technical change are washing over us
(Kurzweil 2005).”
“In contrast to this accelerating pace of
technology, the legal frameworks that society
relies on to regulate and manage emerging
technologies have not evolved as rapidly,
fueling concerns about a growing gap between
the rate of technological change and
management of that change through legal
mechanisms (Moses 2007). Increasingly, the
traditional legal tools of notice-and-comment
rulemaking, legislation and judicial review are
being left behind by emerging technologies,
struggling to cope with even yesterday’s
technologies.
The consequence of this growing gap between
the pace of technology and law is increasingly
outdated and ineffective legal structures,
institutions and processes to regulate
emerging technologies.”
The Technology Pacing Gap
155. Marchant, G. E. (2011). Addressing the Pacing Problem. (pp. 199) The Growing Gap Between Emerging Technologies and Legal-Ethical Oversight, 199–205.
doi:10.1007/978-94-007-1356-7_13, Springer Science+Business Media B.V.
“The central conclusion from the cumulative insights of the
contributions to this volume is that existing regulatory systems and
ethical frameworks are inadequate to provide effective, meaningful
and timely oversight of the current and future generations of
emerging technologies.Technologies such as genetics, robotics,
information technologies, nanotechnology, synthetic biology, and
neuroscience are racing forward at a pace of technology
development that has never before been experienced in human
history. In contrast, our traditional government oversight systems
are mired in stagnation, ossification and bureaucratic inertia, and are
seriously and increasingly lagging behind the new technologies
accelerating into the future.”
Addressing the Pacing Problem
156. ● Collingridge's Dilemma Graphic by Fabio Besti Interdisciplinary Design reprinted from Besti, F. & Samorè, F. (2018) Responsibility Driven Design for the Future
Self-Driving Society: Autonomous systems and the complex challenges to designing a responsible, driverless future. Giannino Bassetti Foundation. Retrieved on
January 5, 2022 from https://selfdrivingsociety.fondazionebassetti.org/wp-content/uploads/2019/01/Responsibility-driven-design-for-the-future-self-driving-society.pdf.
● Marchant, G. E. (2011). Addressing the Pacing Problem. (pp. 199) The Growing Gap Between Emerging Technologies and Legal-Ethical Oversight, 199–205.
doi:10.1007/978-94-007-1356-7_13, Springer Science+Business Media B.V.
Overcoming Collingridge Dilemma
& the Technology Pacing Gap
157. Coping with Self-Regulated XR Ethics
Market
Law
Cultural
Norms
Technology
Architecture
& Code
User
Lessig, Lawrence, (2006). Code 2.0, Chapter: What Things Regulate ( pp. 120–137). New York : Basic Books
159. Network Architecture
XR Hardware
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
Design Guidelines
Economy
Laws
Culture
Earth
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Network
Architecture
Earth
XR Hardware
160. ● Survey of the Metaverse Landscape
● Value of Pluralism
● Experience Economy & Experiential Design
● XR Privacy Dilemmas: Context & Rights
● Tech Oligarchs are Driving Laws & Culture
● Skewed Demographics from Growing VR
● Need for Actual Responsible Innovation
● Tech Pacing Gap Challenges for Regulation