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Sensemaking Frameworks for
the Metaverse & XR Ethics
@KentBye
● 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
● 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
● A Metaverse Framework
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)
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.”`
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
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
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
OS Code
App Code
User
Experience
Economy
Laws
Culture
Design
Guidelines
Network
Architecture
Earth
XR Hardware
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
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
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
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
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.)
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
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
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
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
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.)
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
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.)
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
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.)
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
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
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
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
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
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
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
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
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
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
Network Architecture
XR Hardware
Design Guidelines
Economy
Laws
Culture
Earth
Connect: [Embodied Presence] Avatar, Individuals. [Mental & Social Presence] LMS,
AI Agents, Digital Twin, Community, Persistence, HRMS, Community, CRM.
Create: Capture, Curation, Animating, Writing, 2D/3D Modelling, Texture Painting,
Audio Production, IDEs
Ethos: Ethics, Rights, Expertise, Standards, Taxonomy
Ethos: Politics, Governance
Infrastructure: GPS, Internet, CDN, IoT, 5G, Rendering,
Blockchain, Cloud Computing, NDN, Quantum Computing,
Infrastructure: XR, AI, IoT, BCI
Commerce: NFTs, Services, Marketplace,
Virtual Goods, Cryptocurrency
Ethos: Society
Use Case: [Context] Medical, Collaboration, Education,
Wellness, Entertainment, Social
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
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
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.)
Identity + Real-World Attestations [Embodied Presence], Objects
[Environmental Presence], & Comms + Socialize [Social Presence]
Work, Play, & Create
Interconnected Virtual Worlds, Persistent &
Synchronous, Massively-Scaled
Hardware & Infrastructure
Tools & Standards
Protocol & Blockchain, Real-World Attestations, Payment
Rails, Entitlements, Payments, Ownership, Transact, & History
Regulatory Frameworks
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
Economy
Network Architecture
XR Hardware
Design Guidelines
Laws
Culture
Earth
Spatial Metaphors [Environmental Presence]
Avatars [Embodied Presence]
People [Social Presence]
Artifacts [Emotional & Mental Presence]
Interaction [Active Presence]
Privacy
Monetization
Context & Privacy
Operating System & Game Engine
Apps, Experiences, & Context
User Experience
(Qualities of Presence, Character, Story, etc.)
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
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]
Lafayette, C. (2021, November 4). My seven standards of the metaverse. Twitter. Retrieved November 10, 2021, from https://twitter.com/vrleader/status/1456286772103577600.
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.
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
● 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
“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
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.
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
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
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
Context Quality Character
Story
Phenomenological Aspects of Direct Experience
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
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
● 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
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.
Pine II, B. J., & Gilmore, J. H. (1999). Experience Economy: Work is theatre & every business a stage. Harvard Business School Press.
Merriam-Webster. (n.d.). Experience. Merriam-Webster. Retrieved October 19, 2021, from https://www.merriam-webster.com/dictionary/experience.
“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.
Placed in a
Context with
Pressure
Make
Choices &
Take Action
Essential
Character is
Revealed
+ =
Unfolding Process Over Time
Context Quality Character
Story
Context Quality Character
Story
Mental & Social
Presence
Active
Presence
Emotional
Presence
Embodied &
Environmental
Presence
Making
Choices
Taking
Action
Emotional
Immersion
Sensory
Experience
VR & AR
Books
Film
Radio
Video Games
Internet
TV
Theatre
Mobile Phone
Oral
Storytelling
Context Quality Character
Story
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/.
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
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
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
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
Context Quality Character
Story
Lebowitz, Josiah and Klug, Chris. (2011) "Interactive Storytelling forVideo Games:A Player-Centered Approach to Creating Memorable Characters and Stories." (pp. 120) Focal Press.
Authored
Narrative
Generative
Narrative
Spectrum of Meaningful Engagement
Authored
Narrative
Generative
Narrative
Spectrum of Story Authorship
No Agency or
Impact on Story
Maximized Agency &
Expression of Will
Context Quality Character
Story
Authored
Narrative
Generative
Narrative
Whose Character is Revealed?
Character of
the Interactor
Character of an Event,
Person, Culture, or Place
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.
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
Context Quality Character
Story
● 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
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
Eye Tracking and Pupil Response
Facial Scans
Movement Kinematics
Electrodermal Activity (EDA)
Galvanic Skin Response (GSR)
Skin Conductance Response (SCR)
Skin Conductance (SC)
Skin Temperature (SKT)
Body Temperature
Electromyography (EMG)
Mechanomyogram (MMG)
Strain-Based Sensor (SBS)
Electrocardiography (ECG / EKG)
Heart-RateVariability (HRV)
Respiratory (RSP)
Respiratory RateVariability (RRV)
Photoplethysmogram (PPG)
Impedance Plethysmography (IPG)
BloodVolume Pulse (BVP)
Electro-Oculogram (EOG)
Impedance Cardiography (ICG)
Gyrocardiography (GCG)
Ballistocardiography (BCG)
Magnetocardiography (MCG)
Seismocardiography (SCG)
Phonocardiogram (PCG)
Continuous Glucose Monitor (CGM)
Acoustic Respiratory Signals (ARS)
Blood Pressure (BP)
Pulse Arrival Time (PAT)
Pulse Transit Time (PTT)
Electroretinogram (ERG)
Electrogastrogram (EGG)
Magnetogastrography (MGG)
Electroencephalography (EEG)
Near-Infrared Spectroscopy-Based Cerebral
Oxiometry (NIRSCO)
Optically-Pumped Magnetoencephalography
(OP-MEG)
Optically-Pumped Magnetometers
Magnetoencephalography (OPM-MEG)
Time Domain Functional Near-Infrared
Spectroscopy (TD-fNIRS)
Functional Near-Infrared Spectroscopy (fNIRS)
High-Density Diffuse Optical Tomography
(HD-DOT)
Intracranial Pressure (ICP)
Electrocorticography (ECoG)
Intracranial electroencephalography (iEEG)
Deep Brain Stimulation (DBS)
Local Field Potential (LFP)
Transcranial Doppler (TCD)
Somatosensory Evoked Potential (SSEP)
Brainstem Auditory Evoked Potential (BAEP)
Functional Magnetic Resonance Imaging
(fMRI)
Magnetic Resonance Imaging (MRI)
Positron Emission Tomography (PET)
Magnetoencephalography (MEG)
Nuclear Magnetic Resonance Spectroscopy
(NMR or MRS)
Subdural EEG (sdEEG)
Intracranial EEG (icEEG)
Diffuse Correlation Spectroscopy (DCS)
Subdermal EEG Needle
Superconducting QUantum Interface Device
(SQUID)
Microneurography
List of Physiological & Biometric Data
Bye, K. (2021, May 30).Twitter. https://twitter.com/kentbye/status/1399143885427728384
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.
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
(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.
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)
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.
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
Human Rights
Principles
Governments
& Laws
XR Companies
OS
Ethical
Design
Principles
XR
Experiences
Users
XR Hardware
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
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
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
(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.
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/.
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.
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
Human Rights
Principles
Governments
& Laws
XR Companies
OS
Ethical
Design
Principles
XR
Experiences
Users
XR Hardware
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
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)
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/.
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.
Human Rights
Principles
Governments
& Laws
XR Companies
OS
Ethical
Design
Principles
XR
Experiences
Users
XR Hardware
● 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
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
Cultural
Norms
Technology
Architecture
& Code
Law
Market
User
Democracy
Cultural
Norms
Technology
Architecture
& Code
Law
Market
User
Cultural
Norms
Technology
Architecture
& Code
Centralized
Authority &
Laws
Market
User
Democracy Authoritarianism
Cultural
Norms
Technology
Architecture
& Code
Law
Market
User
Cultural
Norms
Technology
Architecture
& Code
Centralized
Authority &
Laws
Market
User
Cultural
Norms
Technology
Architecture
& Code
Law
Market
User
Democracy Authoritarianism Corporatism
Cultural
Norms
Technology
Architecture
& Code
Law
Market
User
Cultural
Norms
Technology
Architecture
& Code
Centralized
Authority &
Laws
Market
User
Cultural
Norms
Technology
Architecture
& Code
Law
Market
User
Cultural
Norms
Law
Market
User
Technology
Architecture
& Code
Democracy Authoritarianism Corporatism Tech Oligarchy
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
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
Human Rights
Principles
Governments
& Laws
XR Companies
OS
Ethical
Design
Principles
XR
Experiences
Users
XR Hardware
● 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
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
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)
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)
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)
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
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
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)
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
● 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
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
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.
● 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/.
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
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.
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
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
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.
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)
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
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/.
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/.
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
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/.
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
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
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)
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/.
World Leaders in Research-Based User Experience. (n.d.). Design thinking 101. Retrieved March 03, 2021, from https://www.nngroup.com/articles/design-thinking/
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/.
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
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/.
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”
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/
● 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
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
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)
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
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
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
● 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
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
Human Rights
Principles
Governments
& Laws
XR Companies
OS
Ethical
Design
Principles
XR
Experiences
Users
XR Hardware
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
● 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
@KentBye

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Sensemaking Frameworks for Understanding the Metaverse

  • 1. Sensemaking Frameworks for the Metaverse & XR Ethics @KentBye
  • 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
  • 4. ● A Metaverse Framework
  • 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
  • 35. Network Architecture XR Hardware Design Guidelines Economy Laws Culture Earth Connect: [Embodied Presence] Avatar, Individuals. [Mental & Social Presence] LMS, AI Agents, Digital Twin, Community, Persistence, HRMS, Community, CRM. Create: Capture, Curation, Animating, Writing, 2D/3D Modelling, Texture Painting, Audio Production, IDEs Ethos: Ethics, Rights, Expertise, Standards, Taxonomy Ethos: Politics, Governance Infrastructure: GPS, Internet, CDN, IoT, 5G, Rendering, Blockchain, Cloud Computing, NDN, Quantum Computing, Infrastructure: XR, AI, IoT, BCI Commerce: NFTs, Services, Marketplace, Virtual Goods, Cryptocurrency Ethos: Society Use Case: [Context] Medical, Collaboration, Education, Wellness, Entertainment, Social Operating System & Game Engine Apps, Experiences, & Context User Experience (Qualities of Presence, Character, Story, etc.)
  • 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
  • 37. 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.) Identity + Real-World Attestations [Embodied Presence], Objects [Environmental Presence], & Comms + Socialize [Social Presence] Work, Play, & Create Interconnected Virtual Worlds, Persistent & Synchronous, Massively-Scaled Hardware & Infrastructure Tools & Standards Protocol & Blockchain, Real-World Attestations, Payment Rails, Entitlements, Payments, Ownership, Transact, & History Regulatory Frameworks
  • 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
  • 39. Economy Network Architecture XR Hardware Design Guidelines Laws Culture Earth Spatial Metaphors [Environmental Presence] Avatars [Embodied Presence] People [Social Presence] Artifacts [Emotional & Mental Presence] Interaction [Active Presence] Privacy Monetization Context & Privacy Operating System & Game Engine Apps, Experiences, & Context User Experience (Qualities of Presence, Character, Story, etc.)
  • 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]
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  • 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.
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  • 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
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  • 51. Context Quality Character Story Phenomenological Aspects of Direct Experience
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  • 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
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  • 59. Placed in a Context with Pressure Make Choices & Take Action Essential Character is Revealed + = Unfolding Process Over Time
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  • 75. Lebowitz, Josiah and Klug, Chris. (2011) "Interactive Storytelling forVideo Games:A Player-Centered Approach to Creating Memorable Characters and Stories." (pp. 120) Focal Press. Authored Narrative Generative Narrative Spectrum of Meaningful Engagement
  • 76. Authored Narrative Generative Narrative Spectrum of Story Authorship No Agency or Impact on Story Maximized Agency & Expression of Will
  • 78. Authored Narrative Generative Narrative Whose Character is Revealed? Character of the Interactor Character of an Event, Person, Culture, or Place
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  • 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
  • 84. Eye Tracking and Pupil Response Facial Scans Movement Kinematics Electrodermal Activity (EDA) Galvanic Skin Response (GSR) Skin Conductance Response (SCR) Skin Conductance (SC) Skin Temperature (SKT) Body Temperature Electromyography (EMG) Mechanomyogram (MMG) Strain-Based Sensor (SBS) Electrocardiography (ECG / EKG) Heart-RateVariability (HRV) Respiratory (RSP) Respiratory RateVariability (RRV) Photoplethysmogram (PPG) Impedance Plethysmography (IPG) BloodVolume Pulse (BVP) Electro-Oculogram (EOG) Impedance Cardiography (ICG) Gyrocardiography (GCG) Ballistocardiography (BCG) Magnetocardiography (MCG) Seismocardiography (SCG) Phonocardiogram (PCG) Continuous Glucose Monitor (CGM) Acoustic Respiratory Signals (ARS) Blood Pressure (BP) Pulse Arrival Time (PAT) Pulse Transit Time (PTT) Electroretinogram (ERG) Electrogastrogram (EGG) Magnetogastrography (MGG) Electroencephalography (EEG) Near-Infrared Spectroscopy-Based Cerebral Oxiometry (NIRSCO) Optically-Pumped Magnetoencephalography (OP-MEG) Optically-Pumped Magnetometers Magnetoencephalography (OPM-MEG) Time Domain Functional Near-Infrared Spectroscopy (TD-fNIRS) Functional Near-Infrared Spectroscopy (fNIRS) High-Density Diffuse Optical Tomography (HD-DOT) Intracranial Pressure (ICP) Electrocorticography (ECoG) Intracranial electroencephalography (iEEG) Deep Brain Stimulation (DBS) Local Field Potential (LFP) Transcranial Doppler (TCD) Somatosensory Evoked Potential (SSEP) Brainstem Auditory Evoked Potential (BAEP) Functional Magnetic Resonance Imaging (fMRI) Magnetic Resonance Imaging (MRI) Positron Emission Tomography (PET) Magnetoencephalography (MEG) Nuclear Magnetic Resonance Spectroscopy (NMR or MRS) Subdural EEG (sdEEG) Intracranial EEG (icEEG) Diffuse Correlation Spectroscopy (DCS) Subdermal EEG Needle Superconducting QUantum Interface Device (SQUID) Microneurography List of Physiological & Biometric Data Bye, K. (2021, May 30).Twitter. https://twitter.com/kentbye/status/1399143885427728384
  • 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.
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  • 92. Human Rights Principles Governments & Laws XR Companies OS Ethical Design Principles XR Experiences Users 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
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  • 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
  • 100. Human Rights Principles Governments & Laws XR Companies OS Ethical Design Principles XR Experiences Users XR Hardware
  • 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.
  • 105. Human Rights Principles Governments & Laws XR Companies OS Ethical Design Principles XR Experiences Users XR Hardware
  • 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
  • 110. Cultural Norms Technology Architecture & Code Law Market User Cultural Norms Technology Architecture & Code Centralized Authority & Laws Market User Cultural Norms Technology Architecture & Code Law Market User Democracy Authoritarianism Corporatism
  • 111. Cultural Norms Technology Architecture & Code Law Market User Cultural Norms Technology Architecture & Code Centralized Authority & Laws Market User Cultural Norms Technology Architecture & Code Law Market User Cultural Norms Law Market User Technology Architecture & Code Democracy Authoritarianism Corporatism Tech Oligarchy
  • 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
  • 114. Human Rights Principles Governments & Laws XR Companies OS Ethical Design Principles XR Experiences Users XR Hardware
  • 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
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  • 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
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  • 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
  • 158. Human Rights Principles Governments & Laws XR Companies OS Ethical Design Principles XR Experiences Users XR Hardware
  • 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