HOUSEKEEPING NOTE: I realize that when I talk about High Fidelity now, I could be talking about two entirely separate platforms:
- the old, social VR platform High Fidelity, which of course is now essentially shut down (although those of us with accounts can still visit it); and
- the new platform, a 2D virtual world with 3D audio.
Because of this, from now on I will always refer to “the old High Fidelity” and “the new High Fidelity” on this blog, to make it clear which platform I am referring to. I will also create a new blogpost category called The New High Fidelity. Of course, High Fidelity is the perfect name for this new platform, with its primary feature of spatial audio! (This is one of the reasons why it’s a good idea to have a separate platform name from your company name, however.)
I created a map for High Fidelity with 21 audio zones (9 big and 12 small), tagged with different contexts to facilitate emergent conversations. Audio-falloff is annotated with speaking & lurking rings. I’m hoping to test and iterate on it more this weekend.

This is a design based off of Kent’s earlier work on a categorization of social VR platforms based on types of presence:

Now, I really have to hand it to Kent. Many days, I seem to be operating in a pandemic-lockdown-induced brain fog, but he took Philip Rosedale’s new platform and ran with it.
Basically, Kent took his taxonomy of social VR and created a diagram for people to inhabit, complete with chat circles indicating the sound fall-off! It’s a novel, even genius, way to frame a conversation in a virtual world, and it was so simple to do; all he had to do was create and upload an image and embed it in the invitation URL he sent around. The following diagram gives a sense of scale:


And, after spending half an hour or so conversing with the people he invited to his world, I am now beginning to see some of the benefits of such a platform. As I said before in my initial, somewhat negative first impressions of the new High Fidelity, I am primarily a visually-oriented person, as opposed to an audio-oriented person. In fact, I don’t even own a set of headphones! Instead I used the microphone on my webcam, and I still found that I was able to join and leave conversations easily.
One of the things that Kent really likes about the new High Fidelity is the ability to break off into side conversations easily, by physically moving away from other groups. For example, Jessica Outlaw (a social VR researcher whom I have written about before) and I had such a conversation, talking shop about various social VR and virtual worlds in the Social & Mental Presence circle:

Jessica (who was also planning to attend an engagement party in the new High Fidelity later today) mentioned to me how she had difficulties getting people to use even simpler social VR platforms like Mozilla Hubs, and how she thought that this would be a much easier way to introduce inexperienced people to virtual worlds. And yes, I agree: even the dead-simple Mozilla Hubs can be a somewhat steep learning curve to somebody that is brand new to virtual reality and virtual worlds, let alone much more complicated platforms like Second Life, where newbies need to spend at least an hour getting their bearings!
Among the guests was Alex Coulombe (whose work I have written about before), who in another side conversation, talked about how he could see offering a choice for people attending a theatrical production in VR: higher-end users could choose to watch and hear the play in a VR headset, while lower-end users might opt to just hear the play in 3D audio via the new High Fidelity platform, maybe even while out on a jog!
So, I am slowly warming to the potential applications of the new High Fidelity! Thank you to Kent Bye for inviting me to the conversation.
UPDATE 3:51 p.m.: Kent Bye gave me permission to quote from our discussion afterward on Twitter:
Thanks for coming out! Glad you were able to get some new insights for how High Fidelity might fit into the ecosystem. I’m personally really excited for it as a way to rapidly prototype 2D blueprints of spaces that facilitate specific social dynamics.
The interstitial hallway conversations and serendipitous collisions are some of the hardest things to recreate in VR and embodied virtual worlds — at least so far. Setting and maintaining deep context across a large number of people is hard, even at conferences where there’s a pretty specific context already. Connecting people with their problems to solve and innate interests is a persistent problem across all mediums. High Fidelity has the opportunity to start to do something different that other solutions haven’t yet. I think of it as a potential portal into an embodied experience, but also to facilitate these more ephemeral threshold spaces where a lot of the best conversations end up happening.
It starts to solve the problem of: I want to talk about this topic, but I don’t want to sit in an empty VR/virtual room until someone comes about. So you can hang out with the audio while doing other things and be more patient with waiting folks to drop by. Setting a deeper context for gathering usually happens with Birds of a Feather: Meet at Location X and Time Y and we’ll talk about Z. This sets an intention to have a very focused and productive conversation with deep and meaningful shared purpose. By annotating spaces, then you can start to potentially remove the “at Time Y” part of the equation, and have a persistent location where people will organically gather around topics. Mixing the planned and unplanned will go into my next design iteration.
I need a lot more iterations to be able to set the proper context and rules that facilitate this, but having the context deeply embedded into the architecture of a space has the potential to create a hub where people go to meet and collide with others in the industry, kind of what happened today based upon who saw my few Tweets about it.
Thanks, Kent!