UPDATED! Collective Dreams: The Metaverse As a Shared Imagination, Taking Place in Breakroom on June 24th, 2021

On Thursday, June 24th, 2021 at noon PST/8:00 p.m. BST, the following four speakers will be taking part in a panel discussion titled Collective Dreams: The Metaverse As a Shared Imagination. The event takes place on the social VR platform Breakroom (created by Sine Wave Entertainment, the makers of Sinespace).

  • Philip Rosedale: Founder of Second Life and CEO and co-founder of High Fidelity
  • Adam Frisby: Co-founder of Open Simulator and Sine Wave Entertainment
  • Rohan Freeman: CEO and co-founder of Sine Wave Entertainment and Breakroom
  • Wagner James Au: Blogger (New World Notes) and author of The Making of Second Life and Game Design Secrets

According to the official announcement:

Since its inception in the early 90s, the Metaverse has inspired our wildest imagination — even if the technology to fully realize that dream has seemed just out of our grasp. But now, with advances in edge computing, VR, and 3D graphics/audio, nothing seems impossible. Given such powerful tools at our fingertips – what could this look like?

Join Metaverse pioneers Philip Rosedale, co-founder and CEO of High Fidelity, and Adam Frisby of Sine Wave Entertainment, for a candid, interactive fireside chat about virtual worlds, their past, present, and the shared creative vision for what they could be — live and onstage in the highly immersive virtual world of Breakroom.

You can register for the event here. It promises to be a fascinating discussion. See you there!

UPDATE June 24th, 2021: When you register you will receive an email message with a special link you have to click on to load the web-based Breakroom app in your web browser. Here is the schedule for the event:

– 12.00pm/8.00pm:  Arrival and Networking
– 12.10pm/8.10pm:   Fireside Chat with Philip and Adam
– 12.40pm/8.40pm:  Q&A
– 1.00pm/9.00pm:     After Party & Networking
– 1.30pm/9.30pm:     Event Closes

Adam Frisby worked personally on the venue for the event and it is simply gorgeous, strongly evocative of the great Canadian north! See you there!!


This blogpost is sponsored by Sinespace, and was written in my role as an embedded reporter for this virtual world (more details here). 

Notes from The Metaverse: A Glimpse into the Future of Work, with Charlie Fink, Cathy Hackl, Alex Howland, and Philip Rosedale, Held in VirBELA on May 13th, 2021

Charlie Fink (at podium) addresses an audience of over 160 avatars in VirBELA

Today, four well-known people in the metaverse shared a virtual stage in VirBELA to talk about how the metaverse will impact the future of work. (I was not in-world, but I did receive a special livestream link on YouTube to follow the proceedings at virbe.la/metaverse-stream, which I hope works for you as well. Here’s a second link if the first one doesn’t work: https://www.youtube.com/watch?v=iH6Lj1AKi3o.)

Author and columnist Charlie Fink was moderator, asking questions and guiding the wide-ranging conversation among the panelists:

  • Alex Howland, the founder and CEO of VirBELA
  • Cathy Hackl, VR/AR/XR columnist and author of the new book The Augmented Workforce, who used to work at Magic Leap
  • Philip Rosedale, founder of Linden Lab (Second Life) and CEO of the spatial audio firm High Fidelity

Some of the interesting things from the panel which caught my ear were:

  • Cathy Hackl stated that the “metaverse” is not just limited to Ready Player One, but also Pokémon GO (even though I personally do not agree that cellphone-based “AR” is true augmented reality). She doesn’t want to see everything in one walled-garden marketplace like Oculus. She works a lot in the crypto space and wants to support decentralization, such as the portability of avatars between metaverses.
  • Philip said that COVID-19 introduced everybody to the idea of virtual worlds, or shared virtual spaces.
  • Alex was an organizational psychologist who got his original idea for VirBELA to create environments for business leaders to learn from each other, practice leadership skills, and to observe behaviour.
  • Philip recognized Second Life when he visited VirBELA, and really enjoyed walking around the virtual campus. He feels there is still a lot of work to be done to build platforms which allow people to be creative together.
  • Cathy sees ROBLOX and similar platforms as entry points for new generations of virtual world users. Her 12-year-old daughter’s friend is already making money creating and selling skins in ROBLOX.
  • Charlie commented on the fact that VirBELA lets you “lean in”, as opposed to more passive video-based services such as Zoom.
  • Philip talked about real-life use cases of his new company’s technology, High Fidelity, stressing how the three-dimensional, spatialized audio is better than a Zoom call. The company offers an SDK so that companies can integrate spatial audio into their products. High Fidelity works within the browser, and the company is working on native clients for iOS, Unity, etc.
  • Philip feels that avatars are extraordinarily important, saying that Second Life has a $600 million economy, with one of the largest segments being avatar hairstyles! But facial expression and lip movement are not yet there, and we are not yet across the Uncanny Valley effect (where avatars can appear creepy). Cathy notes that her daughter really cares a great deal about how her avatar looks in ROBLOX!
  • Alex talked about the FRAME platform, which he launched to pursue WebXR, to provide people ease of access from a wide variety of devices. There are tradeoffs between ecosystems (FRAME versus VirBELA), and they are still experimenting and innovating.
  • Cathy feels that VR/AR/XR is incredibly important to the development of the metaverse, in giving an enhanced sense of presence, and impact the way which we engage with environments. She encourages people not to restrict their thinking to just being in a VR headset.
  • Charlie asked Philip or Alex to explain what Agora is (a toolbox to allow you to build audio and video delivery into platforms, which is used in Clubhouse!). Philip noted that if the pandemic has happened even a decade earlier, it would have had a much bigger impact without services such as Agora.
  • Alex said that they has recently hosted a bar mitzvah in VirBELA, among many other unexpected uses (like speakeasies!).
  • Philip says that things are never going to be the same after the pandemic is over. It has now been shown that virtual events can be successful. New technology such as High Fidelity, starting with virtual events, are going to have many applications in future. There are also important cost and environmental aspects to holding meetings such as conferences in virtual spaces.
  • Alex notes that his company builds a lot of custom spaces for clients, and he notes that there are different approaches to world-building (i.e. building your own versus have someone build it for you).
  • Philip notes that Zoom and similar videoconferencing doesn’t have a natural network effect. If communications do embrace virtual worlds, then that will have network effects (i.e. more people want to join bigger networks, an example being Facebook and, to a lesser extent, Second Life). We still don’t know how everything is going to play out in the marketplace. A lot of CEOs are wrestling with the fact that many of their employees do not want to come back into the office, and how to build corporate culture in that new environment.
  • Philip advocated for a stable, cross-platform identity (not tied to your real-world identity), that serves to make us accountable for our behaviour.

Well, those are my rough notes. If you missed the talk, use one of the two links up top to watch and listen. It was an engaging one-hour conversation!

To Teleport or Not to Teleport: Teleporting Versus Walking in the Metaverse

Ever wish you could teleport in real life?
(Photo by Chris Briggs on Unsplash)

Earlier this week, I had a guided tour of the blockchain-based social VR platform Somnium Space, where I was informed by my tour guide that the virtual world had just implemented teleporting. Scattered throughout the one large, contiguous virtual landscape which comprises Somnium Space were teleporter hubs, where you could pull up a map, click on the teleporter hub you wanted to travel to, press a button, et voilà! You were instantly transported to your destination.

A teleporter hub in the central city square of Somnium Space (at night)
The red arrows indicate the location of teleporter hubs on the map

What makes Somnium Space unusual among metaverse platforms is that you cannot simply teleport from one place to another distant location; you either must make use of the provided teleporters, or walk/run/fly/swim to your destination. (Of course, you can certainly “short hop” using a limited form of teleporting, but that is only for shorter distances, not for instantly getting from one end of a large, contiguous landmass to another.)

In other words, the teleporter hubs of the Somnium Transportation System are set up much like a modern urban subway system, where you can only travel to a particular, pre-built subway station that is situated the nearest to your intended destination, and then walk the rest of the way. Many people might remember that in the very earliest days of Second Life, there were also teleporter hubs in the days before avatars could instantly teleport themselves from one location to another!

Another thing that sets Somnium Space apart from other social VR platforms is that there are only going to be so many “public” teleporter hubs. In face, some of these hubs are going to be auctioned off as NFTs (Non-Fungible Tokens), and the successful bidders with such a teleporter hub on their properties will be able to charge a cryptocurrency fee in order to use their teleporters! (In other words, they would operate much the same as a real-life toll road or highway.)

Closely intertwined with the idea of teleporting vs. walking is the layout of a metaverse platform. Is it one large contiguous landmass, like Somnium Space, Decentraland, Cryptovoxels, and (to a certain extent) Second Life? Or is it a collection of smaller worlds, like VRChat, Rec Room, Sansar, and Sinespace? If it is the former, then means of transportation (and ease of access to transportation) becomes more important. If it is the latter, then another tool which many of the newer social VR platforms offer is the ability to create a portal—either temporary or permanent— between two worlds. (Of course, you could consider a teleporter hub a portal.)

So, keeping all this in mind (particularly the distinction between SHORT HOP teleporting and teleporting to a DISTANT location), we can create a chart outlining the transportation affordances of the various metaverse platforms:

Name of Platform (Layout)Walk/Run? *Distance
Teleport?
**
Create Portals?
Second Life (mostly one contiguous landmass, with private islands)YESYESYES
Sinespace (separate worlds)YESNOYES
Sansar (separate worlds)YESNO (but you can create teleport hubs)YES
VRChat (separate worlds)YESNOYES
Rec Room (separate worlds)YESNOYES
AltspaceVR (separate worlds)YESNOYES
NeosVR (separate worlds)YESNOYES
Cryptovoxels (one contiguous landmass with some islands) YESNO (you can add coordinates to a URL, though)YES
Decentraland (one contiguous landmass) YESYES (/goto X,Y)NO
Somnium Space (one contiguous landmass)YESNO (but there are teleport hubs)NO (unless you count teleport hubs)
* – Can a user walk/run/fly/swim from one location to another? This includes SHORT HOP teleporting.
** – Can a user personally choose to teleport from one location to a second, DISTANT location?
† – Can a user create a temporary or permanent portal from one location to another?

Obviously, all metaverse platforms offer some form of personal locomotion for your avatar (walk, run, fly, swim, short-hop teleporting, etc.). This is standard.

It is also clear from this table that the metaverse platforms which consist of many smaller worlds (Sinespace, Sansar, VRChat, Rec Room, AltspaceVR, and NeosVR) all prefer the creation of temporary and permanent portals to allowing users to teleport great distances on their own steam. On the other hand, all the social VR platforms and virtual worlds which consist of one contiguous landmass tend to allow some form of teleportation across great distances.

You will notice that Cryptovoxels uses a rather brute-force method of “teleporting”, which consists of appending the coordinates to the end of the URL you enter into your web browser client (which are much the same as the coordinates which form part of the SLURLs used in Second Life, but not nearly as convenient in my opinion).

Transportation affordances are yet another way to classify metaverse platforms in my continuing effort to create a taxonomy of social VR platforms and virtual worlds.

So, what do you think? Have I made an error in my table? Do you have an opinion about the benefits of teleporting and portals versus walking around and exploring the landscape? I’d love to hear your opinions, so please leave a comment, thank you!

Herding Cats, Part III: Taking a Third Step Towards Developing a Taxonomy of Metaverse Products by Categorizing Social VR Platforms by Architecture, Game Engine, and Scripting Language

H’yaaah, little kitties! H’yaaahh!!

OK, I have shared a first draft of the following infographic to as many social VR Discords as I could find, and I got a fair bit of feedback, so I’m reasonably certain that this will stay Version 1.0 for a little while longer than my thrice-updated Venn diagram of social VR platforms by purpose (here, and the original blopost is here).

As with the previous infographic, I have set this one to CC BY 2.0 CA. Feel free to reuse and remix this, just give me credit, please.

The following diagram is available to view and download in various sizes from Flickr, up to a whopping 800 by 2000 pixels.

Please note that this is an updated and expanded version of the information from the last three columns of this table (my original blogpost). I really need to update that table too, especially since things are evolving so quickly in the social virtual reality marketplace.

As always, comments and corrections are welcomed. Thanks!

I created this infographic using Canva.com, which happens to be a great tool for this sort of thing.