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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>4,320 hours in the metaverse: How the metaverse shapes our view of reality</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Michael Bjorn</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ericsson AB</institution>
          ,
          <addr-line>Torshamnsgatan 21, 164 83 Stockholm</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>In: Kiemute Oyibo, Wenzhen Xu, Elena Vlahu-Gjorgievska (eds.): The Adjunct Proceedings of the 19</institution>
        </aff>
      </contrib-group>
      <kwd-group>
        <kwd>AI</kwd>
        <kwd>AR</kwd>
        <kwd>reality 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Predictions of a future virtual metaverse are many. A parallel and dystopian out-of-body
existence is often described, but there is much to be said for a more spatially anchored
hybrid world where digital and physical are intertwined.</p>
      <p>Join us on a journey into the innermost of this metaverse, where AI is increasingly taking
on the role of creator. With their constantly connected sensors, all-seeing algorithms not
only build a universal foundation, but also actively engage in all the details with the help of
machine learning; from predicting what's happening in every moment to proactively
shaping people's behaviors. A world where AI increasingly directs the local environment in
your everyday life.</p>
      <p>When the company Facebook changed its name to Meta, many people asked themselves
what the metaverse really is. The word meta refers to something at a higher level of
could simply be taken to mean the sum of all virtual worlds. These multiple worlds don't
necessarily have to be interconnected to be part of the metaverse, much like different apps
don't need to be able to exchange data to be part of the internet. AI can exist without the
metaverse, but while single virtual worlds can exist without AI, the metaverse in a broader
perspective hardly can. The metaverse probably can't exist without there being people who
want to use virtual worlds either, so let's start there. In my experience, many people imagine
something quite dystopian when they hear about the metaverse. The typical human
reaction is a slightly frightened look combined with a dismissive gesture and a few words
about the SF movie The Matrix or possibly about Ready Player One. Both of these films depict
a 3D virtual world that exists separately from a physical world that is in decline and where
the participants walk around as avatars. In this respect, they are reminiscent of the scenario
in Neal Stephenson's novel Snow Crash where the term metaverse was first used. But the
history of virtual 3D worlds is so far really more about video games.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Brave new 3D game world</title>
      <p>
        Virtual 3D worlds have been around since the early 80s, thanks to groundbreaking video
games such as Battlezone and Monster Maze. Moreover, with environments like Minecraft
and later Roblox, such 3D worlds have become quite mainstream. The fact that the
ambition in these game environments is actually to create something so complex that it is
a world in itself can be exemplified by Minecraft, where there are now universal Turing
machines (machines that can be programmed like computers, you could, for example,
build a Minecraft game within the Minecraft game) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and also ambitious attempts to
build a model of our entire universe [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Another 3D virtual world with ambitions to be universal is, of course, Linden Labs'
Second Life [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], which also tried to launch a virtual economy with its own currency, the
Linden dollar, so that you could buy and sell virtual buildings and land properties. Sweden
opened an official embassy there in 2007, but after initially being widely publicized, interest
in Second Life died out quite quickly. Not very strange, you might think, because how fun is
it to sit in front of a screen and control an avatar while trying to pretend that it's something
more than a video game?
      </p>
      <p>However, interest took off again when Luckey Palmer and his company Oculus launched
the VR headset Rift on Kickstarter in 2012, promising a simple and high-quality way to
explore these 3D worlds from the inside with the help of virtual reality, VR. Before the
headset had hit the market, Facebook had bought the product for what was considered an
astronomical sum. In 2016, Valve, which operates the world's largest computer gaming
platform Steam, together with HTC, launched another VR headset, Vive, with improved
technology for controllers that could be tracked freely in 3D space and thus the new wave
of advanced consumer-oriented VR was here.
3. VR or AR?
Although VR technology gained quite a few admirers, many questioned the market potential.
At the time of writing, I have spent exactly 4,320 hours in SteamVR and an estimated couple
of thousand hours in various Facebook/Meta headsets, a total of maybe three working years.
Even so, I understand the criticism leveled at VR (and by extension at the metaverse).
Allowing yourself to be completely surrounded by and immersed in a virtual world can be
a claustrophobic experience. In addition, many people experience side effects similar to
motion sickness because movements in the virtual world do not correspond to the
movements that the body physically perceives. Even though I think VR is a lot of fun and
don't mind describing myself as a VR nerd, I find it very difficult to see that VR will be as
common a way to use the internet tomorrow as smartphones are today. On the other hand,
I believe that augmented reality (AR) will become as commonplace. This is because you can
see the physical world in AR all the time and can move freely, while VR restricts mobility to
a minimum. Smartphones have made us accustomed to using the internet wherever we are,
and AR offers the same freedom.</p>
      <p>AR and VR relate to each other much like the old idiom of Muhammad and the mountain.
That is, in AR, the mountain comes to Muhammad, but in VR, Muhammad must go to the
mountain. You can clearly hear that it's easier for Muhammad to go to the mountain instead
of the other way around, and VR is also technically less complicated. More concretely, in VR,
we humans move into the virtual world while AR tries to move the virtual world to us,
where we are in the physical space.</p>
      <p>The idea of AR is that we should be able to experience, and ultimately also handle, digital
objects in the same way as all the physical objects we have around us. One example is the
mobile game Pokémon GO, which tries to make Pikachu and other digital creatures behave
as if they were here in our midst. In a world where digital objects behave in exactly the same
way as physical objects, we do not need to learn anything new to use the internet. Instead,
the abilities that we learn by growing up in a physical world can also be applied to digital
objects; we get a natural user interface (NUI). This is different from today's graphical user
interface (GUI) which is based on metaphors where we talk about windows, menus, trash
cans, and so on. Unfortunately, these items don't behave like physical windows, menus, or
trash cans, so it's actually quite difficult to learn how to use today's tech gadgets. Moreover,
many of the items we model GUIs belong to the previous century, and do not always have
any meaning for people who were born in the current century. We sometimes use the term
digital natives to describe those that are young enough to have grown up with the internet,
but as long as we have a GUI based on broken metaphors that they have to make conscious
effort to learn, they are in fact digital immigrants like all the rest of us. Only when there is
an interface that is completely natural will there be true digital natives in this world.</p>
      <p>Therefore, since both VR and AR are based on natural user interfaces, all people would
potentially be digital natives regardless of the type of technology generation they were born
into, if the technology were made widely available. However, since VR technology also has
challenges with motion sickness and claustrophobia, a future metaverse is more likely to be
based on AR instead. Today, when the metaverse is still in its infancy, we're building it on
VR, but as the technical challenges of AR are overcome, we'll gradually move there. And the
technology that, more than any other, will enable this shift is AI.</p>
    </sec>
    <sec id="sec-3">
      <title>4. Descriptive AI: The AR Scene floor layer</title>
      <p>It should be mentioned that today it is difficult to talk about any digital technology at all that
does not use AI in one way or another, and not least such technology that has to do with
image processing. Additionally, video games make extensive use of AI for avatars, and those
interested in algorithmically generated 3D environments should study movies like The Lord
of the Rings. Here, I therefore focus on AI that is more or less unique to AR. This is not a
difficult limitation because AI is actually required for there to be any AR at all.</p>
      <p>The very foundation of AR, the literal floor layer, we could call descriptive AI. In very
simple terms, AR is about placing three-dimensional digital objects in the physical world,
and for this to happen, at least one flat surface needs to be identified on which these digital
objects can be placed. This is done using data from sensors (which can be cameras, LIDARs,
or something else) which is then analyzed with the help of AI to create a digital map of the
outside world, a kind of digital twin that is three-dimensionally mapped and positioned by
the sensor.</p>
      <p>If the digital twin is then constantly updated as the user moves (and the sensor thus
moves), digital objects can be placed on the physical surface that the user can interact with
from all different angles as they move around the object. You can easily try this yourself by,
for example, playing Angry Birds AR on your smartphone. When you move your smartphone
across the floor in a circle, an AI algorithm in your phone's sensor puts the digital stage floor
and then you can walk around the stage and play.</p>
      <p>Unfortunately, a lot of calculations are needed if we want to be able to walk around freely
and have our digital objects follow us in real time, so it takes even more AI support to make
fully mobile AR applications. One way to solve this could be for several users to walk around
with sensors and collaborate by sharing information and jointly building up the digital maps
of the surroundings. Here, too, AI will be needed to stitch together all users' map parts into
a unified digital twin over a surface that covers all users.</p>
    </sec>
    <sec id="sec-4">
      <title>5. Predictive AI: The AR stage prompter</title>
      <p>So far, we have mostly talked about flat surfaces, even though the physical reality is much
more complicated. Let's say we have a Pikachu (from the game Pokémon GO) that can now
run with us when we walk across a flat surface. But what if Pikachu suddenly gets scared
when another person approaches and therefore jumps up a tree? Now, the Pokémon GO
game needs to understand to some extent what is happening. The digital map becomes a
stage where we use AI to recognize objects and find out that it is actually a person who is
approaching. However, it is not enough to just recognize objects, such as the approaching
human and maybe a tree to the left of that human: AI is also needed to understand that there
are branches in the tree that a Pikachu could perch on, even if the sensors have not actually
identified these branches (for example, because the sensors are mostly pointed at the
ground to detect flat surfaces).</p>
      <p>As we start trying to manage people and trees in our AR app, descriptive AI is no longer
enough. Our descriptive AI can only conclude that one is a human and the other is a tree.
Instead, now we also need predictive AI to understand the dynamics of how objects interact
and what's about to happen next, much like a prompter on a stage who whispers in the
actor's ear if he gets lost. In order for Pikachu to be able to become afraid of humans in a
believable way, the game needs to understand that humans are heading towards us, maybe
they will even step on Pikachu, ouch! This, in turn, leads to a host of predictive domino
effects; perhaps Pikachu wants to know where the approaching human's hands and gaze
are, and here computer models and AI come will need to predict what human body
movements look like.</p>
    </sec>
    <sec id="sec-5">
      <title>6. Prescriptive AI: The AR playwright</title>
      <p>The tree, on the other hand, gives rise to a different kind of reasoning, which can be
described, at least to some extent, as prescriptive (or normative) and not just predictive.
Pikachu has fled up into what our object-recognizing computer models have determined to
be a tree. The model knows that a tree is full of branches, but on the other hand, there may
not be sensors that have actually scanned the tree, because the people wearing sensors in
their AR glasses have not yet looked up at the tree. Therefore, a prescriptive AI like a
playwright in a digital theater performance now creates a completely new image of the
tree's branches so that Pikachu can sit on one of these. When people look up for Pikachu,
the sensors are very likely to detect that the branches were not in exactly the way the AI
model made them out. But instead of suddenly letting Pikachu hang in thin air, the AI model
allows the imaginary branch to remain among the real ones. The problem is solved and the
person playing Pokémon GO is content and happy because it all feels real. One or two extra
branches pretending to belong to reality feels quite innocent, but the more philosophically
inclined may feel a certain discomfort. And if so, with some justification. We have gone from
using AI to find out what the world around us is like and where we can place digital objects
in it, to instead letting AI decide what reality looks like!</p>
      <p>
        This may seem like a hypothetical case, but there are already commercial mass-market
products that use prescriptive AI of a related nature. NVIDIA's RTX 4000 series of graphics
cards have a feature called DLSS 3 that is used to increase frame rates. Previous versions of
DLSS used AI to predict where the next pixel in a frame would go, but DLSS 3 takes a massive
leap forward, prescriptively simply plotting entirely new frames that are inserted between
actual frames, thereby significantly increasing the frame rate. DLSS 3 is not yet used to
manipulate the reality experience in AR, but since its predecessor, DLSS, is already being
used for VR [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], the step doesn't feel like that far.
      </p>
      <p>
        A different type of prescriptive AI, on the other hand, is already being used in a
completely different way with AR. Let's go back to Pokémon GO, whose owner Niantic sells
something called sponsored locations [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Through these sponsored locations, Niantic offers
its corporate customers to purchase access to its user base. This takes the form of various
location-specific mini-games such as battles between different Pokémon characters or
perhaps the ability to catch an unusual Pokémon. All of this is placed in close proximity to
the physical location that the buyer wants to attract visitors to. If we in traditional
advertising talk about "eyeballs", this is now instead all about "footfalls", i.e. that consumers
actually visit the store or whatever it may be. Getting visitors delivered in this way costs
significantly more than getting someone to only see an ad on a web page, perhaps as much
as 50 cents per person, and therefore it becomes important for the buyer to optimize the
number of visitors. Let's say a McDonald's restaurant is short of customers at three o'clock
in the afternoon and wants to get 100 extra visitors. With the help of AI that has been
trained on the user database, it is then calculated what kind of Pokemon needs to be placed
at the restaurant to attract the right number of players, because exactly the right number of
them have gone so far that they feel thirsty or hungry enough to go into the McDonald's
restaurant in question and order something. So there is a picture of reality where the
restaurant has 100 customers too few, but Pokémon GO players are now being used as
pixels to redraw that reality so that it contains 100 new restaurant visitors, no more, no
fewer.
      </p>
      <p>However, just because prescriptive methods are being used does not mean that
descriptive and predictive methods will disappear. On the contrary. Sensors and AI will not
only map and act as prompters for the world around us, but also the users themselves will
be mapped and their behaviors will feed predictive data models. The Meta Quest Pro is one
of the first widely available headsets to be equipped with inward-facing sensors to analyze
eye movements as well as facial expressions, something that is likely to become more
common in the coming years, not least since Apple is employing such technology in their
Vision Pro headset as well. In other words, in the future, the combination of AR and AI will
be used in many ways to determine what we humans experience, and what we do.</p>
    </sec>
    <sec id="sec-6">
      <title>7. Is augmented reality, AR, reasonable?</title>
      <p>
        In light of this, the natural question is how much augmentation of reality is reasonable, or if
reality reinforcement should be allowed at all. One kind of augmentation I definitely think
is needed is the move of the AR experience itself from smartphones to glasses. Although, as
mentioned earlier, I've spent thousands of hours in VR, the number of hours I've spent with
AR on smartphones is almost negligible. Already today, I've spent more time with AR
experiences on Microsoft HoloLens and similar AR headsets, despite the fact that these have
both limited viewpoints and limited application offerings. But anyone who's tried to hold a
phone in front of them to experience the world of AR will quickly notice two things. Firstly,
the phone becomes heavy as lead after just a few minutes in an outstretched hand, and
secondly, you can easily see past the screen and then discover with disappointment that the
digital objects are not there and are just fake. Despite the fact that Tim Cook, for example,
claims that Apple has over 14,000 AR apps in its App Store today [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], the usability is limited
and amounts to more like 14,000 cries for an Apple gadget to put on the nose. Again, with
Apple Vision Pro, one indeed in the works, although a couple of iterations may be required
before it's ready for the mass market.
      </p>
      <p>
        The question of how much subjective augmentation we can imagine when it is AI that is
the subject, and the human being is the object of such augmentation is of course more
difficult to answer unambiguously. The division of AI into descriptive, predictive, and
prescriptive components is borrowed from Shoshana Zuboff's well-known book on
surveillance capitalism [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. One of her main points is that prescriptive AI is difficult for us
humans to detect because it manipulates us in a way that is often beyond our horizon of
understanding. In addition, according to her, the economic driver of prescriptive AI is very
strong because it aims not to just reduce the risk behind commercial ventures, but to simply
eliminate it completely. The future profit in terms of dollars and cents thus changes from a
forecast to an established fact even before the activity that generates the profit has occurred.
However, Zuboff does not see an easy way to prevent the development of prescriptive AI,
or any simple regulatory framework to limit any negative effects on society. Instead, she
hopes for a broad commitment to these issues, from the general public as well as from
journalists and politicians.
      </p>
      <p>Thus, manipulations using prescriptive AI are by no means limited to the metaverse. On
the contrary, developments are essentially taking place on other fronts today, as the
metaverse is still in its infancy. Prescriptive processing of digital images will probably
continue to be about game development and different types of simulations for professional
use before the step to the metaverse is taken, and the focus of prescriptive AI for the
consumer market may well continue to be the more traditional advertising for the
flatscreen version of the internet we already have today for many more years.</p>
      <p>But it is precisely in the metaverse that the question becomes literally existential: If the
metaverse cannot exist without AI, how should we deal with a digitized reality that is
increasingly staged by a dramaturge that is not human?</p>
    </sec>
  </body>
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