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Metaverse: hopes, promises and unknowns

Metaverse: what does cognitive science say?

with Jean Zeid, Journalist
On July 6th, 2022 |
4min reading time
Clément Merville
Clément Merville
Computer scientist and President of Manzalab
Key takeaways
  • The concept of the metaverse is nothing new and has been around long before Mark Zuckerberg started working on it. It dates back to 1992, to a piece by writer Neal Stephenson.
  • The definition of the metaverse is much simpler in reality. It is a persistent virtual universe, permanently open, where each individual/avatar can go to be in the company of other people.
  • The metaverse is based on what is known in cognitive science as “virtual presence”. It must recreate a feeling of real presence in a virtual environment.
  • This feeling is based on 3 pillars. The first is the feeling of presence of oneself in the universe; the second, the feeling of spatial presence; and third, it consists of creating an impression of the presence of others, a feeling of community.

If the meta­verse has been all the rage for less than a year, it’s because Mark Zuck­er­berg, the founder and Pres­id­ent of Face­book, has been talk­ing about it all the time. In real­ity, the concept dates back to 1992, when the Amer­ic­an writer Neal Steph­en­son drew the out­lines of it in a sci­ence fic­tion nov­el entitled The Vir­tu­al Samurai. Meta­verse comes from “meta”, which means “bey­ond” in Greek, and “verse” cor­res­pond­ing to “uni­verse”.

Facebook and its metaverse

A meta­verse, then, is what encom­passes all vir­tu­al uni­verses. When Mark Zuck­er­berg men­tions the sub­ject, he is obvi­ously present­ing his vis­ion, a dir­ec­tion in which all vir­tu­al uni­verses, includ­ing exist­ing meta­verse, would be included in his own. This is a pro­spect that may nev­er mater­i­al­ise, as such com­pat­ib­il­ity between all meta­verse mod­els will take years to achieve – if it is achieved at all. There is little chance that the Chinese inter­net will become com­pat­ible with a single vir­tu­al uni­verse, that of Facebook/Meta.

In my view, there are two main biases in the future Mark Zuck­er­berg has out­lined. The first con­cerns the found­a­tions of a pro­ject based on audi­ence, advert­ising, NFTs and video games. Before being a film by dir­ect­or Steven Spiel­berg, Ready Play­er One was a social sci­ence fic­tion nov­el by author Ern­est Cline. A few months before pub­lish­ing his book, the author wanted to com­pare his vis­ion of the meta­verse with that of the Cali­for­ni­an start-up world. He went to meet both Mark Zuck­er­berg and Palmer Luckey, the young cre­at­or of the Oculus com­pany, which had just brought vir­tu­al real­ity head­set tech­no­logy up to date with the com­puter tech­no­logy of the time. Ern­est Cline adjus­ted the char­ac­ter­ist­ics of the meta­verse described in his nov­el after these two meet­ings. The fol­low­ing year, Face­book bought the com­pany Oculus for $2bn. The plan to cre­ate a fun and prof­it­able meta­verse had already been in the works at the Amer­ic­an com­pany for a long time.

The second way in which this vis­ion is biased is appar­ent in Mark Zuck­er­ber­g’s speech, when he gives the impres­sion that you abso­lutely need a vir­tu­al real­ity head­set to enter the meta­verse. We can under­stand why since he now has VR head­sets to sell. But, in real­ity, there are no pre­requis­ites in this respect. To enter a meta­verse, all you need is a con­nec­ted flat screen (PC or Mac web access, mobile, etc.), a simple integ­rated cam­era and an avatar. Moreover, the video game industry did not wait for vir­tu­al real­ity head­sets to cre­ate immers­ive experiences.

Just a virtual world

The defin­i­tion of the meta­verse is much sim­pler in real­ity. It is a per­sist­ent vir­tu­al uni­verse, per­man­ently open, where each individual/avatar can go to be in the com­pany of oth­er people who are them­selves dis­tant from each oth­er. This is the prom­ise of the meta­verse. To keep it, there is no need for hel­mets, but for cog­nit­ive sci­ences. The meta­verse relies on what is known in cog­nit­ive sci­ence as “vir­tu­al pres­ence”. It must recre­ate a feel­ing of real pres­ence in a vir­tu­al envir­on­ment. This feel­ing is based on three pillars.

The first is the feel­ing of being present in this uni­verse. Sci­entif­ic stud­ies prove that the more the avatar resembles us, the easi­er and faster we become integ­rated into this vir­tu­al world. With Man­za­lab, we cre­ated the Teemew plat­form, a cor­por­ate meta­verse spe­cial­ised in the world of busi­ness and train­ing. In Teemew, we have integ­rated a mod­ule where you can, from a simple selfie, cre­ate a photoreal­ist­ic 3D avatar very quickly and eas­ily, a guar­an­tee of suc­cess in this search for self-presence.

© Teemew, Manzalab

The second pil­lar of the meta­verse is the sense of spa­tial pres­ence, i.e. the envir­on­ment in which the avatar is loc­ated. What cog­nit­ive sci­ence still advoc­ates is that it should be real­ist­ic, as cred­ible as pos­sible. This some­times requires work­ing with real archi­tects to estab­lish some resemb­lance with the real world. Of course, it is quite pos­sible to gath­er avatars on the ground of Mars, but this would be coun­ter­pro­duct­ive, as the par­ti­cipants’ atten­tion would then be diver­ted by this dis­son­ant environment.

Finally, the third and last pil­lar is to cre­ate the impres­sion of the pres­ence of oth­ers, the feel­ing of com­munity, and it is based on the means of com­mu­nic­a­tion avail­able to the par­ti­cipants. How­ever, we must be clear: we can nev­er achieve the intens­ity of the feel­ing of pres­ence of the real world. But we can come close by mak­ing com­mu­nic­a­tion as nat­ur­al as pos­sible and by regain­ing a sense of inform­al­ity. For example, when a video meet­ing on Zoom or Teams with six to eight people ends, every­one usu­ally tele­ports to anoth­er meet­ing. In the real world, there is always an exchange of a few words between the par­ti­cipants. It is this inform­al­ity that we recre­ate in the meta­verse. And cog­nit­ive sci­ence has been work­ing on this for a long time.

Virtual world, real fatigue

These video con­fer­en­cing tools were first used widely fol­low­ing the Cov­id-19 crisis. The pos­it­ive and neg­at­ive con­sequences have been numer­ous. For example, cog­nit­ive sci­ences are closely study­ing Zoom-fatigue syn­drome, the feel­ing of exhaus­tion that can be felt after mak­ing a large num­ber of video calls. Apart from the fatigue, the brain also retains inform­a­tion less well than it does in face-to-face work, which in my view noth­ing can com­pete with. But in this new world that is emer­ging, we will undoubtedly travel less, and we will have to adapt. The meta­verse is a solu­tion for recre­at­ing pres­ence, one’s own and that of oth­ers, thanks to vir­tu­al worlds. Finally, this meta­verse pro­duces ten times less green­house gases than tra­di­tion­al video­con­fer­en­cing solu­tions. The reas­on is simple: all the images needed to cre­ate the envir­on­ments in the meta­verse are cal­cu­lated loc­ally, dir­ectly on the user­’s machine. The only inform­a­tion that passes through the net­work, the heart of the pro­duc­tion of green­house gas emis­sions, is there­fore min­im­ised. This gives the emer­ging meta­verse oth­er char­ac­ter­ist­ics than advert­ising or NFTs.

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