IN SEARCH OF THE METAVERSE

My office isn’t the most inspiring. It’s not bad, per se, but it’s not the peaceful lakeshore cabin conducive to creative thought and productivity that I’d like. If only it were socially acceptable to don my virtual reality (VR) headset and immerse myself in a futuristic cityscape or tropical haven and get all my work done. I want to pretend I’m floating among the stars on a spacecraft while replying to emails and writing my stories.

LISTEN TO THE DEEP DIVE

Jamie Gilpin, CMO at social media management tool Sprout Social, tells me that what I actually want is the metaverse. Sprout is one of many companies that have transitioned to a remote-first approach for its workers.

“Going to work in the metaverse may sound far-fetched but it may hold the answer to engaging workers in a virtual workspace. If your dream workspace is a beach, you might run into issues with sand getting into your keyboard,” she says. “The metaverse makes it possible to work wherever you want, without the limitations of the space. Allowing yourself to work in the environment where you feel most productive can yield incredible results.”

I had been thinking of VR, plain and simple. Is Gilpin right in saying the metaverse is the answer? What even is the metaverse?

As analysts for McKinsey and Co. wrote in a 2022 think piece, “if you’ve ever done a Google search for the term ‘metaverse,’ you’re not alone.”
Who hasn’t heard of the metaverse?

“The metaverse [was] the buzzword of 2022 in the same way that NFT was the buzzword of 2021,” says QuHarrison Terry, author of “The Metaverse Handbook: Innovating for the Internet’s Next Tectonic Shift.” “The metaverse is a fictional place imagined long before our current consumer-tech obsessions that has manifested into real progress. While the metaverse is far from a finished destination, there are thousands of people building it every second of every day.”

Herbert B. Dixon Jr. retired from the Washington, D.C., Superior Court in 2014. Before his retirement, he was overseeing the U.S. courthouse’s most modern prototype courtroom: high-def TV screens and all. Now, he’s a regular contributor to the American Bar Association’s Judges’ Journal and wrote in 2023: “The metaverse is a rapidly evolving idea. Describing the metaverse in 2023 is akin to explaining air or space travel to residents of the horse and buggy era. Every year, we see new technological advancements that a decade before would have seemed like science fiction.


“The metaverse makes it possible to work wherever you want, without the limitations of the space.”

Jamie Gilpin, CMO at Sprout Social

“The metaverse has been referred to as the three-dimensional internet and the future of the internet. My description of the future metaverse involves a digital universe (which may be real-world or imagined images) that your avatar enters to interact with other avatars.”

I don’t necessarily want an online representation of myself; I just want to pretend I’m working somewhere inspiring and quiet. But should I want to remain in my beautiful digital workspace, I’ll need an avatar to collaborate with my colleagues. They need a visible object in their digital environment that they can call “Jade” and I’ll need their avatars too. Yes, OK, online meeting platforms exist and I can change my background there and pretend I’m somewhere exotic but I want full immersion here.

Mariapina Trunfio, associate professor of economics and business management at the University of Naples, says the metaverse “defines a collective, persistent and interactive parallel reality created by synthesizing virtual worlds where people can use personal avatars to work, play and communicate with each other.”

In her 2022 Virtual Worlds paper, Trunfio explains that virtual technologies enhance the perceived immersion with the character realness of the avatars and residents: “Usually networked and situated with intelligent agents, they allow users to interact with virtual objects and intelligent agents freely, and to communicate with each other. In multiple forms, these worlds can be experienced synchronously and persistently by an unlimited number of users.”

I like the concepts of persistence and perceived immersion in Trunfio’s definition.

The McKinsey think piece also highlights that the metaverse means different things to different people:

“Some believe it’s a digital playground for friends. Others think it has the potential to be a commercial space for companies and customers. We believe both interpretations are correct. We believe the metaverse is best characterized as an evolution of today’s internet — something we are deeply immersed in, rather than something we primarily look at.”

In other words, as per the consultancy group’s working definition: “The metaverse is the emerging 3D-enabled digital space that uses virtual reality, augmented reality, and other advanced internet and semiconductor technology to allow people to have lifelike personal and business experiences online.”

ACCESS POINTS

To access the metaverse, says former-judge Dixon, the user needs “a computer programmed to access the computer-generated environment, a head-mounted visual display or goggles to see the virtual environment, an audio headset, and hand- and body-tracking, motion-detecting controllers and sensors to provide a sense of touch and feel while traveling within the environment.”

Ernesto Damiani is the senior director of the Robotics and Intelligent Systems Institute and director of the Center for Cyber Physical Systems at Khalifa University. His definition of the metaverse focuses the most on the technology needed to access the metaverse: “The metaverse is a digital, virtual space that humans wearing haptic interfaces (like helmets, gloves and visors) can enter and roam by projecting their presence as avatars. The metaverse puts together virtual reality, augmented reality and low-latency multi-party communication technology to allow people to have lifelike interactive experiences through their avatars.”

GRAPHICS: Abjad Design

I own a (VR) headset. I mostly use it for gaming. The virtual reality offers me that escape from the real world — again, picture my peaceful and inspiring work-environment goals. This total immersion isn’t the only feature of the metaverse though, and it’s not entirely practical for going about your everyday life. Enter augmented reality (AR).

Leslie Shannon likes the AR side of things. She authored “Interconnected Realities: How the Metaverse Will Transform Our Relationship With Technology Forever.” For her, the metaverse is a partly or fully digital experience that brings together people, places and information in real time in a way that transcends that which is possible in the physical world alone. She wants the metaverse to solve our problems — to be useful, not just entertaining.

“The problem is that smartphones and computers have done too well at solving the problem of delivering information and entertainment to us, exactly when and where we want it. To get this spectacular convenience, we’re prepared to pay a surprisingly high cost in terms of our connection to the people, places and things physically around us, and it’s a cost that we’re paying quite thoughtlessly today. You can probably name an incident in your own life within just the past week in which looking at a screen, rather than being present in your immediate surroundings, created a situation that caught you out socially, or made you neglect someone, or was even potentially dangerous. We’re all complicit in this one.”

How could an immersive digital world be the answer, Shannon asks. It’s not. But: “If we start thinking about a spectrum of experience, in which the far-left-hand side is 100 percent physical experiences, and the far-right-hand side is 100 percent digital experiences, then there also exists a middle point that is 50 percent physical and 50 percent digital, and sliding proportions of digital/physical mixes on either side of that middle point.”

Shannon says it’s the digital/physical mixes that deserve our attention. She calls this “interconnected realities.”

IMAGE: Abjad Design
Making the ‘metaversity’

By: Suzanne Condie Lambert

Khalifa University thinks the metaverse will be vital to the way students learn in the future. That’s why it teamed with Microsoft UAE and Hevolus Innovation for the 2023 Metaversity Hackathon, inviting student teams to create metaverse classrooms to remove physical barriers, making immersive, engaging and collaborative experiences inclusive and accessible. “One day we will have a university that is fully in the metaverse,” says Dr. Arif Sultan Al Hammadi, Khalifa’s executive vice president and KUST Review’s editor-in-chief. “Students will get the best education in the world wherever they are.” Read more›››

KU wants to be in the vanguard, and the hackathon, he adds, is a first step to getting there. Higher institutions would benefit as well, requiring fewer physical resources. Al Hammadi points to the example of medical school cadavers, which are expensive and may pose ethical concerns.

Schools are already using interactive 2D screens to reduce the number of cadavers required to teach anatomy, he says. A 3D metaverse could be the next leap forward. There are downsides, Al Hammadi says. Cheating is harder to detect. The physical experience of labs and experiments can’t yet be fully replicated. And distance learning doesn’t offer the same social life as on-campus classes.

But Al Hammadi says that as models improve, students will eventually be able to get much of the same experience in the metaverse. Hadi Otrok, a KU professor of electrical engineering and computer science, sees promise especially in using avatars to free instructors from small tasks, like running tutorials. “The challenge will be,” he says, “how to get the students … engaged with you instead of on the phone.”

It will take courage to take these ideas and create a fully interactive online experience, Al Hammadi says, suggesting that a potential “metaversity” could start with just one degree to prove the concept. And Khalifa University, he says, wants to be on the front end of imagining that future. ‹‹‹ Read less

“This concept of the metaverse is a world in which we can have the compelling, fascinating, relevant content that we currently access on screens, but integrated visually into our physical world in a way that enhances our lives, rather than removing us from them. This concept of the metaverse imagines the digital and physical aspects being incorporated with each other on a constantly sliding scale, so that sometimes we are fully immersed in a digital world, when that serves the purpose of the moment, but it is also possible to spend significant time fully immersed only in the physical world.

“This metaverse of interconnected realities will be a place where we combine digital information or entertainment from the world of the internet with our physical surroundings so that we can be more efficient, more informed, more delighted and more aware than we are today. A simple example of this enhanced future might be a sensor in my oven that connects with my AR glasses and, when the oven is on, displays its current temperature in a visual digital overlay when my gaze lingers on my oven for more than one or two seconds -– useful when I’m on the other side of the kitchen.”

Are we talking about a heads-up display (HUD) fixed permanently in my vision? I’d quite like that. I wear glasses anyway. It would be so helpful if people in real life had little tags above their heads to remind me of their names — facial recognition in VR land. Or a mini-map in the corner of my field of view so I’d never get lost again, video game-style.

After all, HUDs aren’t new. In aviation, they date to the end of the Second World War when rudimentary systems were installed in a few military aircraft.

The modern-day fighter pilot helmet boasts an impressive HUD, and Iron Man had one too. Granted, Iron Man belongs to the realm of fiction, but plenty of technology emerged from the minds of creators and novelists — including the term “metaverse.”

“The term ‘metaverse’ was coined by author Neal Stephenson in his 1992 novel ‘Snow Crash,’” says Matthew Ball, author of “Metaverse and How It Will Revolutionize Everything.” “For all its influence, Stephenson’s book provided no specific definition of the metaverse, but what he described was a persistent virtual world that reached, interacted with, and affected nearly every part of human existence.”

There’s that persistence again.

The “affecting nearly every part of human existence” thing I’m not so keen on.

EVERYONE EVERYWHERE ALL AT ONCE?

“The metaverse is a vast, immersive virtual world simultaneously accessible by millions of people through highly customizable avatars and powerful experience creation tools integrated with the offline world through its virtual economy and external technology,” Wagner James Au says in his book “Making a Metaverse That Matters: From Snow Crash and Second Life to a Virtual World Worth Fighting For.” He also says, however, that the metaverse is not for everyone:

“Chances are you’ve seen more than several tech evangelists across various media outlets insist that we’ll all soon be in the metaverse. I can tell you from painful — but also amusing — experience that this is unlikely ever to be the case. And, no, you probably won’t wear a VR headset on a regular basis either.

That said, it’s also safe to say at least one in four people with Internet connectivity will be part of the metaverse on some level. At a very conservative estimate, over half a billion people worldwide already use one or more variations of a metaverse platform now, from Minecraft and Roblox to Fortnite, VRChat and Second Life. That’s about 1 in 10 of the 5 billion people across the planet who use the internet.”

The majority of Au’s examples are games. Gaming companies are the pioneers in the metaverse space, well known as early adopters and prototype metaverse builders. Minecraft and Fortnite offer virtual worlds where players meet as avatars to play games and chat. They offer in-game payment systems and in-game assets that travel with players across platforms: from PC to console to mobile. They are also social spaces where gamers forge online relationships and communities.

IMAGE: Abjad Design

This gaming-world innovation correlates closely with many working definitions I found of the metaverse concept. Indeed, Ian Khan, author of “Metaverse for Dummies,” says the metaverse refers to virtual reality-based online worlds and notes that many of these worlds are gaming environments or online games. “Others function more as online virtual places where you can do other activities such as meet people, learn new things or simply hang out. And the types of virtual worlds you can find in the metaverse continue to expand and are likely to continue to evolve.”

Many of the experts I found, however, wouldn’t say we have a metaverse yet.

Dixon says the metaverse does not yet exist, but “its ultimate scope is constrained only be the limits of human imagination.”

Aakansha Saxena, assistant professor at the School of Information Technology, AI and Cyber Security, Rashtriya Raksha University, calls the metaverse a “concept”: “It can be understood as an infinite universe where communities of people can collaborate and enjoy the mechanisms of augmented reality, virtual reality, extended reality, online life and much more.”

That sounds like many of these games to me.

Khaled Salah, professor of electrical engineering and computer science at Khalifa University, throws a spanner in the works with his definition, saying: “A metaverse is an immersive and 3D virtual world in which people can interact through avatars to carry out their daily interactions, unlocking the potential to communicate, transact and experience new opportunities on a global scale.”

I’m struck by his use of article: “a metaverse” not “the metaverse.” Of all the people I asked, books I read and research articles I consulted, Salah was the only person to raise the question of multiple metaverses. Does each gaming platform or each individual game have its own metaverse?

And if each platform has its own, how can we move seamlessly between them all?

Maybe Mark Zuckerberg, CEO of Meta, has the answer. He said on the Lex Fridman Podcast that the metaverse is not a construct of connected virtual places:

“Instead, the metaverse is the point of time when we do and spend large portions of our everyday digital work and leisure in immersive 3D environments with VR and AR glasses.”

Meta, of course, used to be Facebook, and the company changed its name in 2021 to highlight its new direction. The company has since announced a U.S.$2.5 million investment supporting independent academic research across Europe into metaverse technologies because “since no one company will own and operate the metaverse, this will require collaboration and cooperation.”

Terry, author of “The Metaverse Handbook,” sums it up:

“Let me clear the air and first tell you what the metaverse is not. The metaverse is not a single technology. It’s not just a place we’ll visit in VR. It’s not something that can be created and claimed by the next Bezos or Gates. In fact, the metaverse is about as boundless and unownable as the internet, if not more so. Sure, there are entities that have contributed more to the internet than others. Of course, there are innovations that steered the course of the internet and influenced the experience of the web. But we didn’t wake up one day with the internet we see now. It was an ever-evolving thing.”

WHERE ARE WE GOING WITH THIS?

“The metaverse in the early 2020s is the equivalent of the mid-1990s in the development of the internet: Many people are talking about it, a few people are already building it, but no one can really define what it is, or what it will be able to do for us, or even if it will be relevant to anyone at all once it’s here,” Shannon says.

Khan, author of “Metaverse for Dummies,” agrees that in terms of development, the metaverse today is where the internet was in the 1990s:

“The early internet was shaped by new ideas, technologies and ways of doing things. With the right investments, adoption and usage, the internet grew into the internet we know today. Similarly, the metaverse today provides an interesting place for many activities, but many of them are still in the early days of development. The investment and attention put into building the metaverse over the next five to ten years will determine what the metaverse ultimately becomes and the value it creates.”


“The metaverse becomes more real every time we replace a physical habit with a digital equivalent.”

QuHarrison Terry, author of The Metaverse Handbook: Innovating for the Internet’s Next Tectonic Shift

Per University of Naples’ Trunfio:

“The metaverse, like many innovations, is shrouded in mysticism and skepticism. If many believe it will be revolutionary and fully transform how people work, shop, socialize and play, others are skeptical, and see it as a fad. However, whether or not we think of the metaverse as a technological revolution, it is undeniable that the massive diffusion of this technology will impact on nearly all aspects of life and business in the next decade, allowing interaction in virtual and augmented spaces and a blend of both.”

Whether you’d say the metaverse is here already or well on its way, it’s clear that it’s the next big disruptor, the new place to be for all aspects of life.

After everything I’ve read and all the people I’ve spoken to, I think it’s funny that the definition of metaverse that resonates most with me is much more abstract than the very scientific approaches I’d usually turn to.

Shaan Puri, tech entrepreneur, posted a tweet in 2021 that sums it all up pretty nicely:

“The metaverse is the moment in time where our digital life is worth more to us than our physical life.”

Or as Terry puts it: “The metaverse is not just a place we’ll visit in VR. It is not a destination. The metaverse is a movement — a movement toward the digital-first livelihood we’ve slowly been adopting year over year, app by app. The metaverse becomes more real every time we replace a physical habit with a digital equivalent. We, the digital citizens of the internet, are manifesting the metaverse by trading time in the physical world for time online.”

I’m OK with this.

Faster. Higher. Stronger. Techier.

While there have been many changes in the modern Olympic Games, two of the most notable are athletic performance and the rise of technology.

Back in the 1896 games, for example, stop watches marked the start and finish of a race and the timing of the althletes’ performances. This, however, has evolved over the years as technology changed.

In a sprint race, every millisecond counts, so even the starting gun now is electronic. The speakers connected to it are positioned such that no runner will hear the shot of the gun even a millisecond before another runner.

At the finish line, a laser is projected across to a light sensor, also called a photoelectric cell or electric eye, positioned to receive the beam. The system includes two photocells set at different heights to prevent false readings from arm movements. When a runner crosses the finish line and interrupts the beam, the electric eye triggers a signal to the timing console, recording the runner’s time.

In marathons, however, there are so many competitors; not everyone can start at the same time. Wearable timers called radio-frequency identification tags are essential.

In some events, athletes wear timing monitors that record split times as they pass, offering information that can assist in future training.

Training elite athletes has also evolved.

IMAGE: Unsplash

In the 1932 Olympic Games, the winner of the men’s 100-meter swim was clocked at 58.2 seconds. Fast forward to 2016 and the winner touches the wall more than 10 seconds sooner at 47.58 seconds.

What’s the difference?

Well, we know a lot more about human conditioning, the science behind how our bodies work and respond to different exercise. Athletes are now training differently to maximize performance. We also know that sprint athletes need different training than endurance athletes, so competitors have become faster and stronger, training specifically for their sport.

There is engineering going on for the outside factors that might enhance performance, as well.


“There is no natural athlete. In fact, [being an] elite athlete is a very unnatural way of life — but that doesn’t make it bad,”

Andy Miah, media researcher — University of Salford

It begins with materials science and comes down to things like friction and lubrication.

Friction, where body parts rub together, can result in painful sores. Not enough friction, though, can inhibit balance and grip. For these, materials like polytetrafluoroethylene and silicone elastomers are known for their low resistance measure, causing less chafing.

Frictional heat can also cause injury. So, today’s athletic wear is equipped with fabrics that absorb and expel heat and maintain an ideal skin temperature. Some materials are also equipped with lubrication to reduce friction and manage moisture.

These materials also need to be durable yet flexible.

Other materials enhance an athlete’s ability by making minute changes to aspects of their bodies.

For example, some gear is fitted with compression technology — originally developed to mitigate circulatory issues in medical patients — that increases blood flow, subsequently reducing muscle exhaustion. Gear might also be made of materials with coatings that repel water using nanotechnology.

And footwear with carbon plates offer the runner enhanced energy return.

These sorts of performance-enhancing materials, however, strike some as unfair advantages. Some call this “tech doping.”

Doping, or taking performance-enhancing drugs, cost cyclist Lance Armstrong seven Tour de France victories and an Olympic bronze medal in 2012.

While technology isn’t being ingested to increase performance, it is still altering an athlete’s physical ability with enhancements. And while the Olympic athletes are monitored for drug doping by a global agency, the yays and nays of gear is left up to each sport’s own regulatory authority, like when World Aquatics banned full-body swim suits after swimmers who wore the LZR Racer set 93 world records. The organization banned the suit because it reduced muscle vibration and smoothed skin texture.

At the current summer Olympic Games taking place in Paris, more enhancing equipment is being used, like Nike’s super spike running shoes, which are reported to improved running performance by 1.5 percent.


IMAGE: Unsplash

“Elite sports performances are always a combination of biological capability and the training of that ability through technological means,” says Andy Miah, a
media researcher at the University of Salford.

Miah published a book on the topic in 2018 and helps investigate doping technology for the World Anti-Doping Agency (WADA) and the British Government. He is often consulted for his opinions on new technologies. Additionally, Miah serves as an academic adviser to the International ESport Federation.

“There is no natural athlete. In fact, [being an] elite athlete is a very unnatural way of life — but that doesn’t make it bad,” Miah says.

That may be true, but it doesn’t necessarily make it fair, either. If everyone had access to everything, it may even out the playing field, but Nike’s previously mentioned super shoe, for example, can be worn only by athletes sponsored by Nike.

As with most things, it will come down to what’s fair and doing the right thing.

The slogan for anti-doping in the sports world is ”Play True.” It’s just a matter of finding the definition of what this means in the age of technology.

Making the grade with EdTech

Welcome to the first day at a new school. Little Johnny wasn’t feeling well this morning, so his mom used the school app to request an absent day. This will appear in his attendance statistics at year end. In order to keep in the loop with what is going on in the classroom, Johnny received his access codes and passwords for Teams, the class Padlet, Google Classroom and ManageBac, via e-mail to his mom.

Johnny and his mom looked at each other, wondering what to do, which to access first and foremost, how to do so. New school equals new technology!

Throughout the school year, Johnny became familiar with all the systems the school uses to communicate with students, share assignments, and how each teacher uses them. But next year, these systems may change. And because each teacher uses them for different things, it will be back to square one for Johnny and his mom.

This scenario is all too familiar for parents and students these days as schools try to navigate the technology available to them. It’s a lot of trial and error and difficult for the kids and parents, not to mention the teachers.

The problem, says Phillipa Wraithmell, founder of Dubai-based EdTech company EdRuption, is that there is too much choice and schools aren’t building technology into their fundamental strategies.

This is where EdRuption comes in.

“EdTech and understanding how we need to manage this is never part of this strategy. The growth of the sector has really surpassed the schools’ level of integration. We now have so much happening, so much legacy technology, which costs the earth and does nothing for us,” Wraithmell tells KUST Review.


EdRuption Founder,  Philippa Wraithmell 

EdRuption is all about making sure that schools are making the right choices when selecting technology, using it in the right way, leveraging tools and skills and perhaps most importantly ensuring safety for the students. The digital strategy should be a core element of the overall school strategy, Wraithmell says, and EdRuption works with schools to ensure these digital strategies are sustainable.

The process goes a little like this.

In August, EdRuption meets with partner schools. The planning includes the school vision and values, a review of data storage, cloud, cyber security and core applications, a device plan, roll out and budgeting followed by an onboarding strategy.

Full governance is also agreed upon, which includes digital learning policies, responsible usage, pedagogy and infrastructure requirements plus training strategies for safeguarding — including parent-support workshops. Finally, the project planning focuses on aligning the strategy with curriculum and plans for professional development.

The project is rolled out and scheduled with a process that details a different monthly focus, monthly school visits, training and workshops, and actions points that span the scale of the school year and include a full review at the end of the year to adapt or adjust as needed. The entire digital strategy spans five years.

Wraithmell, who has dyslexia, says the planning’s accessibility and inclusivity are close to her heart.

“I couldn’t live without the tools on my device to support my everyday work. I wouldn’t have been able to write my book without the help from digital tools, which is probably why I feel so strongly about it,” she says.

Wraithmell works with trainers to make sure the training for schools is bespoke specifically for inclusion and to ensure that the digital ecosystem supports specific needs and makes learning personalized for everyone. She believes there is a simple way to empower everyone with learning.

IMAGE: Pixabay

Moving forward, “We do hope to partner shortly with a company who has a learning management system where we are able to share content and have a subscription model for teachers and parents globally. It will be in multiple languages and support a range of services for digital understanding,” Wraithmell says.

She is also designing a Digital Bridge program that will work with parents to close the gap between them and their digital-native children. “Parent involvement is easy, that’s where digital bridge comes in. We also do workshops and are soon partnering with another company to do short productions in schools to raise awareness to students and parents some of the dangers online,” she adds.

Wraithmell says making sure her team can support everyone is at the core of EdRuption and has partnered with Microsoft.

Over the next 12 to 18 months, the company has plans for an online learning platform for best-practice sharing and courses for both parents and students. EdTech has 20 more schools on track to digital compliance, safe and effective across Abu Dhabi and Dubai, and the Digital Bridge project has monthly workshops on the schedule.

“All of our projects are based around knowledge-sharing,” Wraithmell tells KUST Review.

There is a plethora of educational technology in the market, and the list continues to grow from learning-management systems to apps and games.