the Television Will Be Revolutionized: The
Future of the iPad and Web 3.0 (The Metaverse),
John Smart, ASF, 2010.
A 45-page overview of trends and issues
related to the emergence of internet television,
open video, and Web 3.0,
and political and economic challenges and
opportunities ahead. The next decades
are a very exciting opportunity for open source and
open standards web video. With luck, trust, good design, and good business models, we will see
continuing creative destruction of toxic
big media. See also Smart's talk, The
Television Will Be Revolutionized, TEDx
Del Mar, 2010.
Other good early articles:
Earth: How Second Life and Google Earth
are Merging into the Metaverse, Wade
Roush, Tech Review, 2007.
the metaverse, your new digital home, Daniel Terdiman, CNET,
a path for the 3D Web,
Daniel Terdiman, CNET,
podcasts archived at Pew/Elon
This is the archive site for the Metaverse Roadmap, a $100,000, public foresight project (looking out from 2006 to 2025) exploring the Future of Virtual Worlds, Mirror Worlds, Augmented Reality, and Lifelogs. We think it captures many of the opportunities and challenges of today's (2023) emerging metaverse industry. After a false-start (low trust, poor hardware, poor collaborative capacity, alienating design) from Meta, we expect the AR/VR portion of the metaverse will finally achieve sustainable early adoption with Apple's forthcoming (July 2023) pass-through mixed reality headset and robust development ecosystem. Thanks for visiting!
Connect with Metaverse Roadmap primary
author John Smart (Speaker Site, Twitter).
Read Tony Deifell's
110 page study, The
Big Thaw: Charting a New Future for
Journalism, 2009, on Web
2.0 media and implications for the
future of journalism, at the Media
Consortium. Read the industry
The Next Big Thing, 2009, by Research
2.0, for an overview of metaverse
companies and technologies (3D web,
mirror worlds, virtual worlds, augmented
reality, etc.) key to the next level
of the global web. Read Byron
Reeve's and J. Leighton
Engagement: Using Games and Virtual
Worlds to Change the Way People Work
and Businesses Compete, 2009,
for ideas on the long-term future
of business virtual worlds and games.
premier international conference and
exhibition on virtual reality Co-located
with symposia on 3D user interfaces,
haptic interfaces, and augmented reality.
March 20-24, 2010. Boston.
||The Virtual Worlds - Best
Practices in Education (VWBPE) Conference
provides opportunities for virtual world
communities to showcase projects, courses,
events and research that lead to best
practices in education. 170 conference
March 12-13, 2010. Second
Metaverse Online and Physical Groups
On Meetup: Second
Life and Metaverse Meetup Groups:
Serious Second Life, Chicago,
Austin Metaverse Meetup, Chicago
Metaverse Meetup, Metaverse
Life for Educators, Second
Life Residents, The
||Contribute your metaverse insights
at our Metaverse
Roadmap Inputs Wiki, in nineteen
foresight categories. Those whose submissions
are used are publicly acknowledged on
and Reviewers section of this website.
(Note: The last "cleaning out"
and incorporation of public Wiki contributions,
to MVR 1.0, occurred 5/2007).
22 question, 10 minute public survey
[Now closed, but questions are still
browsable]. It asks you to consider
potential future events identified at
the Summit and assess their probability
and ETA. Topics range from social and
political to market and technology.
Results will be compared those collected
from Summit attendees.
What happens when video games
meet Web 2.0? When virtual worlds
meet geospatial maps of the planet
meet pervasive web video? When simulations
get real and life and business go
virtual? When you use a virtual Earth
to navigate the physical Earth, the
internet swallows the television,
and your avatar becomes your online
happens is the metaverse.
Taking its name from the immersive
virtual world imagined by Neal Stephenson
in his visionary novel, Snow Crash,
Roadmap (MVR) is the first public
ten-year forecast and visioning survey
of 3D Web technologies, applications,
markets, and potential social impacts.
Areas of exploration include networked
computer games and virtual worlds,
web video, the use of 3D creation
and animation tools in virtual environments,
digital mapping, artificial life,
and the underlying trends in hardware,
software, connectivity, business innovation
and social adoption that will drive
the transformation of the World Wide
Web in coming decades.
The MVR explores multiple pathways
to the 3D enhanced web, not a single
path to a "3D-only" web.
An array of 3D web enhancements are
emerging, visual extensions to the participatory
web technologies now sweeping
the online world.
search, the archiving and sharing
of our favorite online and real world
activities, ideas and experiences,
is coming of age and going visual.
Via the Open
Video Alliance and others, mashable,
sharable, royalty-free web video standards
and technology are emerging. Wikipedia,
with over 4.6 million articles in
200 languages, is now the 20th most-visited
website. Social photosharing communities
bring us into each other's visual
lives as never before. Democratic
social bookmarking, blogging, and
syndicating sites like Digg
have grown from 17,000 to 400,000
users in 12 months. Video-enhanced
social networking sites like MySpace
now have over 200 million unique collective
currently the most popular of internet
video sites, has 100 million downloads
and 65,000 uploads per day. New browsers
make blogging, RSS syndication, ranking,
sharing, and commenting easier than
Among social virtual worlds, the
2.5D world Habbo
Hotel now has 7 million youth
users in 18 countries. The leading
open-ended 3D virtual world platform,
Life, doubled from 160,000 to
330,000 accounts in four months (March
to July 2006) and has recently been
doubling every two months, to 2.5
million by Jan 2007, when they announced
they would take their viewer open
source. The global market for
asset trading, object creation, and
services rendered in virtual worlds
is estimated at anywhere from $700
million to $2 billion per year (mostly
undocumented and untaxed at present).
In Japan, social networking sites
entice their users into online games
and virtual worlds as just one of
many social options. Early location-based
games are emerging in Asia.
In the simulation space, virtual
humans are being explored for
their online educational ability.
prototyping software is making
great strides in industry, bringing
us closer to an era of Fab
Lab prototyping and product hacking/customization.
navigation systems are emerging
in the automotive market in Japan
and Europe. Local-positioning systems,
like 3M's RFID
Tracking Solution, and modeling
advances like ArcGIS,
Earth, and SketchUp
are allowing us to create "mirror
world" versions of physical space
like never before.
How You Can Help
A brave new virtual world is emerging,
and we've only just begun to take
stock of its implications. We hope
you'll take time to browse this website,
starting with the Metaverse
Roadmap Overview (23 pages)
and the full set of Roadmap
Inputs (75 pages).
Please recommend this site to your
friends, and join our MVR
Mailing List [mailing list no longer active] if you'd like to
be informed of major Roadmap updates.
Feel free to contribute your own insights
and feedback at our Public
Wiki. Visit 3pointD.com,
an affiliate blog of the Metaverse
Roadmap, for another perpective on
the emerging 3D Web. If you have the
financial resources, become a sponsor
of the next version of this public
foresight document. Help us think
about the opportunities and challenges
ahead. It's going to take a lot of
committed folks to make the kind of
metaverse we deserve.
The MVR is organized by the Acceleration
Studies Foundation, a nonprofit
research group, and supported by a
growing team of industry and institutional
all innovators in the 3D web. Thanks
for your interest in building collective
foresight in this important space.
For a three page Roadmap Intro, click
'read more' below.
of the Roadmap 1.0 document began with our
Roadmap (MVR) Summit May 5-6 2006
at SRI International.
There a diverse group of industry leaders,
technologists, analysts, policy makers,
academics and creatives outlined key 3D
web visions, scenarios, forecasts, plans,
opportunities, uncertainties, and challenges,
for both a ten year planing horizon (2006-2016)
and twenty year speculation horizon (2006-2025).
From June 2006 to June 2007 we worked to
capture, research, and summarize their inputs.
We started with 200 pages of raw Summit
transcript (plus supporting documents) distilled
this into 75 pages of Metaverse
Roadmap Inputs (in 19 foresight categories)
and condensed it further still into a 23
Roadmap Overview. We hope you find this
information valuable as you survey this
fascinating and rapidly moving new global
social and technology space.
Below are a few distinguished participants
who donated their time and insights to the
MVR Summit. Click 'view all participants'
for the full list.