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Metaverse
The term «metaverse» is formed by combining the Greek prefix «meta», which can be translated as «beyond» or «transcendence», and the suffix «verse», which comes from the word «universe». We are therefore dealing with a world that exists beyond the universe. In 1992, science fiction author Neal Stephenson introduced the term «metaverse» in his cyberpunk novel «Snow Crash of 1992», in which he presented a 3D virtual world where people, represented as «avatars», could interact with each other and with artificially intelligent agents. In 2003, this initial metaverse concept (still a long way from the current concept) was first implemented in the game «Second Life». However, the current concept of metaverse seeks to represent a virtual (digital) 3D world that coexists with physical reality and, at the same time, allows the physical limitations of the real world to be overcome, such as space and time, with users being able to interact with virtual objects through the physical world and vice versa, and thus having the possibility of processing any information or value in real time. In today's digital environment, users don't limit the use of avatars to mere social interactions, as they are used in professional or commercial interactions. Above all, they are used to represent their digital alter ego or even their digital identity. Instead of simply viewing the content, users can immerse themselves in the digital content through their digital representations. As such, in a broad sense, the current concept of the metaverse consists of a space or set of virtual and shared spaces (commonly referred to as «virtual worlds» or «digital environments»), where users, in a multidimensional way and represented by 3D avatars, carry out social, professional or commercial interactions using equipment suitable for the purpose (such as the «Apple Vision Pro» or «Meta Quest Pro» virtual/ augmented reality glasses). The main and basic technologies that currently drive the concept of the metaverse are usually known as «immersive technologies», including augmented, virtual, mixed and extended reality technologies (commonly known by the abbreviations «AR», «VR», «MR» and «XR»), brain-computer interfaces and sensory interaction systems. Among the technologies contributing to the current development of the metaverse concept are 3D modeling and reconstruction equipment, spatial and edge computing, artificial intelligence and data science, the internet of things, and blockchain. With regard to the combination of the metaverse and blockchain technology, in the scope of a blockchain-based virtual world, crypto-assets issued using blockchain technology allow for the digital representation of fungible or non-fungible objects, whether they are hard-assets, i.e. tangible and physical, or soft assets, i.e. intangible or digital goods. The possibilities are virtually limitless, with some arguing that the metaverse appears to be the next generation or even the evolution of the internet. However, as the metaverse develops and the number of users increases, it seems that more and more personal information will be at risk, including neural information, which raises important questions in terms of neurosecurity.
Virtual worlds
On 17.07.23, the Commission Communication to the European Parliament, the Council, the European Economic and Social Committee and the Committee of the Regions entitled «An EU initiative on Web 4.0 and virtual worlds: a head start in the next technological transition» was released, which aims to outline European strategies for Web 4.0 and virtual worlds. Two complementary working documents (part one and part two) and a report have also been released, which together offer a comprehensive overview of this phenomenon resulting from stakeholder consultations, market trends, industrial opportunities, technological transformations and regulations. In summary, according to the European Commission's vision, the development of connectivity between technologies associated with Web 4.0 entails a transformative transition to society and virtual worlds play a crucial role in this transition, as they offer opportunities at both a social, industrial and public level. In the face of rapid technological progress and improved connectivity, virtual worlds are set to shape Europe's Digital Decade (until 2030), in other words, they are set to transform the way people live, work, create, share and even how companies innovate, operate and interact with their customers and business partners. Naturally, a transformation of this scale and scope entails multiple benefits, but also serious and worrying risks. Among the main benefits associated with virtual worlds are significant social opportunities such as efficient health services, engaging distance education or even collaborative interactions and immersive cultural experiences. The opportunities in terms of public services are also highlighted, particularly in terms of personalized administration services, remote assistance (in remote and rural areas), and the development of territorial planning and community life. In the private sector, according to the Commission communication, virtual worlds and advanced interfaces already offer fast, secure and efficient interactions between humans and machines. The development of digital reality technologies such as augmented, virtual, mixed and extended reality, play a vital role in this potential growth. In this digital environment, investment through funding programs aims to promote future «ICT» specialists as well as content creators for «hyper-realistic» virtual worlds. The Commission also recognizes SMEs and startups as the main drivers of innovation, with investment in digital reality technologies identified as critical for the Strategic Technologies Platform for Europe - STEP. Among the main risks associated with virtual worlds, certain aspects are identified that seem to jeopardize fundamental rights and public interests, such as people's physical and mental well-being, children's rights, data privacy, disinformation, cybercrime, discrimination, among others. According to the European Commission communication, in order to mitigate the risks associated with these aspects, the European Center for Algorithmic Transparency - ECAT and the EU Blockchain Observatory and Forum will contribute to monitoring, identifying growth opportunities, understanding emerging practices and addressing challenges related to ethics, social welfare, rights and consumer protection.
Digital sensory interaction & immersive technologies
In 2013, Google published the «Google Nose» search engine and offered a service that enables users to find the product they are looking for by smell. Although this service was prepared as a kind of April Fool's joke and for the specific conditions of that day, over time it has become a reality, and users seem to be ready to take interaction with the internet to the next level. Along with systems such as the «Tasting Device», a prototype developed in 2020 at Meiji University in Japan, which allows the user to try different flavors from a device that is touched with the tongue, more and more systems of this kind are being developed. Currently, apart from interaction with a smartphone or tablet screen (among others), interaction with digital environments is generally limited to the senses of hearing and sight. However, by integrating digital sensory interaction systems, the digital experience becomes similar to that of the physical world, as the sense of smell and even our own thoughts become part of this experience. Users can enjoy experiences that allow them to smell a perfume before purchasing it via e-commerce. Users can also breathe in the smell of the sea while at home, as if they were on the beach, or even feel its humidity on their skin. The concept of an «augmented human being» or «augmented human intelligence» will therefore become an increasingly common term. There are even systems that, through brain stimulation before or during sleep, aim to influence the content of dreams and induce the user to envision a particular product or service. The development of modern sensors and hardware, as well as the metaverse, 5G/ 6G infrastructures and brain-computer interfaces based on artificial intelligence, will contribute to the creation of these new models of interaction with the internet. Within the current metaverse, wearable devices such as smartphones, smartwatches and virtual and/ or augmented reality glasses/ headsets feature some of these sensory components. Most of them are used in the context of the industrial internet of things, in drones or even in clinical contexts.
Digital twin (DT), personal digital twins (PDT) & autonomous PDT
A «digital twin» («DT») functions as a duplicate virtual of an entity (tangible or intangible) that uses the internet of things and technologies based on artificial intelligence to create dynamic simulation models. These models adapt and evolve in line with the changes that occur in the physical counterparts. In this sense, the digital twin consists of a computer-generated replica of a physical object, person, or process, and aims to simulate the behavior of the replicated physical object, person, or process, essentially with a view to promoting analysis and obtaining more in-depth knowledge about its functioning and thus improvising decision-making processes. DTs are intrinsically linked to a certain source of data through constant and instantaneous updates that faithfully mirror the original version in real time. In case of a tangible object, the link between the physical and virtual entity occurs through the data flow established between the physical environment and the digital/ virtual representation. The specific information generated by the DT depends on the use case. In a business environment, DTs can be used to create an immersive digital environment that replicates and interconnects all facets of a given organization. Depending on the case, we are dealing with a corporate metaverse made up of a set of DTs interconnected in a unified system. Currently, DTs find their greatest use in the virtual representation of real-world devices, especially those that are not constantly online. They also play a key role in simulating new applications and services, prior to their implementation in real devices. In the administrative environment, the emergence of urban digital twins (or even country-scale digital twins) which serve as virtual representations of certain physical assets of a city. On the other hand, there are also «personal digital twins» («PDTs»), which are virtual representations of people created from their «footprint» or «shadow» digital. The PDT is synchronized to the physical twin in order to recognize personal preferences, needs and behavioral changes. This synchronization raises multiple questions and at various levels, insofar as, unlike objects, people have a social dimensionality and behavioral autonomy. Safeguarding these aspects becomes essential when developing PDT and the metaverse itself, not least because distinguishing between a person and their DT can become a challenge. In the field of PDTs, there are also those that are created with algorithms programmed to simulate autonomous behavior. This type of «autonomous personal digital twin» allows for the creation of an «avatar economy», in which people can use DTs of themselves to explore, learn, communicate, sell and/ or buy in different virtual worlds.
3D modeling & printing
Since its inception in the mid-1980s, «3D modeling and printing» technology has undergone rapid evolution, finding applications in various fields such as architecture, biotechnology, construction, fashion, food, footwear, and industrial design. 3D modeling/ printing works on the basis of an additive technique through which it is possible to build solid three-dimensional objects on the basis of a digital model and using a diverse range of raw materials. Today, the range of materials used includes molten metals, plastics, wood, brick and even chocolate. Objects of various types, from hangers and cufflinks to shoes, teacups and even toy cars, are currently manufactured using 3D modeling/ printing. The process starts with a digital file, which contains a design model or plan developed by scanning the original object or creating a «CAD» file («computer-aided design»). The designer, responsible for creating the 3D model or plan, can carry out this task by initially scanning the physical object or by directly creating a digital CAD file. This digital file serves as a template for the subsequent printing process, being the model of the design «cut» into cross-sections. These cut drawings are transmitted to a 3D scanner/ printer, which starts the manufacturing process. The printer starts with the base layer and systematically builds layers, one on top of the other, until the complete object is formed. To do this, it uses the necessary raw materials and specified in the digital design. Several players are involved in this process, including the designer, the manufacturer, and the supplier of the scanner/ 3D printer. The growing visibility and adoption of this technology are already generating potential legal and regulatory challenges, especially in the field of producer responsibility, consumer protection and also in terms of intellectual property. The recent Regulation (EU) 2023/1230 on machinery covers both consumer products and industrial equipment, which includes from robust construction machinery to complete industrial production lines, as well as highly digitized products such as 3D printers for manufacturing.