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what will

virtual gatherings be like in the future? 

This chapter looks at current key technologies in development in 2020 that we feel will shape the future of virtual gatherings.

 

Based on these developmenets and the findings from the report, we point out predictions we have for the future, and speculate on 3 spaces namely the home, the city and the workplace. 

Spatial audio

 
 

 

 

 

Spatial Audio is any audio which gives you a sense of space beyond conventional stereo, allowing the user to pinpoint where sound is coming from, whether this is above, below, or a full 360 degrees around you. Stereo allows you to hear things in front left and right, but you can’t get a sense of surround, height or sounds from below you. With the introduction of the 3rd dimension, you have a sense of the exact location of sound sources from all around.

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HIGH FIDELITY

 
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What is happening?

Mainstream social VR

 

 

 

 

Social Virtual Reality is a web-based social interaction paradigm, mediated by immersive technologies and taking place in predesigned three-dimensional virtual worlds where individuals, represented by an avatar, may engage in real-time interpersonal conversation and shared activities.

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FACEBOOK HORIZON

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Spatialised augmented services

 

 

 

Spatial Augmented Reality augments the genuine things along with existing man-made materials or objects. Such a device could help us perform everyday tasks better — like finding your keys, navigating a new city, or capturing a moment; but it could also open up an entirely new way of moving through the world.

 

 

 

 

PROJECT ARIA

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Tactile responsive virtual interactions

 

 

 

 

Full-body AR/VR suit and software suite accelerates the improvement of movement, reflexes and instincts, allowing faster, better improvement of the human mind and body.

 

 

 

 

TESLASUIT

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True sensation of movement in VR

 

 

 

 

Infinadeck revolutionizes the Virtual Reality experience by allowing users to naturally walk in any direction, allowing immersion within the VR environment.

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INFINADECK

KAT WALK

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Tactile responsive hologram

 

 

 

Dexmo is the most easy-to-use force feedback glove, designed for both researchers, enterprises and consumers. Its natural and intuitive interaction enables everyone to seamlessly touch a truly immersive VR world.

 

 

 

 

DEXMO​

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Decentralised persistent virtual worlds

 

 

 

 

Decentraland will be a completely open, virtual world controlled by the people who use it. Running on the currency MANA (which runs on Ethereum), a limited amount of land is initially up for grabs, which, once occupied, will then be the basis for this virtual society and economy. With all ownership being logged on the blockchain ledger underpinning it, it will be a trusted landscape of interaction that cannot be co-opted by corporate powers. Meaning, this online virtual world will be a truly free space.

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True ownership of virtual goods

 

 

 

 

“Using blockchain to create digital representation of a real tradable asset can provide greater accessibility to assets that cannot be easily exchanged or require a high minimum investment. For example, tokenization of illiquid assets such as real estate gives many people the opportunity to invest small sums of money in a particular piece of land and then sell the tokens on the secondary market. The same principle can apply for virtual assets. This process of asset tokenization is democratizing investments.”

 

 

 

 

CRYPTOKITTIES

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Lifetime virtual companions and assistants

 

 

 

 

Artificial human companions may be any kind of hardware or software creation designed to give companionship to a person. Virtual companions can be used as a form of entertainment, or they can be medical or functional, to assist the elderly in maintaining an acceptable standard of life.

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REPLIKA.AI

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Open-source, low cost DIY VR/AR hardware

 

Relativty is not a consumer product. We made Relativty in my bedroom with a soldering iron and a 3D printer and we expect you to do the same: build it yourself.

 

- Max Coutte

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GOOGLE CARDBOARD​

RELATIVTY

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decentralisation

choice between centralized vs decentralized platforms

gatherings

gatherings will involve both humans and virtual companions

ideology

fragmented reality;

less sharing reality. perception of reality being reformed by the algorithm

digital appartus

enslavement by multiple devices, platforms, realities

centralisation

consolidation of a few, centralised platforms with mainstream adoption and use

connections

normalization of social perception and ability to forge new connections with people virtually

identity

reformed by the media;

erosion of anonymity

surveillance 

global persistent surveillance capitalism

telepresence

remote telepresence of human and nonhuman entities, places

communication

reformed into more visual, interactive, full dimensional content, less descriptive

privacy

private virtual gatherings become more trustworthy sources of information

social distance

invisible barriers by devices, technology, and digital reality

spatial typology

hybrid spatial typologies, with aesthetic sensibilities and design languages that break physical architectonic norms 

equality

virtual content discrimination, spatialised paywalls

commodification

spatial advertisements augmented

prediction
Wrench White

Our predictions

Future speculations

at home

Home

 

The concept of the home as a private space will be increasingly challenged

 

 

 

The accumulation of authenticated user attributes is of paramount importance to platforms that subsist on an ad-based revenue model. This accumulation happens so proprietary behavioral surplus can be packaged into behavioral models and sold to third parties for the purpose of advertising products and ideas. This means that who we are on these platforms is constantly monitored and our experiences commodified. 

As XR technology continues to develop, the physical home of the future will be transformed to be the site of most social virtual gatherings. Speculating on future mainstream ownership of XR devices of headsets, the interior of the home will take on a more flexible role - hosting people from remote physical locations for all kinds of social gatherings between humans and non humans.

 

Headsets and devices in the future will be able to scan their environments, turning every piece of furniture in the home into carefully calibrated points of data that are used for location-mapped services, AI training and recommendation systems. Spatialised augmented advertisements and 'virtual assistants' will start to permeate the home and increasingly challenge the concept of the home as a private space.

City

 
 

In the future a big part of social gathering will be happening inside virtual worlds

 
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Control

Centralised platforms can restrict users

virtual experience

Identity

Centralised platforms require actual identity

Identity

Decentralised

platforms does do not require

actual identity

Recommendation 

User-rated places

Navigation

Augmented location wayfinding services

Avatars

Centralised platforms control avatar choices 

Avatars

Decentralised platforms allow for freedom of expression 

Intereopability

Users will be able to move between different virtual platforms

Facebook will be the first company to make social VR mainstream, followed by companies such as Google and Microsoft.

A lot of investment will be put in those virtual worlds, making them very well constructed and accessible. To make those platforms safer, verification will be essential, leading to issues of privacy, security and censorship.

 

This will drive the creation of new decentralised worlds based on blockchain. Users will decide what to build on those platforms and will be in charge of creating rules. But because there are less resources than large corporations, those platforms will be behind the centralised ones.

Each user will have a choice of centralised and decentralised platforms with an instant transition between those.

in the city
in the office

Work

 
 
 

Hybrid ways of working, the physical presence of the 'office' has been extended throughout the city, the suburb and globally with advanced 5G technology, thus creating a workspace where located anywhere with the VR/XR equipment.

The "office", on the other hand, became more of a place for social and cultural space for each firm, that presenting the core features of each firm, creating a collective bond between members. No more fixed workplace, meeting room. The space would be more open, immersive, and high adaptive to multiple uses.
 

 
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Going through one of the remote physical screens in London, diving into a colleague's home in Tokyo, where he had set a corner for recording working space for working purpose, scheduling a virtual meeting with his client on their communal virtual space. His client, Matilda, who is sitting at a bench by SOHO Manhattan, which is widely built to adapt the emerging number of a remote working trend, on the phone talking to her colleague working with his VR headset on the lawn, and other at XR cafe, which has been trendy.

 

The camera going through screens and screens, projection and projections, overlapping each other forming a mixed reality space of working, and a hybrid spatial composition to these layers. Low resolution and network become a protection of privacy in the hybrid space, where you can be reached 24/7 as long as you are connected to the server.

The Civic Program

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Architectural Association School of Architecture 

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