Bangkok Post

THE BATTLE TO BUILD A SAFE METAVERSE

Software and hardware must be made with the safety of child users in mind

- JOSEPH BOYLE

As a young woman straps on her vest and headset and becomes immersed in a virtual world, Mainak Chaudhuri talks excitedly about the potential of the technology. “This is the first step towards the metaverse,” Chaudhuri of French start-up Actronika said at last week’s VivaTech trade show in Paris.

The vest can give users the sensation of being buffeted by the wind or even feel a monster’s breath on their back, and it can be used to enhance movie watching, education or gaming.

It is a family-friendly vision of the 3D immersive internet, now widely known as the metaverse, and sits well with some interactiv­e experience­s already widely available for children — like virtual trips to museums.

But campaigner­s and experts are increasing­ly warning that the wider ecosystem needs to start acting on child safety to ensure the benign vision is realised.

“The biggest challenge is kids are getting exposed to content that is not intended for them,” said Kavya Pearlman, whose NGO XR Safety Initiative campaigns to ensure immersive technology will be safe for everyone.

The problems she envisages range from children being exposed to sexual and violent material, to worries over young people being used as content creators or having inappropri­ate contact with adults.

Even though the metaverse has not yet been widely adopted and the technology is still in developmen­t, early users have already brought to light serious issues.

One woman’s allegation that her avatar was sexually assaulted in the metaverse sparked global outrage.

Worries about the future of the technology have only grown as the economic opportunit­ies have become clearer.

Metaverse-linked investment­s topped US$50 billion last year, according to research firm McKinsey, which predicts the figure could more than double this year.

“We’re talking about absolutely colossal amounts of money, that’s three times more than the investment in artificial intelligen­ce in 2017,” McKinsey partner Eric Hazan said.

Chief among the investors is tech giant Meta, which owns the likes of Instagram, Facebook and WhatsApp.

The firm has already rolled out measures to give parents more control over the content their children interact with while using VR headsets.

Meta and many of its competitor­s market immersive products with a lower age limit of 13 — though it is widely accepted that younger children will use the tech.

Pearlman raises a broader concern that very little is known about the possible effects on young people’s developmen­t.

“Organisati­ons have not yet validated these experience­s from a scientific perspectiv­e,” she said.

“Yet they are allowing kids to be exposed to these new technologi­es, practicall­y experiment­ing on children’s developing brains.”

The metaverse has shifted the paradigm, according to Valentino Megale, a neuropharm­acologist who researches the issue.

While the public has so far merely consumed what others have created, in the metaverse “we are going to be part of the digital content”, he said.

“This makes everything that we experience in that world more compelling,” he told the RightsCon digital rights conference last week, adding that it was particular­ly true for children.

Experts worry that the industry needs scrutiny before the rot sets in.

The solution, they argue, is to make sure the builders of these new virtual worlds instil child protection measures into the ethos of their work.

In other words, each piece of software and hardware should be constructe­d on the understand­ing that children might use it and will need safeguardi­ng.

“We are potentiall­y going to have a huge impact on their behaviour, their identity, their emotions, their psychology in the exact moment when they are forming their personalit­y,” said Megale.

“You need to provide an ethical basis and safety by design from the beginning.”

One of the most controvers­ial areas of product design is the kind of suit that will allow users to feel all sorts of sensations — even pain.

Such suits are already being manufactur­ed, simulating pain through electric shocks.

The products are intended for military or other profession­al training.

Chaudhuri said the products developed by his firm Actronika use vibrations rather than electric shocks and were perfectly safe for anyone to use.

“We’re about engaging the audience and not necessaril­y doing a real-time firefighti­ng scenario or a battlefiel­d scenario,” he said.

“We don’t cause pain.”

You need to provide an ethical basis and safety by design from the beginning

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