Το Μετασύμπαν ως εικονική μορφή των έξυπνων πόλεων
Metaverse as a virtual form of data driven smart cities
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Keywords
Προσωπικά δεδομένα ; GDPR ; Metaverse ; Smart cities ; XR ; Blockchain ; Μετασύμπαν ; Smart urbanism ; Platformisation ; Datafication ; Algorithmization ; Hyperconnectivity ; Dataveillance ; Human-centered design ; Meta-ethicsAbstract
The concept of the Metaverse, a virtual world where people can interact, communicate and engage with
each other in a three-dimensional space, has become increasingly popular in the recent years. Dating back
to the late 1990s, when the first virtual worlds made their appearance in forms of MMORPG (Massively
Multiplayer Online Role-Playing Game) games and through popular science fiction novels, such as the
Snow Crush by Niel Stephenson, the idea of living in a futuristic, virtual world started to spread. Later, it
was explored as concept in movies and tv series, until the technological advances of the 21st century
permitted the dream to become reality. Already the first editions of a virtual world (ex Second Life,
Decentraland) have increasing number of users, leading to believe that the metaverse and the immersive,
extended reality technology it uses, will become the next big technological advance and it will have a
profound impact on our society.
Interestingly enough, the idea of a virtual reality dates back much further than the internet and modern
technology. The philosopher Plato explores a similar concept in his famous allegory of the cave: Plato
describes a group of people who have lived their entire lives in a cave, staring at the shadows on the wall,
until one of them is eventually led out of the cave and into the real world, where they discover that the
shadows they had been staring at were just a poor reflection of reality. The allegory can be seen as a
metaphor for the Metaverse, in the sense that people may be led out of their physical reality and into a
digital one. But what are the implications of this? Is it possible to become so engrossed in the metaverse
that the touch with what is truly real could be lost? Or is it simply an extension of the reality, just a new
way of experiencing and interacting with the world?
After the COVID-19 pandemic, the adaptation to living in a more digital world, in conjunction with the
radical policies regarding the evolution of urban life into smart (and ecological) cities, using the applications
of information and communication technologies, places the metaverse as the ultimate goal, the culminating
form of the smart city. Gradually transferring every aspect of life into the digital and virtual world, from
the work life (through remote conferences and meetings) to the social life (connecting with people from all
around the world as if they are in the same place) and the many applications to the education (virtual classes,
realistic training in medical, military and other professions), the well-being (virtual gym with AI trainers),
and hobbies like gaming, travelling or visiting museums, are only a few of the benefits that the metaverse
will bring into the people’s everyday lives.
However, as with all new technologies, concerns arise regarding the privacy and safety of the users. Given
the fact that regulations such as GDPR in Europe and HIPAA in the USA, are the only ones protecting the
overall privacy of the users and the management of their personal data, even though they’re not entirely
applicable to the metaverse, and in wait of more regulations about the AI, the cryptocurrencies, the
blockchain and its applications, like NFTs, all of which frame the metaverse, there is mistrust and
apprehension with regard to the privacy and the safety of users (data leaking, user profiling, device hacking,
uncontrollable collection of personal data without informing the users etc).
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Furthermore, due to the duality of the world (one physical and one virtual, either with clear limits or with
the second being the extension of the first), the users’ life will be also split, and this duality will be
particularly complicated in regards to crime management. Virtual crime (like harassment, hate speech, theft,
and more) has already been documented in existing virtual worlds and in online gaming communities;
although most of the platforms have already taken initiatives and have set strict rules (in their EULAs and
terms of service, accompanied by the appropriate penalties) to reduce malicious behavior between their
users, virtual crime in the metaverse, as a larger phenomenon that extends in the real world, will be requiring
specific and designated regulation.
All in all, the metaverse will be a new world to live in, a community to build ab initio, offering the
opportunity to rectify past mistakes humanity was driven to, while creating a safe space for all people to
live in, as their unique, authentic selves. The key in building an equal and fair world, is by (ethical) design;
using the right tools to ensure trust, neutrality and equity (such as blockchain and derivative technologies,
like DAOs) in governance and commerce; implementing just, unbiased policies, which will serve as soft
law and guidelines to ensure a harmonious living; and finally, structuring the totality of the metaverse
around a human-centered design, so as to align the development of virtual life with indisputable moral
values, that promote human rights, the human effort and experience.