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The metaverse has a groping problem already
A woman was sexually harassed on Meta’s VR social media platform. She’s not the first—and won’t be the last.
By Tanya Basuarchive page
https://www.technologyreview.com/2021/12/16/1042516/the-metaverse-has-a-groping-problem/

Last week, Meta (the umbrella company formerly known as Facebook) opened up access to its virtual-reality social media platform, Horizon Worlds. Early descriptions of the platform make it seem fun and wholesome, drawing comparisons to Minecraft. In Horizon Worlds, up to 20 avatars can get together at a time to explore, hang out, and build within the virtual space.

But not everything has been warm and fuzzy. According to Meta, on November 26, a beta tester reported something deeply troubling: she had been groped by a stranger on Horizon Worlds. On December 1, Meta revealed that she’d posted her experience in the Horizon Worlds beta testing group on Facebook.

Meta’s internal review of the incident found that the beta tester should have used a tool called “Safe Zone” that’s part of a suite of safety features built into Horizon Worlds. Safe Zone is a protective bubble users can activate when feeling threatened. Within it, no one can touch them, talk to them, or interact in any way until they signal that they would like the Safe Zone lifted.

Vivek Sharma, the vice president of Horizon, called the groping incident “absolutely unfortunate,” telling The Verge, “That’s good feedback still for us because I want to make [the blocking feature] trivially easy and findable.”

It’s not the first time a user has been groped in VR—nor, unfortunately, will it be the last. But the incident shows that until companies work out how to protect participants, the metaverse can never be a safe place.

“There I was, being virtually groped”
When Aaron Stanton heard about the incident at Meta, he was transported to October 2016. That was when a gamer, Jordan Belamire, penned an open letter on Medium describing being groped in Quivr, a game Stanton co-designed in which players, equipped with bow and arrows, shoot zombies.

In the letter, Belamire described entering a multiplayer mode, where all characters were exactly the same save for their voices. “In between a wave of zombies and demons to shoot down, I was hanging out next to BigBro442, waiting for our next attack. Suddenly, BigBro442’s disembodied helmet faced me dead-on. His floating hand approached my body, and he started to virtually rub my chest. ‘Stop!’ I cried … This goaded him on, and even when I turned away from him, he chased me around, making grabbing and pinching motions near my chest. Emboldened, he even shoved his hand toward my virtual crotch and began rubbing.

“There I was, being virtually groped in a snowy fortress with my brother-in-law and husband watching.”

Stanton and his cofounder, Jonathan Schenker, immediately responded with an apology and an in-game fix. Avatars would be able to stretch their arms into a V gesture, which would automatically push any offenders away.

Stanton, who today leads the VR Institute for Health and Exercise, says Quivr didn’t track data about that feature, “nor do I think it was used much.” But Stanton thinks about Belamire often and wonders if he could have done more in 2016 to prevent the incident that occurred in Horizon Worlds a few weeks ago. “There’s so much more to be done here,” he says. “No one should ever have to flee from a VR experience to escape feeling powerless.”

VR sexual harassment is sexual harassment, full stop
A recent review of the events around Belamire’s experience published in the journal for the Digital Games Research Association found that “many online responses to this incident were dismissive of Belamire’s experience and, at times, abusive and misogynistic … readers from all perspectives grappled with understanding this act given the virtual and playful context it occurred in.” Belamire faded from view, and I was unable to find her online.

A constant topic of debate on message boards after Belamire’s Medium article was whether or not what she had experienced was actually groping if her body wasn’t physically touched.

“I think people should keep in mind that sexual harassment has never had to be a physical thing,” says Jesse Fox, an associate professor at Ohio State University who researches the social implications of virtual reality. “It can be verbal, and yes, it can be a virtual experience as well.

Katherine Cross, who researches online harassment at the University of Washington, says that when virtual reality is immersive and real, toxic behavior that occurs in that environment is real as well. “At the end of the day, the nature of virtual-reality spaces is such that it is designed to trick the user into thinking they are physically in a certain space, that their every bodily action is occurring in a 3D environment,” she says. “It’s part of the reason why emotional reactions can be stronger in that space, and why VR triggers the same internal nervous system and psychological responses.”

That was true in the case of the woman who was groped on Horizon Worlds. According to The Verge, her post read: “Sexual harassment is no joke on the regular internet, but being in VR adds another layer that makes the event more intense. Not only was I groped last night, but there were other people there who supported this behavior which made me feel isolated in the Plaza [the virtual environment’s central gathering space].”

Sexual assault and harassment in virtual worlds is not new, nor is it realistic to expect a world in which these issues will completely disappear. So long as there are people who will hide behind their computer screens to evade moral responsibility, they will continue to occur.

The real problem, perhaps, has to do with the perception that when you play a game or participate in a virtual world, there’s what Stanton describes as a “contract between developer and player.” “As a player, I’m agreeing to being able to do what I want in the developer’s world according to their rules,” he says. “But as soon as that contract is broken and I’m not feeling comfortable anymore, the obligation of the company is to return the player to wherever they want to be and back to being comfortable.”

The question is: Whose responsibility is it to make sure users are comfortable? Meta, for example, says it gives users access to tools to keep themselves safe, effectively shifting the onus onto them.

“We want everyone in Horizon Worlds to have a positive experience with safety tools that are easy to find—and it’s never a user's fault if they don’t use all the features we offer,” Meta spokesperson Kristina Milian said. “We will continue to improve our UI and to better understand how people use our tools so that users are able to report things easily and reliably. Our goal is to make Horizon Worlds safe, and we are committed to doing that work.”

Milian said that users must undergo an onboarding process prior to joining Horizon Worlds that teaches them how to launch Safe Zone. She also said regular reminders are loaded into screens and posters within Horizon Worlds.

But the fact that the Meta groping victim either did not think to use Safe Zone or could not access it is precisely the problem, says Cross. “The structural question is the big issue for me,” she says. “Generally speaking, when companies address online abuse, their solution is to outsource it to the user and say, ‘Here, we give you the power to take care of yourselves.’”

And that is unfair and doesn’t work. Safety should be easy and accessible, and there are lots of ideas for making this possible. To Stanton, all it would take is some sort of universal signal in virtual reality—perhaps Quivr’s V gesture—that could relay to moderators that something was amiss. Fox wonders if an automatic personal distance unless two people mutually agreed to be closer would help. And Cross believes it would be useful for training sessions to explicitly lay out norms mirroring those that prevail in ordinary life: “In the real world, you wouldn’t randomly grope someone, and you should carry that over to the virtual world.”

Until we figure out whose job it is to protect users, one major step toward a safer virtual world is disciplining aggressors, who often go scot-free and remain eligible to participate online even after their behavior becomes known. “We need deterrents,” Fox says. That means making sure bad actors are found and suspended or banned. (Milian said Meta “[doesn’t] share specifics about individual cases” when asked about what happened to the alleged groper.)

Stanton regrets not pushing more for industry-wide adoption of the power gesture and failing to talk more about Belamire’s groping incident. “It was a lost opportunity,” he says. “We could have avoided that incident at Meta.”

If anything is clear, it’s this: There is no body that’s plainly responsible for the rights and safety of those who participate anywhere online, let alone in virtual worlds. Until something changes, the metaverse will remain a dangerous, problematic space.
 
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Stripper Monkeys in the Meta-verse?

Facebook parent company Meta signs 'largest ever' lease in downtown Austin: report
The lease is reportedly the 'largest ever' in downtown Austin
https://www.foxbusiness.com/economy/facebook-parent-meta-signs-huge-downtown-austin-lease-report
The tallest tower in Austin, Texas, which is still under construction, will soon be home to California-based Meta Platforms Inc., the parent company of Facebook, according to a report.

Meta leased the entire portion of the commercial side of the 66-story high rise that will feature 349 residential units, from floors 34 to 66, the Austin Business Journal reported.

Once construction is complete, developers said the building, located at West Sixth and Guadalupe streets, will stand 840 feet tall.

According to the Journal, Meta signed the lease on New Year's Eve for 589,000 square feet spanning across 33 floors of the skyscraper. The lease, as reported by KVUE News in Austin, is the "largest ever in downtown Austin and larger than the entire Frost Bank Tower in terms of square feet." The Frost Bank Tower is the uniquely spiky building that stands out in the Austin skyline.


Katherine Shappley, head of the Austin office for Meta and the company's vice president for commerce customer success, said the technology conglomerate is "committed" to growth in Austin.

Facebook co-founder and CEO Mark Zuckerberg. (Photo by Chip Somodevilla/Getty Images / Getty Images)

"We first came to Austin over 10 years ago with just seven employees, now over 2,000 of us are proud to call Austin home," Shappley told the Journal. "We’re committed to Austin and look forward to growing here together."


Facebook, which was recently rebranded as "Meta," was rated the worst company of the year according to a recent survey.


Facebook's Meta signs for Austin's tallest tower in largest downtown lease to date
META.png

Claire Partain
1h

Sixth of Guadelupe, Austin's soon-to-be tallest tower, will lease all 33 of its commercial floors to Facebook parent company Meta. (Sixth and Guadalupe)

Tech powerhouse Meta, Facebook's parent company, has signed for all commercial space in what will soon be Austin's tallest tower.

The multibillion-dollar company will soon have a new home at Sixth of Guadalupe, a 66-story tower slated to be completed by 2023, according to a report by the Austin Business Journal. According to ABJ, the deal was inked Dec. 31 and is downtown Austin's largest lease ever, spanning across 33 floors and 589,000 square feet.

Meta, which was rebranded from its original social media site moniker Facebook in 2021, hopes to add 400 more employees to its thousands-strong Austin workforce. ABJ reported that the company had 2,000 employees in Austin in July 2021.

“We first came to Austin over 10 years ago with just seven employees, now over 2,000 of us are proud to call Austin home. We’re committed to Austin and look forward to growing here together,” Meta's Katherine Shappley, head of Austin's office, said in a statement.

The confirmation comes after a year of rumors that Meta would ink a deal at Sixth of Guadalupe. The company has also hinted that it would hold onto its 256,600 square-foot office in the Third + Shoal tower, as well as its floors at the 300 West Sixth tower and 320,000 square-foot office at the Domain 12 tower.

At 66 floors tall, Sixth and Guadalupe will surpass the "Jenga" tower and will also include 349 residential units when it is completed in 2023.

 
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Facebook patents reveal how it intends to cash in on metaverse
Meta hopes to use tiny human expressions to create virtual world of personalised ads
https://www.ft.com/content/76d40aac-034e-4e0b-95eb-c5d34146f647

Pupil movements, body poses and nose scrunching are among the flickers of human expression that Meta wants to harvest in building its metaverse, according to an analysis of dozens of patents recently granted to Facebook’s parent company.

Chief executive Mark Zuckerberg has pledged to spend $10bn a year over the next decade into the nebulous and much-hyped concept denoting an immersive virtual world filled with avatars. Rivals such as Apple and Microsoft are also pursuing similar aims that Big Tech executives describe as part of the next evolution of the internet.

The Financial Times has reviewed hundreds of applications to the US Patent and Trademark Office, many of which were granted this month. They reveal that Meta has patented multiple technologies that wield users’ biometric data in order to help power what the user sees and ensure their digital avatars are animated realistically.

But the patents also indicate how the Silicon Valley group intends to cash in on its virtual world, with hyper-targeted advertising and sponsored content that mirrors its existing $85bn-a-year ad-based business model.

This includes proposals for a “virtual store” where users can buy digital goods, or items that correspond with real-world goods that have been sponsored by brands.

“For us, the business model in the metaverse is commerce-led,” Nick Clegg, Meta’s head of global affairs told the FT during a recent interview. “Clearly ads play a part in that.”

The patents do not mean that Meta will definitely build the technology, but they offer the clearest indication yet of how the company aims to make its immersive world into a reality.


Meta patent filing showing a ‘wearable magnetic sensor system’. Sketch gives example of a soldier in sword and armour appearing in a virtual world © Meta patent
Some of the patents relate to eye and face tracking technology, typically collected in a headset via tiny cameras or sensors, which may be used to enhance a user’s virtual or augmented reality experience. For example, a person will be shown brighter graphics where their gaze falls, or ensuring their avatar mirrors what they are doing in real life.

One Meta patent, granted on January 4, lays out a system for tracking a user’s facial expressions through a headset that will then “adapt media content” based on those responses.

There is a “wearable magnetic sensor system” to be placed around a torso for “body pose tracking”. The patent includes sketches of a user wearing the device but appearing in virtual reality as a soldier complete with a sword and armour.

Nick Clegg's first interview in the metaverse
Another patent proposes an “avatar personalisation engine” that can create three dimensional avatars based on a user’s photos, using tools including a so-called skin replicator.

“Meta aims to be able to simulate you down to every skin pore, every strand of hair, every micromovement,” said Noelle Martin, a legal reformer who has spent more than a year researching Meta’s human-monitoring ambitions with the University of Western Australia.

“The objective is to create 3D replicas of people, places and things, so hyper-realistic and tactile that they’re indistinguishable from what’s real, and then to intermediate any range of services . . . in truth, they’re undertaking a global human-cloning programme.”


Meta patent application image showing an ‘avatar personalisation engine’ that can create 3-D avatars based on a user’s photos using tools such as a so-called skin replicator © Meta patent application
The project has allowed the company, which in recent times has been stung by other scandals over moderation and privacy, to attract engineers from rivals such as Microsoft amid a fierce battle for talent between the world’s biggest technology companies.

Since changing its name from Facebook to Meta in late October in a corporate rebranding, the company’s share price has risen about 5 per cent to $329.21.

Critics remain sceptical of the vision, suggesting the effort is a distraction from recent scrutiny after whistleblower Frances Haugen last year publicly accused the company of prioritising hate over profit.

“What are they going to do with more data and how are they going to make sure it is secure?” said Celia Hodent, former director of user experience at Epic Games who now works as an independent consultant.

Some patents appear focused on helping Meta with its ambitions to find new revenue sources amid concern over fading interest with younger users in its core social networking products such as Facebook.

Zuckerberg has indicated the company plans to keep the prices of its headsets low, but instead draw revenues in its metaverse from advertising, and by supporting sales of digital goods and services in its virtual world.

One patent explores how to present users with personalised advertising in augmented reality, based on age, gender, interest and “how the users interact with a social media platform”, including their likes and comments.

Another seeks to allow third parties to “sponsor the appearance of an object” in a virtual store that mirrors the layout of a retail store, through a bidding process similar to the company’s existing advertising auction process.

The patents indicate how Meta could offer ads in its immersive world that are even more personalised than what is possible within its existing web-based products.


Research shows that eye gaze direction and pupil activity may implicitly contain information about a user’s interests and emotional state, for example, if a user’s eyes linger over an image, this may indicate they like it.

“Clearly, you could do something similar [to existing ad targeting systems] in the metaverse — where you’re not selling eye-tracking data to advertisers, but in order to understand whether people engage with an advertisement or not, you need to be able to use data to know,” Clegg said.

Brittan Heller, a technology lawyer at Foley Hoag, said: “My nightmare scenario is that targeted advertising based on our involuntary biological reactions to stimuli is going to start showing up in the metaverse . . . most people don’t realise how valuable that could be. Right now there are no legal constraints on that.”

Meta said: “While we don’t comment on specific coverage of our patents or our reasons for filing them, it’s important to note that our patents don’t necessarily cover the technology used in our products and services.”
 
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