Global standards among real and virtual worlds



01.01.2008 - 31.12.2010

The Metaverse is a virtual (3D) world where people can work, interact, play, travel, learn and augment the real life. Meaningful examples (in terms of numbers of users / contributors as well as in economical terms) of virtual worlds are World of Warcraft, Second Life, IMVU and the like. The broad acceptance of virtual words (serious games) and the relation to the real world (for instance the exchange rate between Linden dollars with US dollars in Second life) brings emerging opportunities and challenges.

This disruptive technology, according to Mitch Kapor, could result in a new industry branch that can be as big as the Internet today (100 Billion$ industry).

Massively multi-user online games (MMOG), according to Gartner, provide immersive, compelling and entertaining collaboration environments, which are superior to anything corporations have ever deployed. By 2010 collaboration environments based on virtual worlds will be widely available as a hosted service.

In this context the project will also pay attention to the associated business models to be developed as a very important aspect. It can be stated that a Metaverse can't exist without appropriate associated business models.

At the same time, issues of money Laundry, child pornography, international terror and other social ills also call for attention. The Right standards can both protect and enable and the project will take these legal and ethic issues also into account.

The Metaverse1 project will provide a global framework of standards between virtual worlds (Second Life, World of Warcraft, IMVU, Google Earth, ...) and the real world (sensors, actuators, vision and rendering, social and welfare systems, banking, insurance, travel, real estate and many others). The resulting interoperability will enable an initial and sustainable industry. Where needed, as derived form the use case scenarios and the results of the SOTA, Metaverse1 technologies will be developed to close essential gaps in the overall framework.

It is foreseen that the Metaverse will be the start of the next revolution of the internet and related technologies and will become a major source of information, services, education and entertainment in the 'digital society', in this context it is of utmost importance to take care that minorities in the society with limited social, economic, physical and / or technical abilities will not be excluded from this technology revolution as it will replace a substantial number of existing infrastructures and services.

For more information, see the project Website at:


Parque Científico y Tecnológico de Gipuzkoa,
Paseo Mikeletegi 57,
20009 Donostia / San Sebastián (Spain)

+(34) 943 309 230

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