Task Memo: Articulation of Thoughts 2023 - Talking about Virtual Time

image Midjourney; Inspiring 2D Illustration, endless potential of virtual time-space and the technology needed to bring it to life —ar 16:9 —v 5

Summary by ChatGPT:

This article explores the concept of virtual time-space and its potential. Currently, we are sharing “virtual space” and “virtual time” with others through computers. This not only applies to the world of gaming but also influences how we work and communicate, contributing to the formation of “metaverses” and “cyberspace.”

However, our perception of time and space has been shaped by physical constraints. By breaking free from these constraints, the possibilities of the information world and artificial reality become infinite. By delving into virtual time-space beyond the limits of imagination—such as exploring spaces like four-dimensional or non-Euclidean spaces, and times like branching or stretching time—we can uncover new experiences and discoveries.

To realize these explorations, appropriate systems and interfaces are crucial. These are tools that enable humans to perceive and interact with virtual time-space. Data structures that support the creation of new virtual time-space, such as 4D mesh data formats, mechanisms for rendering them, and structures enabling collaborative editing on a virtual time axis, play a key role.

Ultimately, being able to choose suitable time-space for each scenario will significantly enhance the quality of communication and activities. Exploring new time-space possibilities holds the potential to offer novel experiences in various aspects of our lives, from playing music and games to participating in large meetings or lectures.

Overview:

  1. Through computers, it is possible to share “virtual time-space” with others.
    • Sharing “space”: Platforms like VRChat, Fortnite, Slack workspaces, and Discord servers enable sharing of “virtual space” with distant individuals.
    • Sharing “time”: Experiences like flowing comments on Nico Nico Douga, pseudo-synchronous VR experiences like “We were here,” and platforms like donottouch.org allow sharing the same “virtual time” with others from the past or future.
    • Discussion on “metaverses” and “cyberspace.”
  2. By not being confined to traditional physical time-space concepts, various “virtual time-space” scenarios can be envisioned.
    • Despite the freedom of the information world and artificial reality, being bound by traditional physical/Western/modern time-space concepts is limiting.
    • Examples of spaces: four-dimensional spaces, non-Euclidean spaces, spaces with wormholes, gravity-free spaces, and overlapping spaces.
    • Examples of time: branching time, stretching time, two-dimensional time, time with universal gravity, oscillating time, fractal time, cyclical time, subjective time independent of clocks.
    • The dichotomy of “face-to-face” and “online,” “synchronous” and “asynchronous” overlooks the diverse possibilities of time-space in between.
    • At a deeper level, there is no clear distinction between the time axis and space axis; they just have features of “time-likeness” and “spatiality” in different dimensions.
  3. With the implementation of appropriate systems and interfaces, diverse “virtual time-space” can be shared with others.
    • Realizing virtual time-space in the computer world requires systems and interfaces that enable humans to perceive and interact with it as time-space.
    • Examples include 4D (x, y, z, t) mesh data formats and mechanisms for rendering them (4D Rendering).- Example: Data structures like CRDT that allow collaborative editing at different positions on a virtual timeline.
  • Example: An interface for navigating branching virtual timelines.
  • Example: Elastic Synchronization (a physical law that attracts people on a virtual timeline).
  • I wonder how far we can present “virtual spacetime” within the limits of human cognition of spacetime.
  • If we can implement diverse “virtual spacetimes,” we can choose spacetimes suitable for various purposes/communications.
    • Example: For large lectures or meetings, branching timelines might be more suitable.
    • Example: For playing music, a circular timeline might be more suitable.
    • There might be new games/sports that can be played due to “two-dimensional time” or “relativistic time.”
  • Rather than simply copying traditional physical time and space, considering more diverse ways of spacetime without physical constraints increases our choices.
  • By doing so, can we create more diverse virtual spacetimes, cyberspaces, metaverses, etc. that cater to a wide range of needs and purposes?

Main Text

  1. Through computers, it is possible to share “virtual spacetimes” with others.
    • Sharing “virtual space”:
      • People can share “virtual space” with others who are far away.
      • Referred to as Metaverse, Cyberspace, Digital space, Online space, etc.
      • The most straightforward example is sharing 3D space in applications like VRChat, Cluster, or Fortnite.
      • Services like https://gather.town/ or spatial.chat allow sharing 2D spaces.
        • Depending on the use case, 2D spaces can be more user-friendly and effective than 3D.
        • image (source)
      • Furthermore, platforms like Discord or Slack also involve sharing spaces like servers/workspaces.
        • Users can gather for voice chats or converse in one-dimensional chat spaces.
        • There is a certain “sense of space” in these experiences (details mentioned later).
    • Sharing “virtual time”:
  • Related:

    • The meaning of using the word “virtual”:
      • While there are various labels like Cyberspace and Metaverse, here the term “virtual” is preferred.
      • The importance lies in the concept that although the appearance and form may not be original, the essence or effect is real and original. Meaning of Virtual
    • What is “space” in the first place:
      • Humans possess a concept of space.
        • Interpreting sensory data based on the concept of space allows us to perceive “space.”
          • Therefore, if artificial sensory data is used, it is possible to perceive spacetime.
          • (There may be more detailed explanations in the field of cognitive science.)
        • Also, when imagining the parts that are not perceivable, we use the concept of space that we possess.
        • Phenomenological Interpretation of Virtual Space-Time
    • What is “time” in the first place:
      • When imagining the past or future, we utilize the concept of “time” that we possess to construct images of the past and future.
        • Elements of the “time” concept:
          • Ways of dividing time (such as SI units like minutes and seconds, heartbeats, the timing of someone passing in front of the house every day, etc.)
          • Time structures (linear, looping, etc.)
        • Some base their perception of the future and past on the mechanical time of clocks (Chronos Time), while others use more abstract/subjective time (Kairos Time).
        • Some perceive time linearly, while others have different perceptions.
          • Concepts like Eternal Return and Circular Time.
          • There are stories like in Hindi where “yesterday” and “tomorrow” are not distinguished (not sure about this).
      • On the Concept of ‘Modern Time’
    • What does it mean to “share time and space with someone” (Sense of Time Sharing):
      • i.e. The sense of having someone at the same position or at a different position on the spacetime axis.
      • Since humans generally share the same model of spacetime, if person A believes they recognize the same spacetime as person B, then person A would feel they are in the same spacetime as person B.
      • However, the sense of “sharing time and space with someone” is one-way.
        • Even if person A believes they share the same spacetime with person B, it may not be mutual.
      • Details: Sense of Time Sharing
    • Space Groupware Matrix:
      • image

      • In the context of CSCW, such models are classic.
      • However, this diagram does not distinguish between the state of sharing virtual time/space and not sharing time/space (blu3mo).
    • Polymorphic Reality - Towards a Smoothly Connected Subjective Metaverse, SGG Year-End LT Meeting 2022 Slides:
      • This is another discussion based on the concept of virtual spacetime (blu3mo).
      • It proposes the idea of “Polymorphic Reality” as a way to replace the objective world with a “shared world.”
    • Mobile Media and Sensory Transformation of Space and Time
    • Collaboration in Information Sharing Space
  • 2: If we do not confine ourselves to the traditional concept of physical spacetime, various “virtual spacetimes” can be envisioned.

  • Recently, I realized that this serves as the foundation of my interests and found myself discussing it with others (blu3mo).

  • What kind of “virtual time and space” can be imagined?

    • Examples of space: four-dimensional space, non-Euclidean space, spaces with wormholes, space without gravity, overlapping spaces.
    • Examples of time: branching time, time dilation, two-dimensional time, time with universal gravity, oscillating time, fractal time, cyclical time, subjective time independent of clocks.
    • This could lead to various ideas depending on one’s imagination.
      • I would like to explore this further with different people (blu3mo).
    • Ultimately, in The Ambiguity of the Difference between Virtual Time and Space, there is no clear boundary between time and space.
      • Both the time axis and space axis are like plates that hold information, with only the characteristics of Time-likeness and Spatiality on those plates.
      • Various characteristics characterize the time-space axis (momentariness, objectivity, causality, Euclidean space, linearity, resolution, etc.), resulting in the perception of “time-likeness” and “space-likeness.”
    • Related: Removing the constraints of physical time
  1. With the right system and interface in place, diverse “virtual time and space” can be shared with others.
    • What technologies are needed to implement new “virtual time and space”?
    • Consider the model of the Diagram of VR system.
      • image (source)
      • Required elements:
        • A system to create virtual time and space in the world of computers.
        • An interface that allows humans to perceive and interact with it as time and space.
    • System:
      • For example, data structures like CRDT that enable collaborative editing at different positions on a virtual time axis.
        • For instance, if someone edits the world in the past on the time axis, it will affect the future on the time axis.
          • Mechanisms that handle data without conflicts when such situations arise are necessary.
        • Commutative data types seem necessary to avoid conflicts and enable collaboration across virtual time.
      • For example, Elastic Synchronization (physically pulling people on the virtual time axis closer, akin to a gravitational force).- In the realm of space, it seems more appropriate to refer to “universal gravity” in the direction of time rather than space.
    • Related: Manipulating arbitrary connections with elastic synchronization
  • For instance, consider the physics in a virtual world where space is expanded beyond its usual dimensions.

  • Interfaces:

    • For example, mechanisms like 4D rendering, involving meshes in 4 dimensions (x, y, z, t) and data formats like SDF for rendering.
      • Traditional 3D rendering systems typically receive 3D models and convert them into 2D.
      • This limitation posed challenges in creating VR simulations based on special relativity like Lorentz - Special Relativity in VR.
        • Hence, there is an ongoing exploration by blu3mo to develop mechanisms for 4D rendering.
    • Another example is interfaces for navigating branching virtual timelines.
    • Other examples include concepts like 4D UI, interfaces transcending time, and interfaces handling a fusion of time and space.
    • There is curiosity about how far virtual spacetime can be presented within the limits of human cognition.
      • While presenting a 100-dimensional spacetime might be impractical, efforts towards representing 4 dimensions or branching timelines seem feasible.
        • Just as 3D worlds can be displayed on 2D screens, the idea of presenting 4D worlds on 3D displays seems plausible, although it may sound like a fallacy according to blu3mo.
      • For example, blu3mo finds interfaces like Interface that Coexists Real-Time and Slow Motion intriguing and enjoyable.
  • Implementing diverse “virtual spacetimes” allows for selecting spacetimes suitable for various purposes and communications.

    • For example, for large events, a “warp-capable space” might be more suitable.

      • Warp portals and similar UI features are already common in VR environments.
      • image (source)
    • In scenarios like lectures or meetings with many participants, a spacetime with branching timelines might be more appropriate.

    • In educational settings where students interact, a spacetime allowing movement back and forth in time might be more suitable.

      • This setup enables students to easily backtrack if they miss any part of the discussion.
      • Systems aiming to balance real-time and on-demand interactions, like kineto (developed during Untrodden 2020), offer a blend of synchronous communication and time-shifting capabilities.
        • image
        • Elastic synchronization: A system that synchronizes users watching asynchronously by automatically adjusting playback speeds.

    • When managing personal progress, subjective time perception might be more suitable than mechanical, Western modern clock time.

    • For instance, when playing music, it might be more suitable to consider the concept of “circular time-space.”

      • This concept expands on the idea of Loop Station into a spatial and temporal dimension.
    • For example, there may be novels or music that can be created only because of the concept of “two-dimensional time.”

    • It is possible that new games or sports that can be played due to “relativistic time” or “higher-dimensional space” could emerge.

    • The goal is not solely to create strange spacetime constructs.

      • For example, even if an experience with a 100-dimensional time could be created (which would be incredibly fun), the mere creation of it is not the end goal.
      • In fact, it often leads to confusion and complexity.
    • The objective is to present information in an optimal spacetime framework tailored to the situation and preferences.

      • By thinking beyond constraints, various models could be useful depending on the needs, such as the “ideal spacetime model for lectures in schools” or “ideal spacetime model for music.”
  • Summary

    • Rather than simply replicating traditional physical time and space, considering a broader range of spacetime configurations without physical constraints can provide more options to choose from.
    • This approach could lead to the creation of virtual spacetimes, cyberspaces, or metaverses that cater to a wider range of needs and purposes.
  • Things that might be overlooked

    • Frame rate of time / Resolution of space