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

image Midjourney; Inspiring 2D Illustration, exploring the endless potential of virtual time-space and the technology required to make it a reality —ar 16:9 —v 5

Summary by ChatGPT

This article delves into the exploration of virtual time-space and its possibilities. Currently, we are sharing “virtual space” and “virtual time” with others through computers. This is not only transforming the world of gaming but also altering the way we work and communicate. These contribute to the formation of “metaverses” and “cyberspaces.”

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 expand infinitely. By exploring virtual time-space beyond the limits of imagination, such as spaces like four-dimensional or non-Euclidean spaces and times like branching or stretching times, we can evoke new experiences and discoveries.

To realize these explorations, suitable systems and interfaces are essential. These are meant for humans to perceive and interact with virtual time-space. Data formats for 4D meshes, mechanisms for rendering them, and data structures enabling collaborative editing on a virtual timeline all support the creation of new virtual time-spaces.

Lastly, being able to choose the appropriate time-space for each scenario will significantly enhance the quality of communication and activities. Exploring new time-spaces holds the potential to enable new experiences in every aspect of our lives, from playing music and games to large group meetings and lectures.

Overview

  1. Through computers, it is possible to share “virtual time-space” with others.
    • Sharing “space”: Platforms like VRChat, Fortnite, as well as workspaces like Slack and servers like Discord, allow individuals to share “virtual space” with others who are physically apart.
    • Sharing “time”: Experiences like flowing comments on Nico Nico Douga, pseudo-synchronous VR experiences like We were here - Pseudo-synchronous VR Experience, and projects like donottouch.org involve sharing the same “virtual time” with others from the past or future.
    • Discussion on “metaverses” and “cyberspaces.”
  2. Without being confined by traditional physical time-space concepts, various “virtual time-spaces” can be envisioned.
    • Despite the freedom of the information world and artificial reality, being trapped in traditional physical or Western modern time-space concepts is limiting.
      • Breaking free from the concepts of physical/Western/modern time-space and exploring things that can only be done in the information world.
    • Examples of spaces: four-dimensional spaces, non-Euclidean spaces, spaces with wormholes, gravity-free spaces, 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 binary of “face-to-face” and “online,” “synchronous” and “asynchronous” overlooks the diverse ways time-space can exist in between.
    • Ultimately, there is no clear distinction between the time and space axes, with dimensions having features of Time-likeness and Spatiality.
      • Different characteristics that define the virtual time-space axis (instantaneity, objectivity, causality, being Euclidean space, linearity, resolution, etc.) lead to the emergence of “time-like” and “space-like” qualities.
  3. With the implementation of appropriate systems and interfaces, diverse “virtual time-spaces” can be shared with others.
    • To realize virtual time-space in the computer world, systems and interfaces are needed for humans to perceive and interact with it as time-space.
    • Example: Data formats for 4D (x, y, z, t) meshes and mechanisms for rendering them (4D Rendering).- For example, data structures like CRDT that enable collaborative editing at different positions on a virtual timeline.
  • For example, an interface for navigating branching virtual timelines.
  • For example, Elastic Synchronization (a physical law similar to gravity that attracts people on a virtual timeline).
  • I wonder how far we can present a “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 and communications.
    • For example, for large lectures or meetings, branching time might be more suitable.
    • For playing music, circular time might be more suitable.
    • There might be new games/sports that can be played precisely because of “two-dimensional time” or “relativistic time”.
  • Instead of simply copying the traditional physical time and space, considering more diverse ways of spacetime existence without physical constraints increases the choices available.
  • By doing so, it may be possible to create virtual spacetimes, cyberspaces, metaverses, etc., that cater to a wider range of needs and purposes.

Main Text

  1. Through computers, it is possible to share “virtual spacetimes” with others.
    • Sharing “virtual space”:
      • People in distant locations can share “virtual space”.
      • Referred to as Metaverse, Cyberspace, Digital Space, or Online Space.
      • The most straightforward example is the sharing of 3D spaces in platforms like VRChat, Cluster, and Fortnite.
      • Services like https://gather.town/ and spatial.chat allow sharing of 2D spaces.
        • Depending on the use case, these may be more user-friendly than 3D spaces.
        • image (source)
      • Furthermore, platforms like Discord and Slack also facilitate sharing of spaces like servers/workspaces.
        • Users can gather for voice chats or engage in conversations in one-dimensional chat spaces.
        • There is a certain “spatial feel” to the experience here (details explained later).
    • Sharing “virtual time”:
  • Related:

    • The meaning of using the word “virtual”:
      • There are various labels like Cyberspace and Metaverse, but here we want to use the word “virtual.”
      • According to the Meaning of Virtual, it is important that even though the appearance or form may not be the original, it is essential or effective like reality and the original.
    • What is “space” in the first place:
      • Humans have a concept of space.
        • It is believed that we interpret sense data based on the concept of space we possess, which allows us to perceive “space.”
          • Therefore, if we can find spacetime in artificial sense data, we can say that spacetime can be found in it.
          • (There may be more specific explanations in the field of cognitive science.)
      • Or, when imagining parts that cannot be perceived, we also use the concept of space we possess.
      • Phenomenological Interpretation of Virtual Space-Time
    • What is “time” in the first place:
      • When imagining the past or future, we use the concept of “time” we possess to construct images of the past or future.
        • Elements of the “time” concept:
          • Ways of dividing time (such as SI units like minutes and seconds, heartbeats, timing when someone passes by the front of the house every day, etc.)
          • Time structure (linear, looping, etc.)
        • People sometimes base their perception of the future and past on mechanical time like clocks (Chronos Time), while at other times they may use more abstract/subjective time like Kairos Time.
        • People may perceive time linearly or in other ways.
          • Concepts like eternal return or cyclical time.
          • There are stories like in Hindi where they do not distinguish between “yesterday” and “tomorrow” (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 feeling of “someone else being in the same position on the spacetime axis or in a different position.”
      • Since humans mostly share the same model of spacetime, if person A believes “I have recognized the same spacetime as person B,” then person A can think they are in the same spacetime as person B.
      • However, the feeling of “sharing time and space with someone” is one-way.
        • Even if person A believes they are “sharing the same spacetime with person B,” it is not necessarily mutual.
      • Details: Sense of Time Sharing
    • Space Groupware Matrix:
      • image

      • In the context of CSCW, such things are classically present.
      • However, this diagram does not distinguish between the state of “sharing virtual time/space” and “not sharing time/space at all” (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).
      • The argument is that as an alternative to the objective world, a concept like Polymorphic Reality could be considered as a way of “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 old ways of physical spacetime, various “virtual spacetimes” can be considered.

    • It seems wasteful and uninteresting to be bound by the old ways of physical spacetime when the information world is so free.
      • I Want to Explore Things that Can Only Be Done in the Information World
      • I always think that aiming only to replicate real experiences in a virtual environment is not enough.
        • It’s no use aiming only for the reproduction of physical reality in VR
        • For example, rather than replicating traditional sports like tennis or soccer in “VR/AR sports,” it would be more interesting to come up with new games (e.g., Hado).
        • Similarly, when creating a “VR spacetime,” it would be more intriguing to think of new ways rather than replicating physical time and space.- Not confined by physical, Western, or modern concepts of spacetime, [I Want to Explore Things that Can Only Be Done in the Information World] and [On the Concept of ‘Modern Time’].
    • Recently realized unconsciously, this serves as the basis of my interests and had a conversation with someone else about it (blu3mo).
  • What kind of “virtual spacetime” can be imagined?

    • Examples of space: four-dimensional space, non-Euclidean space, space with wormholes, space without gravity, overlapping space.
    • Examples of time: branching time, stretching time, two-dimensional time, time with universal gravitation, oscillating time, fractal time, cyclical time, subjective time independent of clocks.
    • This could lead to more ideas depending on imagination.
      • Want to explore and discuss with various 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 dishes that hold information, with only the characteristics of [Time-likeness] and [Spatiality] on those dishes.
      • [Time-likeness] and [Spatiality] are derived from the [Physical time] and [physical space] that we are accustomed to.
      • What is [Time-likeness]?
        • Example: Instantaneity
          • Time: Only one specific moment (e.g., t=1) can be observed at a time.
          • Space: Information from multiple points (e.g., from x=0 to x=100) can be observed simultaneously.
        • Example: Causality
          • Time: An event at t=t1 influences an event at t=t2 when t1 < t2, but not the other way around.
          • Space: An event at x=1 can influence an event at x=2, and vice versa.
      • It is not necessary for “virtual time” to fully embody [Time-likeness] (blu3mo)(blu3mo).
      • Learning from the [Theory of time] could deepen the understanding of [Time-likeness] and [Spatiality].
    • Various characteristics (instantaneity, objectivity, causality, Euclidean nature, linearity, resolution, etc.) characterize the spacetime axis, resulting in the emergence of “time-like” and “space-like” qualities.
  • Related:

    • [Removing the constraints of physical time].
  1. With the appropriate systems and interfaces in place, diverse “virtual spacetimes” can be shared with others.
  • What technologies are needed to implement new “virtual spacetimes”?

  • Considering the model of [People, Interfaces, and the World].

    • image (source)
    • Required elements:
      • A [system] to realize virtual spacetime in the world of computers.
      • An [interface] that allows humans to perceive and interact with it as spacetime.
    • 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 virtual time axis, it will affect the future on the time axis.
          • Mechanisms that can handle data without conflicts when this happens are necessary.
        • Commutative data types seem essential for avoiding conflicts and enabling collaboration beyond virtual time.- Example: Elastic Synchronization (a physical law similar to gravity that attracts people in a virtual timeline)
    • It seems like a “universal time-directional gravity” rather than in space

    • Manipulating arbitrary connections with elastic synchronization
  • Example: Physics simulator in 4-dimensional space

    • Physics in a virtual world expanded beyond space
  • Interface:

    • Example: Mechanism for rendering 4-dimensional (x, y, z, t) meshes and SDF data format ([4D Rendering])
      • Conventional 3D rendering systems naturally convert 3D models into 2D
      • This made it challenging to create a VR special relativity simulator ([Lorentz - Special Relativity in VR])
        • Hence, currently trying to create a mechanism for 4D Rendering (by blu3mo)
    • Example: Interface for navigating branching virtual timelines
    • Examples: 4D UI, Interfaces transcending time
    • Interface handling spacetime fusion
    • Curious about how far a “virtual spacetime” can be presented within the limits of human spacetime cognition
      • Probably impossible to present a 100-dimensional spacetime, but branching timelines or 4 dimensions seem achievable with effort
        • If a 2D display can present a 3D world, then why not present a 4D world on a 3D display (by blu3mo) (this is sophistry)
      • For example, Interface that Coexists Real-Time and Slow Motion is very interesting and enjoyable (by blu3mo)
  • 4: Implementing a variety of “virtual spacetimes” allows selecting spacetimes suitable for various purposes/communications

    • Example: For large events, a “warp-capable space” might be more suitable
      • Already implemented with warp portals and UI in VR
      • image (source)
    • Example: For lectures or meetings with large audiences, a “branching timeline” might be more suitable
    • Example: For student interactions in class, a “time that can move back and forth” might be more suitable
      • Being able to rewind a bit when missing information makes classes easier to follow
      • Achieving a balance between time back-and-forth and synchronous communication could combine the benefits of real-time and on-demand classes
        • —> kineto (Created in Untrodden 2020)
        • image
        • Elastic synchronization: a system that synchronizes users watching asynchronously through automatic playback speed adjustments

    • Example: When managing personal progress, a “subjective time perception” might be more suitable rather than mechanical or Western modern clock time.- It would be nice to have a system that allows one to be freed from the constraints of time in their actions while still being able to synchronize with others.
  • Alternatively, leveraging the constraint of clocks, something like the Method for Improving Processing Speed of Simple Tasks by Controlling Clock Display Time Speed could be considered.

  • Creating “strange spacetime” is not the end goal itself (blu3mo).

    • For instance, even if an experience with 100 dimensions of time could be created (which would be extremely interesting), the mere creation of it does not bring happiness.
    • In fact, it often leads to confusion by becoming overly complex.
  • The goal is to present information in the optimal framework of spacetime that suits the situation and preferences (blu3mo).

    • By thinking about various models without constraints, such as the “optimal spacetime model for lectures in school” or the “optimal spacetime model for music,” it is believed that different models can be useful depending on the needs.
  • Summary

    • Rather than simply copying the traditional physical time and space, considering a variety of spacetime configurations ignoring physical constraints can increase the available choices.
    • By doing so, it might be possible to create a virtual spacetime = cyberspace = metaverse that caters to a wider range of needs and purposes.
  • Things that might be overlooked

    • Frame rate of time / Resolution of space