The GuestXR concept is ahead of current technology, aiming not just to prevent abuse in meetings but to enhance their effectiveness and help achieve goals, with reducing negative behavior as a natural outcome. We expect to have a fully operational system available before the project ends, used in various applications, including those from WP5 like persistent virtual meetings, climate change, disabilities, and conflict resolution.
Additionally, the Open Call, won by NTNU in Norway, explores 'demonstrations' in the metaverse, such as political ones. NTNU and partners, especially VBW, are working on this, with the first demonstration anticipated soon.
Recent advancements in Virtual Reality (VR), including affordable stereo head-tracked displays, have shifted VR from a niche tool to a widely accessible consumer product. This has transitioned VR from university labs and industry into the mass market, with global companies now offering high-quality, cost-effective VR experiences. Despite tight ethical controls in the past, the expansion of VR and the concept of the metaverse introduces new challenges, including potential risks as it evolves into a vast, immersive platform for work and leisure.
In response, the scientific leader of GuestXR agreed to lead the European Metaverse Research Network (EMRN), which held its first conference in April 2024 in Barcelona. GuestXR partners played a key role, and future conferences are planned for 2025. This involvement aims to integrate GuestXR's insights into the broader metaverse research community.
GuestXR's long-term impact could be significant. If successful, it may offer a non-coercive way to enhance online multi-person interactions, improving the likelihood of achieving meeting objectives. Although rules and regulations can guide behavior, GuestXR will help users learn through experience what leads to successful outcomes. Reinforcement Learning, based on trial and error, adapts actions based on consequences to optimize results. This system depends on democratic norms, as participants implicitly agree to a meeting’s purpose. If GuestXR fails to act appropriately, feedback will guide it to improve.
With the integration of large language models (LLMs), the potential interventions of The Guest will be more sophisticated and impactful than previously anticipated, presenting new technical, deployment, and ethical challenges. We anticipate an exciting year ahead for GuestXR, as it continues to push the boundaries of immersive technology and AI.
In conclusion, GuestXR has established a scientific and technological foundation for AI-supported social moderation in immersive environments. Its results support future developments in corporate training, education, rehabilitation, inclusive interaction, and socially sensitive immersive applications. The project demonstrates that immersive XR systems can be designed not only to connect people, but to actively support constructive, goal-oriented and socially responsible interaction.