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	<title>Metaverse Standards Forum</title>
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	<title>Metaverse Standards Forum</title>
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		<title>Metaverse Standards Forum and RP1 Create the Open Metaverse Browser Initiative – Join Us in Building the Next Open Ecosystem</title>
		<link>https://metaverse-standards.org/news/blog/introducing-open-metaverse-browser-initiative/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Wed, 11 Mar 2026 18:18:07 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=16574</guid>

					<description><![CDATA[<p>The post <a href="https://metaverse-standards.org/news/blog/introducing-open-metaverse-browser-initiative/">Metaverse Standards Forum and RP1 Create the Open Metaverse Browser Initiative – Join Us in Building the Next Open Ecosystem</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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				<span class="et_pb_image_wrap "><img fetchpriority="high" decoding="async" width="1400" height="600" src="https://metaverse-standards.org/wp-content/uploads/OMB-and-MSF.jpg" alt="Introducing the Open Metaverse Browser Initiative" title="OMB and MSF" srcset="https://metaverse-standards.org/wp-content/uploads/OMB-and-MSF.jpg 1400w, https://metaverse-standards.org/wp-content/uploads/OMB-and-MSF-1280x549.jpg 1280w, https://metaverse-standards.org/wp-content/uploads/OMB-and-MSF-980x420.jpg 980w, https://metaverse-standards.org/wp-content/uploads/OMB-and-MSF-480x206.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) and (max-width: 1280px) 1280px, (min-width: 1281px) 1400px, 100vw" class="wp-image-16575" /></span>
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				<div class="et_pb_text_inner"><p>As AI-enabled AR glasses and VR headsets go mainstream, there is an urgent need to evolve today&#8217;s web infrastructure to deliver spatial services to these next-generation devices. The race is on to establish the open standards required to make this transition possible at scale. Just as the early web depended on foundational standards to succeed, the spatial internet faces the same challenge. The opportunity lies in building on existing web standards while developing essential new protocols and APIs.</p>
<p>The Metaverse Standards Forum and RP1 are addressing this challenge by launching the <strong>Open Metaverse Browser Initiative</strong>, an open-source effort to build the foundation for how the world will access spatial services.</p>
<h3>The Evolution of the Web</h3>
<p>Just as the web browser unlocked the World Wide Web by providing universal access to information on 2D devices, the metaverse browser will unlock proximity-based services across AR and virtual environments without installing separate apps for each service.</p>
<p>The metaverse is the evolution of the World Wide Web, bringing spatial computing to the same open, standards-based foundation that made the web successful.</p>
<h3>What This Looks Like</h3>
<p>Walk into an airport wearing smart glasses. Instantly, you’ll see a route to your gate overlaid on the floor in front of you. Your flight status floats above your departure gate. Security wait times appear as you approach checkpoints. When you arrive at your gate, the airline&#8217;s check-in interface appears automatically. You select your seat from a 3D visualization of the plane. Meanwhile, a colleague in another city joins you virtually, their avatar standing beside you for a quick meeting before your flight.</p>
<p>None of this will require installing apps. Each service will activate automatically based on your location. The airport provides navigation, the airline provides check-in, your company provides communication tools. All working together seamlessly in your view, then disappearing as you move to new locations.</p>
<p>This is how the metaverse works: multiple services from different providers appearing automatically based on where you are and what you need.</p>
<h3>The AOL Moment</h3>
<p>The XR industry today resembles the early 1990s internet, fragmented into incompatible proprietary platforms. We&#8217;re in another &#8220;AOL moment.&#8221; Just as walled gardens gave way to the open web, today&#8217;s proprietary XR platforms will evolve into an open metaverse built on universal standards.</p>
<p>A standards-based metaverse browser connects any device to any spatial service, giving organizations the ability to own and operate their spatial presence just like hosting a website today. Open standards create full data ownership, revenue control, and freedom to build without dependence on any platform or gatekeeper.</p>
<h3>How do we get the standards we need before fragmentation becomes locked in?</h3>
<p>RP1 has developed an operational prototype metaverse browser that connects to immersive 3D content and third-party services across any device, on demand, in real time. RP1 is contributing this prototype to seed an open-source project under the stewardship of the Metaverse Standards Forum, a collaborative non-profit bringing together more than 2,500 member companies and leading standards organizations.</p>
<p>The initiative will be hosted on GitHub under a permissive open-source license, enabling broad industry contributions and providing a functional testbed for exercising and validating interoperability standards.</p>
<p>&#8220;Open standards are a powerful foundation for transformative platforms, and RP1 has given us an extraordinary head start to create not just a browser implementation, but a testbed for interoperability collaboration,&#8221; said Neil Trevett, president of the Metaverse Standards Forum. &#8220;We invite the standards community to join the initiative and leverage this mutual opportunity to drive the evolution and widespread adoption of their standards.&#8221;</p>
<p>&#8220;The metaverse and XR industry is fragmented and proprietary. A standards-based metaverse browser is the way forward and the Metaverse Standards Forum was custom built to foster this kind of industry-wide cooperation,&#8221; said Sean Mann, co-founder and CEO of RP1. &#8220;Industry and academic interest in this project has been overwhelming, and we welcome all interested parties to get involved.&#8221;</p>
<h3>Join Us</h3>
<p>This is a call to the entire standards community: <strong>standards development organizations</strong> with expertise in web, networking, 3D, spatial, and XR technologies; <strong>implementers</strong> ready to build, test, and validate emerging specifications; <strong>enterprises</strong> planning spatial infrastructure who want a seat at the table; and <strong>developers and researchers</strong> passionate about spatial technologies.</p>
<p>Early participants will shape the project&#8217;s direction, structure, and deliverables. The initiative will use proven, transparent open-source governance welcoming contributions from all. Organizations are encouraged to join the Metaverse Standards Forum for a voice in the project and broader Working Group activities.</p></div>
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				<div class="et_pb_text_inner"><h3>Project launch on GitHub: Q2 2026</h3></div>
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				<div class="et_pb_text_inner"><p>Learn more: <a href="https://omb.wiki">omb.wiki</a><br />Learn more about RP1: <a href="https://rp1.com/about">https://rp1.com/about</a></p></div>
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				<div class="et_pb_text_inner"><p><a href="mailto:operations@metaverse-standards.org">Contact the Metaverse Standards Forum</a> to get involved<br />Learn more about <a href="https://metaverse-standards.org/members/">Metaverse Standards Forum membership</a></p></div>
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<p>The post <a href="https://metaverse-standards.org/news/blog/introducing-open-metaverse-browser-initiative/">Metaverse Standards Forum and RP1 Create the Open Metaverse Browser Initiative – Join Us in Building the Next Open Ecosystem</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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		<title>3D Assets</title>
		<link>https://metaverse-standards.org/domain-groups/3d-assets/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Wed, 11 Feb 2026 23:44:26 +0000</pubDate>
				<category><![CDATA[Domain Group]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=16417</guid>

					<description><![CDATA[<p>Working for alignment and cooperation between USD and glTF file formats to increase synergy and reduce duplication of effort, gaps, fragmentation, and industry confusion. The Working Group is first collecting metaverse use cases for real-time 3D asset interoperability, such as authoring, delivery, and hybrid/integrated experiences, including end-user-created 3D content, individual assets, and scene containers of assets. The group is also exploring requirements for expanding the scope of 3D asset definitions from geometry and materials to behaviors, sound, physics, and composition, etc. From there, the group will review the current capabilities of USD and glTF to meet these use cases and make recommendations for cooperation. The group also plans interoperability testing to analyze and exercise this work.</p>
<p>The post <a href="https://metaverse-standards.org/domain-groups/3d-assets/">3D Assets</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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				<span class="et_pb_image_wrap "><img loading="lazy" decoding="async" width="1400" height="566" src="https://metaverse-standards.org/wp-content/uploads/3d-assets-banner.webp" alt="" title="3d-assets-banner" srcset="https://metaverse-standards.org/wp-content/uploads/3d-assets-banner.webp 1400w, https://metaverse-standards.org/wp-content/uploads/3d-assets-banner-1280x517.webp 1280w, https://metaverse-standards.org/wp-content/uploads/3d-assets-banner-980x396.webp 980w, https://metaverse-standards.org/wp-content/uploads/3d-assets-banner-480x194.webp 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) and (max-width: 1280px) 1280px, (min-width: 1281px) 1400px, 100vw" class="wp-image-16468" /></span>
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				<div class="et_pb_text_inner"><p>The metaverse can be understood as a persistent, interconnected digital ecosystem where people interact with content and each other through three dimensional experiences. Unlike traditional digital media, which is dominated by flat screens, 2D interfaces, and pixel based imagery, the metaverse envisions environments that behave more like the physical world, where interaction is not confined into 2D windows, menus, and pages.</p>
<p>3D Assets Working Group focuses on facilitating the industry-wide transition from today’s predominantly 2D digital content to a future where 3D becomes the default medium for users. This migration introduces a set of challenges involving diverse rendering engines and formats, heterogeneous devices and hardware, spatial interaction models, and new considerations for performance, visual fidelity and interoperability.</p>
<p>The working group’s mission is to identify the challenges affecting the transition and reduce friction by facilitation communication between different standards developing organizations and aligning requirements for an interoperable Metaverse. By collaborating across the ecosystem, the group aims to lower barriers to adoption, streamline workflows, and support the broad vision that 3D will become the foundation of next generation digital media.</p>
<p>3D Assets Working Group focuses to tackle the interoperability challenges on the following fronts:</p>
<ul>
<li>Bridging communities and technologies—including USD, glTF, volumetric media standards, and avatar ecosystems—to enable smooth exchange of assets and content across different tools, applications, platforms, and industries.</li>
<li>Identifying common use cases and requirements across sectors such as gaming, entertainment, education, social media, health, manufacturing, fashion, and more, ensuring that future standards address real-world needs.</li>
<li>Harmonizing fragmented efforts across multiple standardization bodies and industry initiatives by studying overlaps and facilitating inter SDO communication.</li>
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				<div class="et_pb_text_inner"><h2>Featured News &amp; Update</h2></div>
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				<div class="et_pb_text_inner"><p><strong>3D Asset Interoperability Using USD and glTF Working Group 2023 Year in Review</strong></p>
<p>&nbsp;</p></div>
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				<div class="et_pb_text_inner"><p>&#8220;We’re thrilled to report on a tremendously productive first year for the 3D Asset Interoperability Working Group. Our engaged members have made meaningful progress in aligning key graphics standards like USD and glTF, advancing seamless 3D workflows.&#8221;</p>
<p>&nbsp;</p></div>
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				<a class="et_pb_button et_pb_button_0 et_pb_bg_layout_dark" href="https://metaverse-standards.org/news/blog/3d-asset-interoperability-using-usd-and-gltf-working-group-2023-year-in-review/">Read Blog</a>
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				<div class="et_pb_text_inner"><h2>Video Resources</h2></div>
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				<div class="et_pb_video_box"><iframe loading="lazy" title="3D Gaussian Splatting Standardization Updates - glTF, AOUSD, MPEG" width="1080" height="608" src="https://www.youtube.com/embed/f7tn0MA8TXM?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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				<div class="et_pb_video_box"><iframe loading="lazy" title="Volumetric Media Town Hall - November 2025" width="1080" height="608" src="https://www.youtube.com/embed/BYM0cVilv74?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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				<div class="et_pb_video_box"><iframe loading="lazy" title="GPU Compression &amp; KTX" width="1080" height="810" src="https://www.youtube.com/embed/nHdOikBoPw8?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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				<div class="et_pb_video_box"><iframe loading="lazy" title="Interoperable Characters/Avatars - SDO Roundtable" width="1080" height="608" src="https://www.youtube.com/embed/_nGC2lREAHI?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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				<div class="et_pb_video_box"><iframe loading="lazy" title="Characters Town Hall" width="1080" height="608" src="https://www.youtube.com/embed/GK6aqhJbn7w?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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				<div class="et_pb_video_box"><iframe loading="lazy" title="A Path Toward a Metaverse Standard" width="1080" height="608" src="https://www.youtube.com/embed/SF4O1I4fNck?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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				<div class="et_pb_video_box"><iframe loading="lazy" title="State and Future of USD Animated Characters" width="1080" height="608" src="https://www.youtube.com/embed/7AegZ7pLO4c?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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				<div class="et_pb_video_box"><iframe loading="lazy" title="Skills for 3D Creation Task Force Kickoff" width="1080" height="810" src="https://www.youtube.com/embed/dzql2cH2hto?feature=oembed"  allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></div>
				
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				<div class="et_pb_text_inner"><p>For more videos, visit our extensive <a href="https://metaverse-standards.org/presentations-videos/">Video Library</a>.</p></div>
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				<div class="et_pb_text_inner"><h2>Additional Resources</h2></div>
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				<div class="et_pb_text_inner"><ul>
<li><a href="https://portal.metaverse-standards.org/wg/General/dashboard">Portal</a> (members only)</li>
<li>Meeting dates: Every Tuesday at 9am PT (-8 GMT)</li>
<li><a href="https://www.realtimerendering.com/usd_gltf.html">USD &amp; glTF Resources</a></li>
</ul></div>
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				<div class="et_pb_text_inner"><h3>Join Us and Help Build the Open Metaverse</h3>
<p>The Forum and this Working Group are open to any organization that wishes to join.  There are two tiers of Forum membership &#8211; Participants join the Forum for free and have access to all plenary meetings and Working Groups while Principals play a key role in Forum oversight and have voting rights.</p></div>
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				<a class="et_pb_button et_pb_button_1 et_pb_bg_layout_dark" href="https://metaverse-standards.org/members/">Learn More About Forum Membership</a>
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				<div class="et_pb_text_inner"><h3>Get in Touch</h3>
<p>We want to hear from you! If you have questions please contact us and we will be glad to help.</p></div>
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<p>Metaverse Standards Form working groups address the interoperability challenges and opportunities that are vital to driving the open metaverse.  These working groups are led by our volunteer chairs who give their time to help coordinate and drive discussions with members of the group.</p></div>
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				<div class="et_pb_team_member_image et-waypoint et_pb_animation_off"><img loading="lazy" decoding="async" width="800" height="800" src="https://metaverse-standards.org/wp-content/uploads/Prem-Anand-Balachandran.jpg" alt="Prem Anand Balachandran" srcset="https://metaverse-standards.org/wp-content/uploads/Prem-Anand-Balachandran.jpg 800w, https://metaverse-standards.org/wp-content/uploads/Prem-Anand-Balachandran-480x480.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 800px, 100vw" class="wp-image-16098" /></div>
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					<h4 class="et_pb_module_header">Prem Anand Balachandran</h4>
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					<div><p><a href="https://aatral.io/">Bala Aatral Solutions Pvt Ltd</a></p></div>
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					<div><p><a href="https://www.nokia.com/developer/">Nokia</a></p></div>
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					<h4 class="et_pb_module_header">Ken Jakubzak</h4>
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					<div><p><a href="https://developers.facebook.com/">Meta</a></p></div>
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					<h4 class="et_pb_module_header">Skip Kimpel</h4>
					<p class="et_pb_member_position">Working Group Chair</p>
					<div><p><a href="https://magicgate.com/">Magicgate</a></p></div>
					<ul class="et_pb_member_social_links"><li><a href="https://www.linkedin.com/in/skipkimpel/" class="et_pb_font_icon et_pb_linkedin_icon"><span>LinkedIn</span></a></li></ul>
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					<h4 class="et_pb_module_header">Amanda Morgan</h4>
					<p class="et_pb_member_position">Working Group Chair</p>
					<div><p><a href="https://www.bentley.com/">Bentley Systems</a></p></div>
					<ul class="et_pb_member_social_links"><li><a href="https://www.linkedin.com/in/amanda-k-morgan/" class="et_pb_font_icon et_pb_linkedin_icon"><span>LinkedIn</span></a></li></ul>
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				<div class="et_pb_team_member_image et-waypoint et_pb_animation_off"><img loading="lazy" decoding="async" width="527" height="527" src="https://metaverse-standards.org/wp-content/uploads/Nick-Porcino-1.jpg" alt="Nick Porcino" srcset="https://metaverse-standards.org/wp-content/uploads/Nick-Porcino-1.jpg 527w, https://metaverse-standards.org/wp-content/uploads/Nick-Porcino-1-480x480.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 527px, 100vw" class="wp-image-16455" /></div>
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					<h4 class="et_pb_module_header">Nick Porcino</h4>
					<p class="et_pb_member_position">Working Group Chair</p>
					<div><p><a href="https://www.pixar.com/">Pixar Animations Studio</a></p></div>
					<ul class="et_pb_member_social_links"><li><a href="https://www.linkedin.com/in/nick-porcino-8b5438/" class="et_pb_font_icon et_pb_linkedin_icon"><span>LinkedIn</span></a></li></ul>
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				<div class="et_pb_team_member_image et-waypoint et_pb_animation_off"><img loading="lazy" decoding="async" width="243" height="243" src="https://metaverse-standards.org/wp-content/uploads/Ralf-Schaefer.jpg" alt="Ralf Schaefer" srcset="https://metaverse-standards.org/wp-content/uploads/Ralf-Schaefer.jpg 243w, https://metaverse-standards.org/wp-content/uploads/Ralf-Schaefer-150x150.jpg 150w" sizes="(max-width: 243px) 100vw, 243px" class="wp-image-13743" /></div>
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					<h4 class="et_pb_module_header">Ralf Schaefer</h4>
					<p class="et_pb_member_position">Working Group Chair</p>
					<div><p><a href="https://www.interdigital.com/">InterDigital</a></p></div>
					<ul class="et_pb_member_social_links"><li><a href="https://www.linkedin.com/in/ralf-schaefer-0a85451/" class="et_pb_font_icon et_pb_linkedin_icon"><span>LinkedIn</span></a></li></ul>
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				<div class="et_pb_team_member_image et-waypoint et_pb_animation_off"><img loading="lazy" decoding="async" width="800" height="800" src="https://metaverse-standards.org/wp-content/uploads/Katherine-Schildmeyer.jpg" alt="Katherine Schildmeyer" srcset="https://metaverse-standards.org/wp-content/uploads/Katherine-Schildmeyer.jpg 800w, https://metaverse-standards.org/wp-content/uploads/Katherine-Schildmeyer-480x480.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 800px, 100vw" class="wp-image-14455" /></div>
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					<h4 class="et_pb_module_header">Katherine Schildmeyer</h4>
					<p class="et_pb_member_position">Working Group Chair</p>
					<div><p><a href="https://standards.ieee.org/initiatives/metaverse-standards/">IEEE SA</a></p></div>
					<ul class="et_pb_member_social_links"><li><a href="https://www.linkedin.com/in/katherineschildmeyer/" class="et_pb_font_icon et_pb_linkedin_icon"><span>LinkedIn</span></a></li></ul>
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				<div class="et_pb_with_border et_pb_module et_pb_team_member et_pb_team_member_9 clearfix  et_pb_text_align_center et_pb_bg_layout_light">
				
				
				
				
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					<h4 class="et_pb_module_header">Joe D Williams</h4>
					<p class="et_pb_member_position">Working Group Chair</p>
					<div><p><a href="https://www.web3d.org/">Web 3D</a></p></div>
					<ul class="et_pb_member_social_links"><li><a href="https://www.linkedin.com/in/joe-d-williams-416887/" class="et_pb_font_icon et_pb_linkedin_icon"><span>LinkedIn</span></a></li></ul>
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				<div class="et_pb_text_inner"><h2>Stay Informed</h2>
<p>Subscribe to receive the latest news, updates, and more from the Metaverse Standards Forum.  Membership is not required to receive the newsletter and you can unsubscribe at any time.</p></div>
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			</div></p>
<p>The post <a href="https://metaverse-standards.org/domain-groups/3d-assets/">3D Assets</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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		<title>MSF a Catalyst for glTF Gaussian Splatting Extension</title>
		<link>https://metaverse-standards.org/news/in-the-news/msf-a-catalyst-for-gltf-gaussian-splatting-extension/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Wed, 04 Feb 2026 15:43:40 +0000</pubDate>
				<category><![CDATA[In The News]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=16409</guid>

					<description><![CDATA[<p>In January 2025, the Metaverse Standards Forum initiated a series of public Town Halls to explore whether Gaussian splatting was ready for standardization. Stakeholders identified strong overlap across use cases and interoperability challenges that could be meaningfully addressed through open standards—specifically by enabling splat storage in glTF assets.  </p>
<p>The post <a href="https://metaverse-standards.org/news/in-the-news/msf-a-catalyst-for-gltf-gaussian-splatting-extension/">MSF a Catalyst for glTF Gaussian Splatting Extension</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The post <a href="https://metaverse-standards.org/news/in-the-news/msf-a-catalyst-for-gltf-gaussian-splatting-extension/">MSF a Catalyst for glTF Gaussian Splatting Extension</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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		<title>Open Standards, Shared Vision, Limitless Possibility</title>
		<link>https://metaverse-standards.org/news/in-the-news/open-standards-shared-vision-limitless-possibility/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Tue, 23 Dec 2025 17:34:50 +0000</pubDate>
				<category><![CDATA[In The News]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=16347</guid>

					<description><![CDATA[<p>On the Brand Called You podcast, Stephen Ibaraki and Neil Trevett deep dive into Neil’s extraordinary journey through 3D graphics, GPU evolution, open standards, and the creation of the Metaverse [&#8230;]</p>
<p>The post <a href="https://metaverse-standards.org/news/in-the-news/open-standards-shared-vision-limitless-possibility/">Open Standards, Shared Vision, Limitless Possibility</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>On the Brand Called You podcast, Stephen Ibaraki and Neil Trevett <span class="yt-core-attributed-string yt-core-attributed-string--white-space-pre-wrap" dir="auto"><span class="yt-core-attributed-string--link-inherit-color" dir="auto">deep dive into Neil’s extraordinary journey through 3D graphics, GPU evolution, open standards, and the creation of the Metaverse Standards Forum—uniting global stakeholders to build an open, interoperable, and equitable metaverse for all.</span></span></p>
<p>The post <a href="https://metaverse-standards.org/news/in-the-news/open-standards-shared-vision-limitless-possibility/">Open Standards, Shared Vision, Limitless Possibility</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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		<title>UnitedXR: The State of the Metaverse Standards Forum, Standards for AI and what about Apple? with Neil Trevett</title>
		<link>https://metaverse-standards.org/news/in-the-news/unitedxr-the-state-of-the-metaverse-standards-forum-standards-for-ai-and-what-about-apple-with-neil-trevett/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Mon, 15 Dec 2025 14:12:56 +0000</pubDate>
				<category><![CDATA[In The News]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=16327</guid>

					<description><![CDATA[<p>In this conversation, we dive deep into three key topics: the current state of the Metaverse Standards Forum, Apple’s role in XR—and the tension specifically between the USD and glTF file formats, and how standard organizations are handling the explosion of AI assets and new tech like Gaussian splatting.</p>
<p>The post <a href="https://metaverse-standards.org/news/in-the-news/unitedxr-the-state-of-the-metaverse-standards-forum-standards-for-ai-and-what-about-apple-with-neil-trevett/">UnitedXR: The State of the Metaverse Standards Forum, Standards for AI and what about Apple? with Neil Trevett</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The post <a href="https://metaverse-standards.org/news/in-the-news/unitedxr-the-state-of-the-metaverse-standards-forum-standards-for-ai-and-what-about-apple-with-neil-trevett/">UnitedXR: The State of the Metaverse Standards Forum, Standards for AI and what about Apple? with Neil Trevett</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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		<title>AI x Metaverse</title>
		<link>https://metaverse-standards.org/domain-groups/ai-x-metaverse/</link>
		
		<dc:creator><![CDATA[jriordon]]></dc:creator>
		<pubDate>Fri, 08 Aug 2025 19:15:08 +0000</pubDate>
				<category><![CDATA[Domain Group]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=15503</guid>

					<description><![CDATA[<p>The post <a href="https://metaverse-standards.org/domain-groups/ai-x-metaverse/">AI x Metaverse</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><div class="et_pb_section et_pb_section_10 et_section_regular" >
				
				
				
				
				
				
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				<span class="et_pb_image_wrap "><img loading="lazy" decoding="async" width="1400" height="565" src="https://metaverse-standards.org/wp-content/uploads/ai-x-metaverse.webp" alt="" title="ai-x-metaverse" srcset="https://metaverse-standards.org/wp-content/uploads/ai-x-metaverse.webp 1400w, https://metaverse-standards.org/wp-content/uploads/ai-x-metaverse-1280x517.webp 1280w, https://metaverse-standards.org/wp-content/uploads/ai-x-metaverse-980x396.webp 980w, https://metaverse-standards.org/wp-content/uploads/ai-x-metaverse-480x194.webp 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) and (max-width: 1280px) 1280px, (min-width: 1281px) 1400px, 100vw" class="wp-image-15511" /></span>
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				<a class="et_pb_button et_pb_button_4 et_pb_bg_layout_dark" href="https://portal.metaverse-standards.org/document/dl/7784">View Working Group Charter</a>
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				<div class="et_pb_text_inner"><h3><em>Shaping the Future Where Intelligent Systems and Immersive Worlds Meet</em></h3>
<p>Artificial Intelligence is transforming the metaverse — powering lifelike avatars, adaptive environments, and autonomous agents that can create, trade, and collaborate, but the transformation is two-way: <strong>the metaverse will also reshape AI</strong>, offering a rich 3D training ground and workspace that enhances how intelligent systems learn, reason, and interact with the world.</p>
<p>Our scope is modality‑agnostic across AR, VR, mobile, and desktop. Without shared approaches, this future risks becoming fragmented, proprietary, and incompatible. We focus on interoperable interfaces and behaviors between systems, not device internals or UX mandates.</p>
<p><strong>The AI x Metaverse Working Group at the Metaverse Standards Forum (MSF)</strong> is the global hub where AI innovators, metaverse architects, and standards leaders coordinate efforts to ensure this future is open, interoperable, and beneficial for all.</p>
<hr />
<h3>Join us to:</h3>
<ul>
<li><strong>Influence the approaches and priorities</strong> that will guide AI’s role in virtual worlds for decades to come.</li>
<li><strong>Collaborate with <a href="https://metaverse-standards.org/members/list/">global experts</a></strong> across AI, immersive technologies, and interoperability.</li>
<li><strong>Coordinate with standards bodies</strong> to avoid duplication and wasted effort.</li>
<li><strong>Shape real-world use cases</strong> that connect AI capabilities with metaverse platforms, ensuring portability, trust, and innovation.</li>
</ul>
<hr />
<h3>What We&#8217;re Working On</h3>
<p>We focus exclusively on <strong>the intersection of AI and the metaverse</strong>, with a current focus in the following areas:</p>
<ul>
<li>Autonomous agents controlling avatars in virtual 3D environments for interaction and training.</li>
<li>Frameworks for AI generation of multiplayer virtual 3D environments.</li>
<li>Provenance of content and proof of personhood for participants in virtual environments.</li>
<li>Autonomous payments between machines, humans, and software services.</li>
<li>Interoperability standards for avatars, scenes, and audio.</li>
<li>ESRB rating systems for AI generated experiences.</li>
<li>Privacy and consent for data generated by the above areas, including biometrics.</li>
<li>Malicious activity detection and content moderation</li>
</ul>
<p>Our role is to inform and align &#8212; formal standardization proceeds through the appropriate standards development organizations. </p>
<hr />
<h3>Who We’re Looking For</h3>
<ul>
<li>AI researchers, engineers, and architects</li>
<li>Developers of AI-driven agents, NPCs, simulation tools, and immersive AI experiences</li>
<li>Standards professionals and interoperability advocates</li>
<li>Organizations seeking to align their AI/metaverse work with an open ecosystem</li>
</ul>
<p>If you want a say in how AI shapes the metaverse — and how the metaverse shapes AI — <strong>this is where your voice matters</strong>.</p></div>
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				<div class="et_pb_text_inner"><h3>Join the Metaverse Standards Forum<br />and the AI x Metaverse Working Group</h3>
<p>Help us ensure that intelligent virtual worlds are <strong>open, connected, and built for everyone</strong>. The Forum and this working group are open to any organization that wishes to join. There are two tiers of Forum membership – Participants join the Forum for free and have access to all plenary meetings and Working Groups, while Principals play a key role in Forum oversight and have voting rights.</p></div>
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				<div class="et_pb_text_inner"><h3>Get in Touch</h3>
<p>We want to hear from you! If you have questions please contact us and we will be glad to help.</p></div>
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				<div class="et_pb_text_inner"><h3>Working Group Chairs</h3>
<p>Metaverse Standards Form working groups address the interoperability challenges and opportunities that are vital to the driving the open metaverse.  These working groups are led by our volunteer chairs who give their time to help coordinate and drive discussions with members of the group. </p></div>
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					<div><p class="p1"><a href="https://versemaker.org/">Versemaker</a></p></div>
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					<div><p><a href="https://tech.facebook.com/reality-labs/">Meta Reality Labs</a></p></div>
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					<div><p><a href="https://www.oma3.org/">OMA3</a></p></div>
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<p>The post <a href="https://metaverse-standards.org/domain-groups/ai-x-metaverse/">AI x Metaverse</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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		<title>Accessibility in the Metaverse Working Group Q2 Report</title>
		<link>https://metaverse-standards.org/news/press-releases/accessibility-in-the-metaverse-working-group-q2-report/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Wed, 30 Jul 2025 22:24:09 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Press Releases]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=15472</guid>

					<description><![CDATA[<p>In Q2 2025, the Accessibility in the Metaverse Working Group held 6 general meetings, expanding to 60 members, and began updating its long-term vision.</p>
<p>The post <a href="https://metaverse-standards.org/news/press-releases/accessibility-in-the-metaverse-working-group-q2-report/">Accessibility in the Metaverse Working Group Q2 Report</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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										<content:encoded><![CDATA[<h2>Accessibility in the Metaverse &#8211; 2025 Q2</h2>
<h4>Quarterly Report | Apr &#8211; Jun 2025 | Metaverse Standards Forum</h4>
<p>Accessibility in the Metaverse Working Group Chairs:<br />
Michael Cooper (Aihal Accessibility), Dylan Fox (XR Access), James Maki (Inclusive Reality)</p>
<h3>Executive Summary</h3>
<p>In Q2 2025, the Accessibility in the Metaverse Working Group held 6 general meetings, expanding to 60 members, and began updating its long-term vision. A significant achievement was the publication of the white paper, &#8220;Good Intentions, Real Barriers: Investigating Accessibility in XR Workflows,&#8221; along with an interactive Figma prototype, summarizing user research on accessibility barriers in XR. The group continued refining the &#8220;virtual museum tour&#8221; use case, breaking down key tasks and examining them through the lens of W3C disabled personas to inform ability-agnostic criteria. Additionally, members participated in the 2025 XR Access Symposium, discussing the need for codified accessibility and ethical policies in the metaverse. The group aims to create a working draft of XR accessibility criteria and examples in the next quarter.</p>
<h3>Operations</h3>
<p>Over the course of Q2, we held 6 general meetings and added another 9 new members to our roster, bringing us to a total of 60. We also began a review of our Long Term Vision to bring it up to date with our current trajectory.</p>
<h3>Research</h3>
<p>User Research: White Paper Published</p>
<p>Last quarter we began a user research project intended to understand the accessibility barriers facing XR practitioners. Mrunmai Abhyankar, a graduate student of the University of Austin, worked under co-chair Dylan Fox to conduct user interviews with approximately 20 XR creators and accessibility specialists to understand their approach to accessibility in extended reality.</p>
<p>This quarter, we are proud to announce the publication of the results as both a white paper and interactive Figma prototype. These can be found here: Good Intentions, Real Barriers: Investigating Accessibility in XR Workflows.</p>
<div id="attachment_15473" style="width: 1077px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15473" class="size-full wp-image-15473" src="https://metaverse-standards.org/wp-content/uploads/Q2-Report-Blog-Good-Intentions.jpg" alt="Good Intentions, Real Barriers: Investigating Accessibility in XR Workflows" width="1067" height="787" srcset="https://metaverse-standards.org/wp-content/uploads/Q2-Report-Blog-Good-Intentions.jpg 1067w, https://metaverse-standards.org/wp-content/uploads/Q2-Report-Blog-Good-Intentions-980x723.jpg 980w, https://metaverse-standards.org/wp-content/uploads/Q2-Report-Blog-Good-Intentions-480x354.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) 1067px, 100vw" /><p id="caption-attachment-15473" class="wp-caption-text">Our first published white paper, exploring how accessibility figures into XR developer and accessibility tester workflows.</p></div>
<p>Use Cases: Refining the Virtual Museum</p>
<p>We continued our use case work from last quarter, focusing especially on the use case of students in a virtual museum tour. We broke it down into four key tasks:</p>
<ol>
<li>Choosing an avatar to represent them in the museum</li>
<li>Moving around the museum space, observing and interacting with the exhibits</li>
<li>Attending a one-to-many presentation from the curator, including a 2D slide show</li>
<li>Collaborating in small groups with other students on a project related to their experience</li>
</ol>
<p>We then examined how four of the W3C disabled personas would complete each of these tasks. This provided insight into how to frame our criteria around ability-agnostic actions, and showcased some of the ways that disabled users could interact with XR.</p>
<h3>Outreach</h3>
<h4>MSF at the 2025 XR Access Symposium</h4>
<p>Several members of the MSF Accessibility Working Group attended the 2025 XR Access Symposium, XR Access’ annual conference focused on extended reality accessibility. In particular, the XR/AI Policy &amp; Standards breakout discussion touched on the need to codify and enforce accessibility and other ethical policies for the Metaverse.</p>
<div id="attachment_15474" style="width: 1082px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15474" class="size-full wp-image-15474" src="https://metaverse-standards.org/wp-content/uploads/XR-AI-Policy-Standards.jpg" alt="The XR/AI Policy &amp; Standards breakout discussion" width="1072" height="713" srcset="https://metaverse-standards.org/wp-content/uploads/XR-AI-Policy-Standards.jpg 1072w, https://metaverse-standards.org/wp-content/uploads/XR-AI-Policy-Standards-980x652.jpg 980w, https://metaverse-standards.org/wp-content/uploads/XR-AI-Policy-Standards-480x319.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) 1072px, 100vw" /><p id="caption-attachment-15474" class="wp-caption-text">The XR/AI Policy &amp; Standards breakout discussion of the 2025 XR Access Symposium included several members of the MSF Accessibility working group.</p></div>
<h3>Goals for Next Quarter</h3>
<p>In the next quarter, we plan on moving from use cases to focusing on our next core deliverable informed by our user research: a list of XR accessibility criteria and examples. We also intend to refine and update our long-term vision.</p>
<p>The post <a href="https://metaverse-standards.org/news/press-releases/accessibility-in-the-metaverse-working-group-q2-report/">Accessibility in the Metaverse Working Group Q2 Report</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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		<title>Good Intentions, Real Barriers: Investigating Accessibility in XR Workflows</title>
		<link>https://metaverse-standards.org/news/good-intentions-real-barriers-investigating-accessibility-in-xr-workflows/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Wed, 30 Jul 2025 22:09:17 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=15452</guid>

					<description><![CDATA[<p>This project, conducted in collaboration with XR Access and the Metaverse Standards Forum (MSF), investigates why accessibility in eXtended Reality (XR) often breaks down between intention and execution—and what tools or systems could help bridge that gap. As XR technologies evolve, ensuring accessibility requires not just awareness, but practical, embedded support that fits real-world workflows.</p>
<p>The post <a href="https://metaverse-standards.org/news/good-intentions-real-barriers-investigating-accessibility-in-xr-workflows/">Good Intentions, Real Barriers: Investigating Accessibility in XR Workflows</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>Author: Mrunmai Abhyankar, The University of Texas at Austin</p>
<p>Editor Dylan Fox, Director of Operations, XR Access</p>
<h3>Executive Summary</h3>
<p>This project, conducted in collaboration with XR Access and the Metaverse Standards Forum (MSF), investigates why accessibility in eXtended Reality (XR) often breaks down between intention and execution—and what tools or systems could help bridge that gap. As XR technologies evolve, ensuring accessibility requires not just awareness, but practical, embedded support that fits real-world workflows.</p>
<p>Interviews with XR creators and accessibility specialists revealed several core challenges: accessibility is often introduced too late in the process due to deadline pressure or lack of ownership, while existing standards like WCAG are viewed as too complex or web-centric for immersive environments. Teams also lack integrated tools for testing and interpreting accessibility. There is limited shared language or structure for communicating accessibility needs across disciplines.</p>
<p>In response, I designed a guideline interface prototype (Figure 1) that makes guidelines easier to understand, filter, and apply. The interface allows users to explore categorized guidance based on user ability, platform, or team role, and presents success criteria, practical examples, and implementation tips in a clear, accessible layout. It aims to shift accessibility from a static checklist to an active, usable reference for inclusive XR design.</p>
<div id="attachment_15453" style="width: 828px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15453" class="wp-image-15453 size-full" src="https://metaverse-standards.org/wp-content/uploads/1.3-Adjust-Settings.jpg" alt="1.3 Adjust Settings" width="818" height="529" srcset="https://metaverse-standards.org/wp-content/uploads/1.3-Adjust-Settings.jpg 818w, https://metaverse-standards.org/wp-content/uploads/1.3-Adjust-Settings-480x310.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 818px, 100vw" /><p id="caption-attachment-15453" class="wp-caption-text">Figure 1: Guidelines Interface Prototype</p></div>
<h3>Goal</h3>
<p>To explore how accessibility is currently approached in XR design and development, identify the barriers teams face in applying guidelines, and propose a solution that makes those guidelines easier to find, interpret, and implement in practice.</p>
<h3>Research</h3>
<p>I conducted 19 semi-structured interviews with a total of 21 participants:</p>
<ul>
<li><strong>10 XR creators (X1 – X10)</strong> — including designers, developers, creative technologists, and product managers working in spatial computing, XR platforms, and immersive content.</li>
<li><strong>11 accessibility specialists (A1 – A11)</strong> — including consultants, researchers, advocates, and testers with deep experience in disability access, inclusive design, and policy.</li>
</ul>
<p>Interviews lasted <strong>45–60 minutes</strong> and focused on:</p>
<ul>
<li>How accessibility currently fits into XR workflows (if at all)</li>
<li>How teams interpret and apply accessibility guidance</li>
<li>What tools, processes, or roles support (or hinder) inclusive outcomes</li>
<li>Where responsibility and decision-making around accessibility actually sits</li>
</ul>
<p>The goal was not just to collect pain points, but to understand the <strong>underlying systems</strong> and <strong>team dynamics</strong> shaping accessibility efforts in XR. The interview script can be found in Appendix A.</p>
<h2>Analysis</h2>
<p>I used a structured way using a thematic matrix to present insights from stakeholder interviews (see Figure 2). By grouping similar responses, it highlights recurring themes across participants and brings attention to key challenges and opportunities in XR accessibility. This approach also allows for a clear comparison between the perspectives of XR creators and accessibility specialists. The sticky notes are color-coded to reflect the tone of participant quotes—red for negative, green for positive, and yellow for neutral or factual statements. This visual system helps quickly identify emotional cues and patterns across themes.</p>
<div id="attachment_15454" style="width: 862px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15454" class="size-full wp-image-15454" src="https://metaverse-standards.org/wp-content/uploads/Thematix-Matrix.jpg" alt="Thematic matrix" width="852" height="584" srcset="https://metaverse-standards.org/wp-content/uploads/Thematix-Matrix.jpg 852w, https://metaverse-standards.org/wp-content/uploads/Thematix-Matrix-480x329.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 852px, 100vw" /><p id="caption-attachment-15454" class="wp-caption-text">Figure 2: Thematic matrix mapping participant quotes by stakeholder group and theme. Full text of sticky notes is available in Appendix B.</p></div>
<p>Key themes that emerged from this analysis include:</p>
<ul>
<li><strong>Approaches to Accessibility</strong> – Differences in when and how accessibility is integrated into XR development.</li>
<li><strong>Challenges Faced</strong> – Technical, organizational, and knowledge barriers limiting accessibility implementation.</li>
<li><strong>Existing Guidelines</strong> – The role of current accessibility standards, their limitations, and their applicability to XR.</li>
<li><strong>Perceived Need for XR Accessibility Guidelines</strong> – The demand for structured resources, toolkits, and platform-level solutions.</li>
</ul>
<h3>High v/s Low Priority Approaches to Accessibility</h3>
<p>Participants showed a clear divide in when accessibility is prioritized. Some teams incorporate it early in the design process, treating it as foundational.</p>
<p style="padding-left: 40px;">&#8220;You really want to think about accessibility before you start design because accessibility is pretty much impossible to retrofit.&#8221; – X9</p>
<p style="padding-left: 40px;">&#8220;I think accessibility is not something that you can incorporate towards the end. It&#8217;s something you start working with from the very beginning.&#8221; – X3</p>
<p>Others, however, approach accessibility reactively—only addressing it post-launch due to client demands, limited resources, or lack of awareness.</p>
<p style="padding-left: 40px;">&#8220;A lot of that type of stuff gets deprioritized because, you know, we can barely make the thing as is, let alone add the accessibility, hitting the deadline.&#8221; – X7</p>
<p>XR creators in particular admitted to deprioritizing accessibility under deadline pressure or due to insufficient knowledge, while accessibility specialists expressed frustration with this approach.</p>
<p style="padding-left: 40px;">&#8220;It&#8217;s not that they&#8217;re not doing it because they don&#8217;t like disabled people. It&#8217;s that they just didn’t think about it.&#8221; – X9</p>
<p>Only a few participants reported consistently integrating accessibility from the beginning.</p>
<p style="padding-left: 40px;">&#8220;Someone should be [responsible for accessibility].&#8221; – X7</p>
<hr />
<p><em>Insight: Many teams treat accessibility as an afterthought due to deadlines, resource constraints, or lack of awareness.</em></p>
<hr />
<h3>Systematic Lack of Technical and Organizational Support</h3>
<p>Teams face both technical and organizational barriers when trying to implement accessibility. Many lack dedicated accessibility roles, making ownership unclear.</p>
<p style="padding-left: 40px;">&#8220;The roles and responsibilities are not clarified when it comes to accessibility between, like, all the different roles.&#8221; – A2</p>
<p style="padding-left: 40px;">&#8220;We don&#8217;t necessarily have a dedicated accessibility engineer&#8230; we mix it into the normal engineering process.&#8221; – X6</p>
<p>Tools and engines often don’t support accessible design out of the box, and cross-platform conflicts further complicate implementation. Some features were added by accident rather than intention, pointing to a lack of systematic processes. Testing with users is limited for most participants, and criteria for cognitive accessibility remain especially unclear, as noted by multiple accessibility specialists.</p>
<hr />
<p><em>Insight: Lack of ownership and tooling leads to fragmented and inconsistent accessibility efforts.</em></p>
<hr />
<h3>Need for Clear and Practical XR Guidelines</h3>
<p>Participants widely agreed that existing guidelines like WCAG (Web Content Accessibility Guidelines) are too complex and web-centric to apply cleanly to XR.</p>
<p style="padding-left: 40px;">&#8220;WCAG is just so obtuse to try to read, you have to really understand accessibility to even interpret it.&#8221; – A7</p>
<p>While some teams attempt to use WCAG, many prefer internal, informal standards based on WCAG but are easier to act on. There’s a general understanding that guidelines are necessary, but their current form is often overwhelming or impractical.</p>
<p style="padding-left: 40px;">&#8220;We’ll probably need something like how WCAG works for traditional websites.&#8221; – X2</p>
<p style="padding-left: 40px;">&#8220;Unreal and Unity have accessibility guidelines&#8230; but nothing that pulls everything together.&#8221; – A1</p>
<p>Several noted that requirements often overlap or feel ambiguous in XR contexts. Testing was emphasized even when formal standards weren’t followed closely.</p>
<p style="padding-left: 40px;">&#8220;There needs to be testing. There&#8217;s no substitute.&#8221; – X7</p>
<hr />
<p><em>Insight: Teams need simpler, XR-specific guidelines that are actionable and not web-centric.</em></p>
<hr />
<h3>Appetite for Built-in Testing and System-Level Tools</h3>
<p>There is strong demand for XR-specific accessibility resources that are easier to use, more visual, and context-aware. Participants requested interactive guides, code examples, and toolkits tailored to their development environments.</p>
<p style="padding-left: 40px;">&#8220;Having a more standardized way of labeling things for non-developers would be really helpful.&#8221; – A4</p>
<p>Some suggested TLDRs or cheat sheets to lower the barrier to understanding. Several emphasized that guidelines should be built into platforms and tools, not left as external references.</p>
<p style="padding-left: 40px;">&#8220;I think putting more focus on platform-level or native-level accessibility is needed&#8221; – X6</p>
<p>A universal, agreed-upon standard was seen as ideal but difficult to achieve. Many participants emphasized that accessibility challenges go beyond just tools and standards—it&#8217;s a multifaceted issue with no final fix.</p>
<p style="padding-left: 40px;">&#8220;Accessibility will never be a ‘solved problem’.&#8221; – A9</p>
<hr />
<p><em>Insight: There&#8217;s strong demand for native, easy-to-use accessibility tools within XR platforms. </em></p>
<hr />
<h3>Analysis Summary</h3>
<p>Tensions between XR creators and accessibility specialists often stemmed from differing expectations—creators favored built-in tools and ready-made solutions that could help them solve accessibility challenges swiftly, whereas accessibility specialists wanted clear, testable criteria that could make it easier to evaluate and audit XR experiences.</p>
<p>Both groups agreed that current tools are lacking, guidelines are insufficient, and that testing with real users is essential. There was a shared recognition that accessibility needs to be better communicated and embedded across workflows. Business priorities and tight timelines frequently push accessibility to the background. Overall, participants supported having clearer responsibilities, more intuitive resources, and built-in infrastructure support.</p>
<h2>Guidelines Interface Prototype</h2>
<h3>Purpose &amp; Context</h3>
<p>The guidelines prototype was designed to help designers, developers, and testers explore XR accessibility guidelines more easily. It addresses key challenges surfaced in stakeholder interviews, including the lack of a central resource, confusion around responsibilities, and the complexity of existing standards like WCAG.</p>
<h3>Design References &amp; Benchmarks</h3>
<p>As part of the early research and benchmarking process, I looked closely at existing accessibility resources to understand how guidance is currently structured and delivered. The Web Content Accessibility Guidelines (<a href="https://www.w3.org/TR/WCAG22/">WCAG</a>) offered a comprehensive but often overwhelming model. Its sidebar-based structure (Figure 3) was helpful for organizing large volumes of information, but its technical depth and web-specific framing made it difficult to translate into XR contexts.</p>
<div id="attachment_15455" style="width: 858px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15455" class="size-full wp-image-15455" src="https://metaverse-standards.org/wp-content/uploads/W3Cs-Web-Content-Accessibility-Guidelines.jpg" alt="Screenshot of the W3C’s Web Content Accessibility Guidelines 2.2. Guidelines are split into individual testable accessibility criteria." width="848" height="539" srcset="https://metaverse-standards.org/wp-content/uploads/W3Cs-Web-Content-Accessibility-Guidelines.jpg 848w, https://metaverse-standards.org/wp-content/uploads/W3Cs-Web-Content-Accessibility-Guidelines-480x305.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 848px, 100vw" /><p id="caption-attachment-15455" class="wp-caption-text">Figure 3: Screenshot of the W3C’s Web Content Accessibility Guidelines 2.2. Guidelines are split into individual testable accessibility criteria.</p></div>
<p>The Game Accessibility Guidelines (<a href="https://gameaccessibilityguidelines.com/full-list/">GAG</a>), in contrast, adopt a more approachable tone, presenting recommendations as clear, actionable statements (Figure 4). While GAG loosely categorizes guidelines by ability (e.g., visual, motor, cognitive), it lacks a structured way to search or filter through them, which limits discoverability when applied in practical contexts. This lack of navigability echoed feedback from participants, several of whom described the current state of accessibility guidance as “scattered” or “hard to interpret in context.”</p>
<div id="attachment_15464" style="width: 727px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15464" class="size-full wp-image-15464" src="https://metaverse-standards.org/wp-content/uploads/Figure-4-GAG.jpg" alt="Screenshot of the Game Accessibility Guidelines" width="717" height="594" srcset="https://metaverse-standards.org/wp-content/uploads/Figure-4-GAG.jpg 717w, https://metaverse-standards.org/wp-content/uploads/Figure-4-GAG-480x398.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 717px, 100vw" /><p id="caption-attachment-15464" class="wp-caption-text">Figure 4: Screenshot of the Game Accessibility Guidelines, showing sample accessibility solutions that could potentially support gamers with different disabilities.</p></div>
<p>References to resources for existing platforms like <a href="https://docs.unity3d.com/2023.2/Documentation/Manual/com.unity.modules.accessibility.html">Unity’s accessibility package</a> and <a href="https://developers.meta.com/horizon/design/accessibility/">Meta’s accessibility principles</a> were also reviewed, but fragmented structures and lack of detailed resources in those sources validated the need for something more cohesive and informative.</p>
<h3>Interface Prototype</h3>
<p>To address the gaps surfaced through interviews and benchmarking, I designed a guidelines interface prototype that reframes guidelines in a more structured, approachable, and role-aware format. The goal was to make accessibility guidance easier to find, understand, and apply within real XR development workflows.</p>
<h3>Structure &amp; Categorization</h3>
<p>The interface offers two primary ways of navigating guidelines:</p>
<ul>
<li><strong>By Principle</strong> – Grouped according to stages or functions within an XR experience (e.g., Setup, Understand, Navigate).</li>
<li><strong>By Ability</strong> – Grouped by disability categories such as Vision, Hearing, Motor, Cognitive, and Cross-modal.</li>
</ul>
<p>Guidelines were intentionally allowed to appear in multiple groups to support flexible discovery. Additional filters include <strong>Role</strong> (e.g., designer, developer, tester) and <strong>Platform</strong>, acknowledging gaps in responsibility awareness and platform-specific implementation issues raised during interviews.</p>
<h3>Navigation &amp; Interaction</h3>
<p>Users can toggle between Ability and Principle tabs, which restructure the list of guidelines accordingly. They can also use the <strong>universal search bar</strong> to find guidelines by keyword. Filters are positioned above the content area, making them contextually visible and directly connected to the guideline list. Clicking a guideline opens a detailed view, with title, description, success criteria, accessibility relevance, and examples.</p>
<p>A future-facing feature includes a <strong>chat-based AI assistant</strong>, envisioned to help users ask questions and interpret guidelines more easily—especially when unsure how to apply them.</p>
<h3>Design Iteration</h3>
<p>The initial layout followed a three-panel grid with filters on the left, a list of guidelines in the center, and detailed content on the right (see Figure 5). However, during informal reviews and walkthroughs, it became clear that the placement of filters in a side panel made it less obvious that they were directly connected to the list of guidelines. Users didn’t intuitively associate the filters with the content they were viewing, which affected usability and discoverability.</p>
<div id="attachment_15465" style="width: 905px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15465" class="size-full wp-image-15465" src="https://metaverse-standards.org/wp-content/uploads/Figure-5-Initial-Prototype.jpg" alt="Initial prototype with a 3-column structure" width="895" height="584" srcset="https://metaverse-standards.org/wp-content/uploads/Figure-5-Initial-Prototype.jpg 895w, https://metaverse-standards.org/wp-content/uploads/Figure-5-Initial-Prototype-480x313.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 895px, 100vw" /><p id="caption-attachment-15465" class="wp-caption-text">Figure 5: Initial prototype with a 3-column structure</p></div>
<p>To address this, the layout was restructured with filters positioned above the guideline list, making their function more contextually visible and clearly tied to the content. Tabs were also introduced to switch between categorization types (by Ability and by Principle), keeping the interaction simple and reducing visual clutter.</p>
<p>The final prototype (Figure 6) presents a cleaner, wiki-style interface that enables XR creators to browse, filter, and understand accessibility guidelines more effectively. A dedicated section “How it helps different disabilities” was included to help creators understand the impact of each guideline, encouraging more empathetic and informed decision-making.</p>
<div id="attachment_15466" style="width: 611px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15466" class="size-full wp-image-15466" src="https://metaverse-standards.org/wp-content/uploads/Figure-6-Annotated-prototype.jpg" alt="Annotated prototype highlighting core features of the interface" width="601" height="927" srcset="https://metaverse-standards.org/wp-content/uploads/Figure-6-Annotated-prototype.jpg 601w, https://metaverse-standards.org/wp-content/uploads/Figure-6-Annotated-prototype-480x740.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) 601px, 100vw" /><p id="caption-attachment-15466" class="wp-caption-text">Figure 6: Annotated prototype highlighting core features of the interface.</p></div>
<h3>Known Limitations</h3>
<ul>
<li>Some users may want to select multiple abilities, which points to Ability potentially being better as a filter than a categorization.</li>
<li>Edge case handling (e.g., filtering out a currently visible guideline) needs further definition.</li>
<li>The prototype has not been user tested, and feedback from actual users is essential before making decisions about implementation.</li>
</ul>
<h3>Next Steps</h3>
<p>This research uncovered clear gaps in how accessibility guidelines are understood, accessed, and implemented in XR workflows. The guidelines interface prototype is a foundational step toward creating a more usable, structured, and role-aware guideline system — but additional layers of exploration are needed.</p>
<p>Moving forward, we could:</p>
<ul>
<li>Validate the IA and prototype through user testing with XR creators and accessibility specialists to ensure real-world relevance.</li>
<li>Explore development of a shared checklist or reporting tool, enabling teams to track, assign, and document accessibility considerations collaboratively.</li>
<li>Refine how guidelines are presented, potentially shifting from static content to more interactive formats (e.g., customizable views, decision trees, AI-supported interpretation).</li>
<li> Build a platform-level strategy for how guidelines, infrastructure, and tooling can be better aligned — moving from reactive documentation to embedded support.</li>
<li>Have a dedicated examples section to help creators find specific examples of what has been done before and how they can approach a particular accessibility issue.</li>
<li>Continue shaping a unified, XR-specific standard, informed by lived practitioner experiences, that balances technical depth with practical usability.</li>
</ul>
<p>This work opens a pathway not just for organizing accessibility guidelines more effectively, but for helping teams interpret and apply them with greater clarity and confidence. As the MSF continues its work on developing standardized accessibility guidelines for XR, this research offers valuable insight into how different stakeholder groups navigate, understand, and act on accessibility guidance. The prototype provides a foundation for structuring and presenting guidelines in ways that are actionable across roles.</p>
<h3>Conclusion</h3>
<p>This research highlights the real-world gap between the intent to build accessible XR experiences and the barriers that make it difficult in practice. While many XR creators value inclusion, challenges like unclear guidelines, time constraints, and limited collaboration with accessibility experts often get in the way.</p>
<p>The prototype developed as part of this work offers a starting point to address some of these gaps. By organizing existing guidelines in a clearer, more navigable format and explicitly highlighting the roles and responsibilities, it supports creators in making accessibility decisions earlier and more confidently in their workflows. While still exploratory, it lays the groundwork for future iterations and conversations, acting as both a baseline and a provocation for rethinking how accessibility guidance is delivered and used in XR. There&#8217;s still much to be done but building shared understanding and tools like these can help push the industry toward more inclusive and sustainable design practices.</p>
<h2>Appendix A: Interview Script</h2>
<h3>Interview Script: Understanding the current state of accessibility in XR</h3>
<p>Stakeholders: XR Creators &amp; A11y testers</p>
<h3>Greetings and introduction</h3>
<p>Hi &lt;Participant name&gt;, How are you doing today?</p>
<p>Thank you for taking the time to talk to us today!</p>
<p>My name is Mrunmai and I’m a UX researcher at XR Access. My team is working with the Accessibility Working Group of the Metaverse Standards Forum on a project to improve accessibility in XR (virtual and augmented reality) and would love to learn about the challenges you face when creating or testing XR experiences or otherwise evaluating for accessibility. Your insights will help make XR more inclusive for all users.</p>
<p>Please share your honest thoughts as we go along. Do remember, there are no right or wrong answers!</p>
<p>Do you have any questions for me before we get started?</p>
<p>Before we begin, could I just confirm that you’re still okay with this session being recorded? [Wait for reply]</p>
<p>Awesome! I will start the recording now.</p>
<p>Thank you!</p>
<h3>Questions</h3>
<h4>XR Creators</h4>
<ol>
<li>Can you tell me a little about your background and experience in XR?</li>
<li>What are the types of XR applications you have worked on? (e.g., VR, AR, MR, gaming, training, simulations)</li>
<li>What software or tools do you use to design or develop XR experiences?</li>
<li>When designing XR experiences, what are the key factors you prioritize?</li>
<li>At what stage in the development process do you consider accessibility?
<ol>
<li>[For Sr Devs] Has that changed over time?</li>
</ol>
</li>
<li>When designing/developing XR experiences, have you ever needed to consider accessibility? Was there any incident which prompted that?
<ol>
<li>Which disabilities have you considered in your designs?</li>
<li>How do you ensure users of different abilities can interact with your applications?</li>
</ol>
</li>
<li>Who in your organization is responsible for accessibility? OR Who determines the priority of accessibility-related tasks, and who is responsible for approving accessibility changes?</li>
<li>Do you have any internal accessibility guidelines or best practices specific to XR?</li>
<li>Are there any people with visible disabilities on your team/in your organization? OR Have you ever worked with users with disabilities when designing an XR experience? What was that process like?</li>
<li>Have you ever had to adapt an existing XR experience to make it more accessible? If so, how did you approach it?</li>
<li>Can you share a time when making an XR experience accessible was challenging? OR Are there specific technical or design limitations that make accessibility harder to implement in XR?</li>
<li>Are there accessibility requirements from clients, stakeholders, or regulations that you have to meet?</li>
<li>Are there any accessibility-related design patterns or frameworks you follow?
<ol>
<li>Have you used any existing accessibility guidelines when designing XR experiences? How helpful or challenging was it?</li>
</ol>
</li>
<li>Have you found these guidelines helpful, or do they present any challenges in practical implementation?</li>
<li>What would make accessibility easier to integrate into your workflow?</li>
<li>How do you typically learn about new best practices or industry standards in XR development?</li>
<li>Is accessibility also a part of your QA tests?</li>
</ol>
<h4>Accessibility Testers</h4>
<ol>
<li>Can you tell me about your experience with accessibility testing?</li>
<li>Have you tested XR applications for accessibility? If yes, which types? (e.g., VR, AR, MR)
<ol>
<li>What software and hardware do you use for accessibility testing in XR?</li>
<li>Can you describe a recent experience testing an XR product?
<ol>
<li>How did you determine if it is accessible?</li>
<li>Do you follow any specific accessibility testing guidelines for XR? If yes, which ones?</li>
<li>What are some of the most common accessibility issues you’ve identified in XR applications?</li>
<li>Have you come across any accessibility features in XR that were well-executed?</li>
<li>How do you typically document or report accessibility issues in XR?</li>
<li>Are there any specific disabilities that XR applications often fail to accommodate?</li>
</ol>
</li>
</ol>
</li>
<li>What guidelines do you apply regarding accessibility besides WCAG?
<ol>
<li>What would make your job as an accessibility tester easier when evaluating interfaces and experiences beyond WCAG?</li>
</ol>
</li>
<li>Do you use any specific checklist tools for different interfaces (eg: web, mobile, XR, etc)?
<ol>
<li>Are there any features you really like about those tools?
<ol>
<li>Is there any tool/feature that you find difficult to use?</li>
</ol>
</li>
</ol>
</li>
<li>What do you do when existing accessibility guidelines don’t directly apply to the application you’re testing?</li>
<li>Is accessibility also a part of your QA tests?</li>
<li>If you could change one thing about the way accessibility is handled today, what would it be?</li>
</ol>
<h4>Closing/Thank you</h4>
<p>These are all my questions for today!</p>
<p>Thank you so much for participating in this screening session. Your opinions and suggestions are important and will help us improve the accessibility in XR interfaces.</p>
<p>Ask if they want to join mailing list:</p>
<p><a href="https://docs.google.com/forms/d/e/1FAIpQLSdZxYGXzfZumj_1xRu0J1V7gG3PLmCDj2GC8pB8SMAQB9rDRA/viewform">https://docs.google.com/forms/d/e/1FAIpQLSdZxYGXzfZumj_1xRu0J1V7gG3PLmCDj2GC8pB8SMAQB9rDRA/viewform</a></p>
<p>Is there anything else you&#8217;d like to add or any questions you have for us at this point?</p>
<p>Awesome! Thank you again for your participation and sharing your opinions. Have a great day!</p>
<h2>Appendix B: Full Quotes and Insights</h2>
<div id="attachment_15468" style="width: 1073px" class="wp-caption alignnone"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-15468" class="size-full wp-image-15468" src="https://metaverse-standards.org/wp-content/uploads/Figure-B1-Thematic-Matrix-mapping.jpg" alt="Thematic matrix mapping participant quotes by stakeholder group and theme" width="1063" height="570" srcset="https://metaverse-standards.org/wp-content/uploads/Figure-B1-Thematic-Matrix-mapping.jpg 1063w, https://metaverse-standards.org/wp-content/uploads/Figure-B1-Thematic-Matrix-mapping-980x525.jpg 980w, https://metaverse-standards.org/wp-content/uploads/Figure-B1-Thematic-Matrix-mapping-480x257.jpg 480w" sizes="(min-width: 0px) and (max-width: 480px) 480px, (min-width: 481px) and (max-width: 980px) 980px, (min-width: 981px) 1063px, 100vw" /><p id="caption-attachment-15468" class="wp-caption-text">Figure B1: Thematic matrix mapping participant quotes by stakeholder group and theme. The sticky notes are color-coded to reflect the tone of participant quotes—<strong>red</strong> indicates negative sentiments or challenges, <strong>green</strong> highlights positive experiences or opinions, and <strong>yellow</strong> represents neutral or factual statements.</p></div>
<h3>Approach to Accessibility</h3>
<table>
<tbody>
<tr>
<td width="104"><strong>Participant</strong></td>
<td width="106"><strong>Sentiment</strong></td>
<td width="404"><strong>Insight</strong></td>
</tr>
<tr>
<td width="104">X2</td>
<td width="106">Negative</td>
<td width="404">Commercial projects: &#8216;I think it really kicks in in the later stages.&#8217;</td>
</tr>
<tr>
<td width="104">X2</td>
<td width="106">Positive</td>
<td width="404">Research projects have more liberty and feasibility to accommodate accessibility in XR</td>
</tr>
<tr>
<td width="104">X5</td>
<td width="106">Neutral</td>
<td width="404">Highly dependent on client requirement &#8211; does not proactively implement any accessibility features or follow any guidelines</td>
</tr>
<tr>
<td width="104">X9</td>
<td width="106">Neutral</td>
<td width="404">As a consultant, clients are not super receptive of the feedback on accessibility and look for quick fixes and improvements</td>
</tr>
<tr>
<td width="104">X4</td>
<td width="106">Negative</td>
<td width="404">Know your audience and cater the solution accordingly: User Centric but not accessibility oriented</td>
</tr>
<tr>
<td width="104">X8</td>
<td width="106">Negative</td>
<td width="404">Focus more on MVP then iterate to make it more comfortable and accessible</td>
</tr>
<tr>
<td width="104">X8</td>
<td width="106">Negative</td>
<td width="404">&#8216;I think Industry projects are not always making the decision to spend time and money for accessibility.&#8217;</td>
</tr>
<tr>
<td width="104">X3</td>
<td width="106">Positive</td>
<td width="404">The definition of accessibility changes when in context of XR</td>
</tr>
<tr>
<td width="104">X8</td>
<td width="106">Neutral</td>
<td width="404">Created user persona after alpha launch and incorporated accessibility according to the persona</td>
</tr>
<tr>
<td width="104">X9</td>
<td width="106">Positive</td>
<td width="404">&#8216;You really want to think about accessibility before you start design because accessibility is pretty much impossible to retrofit&#8217;</td>
</tr>
<tr>
<td width="104">X10</td>
<td width="106">Positive</td>
<td width="404">&#8216;I think that accessibility is for everyone&#8217;</td>
</tr>
<tr>
<td width="104">X4</td>
<td width="106">Negative</td>
<td width="404">&#8216;I&#8217;m more focused on being a developer than a designer. So that wasn&#8217;t my first go to thing always&#8217;</td>
</tr>
<tr>
<td width="104">X5</td>
<td width="106">Negative</td>
<td width="404">&#8216;I am a tech person. A healthcare person is required when designing in the healthcare domain&#8217;</td>
</tr>
<tr>
<td width="104">X6</td>
<td width="106">Positive</td>
<td width="404">Don’t have a dedicated accessibility engineer but included accessibility at all steps</td>
</tr>
<tr>
<td width="104">X6</td>
<td width="106">Positive</td>
<td width="404">In a11y first orgs: Accessibility is considered pretty early in the process &#8211; embedded in the design phase</td>
</tr>
<tr>
<td width="104">X8</td>
<td width="106">Negative</td>
<td width="404">&#8216;But if we don&#8217;t have these kinds of needs, our user feedback is not asking for any of those features. We might not do that.&#8217;</td>
</tr>
<tr>
<td width="104">X5</td>
<td width="106">Negative</td>
<td width="404">Despite the client being into healthcare, nobody worked on the accessibility aspect</td>
</tr>
<tr>
<td width="104">X3, X7</td>
<td width="106">Positive</td>
<td width="404">&#8216;I think accessibility is not something that you can incorporate towards the end. It&#8217;s something you start working with from the very beginning.&#8217;</td>
</tr>
<tr>
<td width="104">X9</td>
<td width="106">Negative</td>
<td width="404">&#8216;It&#8217;s not that they&#8217;re not doing it because they don&#8217;t like disabled people, right? It&#8217;s that they just didn&#8217;t think about it.&#8217;</td>
</tr>
<tr>
<td width="104">A1</td>
<td width="106">Positive</td>
<td width="404">Considering multiple disabilities and having alternative controls</td>
</tr>
<tr>
<td width="104">A1</td>
<td width="106">Positive</td>
<td width="404">If a studio has a dedicated accessibility team/ people are passionate =&gt; good accessibility features</td>
</tr>
<tr>
<td width="104">A9</td>
<td width="106">Positive</td>
<td width="404">Accessibility guidelines are more about player experience and their comfort and usability</td>
</tr>
<tr>
<td width="104">A6</td>
<td width="106">Negative</td>
<td width="404">&#8216;A lot of the time something&#8217;s accessible but still might not be usable&#8217;</td>
</tr>
<tr>
<td width="104">A1</td>
<td width="106">Positive</td>
<td width="404">Other considerations include environmental factors like movement of text, acceleration of objects/environment</td>
</tr>
<tr>
<td width="104">A2</td>
<td width="106">Positive</td>
<td width="404">The approach was more &#8216;how do we do this&#8217; than &#8216;we don’t want to do this&#8217;</td>
</tr>
<tr>
<td width="104">A1</td>
<td width="106">Positive</td>
<td width="404">&#8216;I think there&#8217;s a misconception out there that VR just is completely unusable if you can&#8217;t see, and it&#8217;s not necessarily the case.&#8217;</td>
</tr>
<tr>
<td width="104">A4</td>
<td width="106">Positive</td>
<td width="404">Information architecture played a major role in revamping the website’s design to make it more accessible</td>
</tr>
<tr>
<td width="104">A9</td>
<td width="106">Positive</td>
<td width="404">&#8216;If it’s not accessible, it’s a bug&#8217;</td>
</tr>
<tr>
<td width="104">A4</td>
<td width="106">Positive</td>
<td width="404">Focuses more on shapes and symbols over color to convey certain things like avoiding red for negative and green for positive</td>
</tr>
</tbody>
</table>
<h3>Challenges Faced</h3>
<table>
<tbody>
<tr>
<td width="102"><strong>Participant</strong></td>
<td width="108"><strong>Sentiment</strong></td>
<td width="408"><strong>Insight</strong></td>
</tr>
<tr>
<td width="102">X8</td>
<td width="108">Negative</td>
<td width="408">Current prototyping tools for XR lack customization wrt accessibility</td>
</tr>
<tr>
<td width="102">X1</td>
<td width="108">Negative</td>
<td width="408">Technical difficulties like file size for audio support</td>
</tr>
<tr>
<td width="102">X7</td>
<td width="108">Positive</td>
<td width="408">Accessibility issues sometimes get addressed unknowingly</td>
</tr>
<tr>
<td width="102">X4</td>
<td width="108">Neutral</td>
<td width="408">Consider UX but don’t consider accessibility explicitly</td>
</tr>
<tr>
<td width="102">X1</td>
<td width="108">Negative</td>
<td width="408">Less interest from XR Dev teams worked with or a dedicated team</td>
</tr>
<tr>
<td width="102">X4</td>
<td width="108">Neutral</td>
<td width="408">Haven’t had anyone in the org responsible for a11y &#8211; worked with clients and their requirements</td>
</tr>
<tr>
<td width="102">X4, X5</td>
<td width="108">Neutral</td>
<td width="408">Made a few features/changes to make the experience accessible unintentionally</td>
</tr>
<tr>
<td width="102">X1</td>
<td width="108">Negative</td>
<td width="408">Lack of information/data about users &#8211; difficult to focus on any disability</td>
</tr>
<tr>
<td width="102">X8</td>
<td width="108">Neutral</td>
<td width="408">Conflicting guidelines like Meta and Apple can be difficult to resolve for cross-platform compatible experiences</td>
</tr>
<tr>
<td width="102">X6</td>
<td width="108">Neutral</td>
<td width="408">Adding an accessibility feature in a more user-intuitive way</td>
</tr>
<tr>
<td width="102">X7</td>
<td width="108">Positive</td>
<td width="408">Important to know how to have conversations about accessibility features and requirements</td>
</tr>
<tr>
<td width="102">X1, X3</td>
<td width="108">Negative</td>
<td width="408">Difficult to pitch accessibility features/changes in commercial applications</td>
</tr>
<tr>
<td width="102">A9</td>
<td width="108">Negative</td>
<td width="408">There are some current solutions that aren’t necessarily the definitive solutions</td>
</tr>
<tr>
<td width="102">A2</td>
<td width="108">Neutral</td>
<td width="408">&#8216;The roles and responsibilities are not clarified when it comes to accessibilities between, like, all the different roles&#8217;</td>
</tr>
<tr>
<td width="102">A8</td>
<td width="108">Negative</td>
<td width="408">A lot of conversations and back and forth with design and dev teams to fix issues based on the testing performed</td>
</tr>
<tr>
<td width="102">A3</td>
<td width="108">Negative</td>
<td width="408">Determining success criteria for cognitive disabilities is challenging</td>
</tr>
<tr>
<td width="102">A5</td>
<td width="108">Negative</td>
<td width="408">&#8216;I really don&#8217;t know who to communicate with on it (accessibility issues)&#8217;</td>
</tr>
<tr>
<td width="102">A4</td>
<td width="108">Neutral</td>
<td width="408">Difficult to accommodate a large number of different stakeholders with different requirements</td>
</tr>
<tr>
<td width="102">A8</td>
<td width="108">Negative</td>
<td width="408">&#8216;How the webpage is going to look for people that use enlarged texts &#8211; often overlooked&#8217;</td>
</tr>
<tr>
<td width="102">A9</td>
<td width="108">Negative</td>
<td width="408">Hand tracking enables natural interaction without having to hold a controller, but comes with requirements for e.g. gestures</td>
</tr>
<tr>
<td width="102">A9</td>
<td width="108">Positive</td>
<td width="408">Game will ship one way or the other &#8211; want to get as much into it to let people play as possible</td>
</tr>
</tbody>
</table>
<h3>Guidelines and Standards</h3>
<table width="623">
<tbody>
<tr>
<td width="103"><strong>Participant</strong></td>
<td width="109"><strong>Sentiment</strong></td>
<td width="412"><strong>Insight</strong></td>
</tr>
<tr>
<td width="103">X1</td>
<td width="109">Neutral</td>
<td width="412">Did have a few considerations while designing for certain disabilities &#8211; But not aware of accessibility compliance and existing guidelines</td>
</tr>
<tr>
<td width="103">X2</td>
<td width="109">Neutral</td>
<td width="412">Existing standards &amp; guidelines: Focused on traditional interfaces and don’t really apply to XR</td>
</tr>
<tr>
<td width="103">X1, X3</td>
<td width="109">Negative</td>
<td width="412">Did not use any specific guidelines &#8211; Brainstormed potential issues with the team</td>
</tr>
<tr>
<td width="103">X6</td>
<td width="109">Neutral</td>
<td width="412">Don’t have any specific internal guidelines &#8211; making things accessible and intuitive testing within the team</td>
</tr>
<tr>
<td width="103">X6</td>
<td width="109">Positive</td>
<td width="412">&#8216;It&#8217;s usually a lot of internal and play testing that really kind of shape what that is but at least currently we don&#8217;t necessarily have like a specific set of standards for everything we do&#8217;</td>
</tr>
<tr>
<td width="103">X7</td>
<td width="109">Neutral</td>
<td width="412">Also used video game accessibility guidelines &#8211; don’t feel as official</td>
</tr>
<tr>
<td width="103">X4</td>
<td width="109">Negative</td>
<td width="412">Have referred to Oculus guidelines &#8211; but after completion of the development</td>
</tr>
<tr>
<td width="103">X9</td>
<td width="109">Neutral</td>
<td width="412">Did not really refer to any other guidelines and referred to the internal doc created since it felt sufficient</td>
</tr>
<tr>
<td width="103">X7</td>
<td width="109">Positive</td>
<td width="412">&#8216;There needs to be testing. There&#8217;s no substitute.&#8217;</td>
</tr>
<tr>
<td width="103">X8</td>
<td width="109">Negative</td>
<td width="412">Have referred to Meta’s XR Design guidelines as well as Apple’s guidelines</td>
</tr>
<tr>
<td width="103">X9</td>
<td width="109">Neutral</td>
<td width="412">Used spreadsheets to document issues and prioritize into buckets</td>
</tr>
<tr>
<td width="103">X9</td>
<td width="109">Positive</td>
<td width="412">Own set of guidelines &#8211; XR interaction style guide that includes general best practices</td>
</tr>
<tr>
<td width="103">X2</td>
<td width="109">Positive</td>
<td width="412">Tried to reference WCAG to meet minimum font sizing requirements</td>
</tr>
<tr>
<td width="103">X7</td>
<td width="109">Positive</td>
<td width="412">Have tried skimming through other guidelines like WCAG but they seem more web-oriented and don’t always apply to XR</td>
</tr>
<tr>
<td width="103">X6</td>
<td width="109">Positive</td>
<td width="412">Refer to WCAG when looking for more “fleshed out” guidelines</td>
</tr>
<tr>
<td width="103">A1</td>
<td width="109">Positive</td>
<td width="412">Multiple formats of reporting including full reports, slide decks or conversational walkthrough</td>
</tr>
<tr>
<td width="103">A2, A8</td>
<td width="109">Positive</td>
<td width="412">Use project management tool to log accessibility issues</td>
</tr>
<tr>
<td width="103">A5</td>
<td width="109">Positive</td>
<td width="412">Document feedback in the form of notes/observations</td>
</tr>
<tr>
<td width="103">A2, A5, A7</td>
<td width="109">Positive</td>
<td width="412">Have internal set of guidelines</td>
</tr>
<tr>
<td width="103">A1, A3</td>
<td width="109">Positive</td>
<td width="412">Also use client internal guidelines if any for evaluating accessibility</td>
</tr>
<tr>
<td width="103">A9</td>
<td width="109">Positive</td>
<td width="412">Have internal guide documented using multiple resources like GAG, W3C, APX, etc</td>
</tr>
<tr>
<td width="103">A1</td>
<td width="109">Neutral</td>
<td width="412">&#8216;No amount of evaluation will ever replace testing with players with disabilities&#8217;</td>
</tr>
<tr>
<td width="103">A1</td>
<td width="109">Positive</td>
<td width="412">Have internal guidelines/ design patterns called APX &#8211; work in conjunction with guidelines</td>
</tr>
<tr>
<td width="103">A6</td>
<td width="109">Positive</td>
<td width="412">Internal rating system (Google Accessibility Rating)</td>
</tr>
<tr>
<td width="103">A9</td>
<td width="109">Positive</td>
<td width="412">Use vision simulation tools and also test for spoken audio and auditory processing issues</td>
</tr>
<tr>
<td width="103">A1, A9</td>
<td width="109">Positive</td>
<td width="412">Things fall under multiple guidelines and design patterns often overlap</td>
</tr>
<tr>
<td width="103">A3</td>
<td width="109">Negative</td>
<td width="412">Referring to WCAG or other guidelines could be difficult for beginners/layman to understand</td>
</tr>
<tr>
<td width="103">A9</td>
<td width="109">Positive</td>
<td width="412">&#8216;I like the idea of WCAG guidelines categories over GAG&#8217;</td>
</tr>
<tr>
<td width="103">A9</td>
<td width="109">Neutral</td>
<td width="412">Not a lot of standards about VR-specific accessibility right now</td>
</tr>
<tr>
<td width="103">A7</td>
<td width="109">Negative</td>
<td width="412">WCAG is very complex</td>
</tr>
<tr>
<td width="103">A8</td>
<td width="109">Negative</td>
<td width="412">Sometimes it is difficult to understand the WCAG success criterion and difficult to meet it because of user system settings that might lead to the website or app failing WCAG compliance</td>
</tr>
<tr>
<td width="103">A5</td>
<td width="109">Positive</td>
<td width="412">Have noticed a high-level similarity between guidelines for web/mobile and XR interfaces</td>
</tr>
</tbody>
</table>
<h3>Perceived Need for XR-specific Accessibility Guidelines</h3>
<table>
<tbody>
<tr>
<td width="102"><strong>Participant</strong></td>
<td width="108"><strong>Sentiment</strong></td>
<td width="414"><strong>Insight</strong></td>
</tr>
<tr>
<td width="102">X3</td>
<td width="108">Neutral</td>
<td width="414">Toolkit &#8211; something like a plugin that can help implement/take care of a11y</td>
</tr>
<tr>
<td width="102">X3</td>
<td width="108">Positive</td>
<td width="414">A well documented resource on non-2D platform &#8211; An interactive VR based approach to understand and test the guidelines</td>
</tr>
<tr>
<td width="102">X7</td>
<td width="108">Positive</td>
<td width="414">Need for real guidelines that would be simple to interpret and use</td>
</tr>
<tr>
<td width="102">X1</td>
<td width="108">Positive</td>
<td width="414">Would be helpful but also could change with context</td>
</tr>
<tr>
<td width="102">X3</td>
<td width="108">Neutral</td>
<td width="414">Design system &#8211; Pick assets on the go, catering to the XR a11y</td>
</tr>
<tr>
<td width="102">X8</td>
<td width="108">Positive</td>
<td width="414">Customizable XR interaction toolkit</td>
</tr>
<tr>
<td width="102">X2</td>
<td width="108">Positive</td>
<td width="414">Helpful to have standardized tools/packages according to guidelines</td>
</tr>
<tr>
<td width="102">X2</td>
<td width="108">Positive</td>
<td width="414">Would love to have a11y plugins</td>
</tr>
<tr>
<td width="102">X2</td>
<td width="108">Positive</td>
<td width="414">Easier to make the code more accessible using AI tools</td>
</tr>
<tr>
<td width="102">X2</td>
<td width="108">Positive</td>
<td width="414">Examples of a11y issues in code for XR experiences and how to fix &#8211; like WCAG</td>
</tr>
<tr>
<td width="102">X6</td>
<td width="108">Positive</td>
<td width="414">Focus more on platform level or native accessibility that applications could more rely on</td>
</tr>
<tr>
<td width="102">X9</td>
<td width="108">Positive</td>
<td width="414">Accessibility should be built into the toolkit/infrastructure</td>
</tr>
<tr>
<td width="102">X2</td>
<td width="108">Negative</td>
<td width="414">Customization leads to ambiguity in terms of putting everything in the same basket</td>
</tr>
<tr>
<td width="102">A9</td>
<td width="108">Positive</td>
<td width="414">Hitting the minimum level of requirements/standardization/measurements would be useful</td>
</tr>
<tr>
<td width="102">A3</td>
<td width="108">Positive</td>
<td width="414">&#8216;I definitely think it would be easier, you know, if there was just kind of one universal set of criteria that everyone was in agreement on&#8217;</td>
</tr>
<tr>
<td width="102">A7</td>
<td width="108">Positive</td>
<td width="414">Use own code examples in internal guidelines for better understanding of guidelines</td>
</tr>
<tr>
<td width="102">A1</td>
<td width="108">Neutral</td>
<td width="414">&#8216;Unreal and Unity have accessibility guidelines and templates and so on and so forth that you can kind of read through, but nothing that pulls everything together&#8217;</td>
</tr>
<tr>
<td width="102">A1</td>
<td width="108">Neutral</td>
<td width="414">Having a holistic set of guidelines could help understanding the problem</td>
</tr>
<tr>
<td width="102">A9</td>
<td width="108">Positive</td>
<td width="414">Having a cheat sheet / more approachable would be beneficial</td>
</tr>
<tr>
<td width="102">A3</td>
<td width="108">Negative</td>
<td width="414">Having good examples in documentation is really important</td>
</tr>
<tr>
<td width="102">A9</td>
<td width="108">Positive</td>
<td width="414">&#8216;There should be a TLDR&#8217;</td>
</tr>
<tr>
<td width="102">A5</td>
<td width="108">Positive</td>
<td width="414">Interactive tutorials/guide including a11y features for users to understand and adapt</td>
</tr>
<tr>
<td width="102">A4</td>
<td width="108">Positive</td>
<td width="414">&#8216;Having a more standardized way of labeling things for non developers would be really helpful&#8217;</td>
</tr>
<tr>
<td width="102">A4</td>
<td width="108">Positive</td>
<td width="414">Helpful to include an alt text in the metadata of images and videos &#8211; will make it easier for developers and designers</td>
</tr>
</tbody>
</table>
<p>&nbsp;</p>
<p>The post <a href="https://metaverse-standards.org/news/good-intentions-real-barriers-investigating-accessibility-in-xr-workflows/">Good Intentions, Real Barriers: Investigating Accessibility in XR Workflows</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Driving Real-World Impact: Metaverse Standards Forum Launches Forum Labs Initiative for Pre- and Post-Standardization Collaboration</title>
		<link>https://metaverse-standards.org/news/driving-real-world-impact-metaverse-standards-forum-launches-forum-labs-initiative-for-pre-and-post-standardization-collaboration/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Mon, 14 Jul 2025 16:02:23 +0000</pubDate>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=15362</guid>

					<description><![CDATA[<p>p-NET Welcomed as the First Forum Principal Lab The Metaverse Standards Forum is proud to announce the launch of its Forum Labs Initiative — a major new program designed to [&#8230;]</p>
<p>The post <a href="https://metaverse-standards.org/news/driving-real-world-impact-metaverse-standards-forum-launches-forum-labs-initiative-for-pre-and-post-standardization-collaboration/">Driving Real-World Impact: Metaverse Standards Forum Launches Forum Labs Initiative for Pre- and Post-Standardization Collaboration</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p><em>p-NET Welcomed as the First Forum Principal Lab</em></p>
<p>The <strong>Metaverse Standards Forum</strong> is proud to announce the launch of its <a href="https://metaverse-standards.org/forum-labs/">Forum Labs Initiative</a> — a major new program designed to accelerate open cooperation and interoperability through grounded, high-impact Collaborative Projects.<br />
As the metaverse ecosystem evolves, so does the need for real-world testing and validation of emerging standards. The Forum Labs Initiative empowers qualified member organizations to lead and participate in Collaborative Projects that span both <strong>pre-standardization exploration</strong> and <strong>post-standardization deployment</strong> — ensuring that standards development is shaped by practical experience and ready for real-world adoption.</p>
<h2>What Is a Forum Principal Lab?</h2>
<p>A <strong>Forum Principal Lab</strong> is a designated Principal Member with the expertise, infrastructure, and commitment to support and execute Collaborative Projects in close collaboration with Forum Working Groups. These labs play a critical role in bridging the gap between concept and deployment, providing hands-on insight and technical depth.</p>
<h2>What Can Collaborative Projects Include?</h2>
<p>Collaborative Projects under the Forum Labs Initiative are designed to deliver tangible, ecosystem-wide impact. Example activities include:</p>
<ul>
<li>Defining and testing use cases and technical requirements</li>
<li>Running interoperability testbeds and plugfests</li>
<li>Co-hosting webinars, workshops, and symposia</li>
<li>Collaborating on grant-funded R&amp;D proposals</li>
<li>Developing and validating open tooling and resources</li>
</ul>
<p>By enabling both early-stage exploration and testing of real-world implementations, the program helps keep metaverse standards development practical and grounded in deployment experience.</p>
<h2>Why It Matters</h2>
<p><strong>For the Ecosystem:</strong> The program strengthens the foundation of the open metaverse by enabling standards to be tested, refined, and adopted in real-world conditions — increasing reliability, reducing fragmentation, and accelerating time to impact.</p>
<p><strong>For Labs:</strong> Forum Principal Labs gain unique opportunities to demonstrate leadership, enhance visibility, collaborate with key stakeholders, and contribute to shaping the future of metaverse interoperability.</p>
<p><strong>For the Forum:</strong> The program expands the Forum’s capacity to turn strategic goals into operational momentum — helping fulfill its mission to catalyze open and inclusive metaverse standards.</p>
<h2>p-NET Designated as First Forum Principal Lab</h2>
<p><a href="https://metaverse-standards.org/forum-labs/p-net/"><strong>p-NET</strong> has been designated as the first Forum Principal Lab</a> under the Forum’s new initiative. Established in 2022 through a collaboration between the University of Patras, private and public sector partners, and Greece’s General Secretariat for Research and Innovation, p-NET focuses on advancing 5G/6G innovation and exploring their applications in immersive technologies.</p>
<p>As the inaugural Forum Principal Lab, p-NET will leverage its state-of-the-art infrastructure and research capabilities to Collaborative Projects that test and validate metaverse interoperability in real-world scenarios. Forum members and global participants will gain access to p-NET’s advanced 5G testbeds and tools — helping bridge standards development with practical, measurable outcomes.</p>
<p style="padding-left: 40px;">“&#8221;The new Metaverse Standards Forum Labs Initiative will help bridge the critical gap between standards development and real-world testing,&#8221; said Neil Trevett, Forum President. &#8220;We are delighted to welcome p-NET as our first Forum Principal Lab — their advanced 5G/6G infrastructure and expertise in immersive technologies will be invaluable in validating metaverse interoperability standards in practical environments.&#8221;</p>
<p style="padding-left: 40px;">“We foster innovation, entrepreneurship, and technological progress in smart network technologies while promoting digital transformation and sustainability across sectors such as culture and tourism, smart cities, education, media, and public-sector services,” said Marios Nicolaou, BD Director, p-NET. “We’re eager to investigate how interoperability requirements and emerging standards affect user experience and value chains in controlled environments — and to help quantify the benefits of standards adoption.”</p>
<h2>Join the Movement</h2>
<p>Forum Principal Labs will be recognized on the Forum’s website, granted the use of an official designation, and encouraged to propose and co-lead impactful projects with the Forum and its members. Each project will be guided by a transparent agreement that defines roles, deliverables, and open outcomes — with a strong focus on collaboration, real-world impact, and publicly available results that advance the open metaverse ecosystem.</p>
<p>This program marks a significant step forward in turning interoperability goals into collaborative, measurable progress.</p>
<p>Learn more about the Metaverse Standards Forum and how your organization can become a <a href="https://metaverse-standards.org/forum-labs/">Forum Principal Lab</a>.</p>
<p>The post <a href="https://metaverse-standards.org/news/driving-real-world-impact-metaverse-standards-forum-launches-forum-labs-initiative-for-pre-and-post-standardization-collaboration/">Driving Real-World Impact: Metaverse Standards Forum Launches Forum Labs Initiative for Pre- and Post-Standardization Collaboration</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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		<title>Taking Yourself Into the Metaverse</title>
		<link>https://metaverse-standards.org/news/in-the-news/taking-yourself-into-the-metaverse/</link>
		
		<dc:creator><![CDATA[Jeffrey Phillips]]></dc:creator>
		<pubDate>Mon, 09 Jun 2025 17:58:31 +0000</pubDate>
				<category><![CDATA[In The News]]></category>
		<category><![CDATA[News]]></category>
		<guid isPermaLink="false">https://metaverse-standards.org/?p=15214</guid>

					<description><![CDATA[<p>Moving forward there will be a number of key “standardization” elements for avatars, such as body type, allowing avatar vendors to maintain their own IP, whilst enabling avatar interoperability with a myriad of Metaverse experiences. Organizations working on this include MSF, IEEE, and VRM.</p>
<p>The post <a href="https://metaverse-standards.org/news/in-the-news/taking-yourself-into-the-metaverse/">Taking Yourself Into the Metaverse</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
]]></description>
										<content:encoded><![CDATA[<p>The post <a href="https://metaverse-standards.org/news/in-the-news/taking-yourself-into-the-metaverse/">Taking Yourself Into the Metaverse</a> appeared first on <a href="https://metaverse-standards.org">Metaverse Standards Forum</a>.</p>
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