O metaverse It has become a new product that will be explored by many companies, in various interactions with people, and it is not limited to leisure, games and content use. Meta and Microsoft already have advanced solutions to explore Remote work Their platforms have already been released in virtual environments, and from Avatars in Teams to Horizon Workrooms.
But not all flowers are. A recent study by researchers at several universities, in partnership with Microsoft Research, found that using VR to access the work environment in Metaverse does not benefit the user or the company. Conversely.
The study (caution, pdf) was conducted by Cambridge, UK, Coburg of Applied Sciences, Germany and Primorska, Slovenia, as well as Microsoft’s Deployed Research Branch. The experiment consisted of 16 participants for two weeks, in which the observations were divided as follows:
In the first week, users used a regular PC to perform their tasks via remote work, using a curved monitor; In the second, they started using (apparently) Meta, X-Facebook, Meta Quest 2 VR Google to access Metavers. In both cases, the keyboard provided was the Logitech K380 with built-in trackpad, and the remote access device was the Chrome Remote Desktop.
According to those responsible for the study, no one at this time knows the consequences of long-term use of VR devices for teleworking, in which the user will have to carry the equipment for several hours a day. Weeks, to carry out their tasks in the Metaverse that they do today in a non-virtual environment.
To accurately verify such effects, in both cases, volunteers were introduced to a normal work routine, eight hours a day, with a 45-minute lunch break, 5 days a week. The results were not encouraging for those advocating Metavers as a “future of remote work”.
According to the study, which classified the results as “expected”, the application of VR for the use of Metaverse in telework, using monitors, achieved worse rates than the traditional method in practically all aspects.
Metaverse x productivity
Immediately, some participants had to stop using Meta Quest 2 after the first day, as they were experiencing nausea, migraines, and anxiety, although some of them overcame these symptoms during the experiment.
Others introduced a condition known as “simulator sickness”, which afflicts people experiencing virtual activity in the 1st person and is not limited to VR headsets; There are cases where individuals do not support FPS games, as they feel bad during game sessions.
In the individual assessments provided by study participants, all rated the VR kit worse than the monitor’s experience; Using Metaverse, 42% experienced more stress, 19% had more anxiety, and 11% reported other negative effects. Nonetheless, there has been a 48% increase in iStrain frames over the period of use of the Meta Quest 2, which has been working with displays mounted at longer distances this week.
To close the package, the feel-good mark was less than 20% during the Meta Quest 2 period, and productivity was reduced by 16% through Metaverse, which would certainly happen when looking at the bigger picture.
Of course, there are some Warning. The first and most serious is the essential hardware, in which many experts consider the use of a VR headset to be a primitive solution, but in defense of research, the goal is to simulate a standard work environment, so it makes sense to use the equipment. More widely available than modern and comfortable gadgets and relatively affordable for purchase from companies.
Second, this is only the first study that has seen a reasonable period of use of metavers in work relationships, but should not be taken as a definitive answer to anything. It is certain that more research is needed to evaluate whether adopting a virtual work environment would be a productive solution, and the results may vary and vary, with more data peer-reviewed and confronted.
In addition, this research serves as a warning to those interested in working on Metavers, which may not be the best idea for companies, at least in the first place.
Binner, V. Etc. al The amount of results working in VR for one week. arXiv (Cornell University), 11 pages, June 8, 2022. Available at.