{"id":94327,"date":"2024-11-12T14:05:45","date_gmt":"2024-11-12T19:05:45","guid":{"rendered":"https:\/\/newsroom.carleton.ca\/?post_type=cu_story&#038;p=94327"},"modified":"2025-08-19T09:37:00","modified_gmt":"2025-08-19T13:37:00","slug":"work-future-metaverse-isnt-ready","status":"publish","type":"cu_story","link":"https:\/\/carleton.ca\/news\/story\/work-future-metaverse-isnt-ready\/","title":{"rendered":"Why the Metaverse Isn&#8217;t Ready To Be the Future of Work Just Yet"},"content":{"rendered":"\n<section class=\"w-screen px-6 cu-section cu-section--white ml-offset-center md:px-8 lg:px-14\">\n    <div class=\"space-y-6 cu-max-w-child-max  md:space-y-10 cu-prose-first-last\">\n\n        \n                    \n                    \n            \n    <div class=\"cu-wideimage relative flex items-center justify-center mx-auto px-8 overflow-hidden md:px-16 rounded-xl not-prose  my-6 md:my-12 first:mt-0 bg-opacity-50 bg-cover bg-cu-black-50 pt-24 pb-32 md:pt-28 md:pb-44 lg:pt-36 lg:pb-60 xl:pt-48 xl:pb-72\" style=\"background-image: url(https:\/\/carleton.ca\/news\/wp-content\/uploads\/sites\/162\/conversation-metaverse-1200x900-1.jpg); background-position: 50% 50%;\">\n\n                    <div class=\"absolute top-0 w-full h-screen\" style=\"background-color:rgba(0,0,0,0.600);\"><\/div>\n        \n        <div class=\"relative z-[2] max-w-4xl w-full flex flex-col items-center gap-2 cu-wideimage-image cu-zero-first-last\">\n            <header class=\"mx-auto mb-6 text-center text-white cu-pageheader cu-component-updated cu-pageheader--center md:mb-12\">\n\n                                    <h1 class=\"cu-prose-first-last font-semibold mb-2 text-3xl md:text-4xl lg:text-5xl lg:leading-[3.5rem] cu-pageheader--center text-center mx-auto after:left-px\">\n                        Why the Metaverse Isn&#039;t Ready To Be the Future of Work Just Yet\n                    <\/h1>\n                \n                            <\/header>\n        <\/div>\n\n                    <svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" class=\"absolute bottom-0 w-full z-[1]\" fill=\"none\" viewbox=\"0 0 1280 312\">\n                <path fill=\"#fff\" d=\"M26.412 315.608c-.602-.268-6.655-2.412-13.524-4.769a1943.84 1943.84 0 0 1-14.682-5.144l-2.276-.858v-5.358c0-4.876.086-5.358.773-5.09 1.674.643 21.38 5.84 34.646 9.109 14.682 3.59 28.935 6.858 45.936 10.449l9.874 2.089H57.322c-16.4 0-30.31-.16-30.91-.428ZM460.019 315.233c42.974-10.074 75.602-19.88 132.443-39.867 76.16-26.791 152.063-57.709 222.385-90.663 16.7-7.823 21.336-10.074 44.262-21.273 85.004-41.688 134.719-64.193 195.291-88.413 66.55-26.577 145.2-53.584 194.27-66.765C1258.5 5.626 1281.34 0 1282.24 0c.17 0 .34 27.596.34 61.3v61.299l-2.23.375c-84.7 13.718-165.93 35.955-310.736 84.931-46.494 15.753-65.427 22.076-96.166 32.15-9.102 3-24.814 8.198-34.989 11.574-107.543 35.954-153.008 50.422-196.626 62.639l-6.74 1.876-89.126-.054c-78.135-.054-88.782-.161-85.948-.857ZM729.628 312.875c33.229-10.985 69.248-23.523 127.506-44.207 118.705-42.223 164.596-57.709 217.446-73.302 2.62-.75 8.29-2.465 12.67-3.751 56.19-16.772 126.94-33.597 184.17-43.671 5.07-.91 9.66-1.768 10.22-1.875l.94-.161v170.236l-281.28-.054H719.968l9.66-3.215ZM246.864 313.411c-65.041-2.251-143.047-12.11-208.432-26.256-18.375-3.965-41.73-9.538-42.202-10.074-.171-.214-.257-21.38-.214-47.046l.129-46.618 6.654 3.697c57.313 32.043 118.491 56.531 197.699 79.143 40.313 11.521 83.459 18.058 138.669 21.059 15.584.857 65.685.857 81.14 0 33.744-1.876 61.306-4.93 88.396-9.806 6.396-1.126 11.634-1.983 11.722-1.929.255.375-20.48 7.769-30.999 11.038-28.592 8.948-59.288 15.646-91.873 20.147-26.36 3.59-50.015 5.627-78.35 6.698-15.584.59-55.209.59-72.339-.053Z\"><\/path>\n                <path fill=\"#fff\" d=\"M-3.066 295.067 32.06 304.1v9.033H-3.066v-18.066Z\"><\/path>\n            <\/svg>\n            <\/div>\n\n    \n\n    <\/div>\n<\/section>\n\n<p>This article is <a href=\"https:\/\/theconversation.com\/why-the-metaverse-isnt-ready-to-be-the-future-of-work-just-yet-241882\" target=\"_blank\" rel=\"noopener noreferrer\">republished<\/a> from The Conversation under a Creative Commons licence. All photos provided by <a href=\"https:\/\/theconversation.com\" target=\"_blank\" rel=\"noopener noreferrer\">The Conversation<\/a> from various sources.<\/p>\n\n\n\n<p><a href=\"https:\/\/carleton.ca\/sjc\/profile\/mcarthur-vicky\/\" target=\"_blank\" rel=\"noopener noreferrer\">Victoria McArthur<\/a> is an associate professor in journalism, and <a href=\"https:\/\/www.csit.carleton.ca\/~rteather\/\" target=\"_blank\" rel=\"noopener noreferrer\">Robert J. Teather<\/a> is an associate professor and director of the School of Information Technology at Carleton University.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><\/p>\n\n\n\n<p><a href=\"https:\/\/www150.statcan.gc.ca\/n1\/daily-quotidien\/240118\/dq240118c-eng.htm\" target=\"_blank\" rel=\"noopener noreferrer\">The COVID-19 pandemic radically changed how many Canadians work<\/a>. According to Statistics Canada, <a href=\"https:\/\/www150.statcan.gc.ca\/n1\/daily-quotidien\/240826\/dq240826a-eng.htm\" target=\"_blank\" rel=\"noopener noreferrer\">remote work rose to 40 per cent in April 2020 and fell to 18.7 per cent as of May 2024<\/a>.<\/p>\n\n\n\n<p>While telework allows employees to save time and money on commuting costs and can offer a better work\/life balance, <a href=\"https:\/\/doi.org\/10.3389\/fpsyg.2023.1193854\" target=\"_blank\" rel=\"noopener noreferrer\">academic studies<\/a> have illustrated how collaborative work can potentially suffer in remote contexts.<\/p>\n\n\n\n<p>Proponents of the metaverse suggest it could be the future of remote work since virtual worlds and virtual reality (VR) afford us the ability to collaborate in virtual spaces. But some companies argue <a href=\"https:\/\/www.sap.com\/resources\/replacing-water-cooler-moments\" target=\"_blank\" rel=\"noopener noreferrer\">that remote work lacks &#8220;water cooler moments&#8221;<\/a> \u2014 impromptu encounters between employees that can spark innovation.<\/p>\n\n\n\n<p>The compounding effects of <a href=\"https:\/\/www.healthline.com\/health\/zoom-fatigue\" target=\"_blank\" rel=\"noopener noreferrer\">Zoom fatigue<\/a> and <a href=\"https:\/\/michael-kass.medium.com\/why-so-many-zoom-meetings-are-soul-sucking-cesspools-of-doom-and-what-to-do-about-it-808279ccec09\" target=\"_blank\" rel=\"noopener noreferrer\">awkward attempts to recreate informal office interactions through virtual events like Zoom parties<\/a> are partly behind recent interest in the metaverse as the future of remote work.<\/p>\n\n\n\n<p>Metaverse is a term first coined by novelist Neal Stephenson more than three decades ago in his 1992 science-fiction novel <em>Snow Crash<\/em>.<\/p>\n\n\n\n<p>Today, <a href=\"https:\/\/www.techtarget.com\/whatis\/feature\/The-metaverse-explained-Everything-you-need-to-know\" target=\"_blank\" rel=\"noopener noreferrer\">it&#8217;s used to describe<\/a> &#8220;the convergence of physical and virtual space accessed through computers and enabled by immersive technologies such as virtual reality, augmented reality and mixed reality.&#8221; These technologies are collectively referred to as extended reality.<\/p>\n\n\n\n<h2 id=\"user-interaction-issues\" class=\"wp-block-heading\">User interaction issues<\/h2>\n\n\n\n<p>This isn&#8217;t the first time companies have explored the use of virtual environments to support remote work. In the early 2000s, <a href=\"https:\/\/doi.org\/10.1145\/1358628.1358850\" target=\"_blank\" rel=\"noopener noreferrer\">companies like IBM and Microsoft had virtual islands in the social virtual world Second Life<\/a>, where they hosted corporate training and recruitment events. But where Second Life was a platform for desktop computers, the metaverse is primarily one to be used with VR head-mounted displays.<\/p>\n\n\n\n<p>While metaverse supporters claim VR environments can virtually recreate in-person collaborative experiences or &#8220;water cooler moments,&#8221; the ways users interact with VR systems can introduce some usability issues.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter align-center\"><img decoding=\"async\" src=\"https:\/\/images.theconversation.com\/files\/631271\/original\/file-20241111-17-p55epg.jpg?ixlib=rb-4.1.0&amp;q=45&amp;auto=format&amp;w=754&amp;fit=clip\" alt=\"Group of people in suits wearing virtual reality headsets sit around a conference table\"\/><figcaption class=\"wp-element-caption\"><span class=\"caption\">There has been a surge in interest in the metaverse as the future of remote work.<\/span><br>\n<span class=\"attribution\"><span class=\"source\">(Shutterstock)<\/span><\/span><\/figcaption><\/figure>\n\n\n\n<p>In order to interact with 3D content in virtual environments, modern VR systems almost universally use 3D input devices such as controllers or wands, tracked in 3D typically using cameras positioned facing outward on the device. <a href=\"https:\/\/doi.org\/10.3758\/s13428-022-02051-8\" target=\"_blank\" rel=\"noopener noreferrer\">Hand tracking is becoming increasingly prevalent as well<\/a>.<\/p>\n\n\n\n<p>However, these 3D controllers have been shown to lack the finesse of conventional computer input devices <a href=\"https:\/\/doi.org\/10.1109\/3DUI.2011.5759222\" target=\"_blank\" rel=\"noopener noreferrer\">like a mouse<\/a> or <a href=\"https:\/\/doi.org\/10.1007\/978-3-319-20916-6_23\" target=\"_blank\" rel=\"noopener noreferrer\">touchscreen<\/a>, resulting in worse performance in common tasks such as acquiring targets (for example, clicking on icons).<\/p>\n\n\n\n<p>Eye tracking is becoming increasingly prevalent as well, with recent entries such as the Apple Vision Pro relying almost entirely on eye-based interaction. For repeated target acquisition tasks, eye tracking can cause eye fatigue, and its <a href=\"https:\/\/doi.org\/10.1145\/3131277.3132182\" target=\"_blank\" rel=\"noopener noreferrer\">performance potential is limited by the quality of the device&#8217;s eye tracker<\/a>.<\/p>\n\n\n\n<h2 id=\"ergonomics-and-physical-strain\" class=\"wp-block-heading\">Ergonomics and physical strain<\/h2>\n\n\n\n<p>Ergonomic issues also persist. While VR head-mounted displays are becoming increasingly affordable and portable compared to devices from the late 1990s, <a href=\"https:\/\/doi.org\/10.1007\/s42486-021-00062-6\" target=\"_blank\" rel=\"noopener noreferrer\">they still introduce head and neck issues if worn for extended periods of time<\/a>.<\/p>\n\n\n\n<p>Another common issue is that VR controllers are known to yield arm and shoulder fatigue in users. <a href=\"https:\/\/doi.org\/10.1007\/978-3-319-57987-0_41\" target=\"_blank\" rel=\"noopener noreferrer\">This phenomenon is commonly referred to as &#8220;gorilla arm syndrome<\/a>.&#8221;<\/p>\n\n\n\n<p>There are methods to alleviate this fatigue, <a href=\"https:\/\/doi.org\/10.1145\/3485279.3485292\" target=\"_blank\" rel=\"noopener noreferrer\">such as requiring smaller physical motions mapped to larger virtual motions<\/a>. However, most commercial device manufacturers have not employed such techniques yet, instead favouring 1:1 scale interaction. In other words, this means any movement you do in real life is executed the same in VR.<\/p>\n\n\n\n<p>Notably, such approaches go back to the earliest examples of 3D interaction (not necessarily in VR), <a href=\"https:\/\/doi.org\/10.1145\/800250.807503\" target=\"_blank\" rel=\"noopener noreferrer\">dating back to the mid-1980s<\/a>, despite extensive academic research to improve the situation since then.<\/p>\n\n\n\n<p>To their credit, Apple has shown an awareness of this issue with Vision Pro, using <a href=\"https:\/\/appleinsider.com\/articles\/23\/06\/29\/apple-vision-pro-gaze-and-pinch-gesture-combo-is-perfect-for-ar-vr\" target=\"_blank\" rel=\"noopener noreferrer\">eye tracking as a primary input method with subtle gestures<\/a> in a comfortable arm pose to act as a &#8220;click&#8221; action. This technique, likely adapted from <a href=\"https:\/\/doi.org\/10.1145\/3131277.3132180\" target=\"_blank\" rel=\"noopener noreferrer\">the &#8220;Gaze + pinch&#8221; method<\/a>, uses a combination of eye gaze to select targets and gestures with the hand to manipulate them.<\/p>\n\n\n\n<h2 id=\"cybersickness\" class=\"wp-block-heading\">Cybersickness<\/h2>\n\n\n\n<p>A final usability hurdle is cybersickness \u2014 visually induced motion sickness commonly observed with VR use. Presently, <a href=\"https:\/\/doi.org\/10.3389\/frvir.2021.759682\" target=\"_blank\" rel=\"noopener noreferrer\">anywhere from 20 to 95 per cent of users can experience cybersickness<\/a>.<\/p>\n\n\n\n<p>For years, cybersickness was incorrectly attributed to technical issues, such as display refresh latency. <a href=\"https:\/\/doi.org\/10.3389\/frvir.2020.582204\" target=\"_blank\" rel=\"noopener noreferrer\">We now know that while latency exacerbates cybersickness<\/a>, the phenomenon is more complex and caused by human factors <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-59342-1\" target=\"_blank\" rel=\"noopener noreferrer\">not easily addressed through better or faster technology<\/a>.<\/p>\n\n\n\n<p>The primary cause of cybersickness is believed to be visual-vestibular mismatches. This occurs when your eyes tell you you&#8217;re moving while your inner ear sense of motion tells you that you are not. VR systems using a controller joystick to move through the environment will immediately increase likelihood of cybersickness than those using natural walking.<\/p>\n\n\n\n<p>Postural stability \u2014 our ability to keep upright with conflicting visual information \u2014 also plays a role, and sudden motions in VR can cause users to lose their stability. Both issues can be mitigated through better system design, such as minimizing or eliminating movement, or using movement techniques <a href=\"https:\/\/doi.org\/10.1007\/978-3-030-59342-1\" target=\"_blank\" rel=\"noopener noreferrer\">that provide correct cues, like physically walking around an environment<\/a>.<\/p>\n\n\n\n<p>Since we often want to move around in a larger virtual environment than the physical space available, other techniques intended for use with joystick or steering-based virtual movement have also been shown to be effective in reducing cybersickness. Examples of this include <a href=\"https:\/\/doi.org\/10.1109\/3DUI.2016.7460053\" target=\"_blank\" rel=\"noopener noreferrer\">reducing the field of view during motion<\/a> or <a href=\"https:\/\/doi.org\/10.1007\/s10055-020-00425-x\" target=\"_blank\" rel=\"noopener noreferrer\">snapping the viewpoint to fixed rotation angles and movement positions<\/a>.<\/p>\n\n\n\n<h2 id=\"the-future-of-work\" class=\"wp-block-heading\">The future of work<\/h2>\n\n\n\n<p>As for the future of work in the metaverse, while some may be eager to see the shift in the very near future, there are still too many issues that make working in VR complicated. These issues, unfortunately, will not be easily solved by simply releasing new hardware or software.<\/p>\n\n\n\n<p>Until these issues of user interaction, ergonomics and cybersickness are resolved, the metaverse will not be ready to fully replace traditional office environments or provide a completely effective alternative for remote work.<\/p>\n\n\n\n<p>For now, remote work in the metaverse may appeal to early adopters or companies looking to experiment with virtual spaces, but it is unlikely to become a mainstream solution in the immediate future.<\/p>\n\n\n\n<p>_<br>\n<a href=\"https:\/\/newsroom.carleton.ca\">Carleton Newsroom<\/a><\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/counter.theconversation.com\/content\/241882\/count.gif?distributor=republish-lightbox-basic\" alt=\"The Conversation\"\/><\/figure>\n\n\n\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The COVID-19 pandemic radically changed how many Canadians work. According to Statistics Canada, remote work rose to 40 per cent in April 2020 and fell to 18.7 per cent as of May 2024. While telework allows employees to save time and money on commuting costs and can offer a better work\/life balance, academic studies have illustrated how collaborative work can potentially suffer in remote contexts.<\/p>\n","protected":false},"author":410,"featured_media":94330,"template":"","meta":{"_acf_changed":false,"footnotes":"","_links_to":"","_links_to_target":""},"cu_story_type":[1623],"cu_story_tag":[],"class_list":["post-94327","cu_story","type-cu_story","status-publish","has-post-thumbnail","hentry","cu_story_type-expert-perspectives"],"acf":{"cu_post_thumbnail":"blueprint"},"_links":{"self":[{"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/cu_story\/94327","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/cu_story"}],"about":[{"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/types\/cu_story"}],"author":[{"embeddable":true,"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/users\/410"}],"version-history":[{"count":3,"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/cu_story\/94327\/revisions"}],"predecessor-version":[{"id":94451,"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/cu_story\/94327\/revisions\/94451"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/media\/94330"}],"wp:attachment":[{"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/media?parent=94327"}],"wp:term":[{"taxonomy":"cu_story_type","embeddable":true,"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/cu_story_type?post=94327"},{"taxonomy":"cu_story_tag","embeddable":true,"href":"https:\/\/carleton.ca\/news\/wp-json\/wp\/v2\/cu_story_tag?post=94327"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}