Study Working in the metaverse was more difficult and less

Study: Working in the metaverse was more difficult and less productive than doing the same tasks in the real world

Companies like Meta* bet on a “great exodus” of office and other employees into the Metaverse. VR technology developers have repeatedly spoken about the benefits of working in a distraction-free virtual environment. However, a study published by New Scientist found that the convenience and productivity of employees in the Metaverse are grossly exaggerated.

    Image source: Meta*

Image source: Meta*

In progress Assessing the impact of working in VR for a week» (PDF) the impact of the long-term impact of employees working in a virtual environment is considered. The participants in the experiment were university staff and researchers, and the test results were discouraging. Participants were asked to use the Chrome Remote Desktop service in their virtual workspace. Users used Oculus VR headsets (Meta*) Quest 2 and could use Logitech K830 physical keyboards with integrated touchpads. In fact, working with a conventional computer was simulated in virtual reality.

Even before the actual work began, many participants in the experiment noticed the so-called. “Gym sickness” that many people experience when working with computer simulators and “subpar usability”. Two test subjects had to leave the project on the same day due to nausea, migraines and anxiety.

Those who stayed worked eight hours a day with 45-minute rest and lunch breaks. Everyone rated their experiences with desktop and virtual environments, and many found that the load increased by an average of 35%. On average, frustration increased by 42% and anxiety by 19%. In general, mental health deteriorated by 20% – although assessments are subjective and it is not widely known how to accurately measure mental health, the fact that respondents noted this is worth noting.

There were also negative physical effects, ranging from a 48 percent increase in eye strain to a 36 percent drop in VR usability. In addition, the productivity of the work process has subjectively decreased noticeably.

The paper says the study will help “Clearly highlight current deficiencies and identify opportunities to improve user experience when working in virtual reality”.

* It is included in the list of public associations and religious organizations for which the court made a final decision, activities on the grounds of Federal Law No. 114-FZ of July 25, 2002 “On Combating Extremist Activity”.


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Johnson Smith

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