The Metaverse promises to bring new social connections to the world of virtual work.
While the Metaverse is still in its infancy in many ways, it has become a big business. In the Metaverse, people can make friends, keep virtual pets, design virtual fashion items, buy virtual real estate, create and sell digital artworks and earn money from them, etc. However, the impact of the Metaverse on workplace work has received little societal attention. So how will the Metaverse reshape the modern workplace?
Imagine a world where you can discuss work with colleagues by the sea, or float in a space station taking notes from meetings, or switch from your London office to your New York office in an instant, without ever having to step out of the house…
The above scenario describes just the tip of the iceberg of future work scenarios in the “Metaverse” world. The term “Metaverse” was coined in 1992 by writer Neal Stephenson to describe a future virtual space that is highly similar to the real world. Although there is still no precise definition of the Metaverse, it is generally regarded as a three-dimensional virtual space network. In the Metaverse world, people can interact, conduct business, and build social connections through their virtual “avatars.” We can think of it as the virtual reality version of today’s internet.
While the Metaverse is still in its infancy in many respects, it has become a big business, with tech, gaming giants like Meta (formerly Facebook), Microsoft, and others all creating their own Metaverse worlds. The Metaverse integrates technologies such as virtual reality, gaming, machine learning, blockchain, 3D graphics, digital currency, sensors, and (in some cases) VR-enabled headsets.
In the Metaverse world, users can make friends, keep virtual pets, design virtual fashion items, buy virtual real estate, participate in events, create and sell digital artworks, and earn money from them. However, little attention has been paid to the impact of the emerging Metaverse on workplace work.
This situation is now changing. The impact of the pandemic—especially related restrictions on in-person meetings and travel—is driving businesses to look for more authentic, cohesive, and interactive remote and hybrid work models. The Metaverse will reshape the workplace in at least four ways: first, new forms of immersive teamwork emerge; second, new digital colleagues, artificial intelligence colleagues; third, virtualization and gamification technologies accelerate knowledge and skill acquisition ; and finally, with the emergence of entirely new businesses and job roles, the emergence of a new Metaverse economy.
Immersive: Teamwork in the Metaverse
The Metaverse promises to bring new social connections, increased mobility, and increased collaboration to the world of virtual work.
NextMeet is an India-based, avatar-based immersive reality platform focused on interactive work, collaboration, and learning solutions that aims to eliminate the psychological barriers and work disconnects that can arise from telecommuting or hybrid work.
Through the NextMeet immersive experience platform, employees can use a virtual avatar to perform many activities. For example, enter the virtual office and virtual meeting room in real time, walk up to the virtual podium for a live presentation, or roam the conference center/exhibition, etc. Participants can access the virtual world through a computer or mobile device: after selecting or designing their own avatar, they can use a keyboard and mouse, etc. to roam the online world.
Pushpak Kypuram, founder and director of NextMeet, cites new employee onboarding as an example: “Suppose 10 new colleagues are hired, if you introduce the company through a PDF document, ten minutes later these new employees Colleagues will have difficulty concentrating. What we are doing is creating a 3D hall or gallery with 20 interactive booths where new colleagues can walk and explore freely. In a word, new colleagues do not No longer need to read boring company presentation documents, but more interested in researching and understanding the company in the virtual hall.”
Meet your digital colleagues
Our colleagues in the Metaverse will no longer be limited to digital avatars of colleagues in the real world. More and more digital colleagues will join us — highly immersive, AI-powered, human-like robots. These AI agents will act as advisors and assistants, doing most of the heavy lifting in the Metaverse. In theory, they free up our employees and give us the opportunity to do more productive and valuable tasks.
In recent years, artificial intelligence conversational systems have made tremendous progress, with corresponding algorithms that can understand text and voice conversations and converse in natural language. The latest achievement of such algorithms are “digital humans,” capable of perceiving and interpreting environments, displaying emotions, making human-like gestures, and making decisions. UneeQ, an international technology platform, focuses on creating “digital humans” who can work in a wide range of fields and different roles. UneeQ’s digital staff includes: Nola, digital shopping assistant for Noel Leeming, New Zealand’s digital product shopping site; Rachel, an on-call mortgage advisor; Daniel, chief economist at UBS A digital avatar of a scientist, he can meet multiple clients at the same time to provide personalised wealth management advice.
Digital humans provide employees and organizations with a broad space for development. They are highly scalable—no coffee, no breaks, can work in multiple locations at the same time; and can be deployed into the Metaverse for more repetitive, tedious, or dangerous jobs. Human employees will have increasing opportunities to design and create their own digital colleagues and work side-by-side with these personalized and customized digital colleagues. But the digital human also poses certain threats, such as the displacement of low-skilled workers as a result of increased automation; or if human employees become relatively unfettered in their interactions with digital colleagues, which could erode the corresponding culture and behavioral norms, and in turn bring these unhealthy words and deeds into real-world interactions.
Achieving Faster Learning in the Metaverse
The Metaverse could revolutionize the development space for training and skills education, dramatically compressing the time required to develop and acquire new skills. AI-powered digital coaches can assist with employee training on-site and provide career advice. In the Metaverse, hands-on teaching is possible through interactive 3D presentations. Virtual reality role-playing exercises and simulations will become more commonplace, with employees avatars learning in highly realistic “game” scenarios such as “how to sell under pressure”, “how to deal with difficult customers” or “how to initiate A Challenging Employee Conversation” et al.
Virtual reality technology has been used in many fields to accelerate the expansion of our skills: surgical technology company Medivis uses Microsoft’s HoloLens technology to train medical students by interacting with 3D anatomical models; immersive skills learning platform Embodied Labs Using 360-degree video to help healthcare workers experience the effects of Alzheimer’s and hearing and hearing impairments in older adults to aid in diagnosis; manufacturing giants Bosch and Ford Motor Co. pioneered a VR training tool for electric vehicle repair technicians Attend training with your Oculus Quest headset. UK-based Metaverse Learning has partnered with UK Skills Partnership, a UK vocational education and skills training organisation, to create a series of training models containing 9 augmented reality for frontline nurses in the UK, using 3D animation and AR to test trainee solutions. problem-specific skills and reinforce repeated practice of optimal care regimens.
Research has shown that training in virtual worlds has important advantages over traditional teacher or classroom-based training because it provides greater space for visual concept demonstrations, as well as more opportunities for hands-on learning , and through immersion in Games and a “task-based” approach to problem-solving can increase user stickiness overall. Virtual world learning can also give full play to the role of virtual agents, artificial intelligence robots can help learners when they encounter difficulties, and can also set some extremely difficult challenges.
Metaverse-based learning, which is inherently visual and interactive, is particularly appealing to people with autism, who respond better to visual cues than to verbal cues. Virtual reality tools can also be used to combat social anxiety that arises in work environments, for example, by creating realistic and safe spaces for exercises such as public speaking and meeting interactions.
New Roles in the Metaverse Economy
The internet has brought not only new ways of working, but a whole new digital economy — new businesses, new jobs, and new roles. As the immersive 3D economy continues to gather momentum over the next decade, so too will the Metaverse. IMVU is a social network based on virtual characters, with more than 7 million monthly active users and thousands of creators who make and sell virtual products for the Metaverse, including clothing, furniture, cosmetics, music, music, Stickers and pets, etc., and generate about $7 million in monthly revenue.
In addition to creators, there are modelers, developers of basic 3D templates, from which others can customize or fine-tune their own virtual products. A successful 3D template can be copied and sold thousands of times, earning its developers considerable income. Metaverse platform Decentraland is creating virtual real estate agents where users can buy, sell, and build properties on virtual land, earning a digital currency called “Mana.”
Going forward, as we talk about digitally native enterprises today, we may see the emergence of Metaverse-native enterprises that are conceived and developed entirely in a virtual 3D world. The internet has brought new roles that barely existed 20 years ago—digital marketing managers, social media consultants, and cybersecurity professionals; likewise, the Metaverse could spawn a host of new roles we can only imagine today: virtual conversation designers, “Holotransport” travel agents, Metaverse digital wealth managers, and asset managers that move between different virtual worlds.
Challenges and Responsibilities
Although the future of the Metaverse is promising, it is still in its infancy in many aspects, and its future development still faces many huge obstacles . For example, a mature Metaverse world needs strong computing infrastructure and electricity as support, and the current The gap is huge. Today’s Metaverse consists of different virtual worlds, not as unified as the original internet. The Metaverse also brings with it a range of regulatory and HR compliance issues, such as potential addiction risks, or unacceptable behaviors such as bullying or harassment arising from virtual worlds, which have been in the spotlight of late.
However, while problems remain, corporate helmsmen, policy makers and HR executives can start planning for the Metaverse in the following ways:
Prioritize the transferability of skills
Employees will focus on the transferability of skills and qualifications – “Does experience or qualifications acquired in one virtual world or business apply in another virtual world or business? Is it relevant to my real life?” Employers, Educational institutions and training institutions can create more and more mobile skills by recognizing skills in the Metaverse world and giving training providers appropriate certifications. This will help avoid compromising the value of the skills employees acquire in the Metaverse, and provide the necessary assurances for Metaverse-based employees and future employers.
achieve true fusion
During the pandemic, when people have to be coerced into switching to remote work, they are often in a hurry. Similarly, many businesses have been in a passive position when it comes to adopting a truly digital way of working, with outdated policies, a lack of infrastructure, and a high barrier between technology for C-end consumers and technology for B-end merchants. In the Metaverse world, businesses must avoid these mistakes and should create integrated working models from the start, using Metaverse’s native C-side technologies – avatars, game consoles, VR headsets, hands with haptics and motion controls Rail controllers, etc., map the user’s location in the real world to the virtual world, allowing employees to seamlessly switch between the physical world, online space, and 3D virtual work styles. However, this is just the beginning.Some companies are developing virtual motion technologies, such as creating a realistic walking experience with leg-bound mobile devices and running gear. Nextmind uses ECG electrodes to decode neural signals, a device that allows users to control objects according to their thoughts.
The Metaverse will force companies to completely change the way they think about vocational training of all kinds, focusing on highly stimulating, immersive and challenge-based content. When designing workplace-based Metaverses, companies should pay particular attention to the younger generation, many of whom grew up surrounded by gaming, 3D, and social media. Reverse intergenerational learning — where younger generations of employees mentor and train older colleagues — could greatly advance the spread of Metaverse-based work models.
Thanks to the efforts of millions of developers, players, and designers, the current Metaverse is largely open and decentralized. Businesses need to forsake their urge to control or dominate the Metaverse, such as promoting open-source standards and software wherever possible to seamlessly connect different virtual worlds with “interoperability.”Otherwise, the Metaverse world is likely to repeat the mistakes of the social media realm – soon to be dominated by big tech companies, reducing choice and the potential for grassroots innovation.
In addition, three principles need to be clarified: First, the speed at which the Metaverse is actively adopted is critical.With most of the technology and infrastructure already in place, large corporations need to move quickly to keep pace with Metaverse technologies and virtual services or risk being overtaken by more nimble competitors in the talent market.Second, the Metaverse is only likely to help businesses succeed when used as a tool for improving employee engagement and experience, not as a tool for oversight and control. Third, Metaverse-based work must match the expectations of employees (especially younger employees) for virtual experiences.
Guided by the above three principles, those at the helm can imagine and create a future workplace based on the Metaverse.
Posted by:CoinYuppie，Reprinted with attribution to:https://coinyuppie.com/what-future-jobs-in-the-metaverse-are-you-most-looking-forward-to/ Coinyuppie is an open information publishing platform, all information provided is not related to the views and positions of coinyuppie, and does not constitute any investment and financial advice. Users are expected to carefully screen and prevent risks.