NAB
It’s inevitable that elements of the 3D internet will be
co-opted into the work environment and become as ubiquitous as email.
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With tech giants like Meta and Microsoft throwing
billions of dollars into developing holographic versions of video conference
technology, at some point soon corporate life will entail some form of team
meeting in a virtual space.
It’s a vision that includes offices in the metaverse, one
where companies are already using VR headsets and virtual worlds to onboard and
train new staff.
However, experts cast doubt on whether AR / VR is likely to
replace face to face communication any time soon, while raising ethical questions
about what rights employees will have in the metaverse.
“I don’t think it’s going to fully replace it or even come
close to it,” says Lynn Wu, Wharton Business School professor and an expert on
emerging technologies, in a conversation with Working It host
Isabel Berwick and Dave Lee, the Financial Time’s San Francisco-based tech
correspondent. “I think [it’s best to] think of AR/VR as an additional
communication tool, just like email.”
The principal reason is the sheer discomfort of wearing a VR
headset and of actually being in a virtual world for any length of time.
“As technology has improved, maybe we can extend [the time],
but I don’t think that’s something that’s fully gonna replace face-to-face
communication.”
Some enterprises are taking to the pseudo-metaverse in a big
way. Consultancy company Accenture, for example, has been onboarding hundreds
of thousands of staff into online work spaces, principally to combat business
continuity during the pandemic and to make working from home and office more
practical going forward.
“Whereas previously you might have flown all these people to
a head office, somewhere to have a presentation from the CEO and have them sign
all their HR forms and do all that kind of stuff — that’s increasingly
happening in the metaverse,” says Lee. “The pandemic forced that as a way to
bring people into companies, but also you can see the appeal. It’s much
cheaper. It’s much quicker. You can do it in a broader way than perhaps you
could have done before.”
Companies like BMW are also using virtual tools to train
staff, “and finding that’s a pretty effective way of capturing people’s
attention,” according to Lee. “Whether it’s as good as meeting people in
person… that’s a big question we’ve yet to answer.”
As corporations gradually co-opt more regular working
processes into the 3D internet then workplace practices need to evolve along
with it. There are important HR aspects to consider, not least around privacy.
“Are we recording these [virtual] meetings?” poses Wu. “If
so, HR rules need to reinvented to accommodate this. You may need new hiring
practices, new cultural work norms. VR headsets are pretty expensive so you
risk creating potentially even greater digital divide among those who have, and
those who have not. And what about people with disabilities? What are we gonna
do about that? Some might find VR helpful. Others might not.”
There are burning questions about how close someone can get
to you, or your avatar, in the metaverse rules governing how we interact with
other online.
“If the metaverse is going to be a much more immersive and
realistic place to exist in, then it stands to reason that abuse and harassment
and just general uncomfortable behavior, whether it’s from colleagues or
whoever is going feel much more intrusive as a result,” Lee says. “There’s
also, there’s lots of questions about what kind of employment law exists in the
metaverse, who is deciding what’s okay and what’s not okay. Is that up to
Microsoft or Meta or is that up to governments?”
A key strategy to engage employees in the 3D office and
boost productivity is that of gamification — a somewhat fanciful term for
creating 1984-style data serfs.
Amazon, for example, “gamifies” its warehouses in the sense
that it creates targets and charts for its pickers and packers.
“One person’s gamification is another person’s monitoring,”
says Lee. “I think making work a game is as much about logging progress as it
is incentivizing people. The metaverse definitely has the capability and
potential to be the most heavily monitored workplace environment we’ve ever
known.”
He continues, “If you’re running a company, you might think
gamification is fantastic. We can provide these incentives, we can treat work
like a game. We can get more out of employees. [But it could be suffocated by
the idea that you’re being watched so heavily in your work. You might see that
as a far more negative state of play for our working lives.”
Another pitfall is the impact that working in the virtual
office might have on our health. How do you feel now when you’ve had multiple
zoom meetings when there’s a strain to be “always on,” staring at a screen
without relaxing?
“Absolutely exhausted because the feeling of being on
camera, the feeling of looking down the camera, looking at other people on
camera. these are all behaviors that we didn’t have as a workforce to this
degree until just a couple of years ago,” says Lee. “The metaverse could
exacerbate all of those feelings, particularly as the technology gets better.”
Further down the line there might be an expectation to have
a hologram in your room at home rather than just a screen. Microsoft is among
companies developing the next level of video communications which involves
something more like holoportation in which full-body three dimensional
representations of ourselves are beamed into conference rooms.
Bill Gates has suggested that the tech will advance from 2D
camera zoom calls to a 3D space with digital avatars in just a few years. But
this will still likely be a basic digital presence.
“Holograms, that’s a much taller order,” says Lee. “The
hardware to create good holograms is extremely expensive. The technology to
consume this kind of stuff is also still pretty nascent. Microsoft’s Hololens
is probably the closest thing we have to a very good technology that puts
holograms in front of you in the real world — but that’s still very heavy, very
expensive. It’s still not a mainstream product.
“If this is going to be part of the future of work, then
[this tech] need to be as ubiquitous as a laptop or a television in people’s
homes before that really becomes something that we all use as a natural part of
our day.”
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