According to a New Study Working with Virtual Reality Gear will not improve Worker’s productivity

Summary

  • new study suggests that working in virtual reality will not increase a worker’s productivity, comfort, or soundness. Instead, it will cause them to become less productive and more uncomfortable.
  • Overall, this research lays the framework for future research by emphasizing present flaws and providing the potential to improve the VR working experience. We hope that this research will lead to more research on longer-term productive work in VR.

Working in virtual reality, according to research, does not improve a worker’s productivity, comfort, or soundness. A study team from Coburg University in Germany used basic desktop setups and Oculus Quest 2 VR headsets to have 16 individuals work in VR for a week. The findings of this week-long experiment were in an article titled “Quantifying the Effects of Working in Virtual Reality for One Week.”

Participants were asked to rate their VR experience on ten metrics, including perceived productivity, frustration, wellness, and anxiety, in comparison to working in a real-world workplace. The researchers kept track of their heartbeats and typing speed while also asking them specific questions about virtual reality.

Participants in the study reported feeling more worried and tense while attempting to do their jobs in virtual reality, resulting in a 14 percent drop in self-reported productivity. Frustration levels increased by 40% as compared to baseline levels. These symptoms caused a loss in mental well-being, which eventually led to a decline in well-being. As a result of spending so much time in virtual reality, several individuals experienced eye strain and visual fatigue, as well as nausea and headaches.

Before the conclusion of the first day, two persons had to drop out of the research owing to recurrent headaches and significant levels of frustration, nausea, and disorientation.

The study’s results, which were done by experts from the University of California, San Diego, and Microsoft Research, aren’t good for Facebook. The company’s outcomes were so bad that they were worse than what you’d anticipate from a cardboard box in many circumstances. Although the researchers acknowledged that their findings could be due to limitations with the PCVR headsets used in the study. They included off-the-shelf equipment costing as little as $50—they also stressed the importance of continuing to investigate and examine social interactions on virtual reality platforms if we are to have any chance of creating an engaging and useful metaverse for all.

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