Category Archives: Metaverse

An experiential workplace is here with the Metaverse. Lets play

The Metaverse workplace is still sparse but already the workplace looks vastly different from what could have imagined just a couple of years ago.The pandemic on the job experiences unlocked new insights. Some of these insights have led to ‘worth adopting’ experiential journeys within the workplace for hybrid and remote workers, even nomads.

Now, the metaverse promises to bring new levels of social connectedness, mobility, and collaboration to a world of virtual work. 

The metaverse is poised to reshape the world of work in at least four major ways:

  1. new immersive forms of team collaboration;
  2. the emergence of new digital, AI-enabled colleagues;
  3. the acceleration of learning and skills acquisition through virtualization and gamified technologies;
  4. the eventual rise of a metaverse economy with completely new enterprises and work roles

The metaverse also opens up new possibilities to rethink the office and work environment, introducing elements of adventure, spontaneity, and surprise.

Workplace challenges and solutions | S. Ernest Paul

A virtual office doesn’t have to be a drab, uniform corporate environment downtown: why not a beach location, an ocean cruise, or even another world

Our work colleagues in the metaverse will not be limited to the avatars of our real-world colleagues. Increasingly, we will be joined by an array of digital colleagues — highly realistic, AI-powered, human-like bots.

The metaverse could also revolutionize training and skills development, drastically compressing the time needed to develop and acquire new skills.

While still in its early stages, the emergent metaverse provides an opportunity for enterprises to reset the balance in hybrid and remote work, to recapture the spontaneity, interactivity, and fun of team-based working and learning, while maintaining the flexibility, productivity, and convenience of working from home.

Imagine a world where you could have a beachside conversation with your colleagues, take meeting notes while floating around a space station, or teleport from your office in London to New York, all without taking a step outside your front door.

Feeling under pressure with too many meetings scheduled today? Then why not send your AI-enabled digital twin instead to take the load off your shoulders?

These examples offer but a glimpse into the future vision of work promised by “the metaverse,” a term originally coined by author Neal Stephenson in 1992 to describe a future world of virtual reality.

While defying precise definition, the metaverse is generally regarded as a network of 3-D virtual worlds where people can interact, do business, and forge social connections through their virtual “avatars.” Think about it as a virtual reality version of today’s internet.

While still nascent in many respects, the metaverse has suddenly become big business, with technology titans and gaming giants such as Meta(previously Facebook), Microsoft, Epic Games, Roblox, and others all creating their own virtual worlds or metaverses.

The metaverse draws on a vast ensemble of different technologies, including virtual reality platforms, gaming, machine learning, blockchain, 3-D graphics, digital currencies, sensors, and (in some cases) VR-enabled headsets.

The Metaverse has the potential to influence employee behavior

S. Ernest Paul

Q. How do you get to the metaverse?

A. Many current workplace metaverse solutions require no more than a computer, mouse, and keyboard keys, but for the full 3-D surround experience you usually have to don a VR-enabled headset.

However, rapid progress is also taking place in computer-generated holography that dispenses with the need for headsets, either by using virtual viewing windows that create holographic displays from computer images, or by deploying specially designed holographic pods to project people and images into actual space at events or meetings).

Companies such as Meta are also pioneering haptic (touch) gloves that enable users to interact with 3-D virtual objects and experience sensations such as movement, texture, and pressure.

Within the metaverse, you can make friends, rear virtual pets, design virtual fashion items, buy virtual real estate, attend events, create and sell digital art — and earn money to boot. But, until recently, the implications of the emerging metaverse for the world of work have received little attention.

Like Being There: Teamwork and Collaboration in the Metaverse

The metaverse promises to bring new levels of social connection, mobility, and collaboration to a world of virtual work.

NextMeet, based in India, is an avatar-based immersive reality platform focused on interactive working, collaboration, and learning solutions. Its mission is to remove the isolation and workforce disconnectedness that can result from remote and hybrid work. I interviewed Pushpak Kypuram, Founder-Director of NextMeet, who explained the inspiration behind their virtual workplace solution: “With the shift to remote working from the pandemic, keeping employees engaged has become a top challenge for many companies. You can’t keep 20 people engaged in the flat 2-D environment of a video call; some people don’t like appearing on camera; you’re not simulating a real-life scenario. That is why companies are turning to metaverse-based platforms.”

With NextMeet’s immersive platform, employee digital avatars can pop in and out of virtual offices and meeting rooms in real-time, walk up to a virtual help desk, give a live presentation from the dais, relax with colleagues in a networking lounge, or roam a conference center or exhibition using a customizable avatar. Participants access the virtual environment via their desktop computer or mobile device, pick or design their avatar, and then use keyboard buttons to navigate the space: arrow keys to move around, double click to sit on a chair, and so forth. Kypuram gives the example of employee onboarding: “If you’re onboarding 10 new colleagues and show or give them a PDF document to introduce the company, they will lose concentration after 10 minutes. What we do instead is have them walk along a 3-D hall or gallery, with 20 interactive stands, where they can explore the company. You make them want to walk the virtual hall, not read a document.”

Other metaverse companies are emphasizing workplace solutions that help counter video meeting fatigue and the social disconnectedness of remote work. PixelMax, a UK-based start-up, helps organizations create immersive workplaces designed to enhance team cohesion, employee wellness, and collaboration. Their virtual workplaces, which are entered via a web-based system on your computer and don’t require headsets, include features such as:

  • “Bump into” experiences: PixelMax’s immersive technology allows you to see your colleagues’ avatars in real-time, making it easier to stop them for a chat when you bump into them in the virtual workplace. In a recent interview, Shay O’Carroll, co-founder of PixelMax, explained that: “Informal and spontaneous conversations account for a huge amount of business communications — research suggests up to 90% in areas such as R&D — and during the pandemic we lost a lot of this vital communication.
  • Well-being spaces:These are dedicated areas for users of the world to take a break and experience something different. As Shay O’Carroll explained: “We have created well-being areas designed as forests, or aquariums. They could even be on the moon. These areas can contain on-demand content such as guided meditations and/or exercise classes.”
  • Delivery to your physical space:Clients can add features such as the ability to order take-out food or books and other merchandise within the virtual environment and have these delivered to your physical location (e.g., home).
  • Live status tracking:Just as in the physical workplace, you can walk around and get that panoramic sweep of the office floor, see where colleagues are located and who’s free, drop in for a quick chat, etc.

The ultimate vision, according to Andy Sands, co-founder of PixelMax, is being able to connect different virtual workplaces. It is currently building a virtual workplace for a group of 40 leading manufacturers in interior design that are co-located in Manchester, England. “It’s about community building, conversations and interactions. We want to enable worker avatars to move between a manufacturing world and an interior design world, or equally take that avatar and go and watch a concert in Roblox and Fortnite.”

Remote work can be stressful. Research by Nuffield in the UK found that almost one third of UK remote workers were experiencing difficulties in separating home and work life, with more than one quarter finding it hard to switch off when the work day finishes. Virtual workplaces can provide a better demarcation between home and work life, creating the sensation of walking into the workplace each day and then leaving and saying goodbye to colleagues when your work is done. In the virtual workplace, your avatar provides a means of communicating your status — in a meeting, gone for your lunch break, and so on — making it easier to stay connected to colleagues without feeling chained to the computer or cellphone, a frequent source of stress in traditional remote work situations.

Better teamwork and communication will certainly be key drivers of the virtual workplace, but why stop there? The metaverse opens up new possibilities to rethink the office and work environment, introducing elements of adventure, spontaneity, and surprise. A virtual office doesn’t have to be a drab, uniform corporate environment downtown: why not a beach location, an ocean cruise, or even another world?

This vision provides the inspiration for Gather, an international virtual reality platform that allows employees and organizations to “build their own office.” These dream offices can vary from “The Space-Station Office” with views of planet Earth to “The Pirate Office,” complete with ocean views, a Captain’s Cabin, and a Forecastle Lounge for socializing. For the less adventurous, you can choose from options like the virtual Rooftop Party or meeting in the Zen Gardens.

Introducing Your Digital Colleague

Our work colleagues in the metaverse will not be limited to the avatars of our real-world colleagues. Increasingly, we will be joined by an array of digital colleagues — highly realistic, AI-powered, human-like bots. These AI agents will act as advisors and assistants, doing much of the heavy lifting of work in the metaverse and, in theory, freeing up human workers for more productive, value-added tasks.

Recent years have seen tremendous progress in conversational AI systems — algorithms that can understand text and voice conversations and converse in natural language. Such algorithms are now morphing into digital humans that can sense and interpret context, show emotions, make human-like gestures, and make decisions.

One example is UneeQ, an international technology platform that focuses on creating “digital humans” that can work across a wide variety of fields and different roles.

  • UneeQ’s digital workers include Nola, a digital shopping assistant or concierge for the Noel Leeming stores in New Zealand;
  • Rachel, an always-on mortgage adviser; and
  • Daniel, a digital double of the UBS Chief Economist, who can meet multiple clients at once to provide personalized wealth management advice.

Emotions are the next frontier in the metaverse.

SoulMachines, a New-Zealand-based technology start-up, is bringing together advances in AI (such as machine learning and computer vision) and in autonomous animation (such as expression rendering, gaze direction, and real-time gesturing) to create lifelike, emotionally-responsive digital humans. Its digital humans are taking on roles as diverse as skincare consultants, a covid health adviser, real-estate agents, and educational coaches for college applicants.

Digital human technology opens up a vast realm of possibilities for workers and organizations. Digital humans are highly scalable — they don’t take coffee breaks — and can be deployed in multiple locations at once. They can be deployed to more repetitive, dull, or dangerous work in the metaverse. Human workers will increasingly have the option to design and create their own digital colleagues, personalized and tailored to work alongside them. But digital humans will also bring risks, such as increased automation and displacement of human work for lower-skilled workers who generally have fewer opportunities to move to alternative roles, or possible erosion of cultural and behavioral norms if humans become more disinhibited in their interactions with digital humans, behavior that could then carry over to their real-world interactions.

Faster Learning in the Metaverse

The metaverse could revolutionize training and skills development, drastically compressing the time needed to develop and acquire new skills.

AI-enabled digital coaches could be on-hand to assist in employee training and with career advice. In the metaverse, every object — a training manual, machine, or product, for example — could be made to be interactive, providing 3-D displays and step-by-step “how to” guides. Virtual reality role-play exercises and simulations will become common, enabling worker avatars to learn in highly realistic, “game play” scenarios, such as “the high-pressure sales presentation,” “the difficult client,” or “a challenging employee conversation.”

Virtual-reality technologies are already being used in many sectors to accelerate skills development: Surgical technology company

Medivis is using Microsoft’s HoloLens technology to train medical students through interaction with 3-D anatomy models;

Embodied Labs have used 360-degree video to help medical workers experience the effects of Alzheimer’s Disease and age-related audiovisual impairments, to assist in making diagnoses; manufacturing giant Bosch and the Ford Motor Company have pioneered a VR-training tool, using the Oculus Quest headset, to train technicians on electric vehicle maintenance. UK-based company

Met-averse Learning worked with the UK Skills Partnership to create a series of nine augmented reality training models for front-line nurses in the UK, using 3-D animation and augmented reality to test learners’ skills in specific scenarios and to reinforce best practices in nursing care.

With deep roots in online gaming, the metaverse can also start to tap the potential of gamified learning technologies for easier and faster skills acquisition.

PixelMax O’Carroll observed: “The game becomes the learning activity. In the medical world, we’ve used gamified technologies to train lab technicians; you’ll break out in different groups and then go to, say, a virtual PCR testing machine where you’ll go through stages of learning about how operate that machine, with your training result then recorded.” For the first responder community in the UK — police, fire fighters, medical crew, etc. —  PixelMax is working on games that combine physical training with immersive gamification to enable first responders to do repeat training, try different strategies, see different outcomes, and look at different ways of working as a team.

Research has established that virtual-world training can offer important advantages over traditional instructor or classroom-based training, as it provides a greater scope for visually demonstrating concepts (e.g., an engineering design) and work practices, a greater opportunity for learning by doing, and overall higher engagement through immersion in games and problem-solving through “quest-based” methods.

Virtual-world learning can also make use of virtual agents, AI-powered bots that can assist learners when they get stuck, provide nudges, and set scaled challenges. The visual and interactive nature of metaverse-based learning is also likely to appeal particularly to autistic people, who respond better to visual as opposed to verbal cues. Virtual reality tools can also be used to combat social anxiety in work situations, for example by creating realistic but safe spaces to practice public presentations and meeting interactions.

New Roles in the Metaverse Economy

The internet didn’t just bring new ways of working: it brought a whole new digital economy — new enterprises, new jobs, and new roles. So too will the metaverse, as the immersive 3-D economy gathers momentum over the decade ahead.

IMVU, an avatar-based social network with more than 7 million users per month, has thousands of creators whomake and sell their own virtual products for the metaverse — designer outfits, furniture, make-up, music, stickers, pets — generating around $7 million per month in revenues. Alongside the creators are the “meshers,” developers who design the basic 3-D templates that others can customize and tailor as virtual products. A successful mesh can be replicated and sold thousands of times, earning significant income for its developer.

The Decentraland platform is creating virtual realtors, enabling users to buy, sell, and build businesses upon parcels of virtual land, earning a digital money called “Mana.”

Looking further ahead, just as we talk about digital-native companies today, we are likely to see the emergence of metaverse-native enterprises, companies entirely conceived and developed within the virtual, 3-D world. And just as the internet has brought new roles that barely existed 20 years ago — such as digital marketing managers, social media advisors, and cyber-security professionals — so, too, will the metaverse likely bring a vast swathe of new roles that we can only imagine today: avatar conversation designers, “holoporting” travel agents to ease mobility across different virtual worlds, metaverse digital wealth management and asset managers, etc.

Challenges and Imperatives

Despite its vast future promise, the metaverse is still in its infancy in many respects. Significant obstacles could stymie its future progress: the computing infrastructure and power requirements for a full-fledged working metaverse are formidable, and today’s metaverse consists of different virtual worlds that are not unified in the way the original internet was. The metaverse also brings a thicket of regulatory and HR compliance issues, for example around potential risks of addiction, or unacceptable behaviors such as bullying or harassment in the virtual world, of which there has been some concern-of late. While many issues remain, business leaders, policy makers, and HR leaders can start with the following imperatives for successful collaboration in the metaverse:

  • Make portability of skills a priority: For workers, there will be concerns around portability of skills and qualifications: “Will experience or credentials gained in one virtual world or enterprise be relevant in another, or in my real-world life?” Employers, educators, and training institutions can create more liquid skills by agreeing upon properly certified standards for skills acquired in the metaverse, with appropriate accreditation of training providers. This will help to avoid quality dilution and provide the necessary assurance to metaverse-based workers and future employers.
  • Be truly hybrid: As the rush to remote work during the pandemic showed, many enterprises had been laggards when it came to the adoption of truly digital ways of working, with outdated policies, lack of infrastructure, and a strict demarcation between consumer and business technologies. Enterprises must avoid these mistakes in the metaverse, creating integrated working models from the start that allow employees to move seamlessly between physical, online, and 3-D virtual working styles, using the consumer technologies native to the metaverse: avatars, gaming consoles, VR headsets, hand-track controllers with haptics and motion control that map the user’s position in the real world into the virtual world (although some versions use only cameras). Yet this is only the start. Some companiesare developing virtual locomotion technologies such as leg attachments and treadmills to create realistic walking experiences. Nextminduses ECG electrodes to decode neural signals so that users can control objects with their minds.
  • Talk to your kids: The metaverse will force companies to completely reinvent how they think about training, with a focus on highly stimulative, immersive, challenge-based content. In designing their workplace metaverses, companies should look particularly to the younger generation, many of whom have grown up in a gaming, 3-D, socially-connected environment. Reverse intergenerational learning — where members of the younger generation coach and train their older colleagues — could greatly assist the spread of metaverse-based working among the overall workforce.
  • Keep it open: The metaverse of today has largely emerged in an open, decentralized manner, spurred on by the efforts of millions of developers, gamers, and designers. To fully harness the power of this democratized movement for their workers, enterprises must not only guard against efforts to control or dominate the metaverse, but must actively seek to extend and open it up even further, for example by pursuing open-source standards and software where possible, and by pushing for “interoperability” — seamless connections — between different virtual worlds. Otherwise, as we have seen in the social media sphere, the metaverse could become quickly dominated by major technology companies, reducing choice and lessening the potential for grass-roots innovation.

The workplace of the 2020s already looks vastly different from what we could have imagined just a couple of years ago: the rise of remote and hybrid working has truly changed expectations around why, where and how people work. But the story of workplace transformation doesn’t end there. While still in its early stages, the emergent metaverse provides an opportunity for enterprises to reset the balance in hybrid and remote work, to recapture the spontaneity, interactivity, and fun of team-based working and learning while maintaining the flexibility, productivity, and convenience of working from home.

But three things are clear.

First, speed of adoption will be important. With most of the technology and infrastructure already in place, large enterprises will need to act fast to keep up with metaverse technologies and virtual services, or risk being outflanked in the market for talent by more nimble competitors.

Second, the metaverse will only be successful if it is deployed as a tool for employee engagement and experiences, not for supervision and control.

And, third, metaverse-based work must match the virtual experiences that workers, particularly younger workers, have come to expect of the technology in their consumer and gaming lives.

Guided by these principles, business leaders can start to imagine and create their own workplaces of the future.

For strategy and use cases specific to your vertical, geography and industry reach out to S. Ernest Paul at 336.287.1085.

The Future of work and a Global Team winning culture

Global culture team dynamic are ever so important during COVID and post COVID as remote work becomes the norm. With it comes cultural sensitivities and diplomacy to succeed.

Confusion, misunderstandings stemming from cultural differences are ever more leading to a breakdown of almost every offshore outsourcing project. In fact, in a recent CIO Magazine survey, 51% of the CIOs said that the greatest offshore outsourcing challenge is overcoming culture differences.

Global team dynamics have played a major role for global companies. With the advent of COVID remote work has begun to take hold at English speaking companies with employees located in foreign countries.

This cultural divide is subtle, intangible, rarely quantified, and ill addressed. By understanding and interpreting cultural differences a healthy fusion is achievable. Before undertaking a project with international participants, cultural challenges specific to the countries and regions ought to be shared and accommodations discussed.

Team Psychological mechanics increasing Call for a Global RETHINK

S. Ernest Paul
S. Ernest Paul

With advances in technology worldwide teams can be constructed using a variety of collaboration technologies. To bridge the time zones, long distance communication is a necessity. These long distance teams will inevitably face cultural differences. Our own culture is invisible to us and it is usually the foreign cultures that appear ‘strange’.

Here is an attempt to address some of these differences amongst cultures, in a work environment.

Culture is acquired. It allows people to behave and likewise react in a predictable manner. These signals, reactions, gestures, body language is directly related to the values, mores, roles, hierarchies and attitudes of that specific culture.

Key areas where these differences are apparent and deserve special consideration when negotiating, socializing, and working together

S. Ernest Paul
Cultural considerations | S. Ernest Paul

Task Oriented versus Relationship Oriented – Workers in the United States, Japan and Germany are extremely task oriented. ‘Time is money’ is the adage. A mercenary approach to a project is common. The vocational school approach has given additional rise to perfect the cog in the wheel, in Germany. Not to forget, Japan and Germany were built in large part with the US brain trust after WW11. However, in countries like France and Russia work relationships take precedent. India and China are currently somewhere in the middle but gradually shifting to task-oriented attitudes.

•      Individuality versus Collectivity – The US worker will voice his/her opinion to advance or enhance personal ambition. There is a great degree of individual jousting. Whereas workers in India, China will choose the collective approach. India, a former colonial country and China attempting to shed its Communist roots will move in the middle as the outsourcing trends shift from BPO/ITO to KPO (Knowledge Process Outsourcing) in the coming years.

•      Importance of Class, Rank and Caste – Rank and Class do not play any significant role in the US workplace. However, in Britain, Ireland, and India they do. All former colonial countries show signs of importance associated with class and rank. In India, the additional aspect of caste seems to play a role. A higher caste individual generally would gain respect quicker as an authority figure. A lack of migration within India has culturally concentrated individuals, in various hub cities which deserves additional attention.

•      Work for the Present versus the Future – The workers in India and China are extremely focused on a secure financial future and rarely take risks to jeopardize their job security. However, the approach in Russia is ‘to live for today’. In the US, the workers are in the middle with a gradual shift towards ‘looking to the future’ as global conditions put pressure on US workers.

•      Space and Distance – When conversing, social distance matters. In the Middle East, it is normal for individuals to be only a foot apart from each other while conversing, whereas in the US this would be an invasion of personal space. A US worker would take any open seat in a conference room. This would be a no-no for Japanese or an Indian worker. Rank and power would dictate seating.

•      Importance of Materialism – A US Manager would gladly take the largest office and drive an expensive car. Japanese managers would be alongside their workers to feel the pulse of the office. A Scandinavian Manager would get a pat on the back from workers for driving a beat-up car.

•      Fluidity of Time – In the US, deadlines are taken very seriously. In some cultures, time is irrelevant and works more like a doctor’s office appointment. In India, deadlines are not taken as seriously as they are in the US. Thus, clarity of deadlines and task completion expectations should be assessed ahead of time and stressed upon.

•      Importance of Friendship at Work – In countries like India, France, and Israel, friendships and business relationships take a long time to develop, whereas in the US these relationships are extremely transitory because of an internally mobile and migrant society.

•      Agreements and understanding – In some cultures, a handshake deal is as good as gold. In others, a formal contract is the norm. However, in the Outsourcing/Offshoring arena, formal contracts have become standard and have crossed cultural boundaries. Disagreements by workers in the US, India, France get vocal, whereas in China and Japan they are quite subdued.

•      Language – Language barriers have led to misunderstandings. In a Call Center, where there is direct contact with a customer scenario, linguistic missteps have led to disastrous results. Spoken English is different in the US versus, say India. Some words may be taken literally in one country and not in another. Region-specific references may not be understood by the team in another country over a conference call. Where English is not the. native language, the preferred method of communication by foreign workers is IM, rather than the telephone.

some time now, for example software coding is done in India, whereas the software testing is done in the US. In another scenario, part of the team is located in another country, while simultaneous work goes on in both locations.

Several factors that deserve scrutiny and attention when assembling these cross-cultural teams

S. Ernest Paul
S. Ernest Paul

Work Plans – In the US, when planning for new work or for an upcoming project the style that works best is one of an announcement followed by a discussion, in perhaps a town hall type setting. This ‘inclusiveness in the decision making’ motivates the workers to ‘buy in’. However, in authoritarian countries like India, once the top brass has confirmed the work, it is defined, assigned and distributed to the workers.

Decisions – In Asian cultures precedent and tradition guides decision making for the most part, whereas in the US and the Western countries the criteria is money, time and quality.

Conversation – In Asia, an extended physical distance between individuals is considered respectful to authority. Asians are more modest when sharing accomplishments whereas the American tendency to be open and honest is often construed as rude and boastful by Europeans.

Meetings – When hosting a meeting Americans get straight to the point and jump right into the thick of things and would abruptly end the meeting. This would be perfectly fine in the US but would be considered or perceived as rude by Europeans and Asian alike. The Asians and Europeans would indulge in a little bit of ‘idle time’ talk before and after the meeting. The relationship building part is given a lot more importance in other cultures.

Teamwork – Conversations, gestures, meeting of the eyes, and tones convey important messages and influence how a member of a team perceives another. Appearances could lead a team member to a preconceived notion or a cultural stereotype that could adversely affect the team karma.

Perceptions – Overseas teammates when visiting the US have known to have received a tough reception perhaps due to an existing stereotype. A prevailing false misconception of another’s abilities may falsely exist. First impressions are lasting – a certain trait or behavior could trigger a suspicion of inability.

Motivation – In cultures which encourage individualism, workers appreciate monetary recognition, whereas cultures like India where family and friendships are more important, time off would be preferred than a monetary reward.

The Future of Work for a Global Workforce – The Rules to follow

In conclusion, because values, habits, and mores differ in multicultural groups, it is best to share with the team the cultural hindrances and sync needed, in a combined forum ahead of project commencement, for the group to be effective in the long run. This is an essential building block of constructing a cross cultural team that will be highly productive.

The future of work is morphing and global brands have to adapt as a new digital and remote global workforce settles in for the long haul