What future jobs in the Metaverse are you most looking forward to?（Part 2）
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.
Pacific is a decentralized NFT marketplace and an integrated platform for metaverse/GameFi assets. The project has received endorsement from some of the most eminent institutions and investors, including the Web3.0 Foundation, NGC, Gate.io, Krypital Group, PAKA, Candaq etc.