A new study from the University of Surrey underscores that the Metaverse is not merely a digital overlay but a tool for reinventing human involvement in manufacturing after examining over 130 published articles from 2010 to 2024 on the evolution of Metaverse applications.
Augmented Reality (AR) adds digital elements—like images, sounds, or information—onto the real world using devices like smartphones or AR glasses. It helps people interact with their surroundings in new ways, making activities like gaming, learning, and working more immersive and interactive.Digital twins are virtual copies of real-world objects, systems, or processes. They update in real-time using data from their physical counterparts, allowing businesses to test ideas, monitor performance, and predict problems without affecting the actual object or system.The latest paper, published in research journal Sustainability, ponders several challenges that hinder the full-scale adoption of Metaverse such as data interoperability, accuracy, and the need for skilled personnel, before vouching for an integrated future manufacturing environment where employees are trained to collaborate with the AI-powered robotics to shape floor strategies in factories.
READ: Metaverse: Sony embraces virtual world, others are not far behind (May 19, 2022)
Wolfgang Garn, co-author of the study said: “By integrating Metaverse technologies into manufacturing, companies can streamline design processes, enhance quality control, and optimise maintenance practices. This revolution is not just about increased efficiency; it promises to create a more engaged workforce where employees are empowered to contribute to the creative and decision-making processes.”
While the study is promising on innovation, it has not highlighted the critical challenges presented in areas of safety and ethics. The metaverse, where the lines between physical and digital realities blur, is nonetheless rising in popularity as about 33% of teens own a virtual reality (VR) device while 13% use it once a week.
- More than 44% received hate speech/slurs; 37.6% experienced bullying; and 35% faced harassment
- About 19% experienced sexual harassment; 43.3% faced trolling; 31.6% were maliciously obstructed; and 29.5% experienced threats.
- More than 18% were doxed (publicly revealing their identity); and 22.8% were catfished (creating a false identity to deceive someone)
- Nearly 21% faced violent or sexual confrontation; and 30% were targeted for overweight or sexual orientation.
- Girls experienced sexual harassment and grooming/predatory behavior more frequently than boys.
- Most boys and girls were likely to be targeted because of their voice, avatar, race, religion or disability.
The researchers also warn that the advent of a real-time 6G technology poses higher risk when the Metaverse becomes integrated into professional and social spaces, where even children will be exposed to sensitive environments. They advocate for ethical considerations in designing Metaverse that would foster safer virtual spaces.
Needless to say, future Metaverse governance should fix accountability levels by policymakers, developers, and users besides implementing safety tools, such as personal boundaries and identity verification features so the full potential of the Metaverse can be explored in growth-oriented fields such as manufacturing.
Otherwise, the Metaverse helps to facilitate remote collaboration, allowing geographically dispersed teams to work together in real-time, enhancing their capabilities at a time when industries grapple with frequent global disruptions and ever-changing consumer demands.

