Health care in the metaverse
Authors: James Pietris, Yiran Tan and Weng Onn Chan
Published online: 3 July 2023
To the Editor: Curtis and colleagues1 describe important implications for consideration as the metaverse begins to affect health care. These implications are particularly salient for individuals with specific physical impairments, especially vision loss.
Emphasis on visual input in the metaverse may have implications for patients with vision loss. The lack of tactile input in the metaverse will disproportionately affect people with profound vision loss. The consequences include social isolation, motion sickness, and reduced access to services. In addition, people who lack stereopsis may also be disadvantaged in a metaverse. These individuals do not experience the stereopsis‐derived depth perception required for the three‐dimensional perception of the visual world. Efforts must be made to ensure that monocular depth cues, including linear perspective and motion parallax, are considered during metaverse development.2 Should health care be provided via the metaverse, vision impairment may limit access to these services. Difficulty accessing services may lead to deterioration in ocular conditions and potentially compound the initial vision loss precluding access.3
There are existing strategies that facilitate the use of visual media for people with vision impairment. These methods have been developed for telecommunication, cinematic and video game technologies. Mechanisms to improve accessibility, including having the capacity to increase text size substantially without disrupting user interfaces, could be employed in all screen‐based technologies.4 Effective accessibility features, such as adaptive audio description, must be available for visually impaired users.
Ongoing technological development may facilitate metaverse access for people with visual impairment. There is ongoing research into the optimisation of head‐mounted and digital visual displays to facilitate use for those with vision impairment and visual field defects.5 However, this digital display technology will not facilitate access for people with profound vision loss, such as those with no perception of light. Moving forward, companies should strive to provide equal access to services to all individuals, including those with visual impairment. Regulatory frameworks may help to standardise this incorporation of accessibility. The proactive consideration of the needs of the visually impaired during the development of the metaverse may facilitate the implementation of more effective technology. Engaging disability stakeholders during testing phases of technology may help to identify issues at early stages of development.
Competing interests
Acknowledgements
We acknowledge Stephen Bacchi, Joshua Kovoor and Aashray Gupta for their contributions to this work.
References
- Curtis C, Brolan CE. Health care in the metaverse. Med J Aust 2023; 218: 46. https://www.mja.com.au/journal/2023/218/1/health‐care‐metaverse
- Hu B, Knill DC. Binocular and monocular depth cues in online feedback control of 3D pointing movement. J Vis 2011; 11: https://doi.org/10.1167/11.7.23 23.
- Riley WJ. Health disparities: gaps in access, quality and affordability of medical care. Trans Am Clin Climatol Assoc 2012; 123: 167‐174.
- Jamwal R, Callaway L, Farnworth L, Winkler D. Electronic assistive technology use in Australian shared supported accommodation: rates and user characteristics. Disabil Rehabil Assist Technol 2018; 13: 634‐640.
- Deemer AD, Bradley CK, Ross NC, et al. Low vision enhancement with head‐mounted video display systems: are we there yet? Optom Vis Sci 2018; 95: 694‐703.