3d Sustainability, health and environment
Foundations for environmental sustainability
The development and growing adoption of Virtual Worlds (VW) technologies raise both major environmental challenges (carbon footprint, biodiversity loss, energy consumption, etc.) and unprecedented opportunities to advance sustainability. When strategically aligned with our environmental goals, these technologies can become powerful levers to support the ecological transition by fostering ecological awareness, optimising resource use, and enabling efficient planning. This ambivalence calls for proactive governance and ethical innovation, highlighting the need for integrated research and innovation efforts to assess, regulate, and harness the environmental potential of Web 4.0, ensuring that technological progress actively contributes to climate and biodiversity objectives. It would also be strategic to develop innovative financial tools and methodologies tailored to the specificities of immersive technologies, linked to their environmental performance, to strengthen investor and stakeholder confidence in funded projects by maximising sustainable financing effectiveness and steering investments toward more responsible solutions.
Research topics for environmental sustainability technology
3d.1 Hardware-related environmental sustainability
The widespread adoption of VW technologies, characterised by immersion, simultaneity, persistence, and virtualisation, represents a major carbon footprint challenge. Proactive measures for digital sobriety, eco-design, and infrastructure decarbonisation are crucial to mitigate the increasing carbon footprint of the digital sector by 2030. Investigating new components and circular economy frameworks for hardware design is essential to ensure that the growth of immersive technologies aligns with sustainability goals, reducing their environmental impact and fostering more responsible technological development.
Problem Definition and Research Gap: Forward-looking analyses indicate that the development of immersive technologies will be a factor in the increasing carbon footprint of the digital sector by 2030, potentially emitting up to 4 gigatons of CO₂ equivalent per year, representing approximately 7% of total global emissions, unless significant measures are implemented. This expansion also drives a growing demand for digital devices and infrastructure, intensifying the extraction of rare earth elements (projected to increase by 400-600% in coming decades), which significantly impacts biodiversity and ecosystem preservation. Furthermore, global electronic waste is forecast to reach approximately 74 million tonnes by 2030, with only about 17.4% formally collected and recycled, leading to improper management that aggravates pollution of soil, water, and air, harming ecosystem health and biodiversity.
Research and Innovation Objectives:
- Investigate new components on the design and innovation of core materials and conductors for computing systems, including hardware components, to improve sustainability, efficiency, and performance.
- Investigate new circular economy frameworks tailored to the lifecycle management of specific digital hardware integrated into Web 4.0 devices, such as VR headsets, AR glasses, and other emerging technologies.
3d.2 Software-related environmental sustainability
The expansion of cloud services and the complexity of immersive technologies could lead to a significant increase in energy consumption. Software eco-conception offers a dual strategic benefit: it ensures a responsible and sustainable consumption of VW applications and enables developers to create experiences with the highest level of performance. Optimised software, based on rigorous access rights management and efficient code design, is a key lever for reducing computational costs and energy consumption, particularly in the emerging context of spatial computing which mobilises a wide range of hardware and software resources.
Problem Definition and Research Gap: The expansion of cloud services in Europe, driven by the widespread adoption of immersive technologies, could increase energy consumption by a factor of 5 to 10 due to the complexity and intensity of 3D computations, real-time video streaming, and continuous infrastructure operation. A crucial issue lies in the fine governance of software conception and its direct impact on energy consumption. Software permissions, which determine access to hardware and software resources, significantly influence energy consumption. Broad permissions make it complex to control resource consumption and predict energy impact precisely. There is a need to develop a methodological foundation for sustainable software design that incorporates principles like DRY (Don’t Repeat Yourself), micro-coding, data compression/decompression techniques, and procedural generation for resource efficiency. Furthermore, there is a gap in standardised and binding mechanisms to control digital sobriety practices aimed at reducing computational costs, such as automated control tools integrated into creation and distribution platforms. The difficulty of conducting a systemic analysis of environmental impacts also lies in assessing indirect and rebound effects, where efficiency gains paradoxically lead to an overall increase in consumption.
Research and Innovation Objectives:
- Investigate and design a methodological foundation for sustainable software design, focused on DRY principles (Don’t Repeat Yourself), micro-coding with lightweight, purpose-specific routines, data compression/decompression techniques to optimise storage and bandwidth, and procedural generation for dynamic, resource-efficient instantiation of digital content.
- Explore tool and methodology standardised and binding mechanisms to control digital sobriety practices aimed at reducing computational costs. These mechanisms could be automated control tools integrated into creation and distribution platforms and tools, acting as a pre-export filter, validating compliance with commitments regarding responsible coding, resource optimisation, and limitation of the computational cost of applications.
3d.3 Software and hardware interplay for environmental sustainability
Understanding the combined environmental impact of both software and hardware in Web4 digital infrastructures is crucial for a comprehensive approach to sustainability. Developing measurement tools capable of real-time monitoring of ecological and energy footprints allows for evidence-based decision making. Comparative studies of different adoption scenarios, like cloud versus native computing, are vital for improving the understanding of direct, indirect, and rebound effects, enabling more accurate assessments and informed strategies to mitigate environmental consequences of digital technology.
Problem Definition and Research Gap: The difficulty of conducting a systemic analysis of the environmental impacts of digital technology lies in the ability to assess indirect effects (environmental consequences not directly resulting from use but induced by adoption) and rebound effects (where efficiency gains paradoxically lead to an overall increase in consumption). This complexity means there are currently insufficient robust measurement tools to accurately monitor the sustainability of Web4 digital infrastructures, encompassing both hardware and software, in real-time. There is a need for studies and prospective analyses that can compare different adoption scenarios to comprehensively understand these complex interactions and their true ecological and energy footprints.
Research and Innovation Objectives:
- Innovate and develop measurement tools for the sustainability of Web4 digital infrastructures, both hardware and software, capable of enabling real-time monitoring of the ecological and energy footprint associated with new practices and usages.
- Investigate studies and prospective analyses comparing different scenarios adoption (like cloud computing versus native computing) with the aim of improving understanding of direct, indirect effects and rebound effects.
Research topics for environmental sustainability applications
3d.4 Immersive environments for environmental awareness
The interactive nature of VW significantly enhances learning, awareness, and ecological engagement by providing a deep understanding of environmental issues through AR/VR experiences. Studies have demonstrated that immersive visualisations (e.g., of melting glaciers) can significantly impact climate change awareness, surpassing traditional formats, and influence behaviour change related to sustainable consumption. Investigating immersive environments tailored to raise public awareness is crucial for fostering a more environmentally conscious society and driving engagement with critical ecological challenges.
Problem Definition and Research Gap: While there is promising evidence that immersive environments can significantly enhance environmental awareness and even influence behaviour, there is still a need for further dedicated investigation into their design and effectiveness. Specifically, research is needed to systematically explore how different immersive experiences (AR/VR) can be best designed to communicate complex environmental issues, foster ecological understanding, and encourage tangible behavioural changes across diverse demographics. The challenge lies in developing scalable and impactful immersive applications that go beyond anecdotal success to provide robust, measurable outcomes in public environmental literacy and engagement.
Research and Innovation Objectives:
- Investigate immersive environments aimed at raising public awareness and understanding of critical environmental issues.
3d.5 Immersive tools for resource and logistic efficiency
Immersive technologies provide powerful levers to make distribution chains more efficient and sustainable. Pioneering applications in industry and e-commerce demonstrate strong potential to reduce logistical costs and carbon footprint, including waste, transportation, product returns, and physical storage. The use of digital prototypes in the design process can significantly reduce the carbon footprint of fashion brands by limiting textile waste and associated energy consumption. By investigating advanced tools and methods for VW applications in key sectors like retail supply chains, it's possible to support production reduction, enhance resource and logistic efficiency, and promote circular economy principles.
Problem Definition and Research Gap: While there is promising potential for immersive technologies to enhance efficiency and sustainability in distribution chains, quantitative data remain limited. There is a need for further investigation into advanced tools and methods for VW applications specifically tailored to key sectors such as the retail supply chain. This research should focus on how immersive technologies can effectively support production reduction, enhance resource and logistic efficiency, and promote circular economy principles across the entire supply chain. Bridging this gap will involve developing and testing practical applications that demonstrate measurable reductions in logistical costs, waste, and carbon footprint.
Research and Innovation Objectives:
- Investigate tools and methods advanced for VW applications across key sectors such as the retail supply chain to explore how immersive technologies can support production reduction, resource and logistic efficiency, and circular economy principles.
3d.6 Immersive E-commerce solutions for waste reduction
Integrating immersive and AR solutions into e-commerce platforms offers a significant opportunity to improve inventory and production management, enhance forecasting accuracy, and refine consumer behaviour modelling. This can lead to substantial reductions in overproduction, waste, and product returns, contributing to a more sustainable retail sector. By enabling consumers to make more informed choices through immersive experiences, such as virtual fitting rooms and immersive configurators, these technologies enhance efficiency and minimise environmental impact.
Problem Definition and Research Gap: Despite the promising potential, there is a need for comprehensive investigation into tools, applications, and methodologies for effectively integrating immersive and AR solutions into e-commerce platforms. While the distribution sector is a major area of investment in AR/VR technologies, specific research is needed to determine the optimal ways these technologies can improve inventory and production management, enhance forecasting accuracy, and refine consumer behaviour modelling to directly reduce overproduction, waste, and product returns. Collaborating with industry stakeholders is crucial to develop and validate practical solutions that translate these technological capabilities into tangible environmental benefits.
Research and Innovation Objectives:
- Investigate tools, application and methodologies for integrating immersive and AR solutions into e-commerce platforms.
- Collaborate with industry stakeholders to improve inventory and production management, enhance forecasting accuracy, and refine consumer behavior modelling, thereby reducing overproduction, waste, and product returns.
3d.7 Impact-based funding matrix for immersive technology companies
DTs and VW enable the creation of detailed and interactive virtual representations of funded projects, which improves the quality, reliability, and granularity of data used for ESG reporting. This facilitates a more transparent and rigorous assessment of environmental and social impacts, providing access to up to-date information on environmental performance. By investigating and developing an Impact-Based Funding Matrix, it's possible to link access to public or private funding with the environmental performance of companies developing or using immersive technologies. This will strategically leverage green finance to enhance the management of complex data related to environmental, social, and governance (ESG) criteria, directing investments towards more responsible solutions and strengthening investor and stakeholder confidence in sustainable financing.
Problem Definition and Research Gap: While Web4 technologies are leveraging green finance to manage ESG data, there is a specific need to investigate and develop a multi-criteria evaluation framework—an "Impact-Based Funding Matrix"—that directly links access to public or private funding with the environmental performance of companies involved in immersive technologies. The current gap lies in the absence of a standardised methodology to comprehensively assess and quantify the environmental performance of immersive technology companies to inform funding decisions. This framework needs to be robust enough to reflect the complex environmental impacts (both positive and negative) of their hardware and software, ensuring that financial incentives genuinely promote more sustainable practices within the sector.
Research and Innovation Objectives:
- Investigate tools, application and methodologies for an Impact-Based Funding Matrix for Immersive Technology Companies, like a multi-criteria evaluation framework linking access to public or private funding with the environmental performance of companies developing or using immersive technologies.
Foundations for health and well-being
As VW become increasingly embedded in work, education, and leisure, their potential health impacts must be addressed through proactive and interdisciplinary research. Immersive technologies pose unique risks compared to traditional media: they alter sensory input, affect users’ perception of agency, and introduce novel physiological and psychological stressors. This section identifies research priorities to ensure VW promote health, respect user autonomy, and avoid long-term harm. The focus is on physical, sensory, cognitive, and occupational health impacts across all user demographics, excluding children unless unique concerns arise not already addressed in the section on Protection of Minors.
Research topics on health and well-being
3d.8 Physical and visual health in immersive environments
VW require head-worn displays and embodied interaction, introducing ergonomic strain and visual health risks. As users spend longer durations in immersive environments – whether for work, training, or entertainment – the risk of discomfort, injury, or lasting physiological impacts grows. Prolonged use can contribute to neck and shoulder pain, reduced blinking, dry eyes, visual fatigue, and postural stress. Preventing such risks is vital for the long-term adoption of VW across age groups and settings, particularly for professionals using VR/AR daily. Ensuring physical and visual well-being will also promote equitable access, enabling older adults, people with disabilities, and vulnerable users to participate safely.
Problem Definition and Research Gap: Current immersive hardware often lacks ergonomic optimisation, placing stress on the neck, arms, and eyes. Factors like device weight, headset fit, motion intensity, interpupillary distance (IPD), brightness, and environmental lighting affect user comfort. Visual discomfort is particularly complex: vergence-accommodation conflict, low frame rates, and reduced blink rate all contribute to strain, but their long-term effects, particularly on children and adolescents, remain understudied. There is a need to define acceptable exposure limits, especially for repetitive professional use. Today’s safety standards for visual exposure and physical strain in VW are fragmented and rarely tested in real-world settings. Research must therefore bridge human–computer interaction, optometry, ergonomics, and occupational health.
Research and Innovation Objectives:
- Develop ergonomic, lightweight XR hardware and controller designs based on musculoskeletal data to reduce postural fatigue across diverse user groups.
- Implement adaptive brightness and contrast control based on ambient lighting and real-time fatigue detection to reduce visual strain.
- Conduct clinical trials using eye biomarkers (e.g. pupillometry, ocular surface health) to assess visual health impacts across age groups, with special attention to children and adolescents.
- Create spatial awareness systems and interaction frameworks that prevent injuries from real world collisions during full-body movement.
- Establish usage recommendations and safe exposure guidelines for immersive work and leisure contexts, including dynamic break schedules and positioning advice.
3d.9 Sensory overload and cybersickness
Cybersickness is one of the most reported barriers to XR adoption, causing nausea, dizziness, disorientation, and fatigue. These symptoms arise when visual motion cues do not match the user’s bodily sensations, often during navigation or high-speed experiences. Immersive environments also present intense visual and auditory stimuli, which can result in cognitive overload and hinder task performance. Mitigating these effects is essential to ensure that VW can be used comfortably across sessions and user types, especially in education and professional settings where prolonged use is expected.
Problem Definition and Research Gap: While short-term cybersickness is well documented, long-term exposure studies are scarce. We lack predictive models of individual susceptibility, especially for older adults and neurodiverse users. Furthermore, immersive systems rarely adapt to user discomfort in real time. Real-world applications often fail to integrate proactive safeguards, such as real-time motion smoothing or adaptive field-of-view controls. Additional concerns include post-experience disorientation and lag in spatial perception, which may interfere with daily functioning or increase accident risk. There is a need for advanced detection methods and personalised adaptation strategies to reduce sensory strain.
Research and Innovation Objectives:
- Design adaptive systems that monitor biometric indicators (e.g. heart rate variability, head motion) to detect discomfort and dynamically adjust motion, perspective, or environment stimuli.
- Investigate visual-vestibular mismatch mechanisms in immersive contexts to develop predictive tools for cybersickness susceptibility and mitigation strategies.
- Establish user-specific comfort profiles and labelling systems to rate experiences based on sensory load and suitability across demographics.
- Study sensory recalibration and recovery patterns to inform best practices for session duration, exit protocols, and gradual re-entry into the physical world.
- Integrate AI-driven comfort modes in XR applications to limit strain during prolonged or intense experiences.
3d.10 Mental health and psychological agency
VW can empower users through creativity, exploration, and social interaction. However, the same design features can erode mental well-being and autonomy if they exploit user attention or emotional vulnerabilities. Issues such as overexposure, compulsive use, and identity confusion emerge in immersive settings that blur the lines between reality and simulation. Ensuring that users retain a sense of control and informed consent in their experiences is essential to prevent manipulation, support mental health, and preserve digital agency – particularly in the face of persuasive design patterns and algorithmically steered interactions. This challenge becomes even more complex when it comes to children and adolescents, who are in a formative stage of cognitive, emotional, and social development. VW can negatively interfere with the processes of identity formation, emotional regulation, and boundary-setting. This can lead to confusion, as well increased vulnerability to external validation loops and manipulation. Moreover, constant connectivity and the pressure to maintain a virtual presence can contribute to anxiety, sleep disturbances, and reduced real-world social engagement.
Problem Definition and Research Gap: Immersive environments can introduce addictive mechanics, social pressure, and behavioural nudging through adaptive feedback loops, AI-powered NPCs, and persistent engagement rewards. These systems may influence user decision-making subconsciously, especially when sensory realism amplifies perceived consequences. Current regulation frameworks do not address these risks in immersive contexts, where embodiment and emotional presence intensify impact. There is limited research into how such design patterns affect users’ sense of self, autonomy, or critical reasoning. Furthermore, withdrawal effects after intensive use, such as derealisation or post-VR sadness, are poorly understood but reported anecdotally. Tools for identifying and preventing manipulative experiences are still lacking.
Research and Innovation Objectives:
- Create detection tools for manipulative or addictive design patterns and develop opt-out mechanisms or “safe modes” that promote informed choice and usage transparency.
- Study the psychological effects of avatar embodiment, social conformity, and virtual identity dynamics on self-esteem, critical thinking, and autonomy.
- Define legal and ethical thresholds for influence, particularly for vulnerable users, and develop guidelines to prohibit unacceptable persuasive practices.
- Integrate time-awareness features and digital well-being prompts in immersive systems to support self-regulation and reduce compulsive use.
- Explore immersive withdrawal phenomena and develop re-entry practices to ease cognitive transition and emotional recovery after deep engagement.
- Investigate the long-term effects of VW environments on children's identity formation through longitudinal studies, informing age-appropriate design and ethical development practices.
3d.11 Occupational health and extended immersion
VW are entering the workplace for training, remote collaboration, and simulation. While promising, this shift introduces new occupational health risks. Extended immersion can cause eye strain, postural discomfort, mental fatigue, and technostress. Productivity may decline if environments are not designed ergonomically or cognitively aligned with task requirements. Ensuring XR systems support worker health will help organisations adopt these tools responsibly and sustainably.
Problem Definition and Research Gap: Most workplace XR systems are not designed with occupational ergonomics in mind. Employees may spend long periods in environments that strain their vision or posture, with limited guidance on safe usage patterns. There is little empirical data on optimal session lengths, cognitive workload, or multi-tasking capacity in VR/AR contexts. Additionally, few tools exist to support worker well-being in real-time, such as in-headset assistants or health-aware user interfaces. Inclusive design for neurodiverse or physically impaired employees remains underdeveloped. There is a clear need for workplace-focused XR research that translates into practical, evidence-based policy.
Research and Innovation Objectives:
- Conduct field studies comparing immersive and non-immersive work to evaluate impacts on productivity, fatigue, and musculoskeletal load across roles.
- Develop in-XR ergonomic assistants and posture monitoring tools to guide users toward safe usage habits and suggest breaks or adjustments.
- Produce standardised occupational health protocols for immersive work environments, covering hygiene, exposure limits, and accessibility.
- Co-create interface designs tailored for cognitive efficiency in professional tasks, including adaptive interface density and distraction reduction.
- Explore organisational integration of XR tools with employee wellness strategies and existing occupational health monitoring systems.
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