Applications of Virtual Reality (VR) in employee training

By: Contributor(s): Material type: Computer fileComputer filePublication details: Ahmedabad Indian Institute of Management 2023Description: 87 p. include referencesSubject(s): DDC classification:
  • SP2023/3808 SP003808
Summary: Virtual Reality (VR) has emerged as a disruptive technology, offering individuals the opportunity to transcend the limitations of the physical realm and engage in a computer-generated three-dimensional (3D) environment (Lowood, 2018). Virtual Reality (VR) refers to the application of computer modelling and simulation techniques to construct a synthetic three-dimensional (3D) environment. This technology allows users to engage with a visual and sensory realm that closely resembles real-life experiences. Individuals interact with the simulated environment by means of interactive devices, including goggles, headsets, gloves, or body suits. In a conventional virtual reality (VR) configuration, individuals wear a head-mounted display (HMD) featuring a stereoscopic screen that presents animated visuals of a simulated environment. The achievement of the concept of "telepresence" is facilitated by motion sensors that monitor the user's movements in real-time and subsequently adapt the screen display accordingly. The aforementioned interactive process enables users to navigate through simulated environments, immersing themselves in a virtual experience that adapts to their head movements and physical steps, thereby offering varying viewpoints and perspectives. In addition, the incorporation of data gloves equipped with force-feedback devices allows users to physically interact with virtual objects by touching, picking up, and manipulating them, thereby enhancing the overall level of immersion. Virtual Reality (VR) experiences exhibit a range of immersion levels, which can be classified into distinct categories (Sheldon, 2022).
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Student Project Vikram Sarabhai Library Reference Students Project SP2023/3808 (Browse shelf(Opens below)) e-Book - Digital Access SP003808

Submitted to Prof. Neha Tripathi

Submitted by: Adeeb Hasan K, Muhammed Yaseen

Virtual Reality (VR) has emerged as a disruptive technology, offering individuals the opportunity to transcend the limitations of the physical realm and engage in a computer-generated three-dimensional (3D) environment (Lowood, 2018). Virtual Reality (VR) refers to the application of computer modelling and simulation techniques to construct a synthetic three-dimensional (3D) environment. This technology allows users to engage with a visual and sensory realm that closely resembles real-life experiences. Individuals interact with the simulated environment by means of interactive devices, including goggles, headsets, gloves, or body suits. In a conventional virtual reality (VR) configuration, individuals wear a head-mounted display (HMD) featuring a stereoscopic screen that presents animated visuals of a simulated environment. The achievement of the concept of "telepresence" is facilitated by motion sensors that monitor the user's movements in real-time and subsequently adapt the screen display accordingly. The aforementioned interactive process enables users to navigate through simulated environments, immersing themselves in a virtual experience that adapts to their head movements and physical steps, thereby offering varying viewpoints and perspectives. In addition, the incorporation of data gloves equipped with force-feedback devices allows users to physically interact with virtual objects by touching, picking up, and manipulating them, thereby enhancing the overall level of immersion. Virtual Reality (VR) experiences exhibit a range of immersion levels, which can be classified into distinct categories (Sheldon, 2022).

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