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Introduction
Modern society currently experiences a rapid technological development of electronic devices. The overall state of the technology sphere now could be described as very profitable and growing fast. However, in a continuous race in patenting wars, the companies working on tech innovations do not have time to consider all application opportunities of newly developed technologies and devices. Thus, while technological advancements seem to differ in their levels of usefulness, that is explained by the fact that their potential applications that support the full realization of their functions were not discovered just yet. Therefore, while various new developments, such as virtual reality, are marketed as entertainment opportunities, in reality, they could have a lot more cases of applications in areas of activities vital for the support of society. This research will define the common attributes of VR technology and explore current applications of VR in different industries. The purpose of this research is to determine the area where VR application is used to its full potential and discuss how to enhance the use of VR from an engineering perspective.
Application of VR in Different industries Despite the fact that virtual reality technology has become available to the wide public only recently in the last ten years, VR (virtual reality) was initiated more than twenty years ago. In fact, the concept of VR was formulated in 1965 by Ivan Sutherland, and the first cases of its application for commercial purposes took place in the 1980s [1]. The research on the subject of VR technologies originated in the computer graphics field and then expanded to several other disciplines. The early definitions of VR described it as real-time interactive graphics with 3D models, combined with a display technology that gives the user the immersion in the model world and direct manipulation [1]. Therefore, the three main features of VR are immersion, the users perception of presence in an environment, and the users ability to interact with the environment. In [1], depending on the level of immersion, the author defines three types of VR: the cheapest non-immersive type, semi-immersive, and fully immersive systems that use several sensory devices.
Currently, VR technologies are primarily used in entertainment areas, as the entertainment area is more profitable. Specifically, in the console gaming industry, the projects are marketed as VR-supporting games to attract a wider audience seeking a fully immersive experience from games. However, with the technology becoming more affordable with time, the use of VR started to expand to other areas, such as training simulations in the military, education purposes, and architectural design. Another significant aspect of VR technologies is the use of augmented reality (AR) which implies the use of affordable devices such as smartphone cameras for 3D simulation of different objects. Innovations in the AR department substantially contributed to the development of VR technologies and allowed the broad public an opportunity to have a first-hand experience with virtual and augmented reality technologies.
VR Application in Construction Engineering
In order to determine in which area VR technologies are used to their full potential, one needs to analyze the current use of VR for engineering purposes in different industries first. VR is currently actively utilized in several industries: construction, retail, logistics, aerospace, transport, and the medical field. In [2], the authors provide insight into VR implementation in construction engineering education and training (CEET) through visualization of architecture projects, simulation of operational tasks, and use of equipment. According to the articles findings, the training programs with the implementation of VR reduce the costs and help to identify potential issues for the health and safety of workers [2]. Another significant aspect of VR use in construction engineering is understanding the structural behavior of buildings through immersive VR simulation, with high quality that is not achievable in desktop simulators [2]. On the other hand, desktop VR is useful for the navigation and operation of geometric objects and structure programming. Therefore, in the construction engineering industry, VR is used for simulation purposes to provide more precise structure manipulations and allow safety training at a reduced cost.
VR Application in Aerospace Engineering
Another industry that actively utilizes VR technologies is aerospace engineering and design. The topic of VR use for aerospace design was covered in [3]in their article on digital twinning in virtual reality. Digital twinning is a process in which real objects are recreated in a virtual environment through the construction of their digital replica. Digital twinning is mainly used for testing and experimenting purposes and features the real objects lifecycle and data received in real time. According to the study in [3], aerospace design requires the use of immersive simulation for the visualization of aerodynamic processes.
The utilization of immersive processes allows for improving the available analytical data cost-efficiently, resulting in the development of immersive analytics, an entirely new field of research. The study suggests that the use of standard off-the-shelf Xbox gaming console controllers and Oculus Rift motion sensors with a headset could be adapted to use for the purpose of controlling Aerospace design [3]. In [3], the authors emphasize that US Navy used the same controller for operating a periscope on a nuclear-powered submarine, illustrating the wide application of already available electronic devices originally developed for a different purpose. Thus, the aerospace industry mainly relies on the immersive type of VR. The information in [3] explains how different industries require the use of only one type of VR application without concerning its full potential.
VR Application in Medical Field
Lastly, the area where VR technology could be used to its full potential is the medical field. Healthcare systems utilize VR in a wide range of applications while mostly using the same electronic devices available for personal use. The application range includes healthcare education and staff training, patients recovery, and even mental health support. In an article focused on the VR programs application in healthcare, the author states that VR applications in medicine were initiated in 1993 with the purpose of mental disorders treatment [4]. In [4], the author suggests that while VR applications in the past were focused on mental health treatments, the current innovations are focused on utilizing VR technologies in surgical procedures. However, focusing on surgical procedures does not slow the development in other areas such as preventive care, data visualization, and medical education.
Currently, VT technologies in healthcare utilize immersive and semi-immersive systems in therapy for posttraumatic stress disorder, distraction therapy as a substitute for medical drugs for pain relief, and physical and brain rehabilitation after stroke. Non-immersive VR is used in education and training simulators for surgery and surgical simulation. For example, surgical simulation is used in Minimal Invasive Surgery, where the surgeons use mechanical arms and monitors to perform the surgery [4]. VR is also commonly used in x-rays, ultrasound, microscopic examination, MRI, and CT as diagnostic tools. Despite its utility, VR use is also negatively characterized by its high costs and lack of boundaries between the experience achieved through VR procedures and experience from real-life patient cases.
Areas for Improvements
Nontechnical skills (NTS) development
The real-life aspect of VR simulation lacks the application of necessary skills for a high-risk environment, described as nontechnical skills (NTS). Nontechnical skills include cognitive skills, decision-making, stress management, endurance, and social skills, such as leadership and the ability to work in a team. The VR education programs in healthcare are more focused on developing practical skills without concerning the NTS, which results in a lack of reality aspect in VR simulation-based training [5]. The core difference between experience achieved through participation in VR training procedures and real life is the sense of responsibility and stress caused by the responsibility. The application of VR in construction engineering education and training was used to define possible issues beforehand. While VR application is actively used to develop technical skills, the inclusion of nontechnical skills could significantly improve the education and training outcomes by preparing the employees for stressful situations. Lastly, as NTS training programs do not require fully immersive VR systems, implementation of such training could be performed at a moderate cost. Therefore, engineers could make VR use more beneficial to healthcare practitioners by designing more specific training programs that feature NTS development elements.
Data Transfer Speed Rates
The range of VR and AR technologies applications is closely related to the data transfer speed rates and development of wireless transmission technologies. In [6], the author suggests that 5G specifically could substantially benefit the healthcare system through increased reliability of medical devices and contribution to intelligence medicine. Moreover, 5G systems in medical applications will allow the simultaneous connection of more devices required for VR use, such as motion sensors and video cameras [6]. Widespread 5G connection will provide more opportunities for the overall improvement of the healthcare system, such as remote diagnosis and smart care in hospitals, gradually decreasing the financial burdens of healthcare systems. Financial relief could support more widespread use of VR and AR technologies in the future. Thus, by expanding the area that supports the high data transfer speed rates, engineers could contribute to the progress in VR and AR use and the development of new technologies.
Conclusion
VR technologies allow the creation and use of three common types of VR systems: immersive, semi-immersive, and non-immersive, with non-immersive systems being the most affordable option. Conducting an analysis of VR and AR use in different industries determined that they are mostly used for training and education purposes and simulation without necessarily using the full potential provided by immersive VR systems. In the engineering and construction field, VR is frequently used for simulation purposes to address the potential issues in the balance of construction and identify threats to workers safety. In the aerospace industry, the utilization of VR resulted in the development of immersive analytics, which improves the analytics data.
The medical field uses VR technology to its full potential in a wide range of applications. In healthcare systems VR and AR are used for educational purposes, development of technical skills of healthcare personnel, patients recovery and rehabilitation, therapy for mental disorders, surgery procedures, etc. Enhancement of VR use in healthcare systems through an engineering perspective requires addressing the aspect of NTS and its addition to the training programs. In addition, the technical development of speed rate in wireless connections, such as the introduction of 5G, will likely result in the further progress of VR and AR application in healthcare. While now VR technologies are underused in the healthcare system because of the high cost of equipment, there are many possible ways to minimize their cost through engineering and construction innovations.
References
P. Cipresso, I. A. Chicchi Giglioli, M. A. Raya, and G. Riva. The past, present, and future of virtual and augmented reality research: A network and cluster analysis of the literature, Frontiers in Psychology, vol. 9, pp. 1-20, 2018.
P. Wang, P. Wu, J. Wang, H. L. Chi, and X. A. Wang. A critical review of the use of virtual reality in construction engineering education and training, International Journal of Environmental Research and Public Health, vol. 15, no. 6, pp. 1-18, 2018.
S. K. Tageja, P. Seshadri, and P. O. Kristensson. AeroVR: An immersive visualisation system for aerospace design and digital twinning in virtual reality, The Aeronautical Journal, vol. 124, no. 1280, pp. 1615-1635, 2020.
H. A. Aziz. Virtual reality programs application in healthcare, Journal of Health and Medical Informatics, vol. 9, no. 1, pp. 1-3, 2018.
M. S. Bracq, E. Michinov, and P. Jannin. Virtual reality simulation in nontechnical skills training for healthcare professionals: A systematic review, Society for Simulation in Healthcare, vol. 14, no. 3, pp. 188-194, 2019.
D. Li. 5G and intelligence medicinehow the next generation of wireless technology will reconstruct healthcare? Precision Clinical Medicine, vol. 2, no. 4, pp. 205-208, 2019.
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