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Industry 4.

Module Virtual Reality

Session No. I

Version 1.0
Industry 4.0

Material from the published or unpublished work of others which is referred to in the Class
Notes is credited to the author in question in the text. The Class Notes prepared is of 4,487
words in length. Research ethics issues have been considered and handled appropriately
within the Globsyn Business School guidelines and procedures.

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Table of Contents

1. Introduction ............................................................................................................. 6

1.1. Concept of Virtual Reality ................................................................................... 6

1.2. Achieving Virtual Reality .................................................................................... 6

1.3. Significance of Virtual Reality ............................................................................. 7

1.4. Essential features of Virtual Reality.................................................................... 7

1.4.1. Believability ........................................................................................................... 7

1.4.2. Interactive ............................................................................................................. 8

1.4.3. Computer Generated ............................................................................................ 8

1.4.4. Explorable ............................................................................................................. 9

1.4.5. Immersive ............................................................................................................10

1.5. Types of Virtual Reality (VR) ............................................................................ 12

1.5.1. Fully Immersive VR ..............................................................................................12

1.5.2. Non-Immersive VR...............................................................................................12

1.5.3. Collaborative VR ..................................................................................................13

1.5.4. Web Based VR ....................................................................................................14

1.5.5. Augmented Reality (AR) ......................................................................................15

1.6. Goals of Virtual Reality ..................................................................................... 16

1.6.1. Virtual Reality in the Education Sector .................................................................16

1.6.2. Scientific Visualisation .........................................................................................17

1.6.3. Telemedicine .......................................................................................................18

1.6.4. Industrial Designing and Architectural Activities ...................................................19

1.6.5. Revolutionising the Gaming World .......................................................................20

2. Caselets on Virtual Reality (VR) .......................................................................... 21

2.1. VR use by Walmart Inc. ................................................................................... 21

2.2. VR use by GSK ................................................................................................ 23

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2.3. VR use by British Airways ................................................................................ 25

2.4. VR used by Jaguar........................................................................................... 26

3. Advantages and Disadvantages of Virtual Reality in Business Processes ..... 27

3.1. Advantages ...................................................................................................... 27

3.1.1. Development of a Real Ambience ........................................................................27

3.1.2. Beneficial to different Industries ...........................................................................27

3.1.3. Enhances the level of Retail Experience ..............................................................27

3.1.4. Contributes in saving Monetary Resources ..........................................................28

3.2. Disadvantages ................................................................................................. 28

3.2.1. Lack of Versatility .................................................................................................28

3.2.2. VR is highly Addictive ..........................................................................................28

3.2.3. Potentially reduces Human Contact and Intervention ...........................................28

3.2.4. Increased pricing of VR Technology ....................................................................28

References ................................................................................................................... 29

List of Figures
Figure 1.1: Believability Nature of VR......................................................................................... 7
Figure 1.2: Interactivity Nature of VR ......................................................................................... 8
Figure 1.3: Computer Generated Reality .................................................................................... 9
Figure 1.4: Explorable nature of VR ..........................................................................................10
Figure 1.5: Immersive Nature of VR ..........................................................................................11
Figure 1.6: Fully Immersive VR .................................................................................................12
Figure 1.7: Non-Immersive VR ..................................................................................................13
Figure 1.8: Collaborative VR .....................................................................................................14
Figure 1.9: Web Based VR........................................................................................................14
Figure 1.10: Augmented Reality (Pokémon) ..............................................................................15
Figure 1.11: Augmented Reality (IKEA) ....................................................................................16
Figure 1.12: VR in Education ....................................................................................................17
Figure 1.13: Scientific Visualisation using VR ...........................................................................18

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Figure 1.14: VR Application in Telemedicine .............................................................................19


Figure 1.15: VR Application in Architecture ...............................................................................20
Figure 1.16: VR Application in Architecture ...............................................................................21
Figure 2.1: VR use in Walmart Inc.............................................................................................22
Figure 2.2: VR use in Walmart Inc.............................................................................................22
Figure 2.3: VR use by GSK .......................................................................................................23
Figure 2.4: VR use by GSK for demo of ALS ............................................................................24
Figure 2.5: VR use by GSK for Demo of ALS ............................................................................25
Figure 2.6: VR use by British Airways .......................................................................................25
Figure 2.7: VR use by Jaguar....................................................................................................26

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1. Introduction

1.1. Concept of Virtual Reality


Virtual Reality as a term earns its emergence in terms of coining two separate terms, “Virtual”
and “Reality”. Herein, virtual as identified as near and reality here denotes the apparent reality
that is perceived as humans. Virtual Reality is thus also known as “nearness to the aspect of
reality”. Further, the term virtual reality also denotes the fashion in which an apparently real
situation associated to space and time factor is virtually emulated.

Human beings tend to perceive the world through the use of five different sense organs that
create the sensation of sight, sound, smell, touch and taste. Along with the experience rendered
by the five sensory organs the human beings have other sensory organs that render balance
amongst others. The different types of inputs received based on the use of the sensory organs
and also the brain’s ability for processing of information provided by the sense organs effectively
ensure the flow of large volumes of data to the human mind (Virtual Reality Society , 2017).

The apparent reality is essentially perceived based on the use of the sensory organs. The total
gamut of experience regarding the perceived reality is essentially based on a combination of
information transmitted by the sense organs that are thereby received and analysed by the
brain. Thus, if the senses are presented with considerable amount and sizes of made-up
information the same will broadly influence the manner in which the reality is perceived. It
thereby contributes in presenting a specific version of perceived reality that stands out to be
different from the reality that is perceived based on the use of the natural sense organs. This
novel version of reality is identified as “Virtual Reality”.

From the technical standpoint, Virtual Reality” is considered to be a computer-generated


simulated environment that is essentially three dimensional in nature. The environment is
designed in such a fashion as that which can both be explored and also used for carrying out of
interactions by an individual. The person that accounts to be involved within the virtual
environment tends to both manipulate objects and also carry out different types of actions.

1.2. Achieving Virtual Reality


Virtual Reality is effectively implemented based on the application of computer technology. The
virtual reality is presented based on the application of different types of gadgets like headsets,
special types of gloves and also omni-directional treadmills. The applications of the above type
of systems tend to stimulate the different sense organs in a synchronised fashion for creating
the illusory reality. The combination of virtual reality with essential hardware, software and also

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in terms of synchronising with the sense organs contributes in generating the “sense of
presence”. The subject herein thus tends to bear a feeling of being totally present in the existing
environment.

1.3. Significance of Virtual Reality


The application of Virtual Reality earns immense significance regards to the entertainment
industry. Different types of movies and also video games are developed based on the
application of virtual reality. Likewise, virtual reality also earns application along different fields
like architecture, sports, medicine and also in the field of visual arts. Further, the emergence of
virtual reality contributes in carrying out of activities that were taken to be of an impossible and
impractical nature. Virtual Reality thus earns effective usage for training of fighter pilots to that of
training surgeons for the conducting of critical operations.

1.4. Essential features of Virtual Reality


The features of Virtual Reality are enlisted as under:

1.4.1. Believability
Virtual Reality focuses on creating an environment of believability. It requires the users to go on
believing the reality presented before them or otherwise the illusion rendered by virtual reality
would tend to disappear.

Figure 1.1: Believability Nature of VR

(Kore, 2019)

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The figure reflects the convergence of parallel lines at some distant point. The same creates the
illusion of depth. The converging of the lines at some distant point make them appear to be
farther from each other and also moving over to some greater depth (Kore, 2019).

1.4.2. Interactive
In terms of interactivity, virtual reality systems focus on generating a momentum or pace around
the user such that the user gets a feeling that the environment encompassing different types of
objects is moving along with him or her.

Figure 1.2: Interactivity Nature of VR

(Goyal, 2018)

Augmented Reality (AR) enabled toys like the one shown above contribute in helping making
learning easier for children. The incorporation of audios, musical tunes and 3D images help in
increasing interactivity and thereby in engaging the children for longer hours. (Goyal, 2018)

1.4.3. Computer Generated


It is observed that high power computer systems are needed to help in generating an
environment that will meet the parameters of believability and interactivity. Further, the
computer generated virtual worlds are such that tend to alter on a real-time basis as the user
tends to roam about inside the virtual environment.

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Figure 1.3: Computer Generated Reality

(Robin , 2019)

In the above illustration, the perceived objects in a real estate project are augmented based on
the use of tablets that contribute in the generation of perceptual information regarding the same
(Robin , 2019).

1.4.4. Explorable
The world developed based on the incorporation of virtual reality accounts to be a big space that
encourages the carrying out of exploration in an in-depth fashion. The AR type of VR can
extensively be used regards to the designing of a project concerning guided meditation. The AR
experience thus helps in selecting a tranquil island and become an integral part of the same.
The user can rightly explore the island and listen to the waves, chirping of birds and also the
sound of the flowing wind along the coconut trees (Gatelight.com, 2019).

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Figure 1.4: Explorable nature of VR

(Gatelight.com, 2019)

1.4.5. Immersive
The virtual reality platforms to be both interactive and believable in nature need to totally
engage the body-mind mechanism of the user. For example, the war paintings ideally provide
the audiences the glimpses of potential conflicts. However, the same fails to produce the
needed effects based on involving the five sense organs. The application of virtual reality or VR
helps in fully immersing the audience fully in the scene or situation that is mutually interactive in
nature. As the audience responds to what they tend to perceive, the things perceived in turn
respond towards the audience (Woodford, 2019). Augmented Reality in an immersive fashion is
used to create environment on the screen walls for enabling greater and effective visualisation
of the molecular world (Trellet, et al., 2018).

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Figure 1.5: Immersive Nature of VR

(Trellet, et al., 2018)

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1.5. Types of Virtual Reality (VR)


The different types of VR are outlined and discussed as follows:

1.5.1. Fully Immersive VR


A fully immersive VR experience is obtained based on the incorporation of three different
aspects. In the first case, a virtual world needs to be developed based on the application of a
computer simulation that encourages the users to fully explore and get immersed in such.
Secondly, an effective computer is needed that helps in easily tracking the movements of the
users on a real-time framework and thereby adjust the experience of the latter. Finally, in the
third case, a hardware needs to be linked to the computer that contributes in immersing the
users inside the virtual or simulated world. In this case, the users generally focus on using a
head-mounted display that encompasses two different screens and has stereo sound for
immersing the users. Again, Fully Immersive VR can also be aptly designed based on the
application of loudspeakers with hoofers that are fitted for giving the surround-sound experience
and also rooms, on the walls of which altering images are projected from an external source.

Figure 1.6: Fully Immersive VR

(TSYKTOR, 2019)

1.5.2. Non-Immersive VR
A computer simulated and a highly realistic movie or game that shows war jets and wildlife can
tend to act as a Non-Immersive VR in that the images are projected on a large screen with also

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the incorporation of surround sound effects. Likewise, the use of devices like joysticks and other
types of controlling gadgets further contribute in increasing the effects of VR in a non-immersive
format. Reconstructions of building images and other archaeological sites on a 3D basis are
also observed to be effective examples of non-immersive type of VR in that they produce rich
visual experiences for the onlookers.

Figure 1.7: Non-Immersive VR

(Mirelman, et al., 2016)

1.5.3. Collaborative VR
Collaborative VR is identified as a futuristic aspect of VR that will enable the users in sharing the
experiences they are gaining or have gained along while roaming in the VR platform. The
collaboration exercise can be carried out in a real-time framework or likewise. WorldViz, the
creator of the collaborative type of virtual-reality based communication platform, Skofield,
announced the launching of the same during November. The platform enables the presenters in
dropping of different elements in an editor and thereby set the proximity triggers for the same.
The platform also serves in defining the objects that are interactive in nature and thereby focus
on the inserting of both PDFs and also PowerPoint Slides (Deglmann, 2016).

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Figure 1.8: Collaborative VR

(Deglmann, 2016)

1.5.4. Web Based VR


Analogous to Collaborative VR, Web Based VR ideally contributes in encouraging the users to
share their VR experiences based on the application of social media and other web based
platforms. The application of Web Based VR ideally contributes in meeting the objectives of
Collaborative VR in a real-time framework.

Figure 1.9: Web Based VR

(Mateescu, 2018)

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1.5.5. Augmented Reality (AR)


Augmented Reality is also identified to be a type of Virtual Reality that works based on carrying
out a marriage of the perceivable world with the virtual flow of information. Heads-up displays
like that used by the American War Force acts as an effective example of AR. The same works
based on the superimposition of computerised information before the very scene unfolding
before the eyes. The goal of augmented reality is to integrate virtual objects with realistic
images like the application of ears and whiskers of a cat on selfie shots. The “Pokémon GO”
was introduced as an AR enabled game during 2016. It required the players to track the
Pokémon that had popped out before them and thereby to catch it. Ikea, the furniture company,
is also observed to use AR for helping the customers in taking decisions regarding the placing
of furniture in the room.

Figure 1.10: Augmented Reality (Pokémon)

(Speicher, 2018)

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Figure 1.11: Augmented Reality (IKEA)

(Speicher, 2018)

1.6. Goals of Virtual Reality


The different goals behind the designing of Virtual Reality can be rightly understood in terms of
studying the applications of such along diverse fields.

1.6.1. Virtual Reality in the Education Sector


Virtual Reality is being widely used for training purposes especially for flying of warplanes to
carrying out of critical surgeries. VR thus earns effective incorporation regards to training of
surgeons along different hospitals. Virtual Reality has indeed transformed the education sector
in terms of helping students effectively visualise the historical happenings being an integral part
of the same. The same enables them in gaining of personalised experiences and thereby in
developing enhanced understanding of the subject. Likewise, regards to science and
geographical studies, the incorporation of VR potentially helps the students to travel along time
and space. Again, the incorporation of VR in education also contributes in development of
training modules for enhancing the expertise of the company personnel regards to working in a
professional fashion in the changing environment (Avantis Systems Ltd., 2019).

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Figure 1.12: VR in Education

(Avantis Systems Ltd., 2019)

1.6.2. Scientific Visualisation


The visualisation of activities at the sub-atomic level cannot be achieved without the
incorporation of the electronic microscope. Virtual Reality thus gains needed application regards
to molecular biology and pharmaceuticals regards to the development of drugs through the
integration of molecules. The above type of work earned prominence during the 1960s with an
endeavour to generate a VR system that focuses on developing an interaction between different
types of molecules and drugs. Scientific Visualisation enhanced based on the incorporation of
VR potentially contributes in meeting the objectives of research and development. It ideally
contributes in effectively communicating abstract scientific and technological concepts to larger
audiences. The application of VR regards to scientific visualisation helps scientists in potentially
demonstrating complex concepts in visual formats for ease of understanding. Moreover, it helps
the audience to continually interact with the different images and thereby in analysing the same
from different angles to solve complex problems (Virtual Reality Society, 2017).

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Figure 1.13: Scientific Visualisation using VR

(Web3D Consortium, 2019)

1.6.3. Telemedicine
Virtual Reality contributes in making Telemedicine an effective possibility. Telemedicine involves
the carrying out of monitoring and also in examining and thereby operating on a patient that is
based at some remote location. The same can be carried out in terms of allowing a surgeon sit
hooked up with virtual reality gadgets while a robot is installed at another place for conducting
the surgery. In future, the above framework can be rightly enhanced in terms of incorporating
collaborative and web based VR which would enable a number of surgeons to work in a
collaborative fashion for conducting a surgery based on the application of robots. The
telemedicine app designed based on the application of Virtual Reality helps the patients gain
effective insights from potential participants, regards to making of needed adjustments, along
the critical medical process. The application of the VR enabled telemedicine app contributes in
providing needed comfort to the patients regards to gaining access to a healthcare routine
without requiring to visit the doctor’s chamber. The doctor works based on directly accessing the
information provided by the patients from the cloud platform for providing necessary remedies.

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Figure 1.14: VR Application in Telemedicine

(Zola, 2017)

1.6.4. Industrial Designing and Architectural Activities


Another specific goal of Virtual Reality is essentially based on the development of mathematical
models for the creation of 3D Designs and Architectures. The same will not only encourage the
people in roaming about 3D spaces in an immersed manner but also in testing the model
regards to reliability, safety, aerodynamic qualities and other such parameters. The emergence
of VR as a technology has indeed become a great boon for the designer and architect
communities. VR contributes in carrying out of initial designs, carrying out of collaborations and
interactions during the term of the project and also in generating effective finishing touches. The
incorporation of VR Technology in making of architectural designs and models help the clients
in carrying out interactions with the models for opening and closing of doors and windows,
putting on and off the different electrical circuits and also in moving the objects around the room.
The integration of VR Technology in development of architectural designs earns significance in
that it helps in reducing the level of start-up costs, gives a competitive edge to the architectural
firms, helps in replicating real-life based scenarios and also reduces the time needed for
finalisation of the model (TMD STUDIO LTD, 2017).

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Figure 1.15: VR Application in Architecture

(TMD STUDIO LTD, 2017)

1.6.5. Revolutionising the Gaming World


The incorporation of Virtual Reality is also being carried out for rightly revolutionising the
existing world of gaming technologies and frameworks. VR driven gaming applications not only
focus on attracting and retaining the attention of the gamers to virtual objects but also in
involving the gamers within the game on a real-time framework. Moreover, the games are
essentially developed based on the application of interactive software and also hardware
components. The VR enabled games are designed in a fashion as can be effectively controlled
based on the use of bodily movements (Gupta, 2019). In terms, of using a virtual reality enabled
headset the gamers can thereby move along different parts of the virtual world. The goal of VR
regards to the gaming industry thus involves the generation of spontaneous innovation based
on the designing of new prototypes. The generation of continuous innovation is taken to
potentially contribute in helping the VR enabled gaming industry to earn significant revenues
and growth in the near future (Gupta, 2019).

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Figure 1.16: VR Application in Architecture

(Gupta, 2019)

2. Caselets on Virtual Reality (VR)

2.1. VR use by Walmart Inc.


Walmart Inc. has integrated VR in the retail workplace for testing the aptitude of employees in
reaching up to the middle management levels in the organisation. The VR Headsets used in the
organisation places the retail associates in managing of real-life situations like soothing an
angry customer and in helping the new employees for taking a tour of the entire store.
Moreover, the VR Application is also used by Walmart’s management for testing the knowledge
of the retail associates about their concerned and other departments, decision-making and
leadership capabilities and also soft skills. Testing carried out based on the above listed
frameworks help the management of Walmart in rendering job roles and positions to the
employees, in the organisation, based on their efficiency and productivity levels. The rolling out
of VR in Walmart earned success in that the same were greeted both by the employees and the
management. Employees reflected the fashion in which they earned promotions and increments
in their pay packages after having been subjected to be tested based on the application of VR
Technology.

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Figure 2.1: VR use in Walmart Inc.

(Tuchscherer, 2019)

Figure 2.2: VR use in Walmart Inc.

(Tuchscherer, 2019)

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2.2. VR use by GSK


In another case of VR application, the noted pharmaceutical company, GlaxoSmithKline (GSK)
has integrated VR applications for generating an innovative experience to the masses. GSK
serves in producing Excedrin that acts as an effective solution for treating of migraine. It is noted
that a large population encompassing around 36 million people are observed to suffer from
migraine attacks. The healthcare company reflected that the individuals that did not suffer from
migraine have the least understanding of the problems and concerns their friends, relatives and
colleagues suffering from migraine tend to face. The pharma company thereby focused on
incorporating a VR application that would help in simulating the problems faced by people
suffering from migraines. The simulation of the problems was focused on being carried out for
letting the people that are free from migraine problems understand and also experience the
different migraine related symptoms like visual distortions and also sensitivity towards the light.
A campaign was organised thereof by GSK referred to as “The Migraine Experience” where the
migraine sufferers were encouraged to invite their friends, colleagues and relatives to
experience on their own the different problems through which they tend to pass through. The
reactions generated by the participants in terms of empathising with the migraine sufferers were
recorded through the use of a camera for the generation of videos. The videos generated
thereof are observed to have been viewed by people of around 20 million and have also
received around 285,000 mentions along the social platforms (Robles, 2016).

Figure 2.3: VR use by GSK

(Bulik, 2017)

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In another case, GSK also incorporated VR for generating needed awareness about the
Amyotrophic Lateral Sclerosis (ALS) disease. This disease tends to potentially affect the
patients at the cellular level and is indeed very complex to understand and comprehend for
being effectively diagnosed and treated. Moreover, ALS accounts to be a highly fatal disease in
that it tends to significantly affect the different neurons that tend to control the voluntary muscles
thereby leading to death of both the upper and also the lower motor neurons of the brain, the
brainstem and also that of the spinal cord.

GSK teamed up with EON Reality that contributed in the development of a VR enabled
computer simulation to show the manner in which ALS sets inside the physical body of a healthy
individual and thereby progresses in making the person ill. The simulation shows the fashion in
which the disease interacts with the healthy nerves and tissues of the individual and also the
functioning of the diseased nerve cells. It also reflects the fashion in which GSK offers a solution
to cease the growth of the ailment and thereby cure it.

Figure 2.4: VR use by GSK for demo of ALS

(EON Reality Inc, 2018)

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Figure 2.5: VR use by GSK for Demo of ALS

(EON Reality Inc, 2018)

2.3. VR use by British Airways


The management of British Airways is focusing on the use of VR for providing entertainment to
its customers high above in the skies. The facility is meant to entice the customers travelling
from the Heathrow Airport based in London to JFK Airport based in New York. The passengers
are encouraged to select films in the category of award winning movies, documentaries and
also other travel programs. Headsets rendered by eyewear specialists in VR technology,
Skylights, are focused on being provided to the customers that would thereby help them get fully
immersed in the 3D movies regardless of their sitting positions. The customers can also enjoy
the experiences of seeing the movies even while lying in a flat position. Further, British Airways
is also focusing on using the VR application for making the passengers suffering from a fear of
flights to get immersed in programs concerning guided meditation and also sound therapy.

Figure 2.6: VR use by British Airways

(British Airways , 2019)

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2.4. VR used by Jaguar


Jaguar Land Rover Ltd. based in United Kingdom operates as one of the largest automobile
company. The company has integrated VR for attracting customers to both try the automobiles
without needing to wait for the same to arrive at local showrooms. The VR based Experience
packs are introduced and dispersed along the various retail outlets such that the same would
help in immersing the customers in the audio-visual programs. The retailers are encouraged in
taking a virtual tour of the vehicle even before the launch of the same in the UK automobile
market. The virtual trials thus help the customers in both visualising and interacting with the life-
size model of the car. The same is made possible based on the incorporation of a VR Headset
that helps in immersing the customers into the virtual reality based experience (Jaguar Land
Rover Ltd. , 2017). Potential amount of digital technologies is incorporated by Jaguar Land
Rover to help the customers enjoy an effective experience of a virtual test drive. Animations are
incorporated in the VR Experience Pack that help the customers in gaining relevant information
about the technical details of the vehicle. Further, the experience pack is also designed to help
the customers gain an enhanced view of the interior of the vehicle in a 360-degree fashion. The
same helps the customers in analysing the effectiveness of the vehicle’s interior from diverse
angles. Further, the VR Experience is also rendered in tablets such that the same helps in
generating greater interactivity between the customer and the retailer. The VR Experience Pack
of Land Rover is rolled over to cover a total of 1,500 retail stores based along 85 international
markets (Jaguar Land Rover Ltd. , 2017).

Figure 2.7: VR use by Jaguar

(Benjamin, 2016)

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3. Advantages and Disadvantages of Virtual Reality in Business


Processes
The advantages and disadvantages of Virtual Reality (VR), regarding its application in the
business sphere, are discussed as follows:

3.1. Advantages
3.1.1. Development of a Real Ambience
Virtual Reality ideally contributes in creating an ambience developed based on the use of
computers. The environment developed based on the application of VR is used by business
institutions for replicating a specific business situation or model that is used for training
purposes. Games are developed based on the application of VR such that the same contributes
in providing real-life experiences to the trainees and other interested stakeholders to a business
process.

3.1.2. Beneficial to different Industries


Virtual Reality gains immense significance regards to different industries like healthcare,
tourism, defence and also regards to the aerospace industry. In industries like defence and
aerospace, VR contributes in the development of machines used for military and flight purposes
respectively. The use of VR can effectively be used for developing highly efficient machines that
enhance the level of productivity along respective sectors. Regards, to the use of VR in
healthcare and tourism industry, the application of the same ideally contributes in carrying out
surgeries of patients and also in providing effective visualisations to interested people, both
located at remote locations. It thus not only helps in revolutionising the existing processes but
also in providing enhanced customer experiences.

3.1.3. Enhances the level of Retail Experience


The retail institutions based on the incorporation of VR focus on increasing the level of retailing
experiences for the consumers. The application of VR ideally contributes in showcasing the
retail showrooms to the consumers on a real-time fashion. It helps them in visualising, sorting
and thereby in selecting and purchasing required merchandises even though they are based at
remote locations. The above case ideally contributes in both enhancing the level of firm
productivity and also in enhancing customer satisfaction.

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3.1.4. Contributes in saving Monetary Resources


In that, VR is widely used for the development of training modules concerning personnel
involved in the aeronautics, healthcare and defence industries the same aptly reduces the need
for the company to invest in such. The company thus does not require to generate investment
for the recruitment of trainers and also for potential equipment needed for training of the
concerned personnel. The training resources developed based on the application of VR are also
easily accessible by personnel spread along international boundaries.

3.2. Disadvantages
3.2.1. Lack of Versatility
Research carried out without the dependency on Virtual Reality (VR) requires the people to
work in an extensive fashion for deriving of needed information. Users working in a VR
environment lose their versatility in that they become increasingly dependent on the computers.

3.2.2. VR is highly Addictive


The games and applications based on the incorporation of VR tend to be highly addictive in
nature. The same in turn reduces the efficacy of the VR applications regards to meeting of
business objectives. Again, the addictive nature of VR in turn happens to affect the efficiency
level of the personnel.

3.2.3. Potentially reduces Human Contact and Intervention


The increased dependency on virtual reality reduces the level of human contact and intervention
regards to carrying out a business operation or process. In that, the aspect of virtual reality
requires only a 1:1 contact between a computerised system and human being the same thus
does potentially limit the sharing of information between two or more individuals.

3.2.4. Increased pricing of VR Technology


In the developing countries, VR is identified as a boon by the people. Its emergence and use
has indeed revolutionised the operations across diverse industries. However, VR as a
technology is observed to be quite expensive in nature. The same limits the use of such by
highly affluent firms rather than emerging and small scale firms (Glover, 2018).

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Industry 4.0

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Industry 4.0/M11SI/v1.0/131219 Virtual Reality | Session No.: I

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