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Industry 4.0: Virtual Reality
Industry 4.0: 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Material from the published or unpublished work of others which is referred to in the Class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.
Table of Contents
1. Introduction ............................................................................................................. 6
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
1. Introduction
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”.
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.
1.4.1. 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.
(Kore, 2019)
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.
(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)
(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).
(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).
(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
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.
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).
(Deglmann, 2016)
(Mateescu, 2018)
(Speicher, 2018)
(Speicher, 2018)
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.
(Zola, 2017)
(Gupta, 2019)
(Tuchscherer, 2019)
(Tuchscherer, 2019)
(Bulik, 2017)
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.
(Benjamin, 2016)
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.
3.2. 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.
References
Avantis Systems Ltd., 2019. Virtual Reality in Education. [Online]
Available at: https://www.classvr.com/virtual-reality-in-education/
[Accessed 13 December 2019].
EON Reality Inc, 2018. VIRTUAL REALITY MEDICAL ALS VISUALIZER. [Online]
Available at: https://eonreality.com/portfolio-items/virtual-reality-medical-als-visualizer/
[Accessed 12 December 2019].
Glover, J., 2018. Unity 2018 Augmented Reality Projects: Build four immersive and fun AR
applications using ARKit, ARCore, and Vuforia. United Kingdom : Packt Publishing Ltd..
Goyal, V., 2018. What are Augmented Reality toys? How are they useful for children?. [Online]
Available at: https://indianexpress.com/article/parenting/learning/augmented-reality-toys-
learning-5430895/
[Accessed 13 December 2019].
Gupta, J., 2019. How Virtual Reality is Transforming the Gaming Industry. [Online]
Available at: https://yourstory.com/mystory/how-virtual-reality-is-transforming-the-gaming-ind
[Accessed 12 December 2019].
Jaguar Land Rover Ltd. , 2017. JAGUAR LAND ROVER CUSTOMERS IMMERSE
THEMSELVES IN VIRTUAL VEHICLES. [Online]
Available at: https://www.jaguarlandrover.com/news/2017/01/jaguar-land-rover-customers-
immerse-themselves-virtual-vehicles
[Accessed 13 December 2019].
Kore, A., 2019. A Machine And Humans Perception Of The World In Augmented Reality.
[Online]
Available at:
https://www.wevolver.com/article/a.machine.and.humans.perception.of.the.world.in.augmented.r
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[Accessed 13 December 2019].
Mateescu, R., 2018. Google Chrome 66 Supports Web-Based Virtual Reality On The Oculus
Rift Headset. [Online]
Available at: https://technostalls.com/google-chrome-66-supports-web-based-virtual-reality-on-
the-oculus-rift-headset/
[Accessed 13 December 2019].
Mirelman, A., Rochester, L., Maidan, I. & Del Din, S., 2016. Addition of a non-immersive virtual
reality component to treadmill training to reduce fall risk in older adults (V-TIME): a randomised
controlled trial. The Lancet, 388(10050), pp. 1170-1182.
Robin , 2019. Know How Augmented Reality (AR) Market Huge Demanded by World. [Online]
Available at: https://www.amarketreportsworld.com/know-how-augmented-reality-ar-market-
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[Accessed 13 December 2019].
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Available at: https://econsultancy.com/gsk-migraine-simulator-demonstrates-ar-vr-potential-for-
healthcare-marketing/
[Accessed 12 December 2019].
TMD STUDIO LTD, 2017. Virtual Reality Uses in Architecture and Design. [Online]
Available at: https://medium.com/studiotmd/virtual-reality-uses-in-architecture-and-design-
c5d54b7c1e89
[Accessed 12 December 2019].
Trellet, M., Férey, N., Flotyński, J. & Baaden, M., 2018. Semantics for an Integrative and
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integrative bioinformatics, 15(2).
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new-managers/1635311001/
[Accessed 12 December 2019].
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Available at: https://www.vrs.org.uk/virtual-reality-applications/scientific-visualisation.html
[Accessed 13 December 2019].