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Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
Evolution of Virtual Reality – A Literature Review
Jeyapandian, Lesslie, ljj36@cornell.edu; Kurapatti Ravi, Abinesh, ak2472@cornell.edu;
Joshi Ravindranath, Rahul, rr695@cornell.edu; Rahman, Mohammed Waliur,
mr2232@cornell.edu.
Abstract - Virtual Reality (VR) is a rapidly growing technology that has applications
in various fields. Both the hardware and software industry is constantly evolving to
support each other, and to match the industry’s demands. Cumulative investments
in this technology have reached about $4 billion since 2010. This paper presents a
thorough look at the evolution of 4 sectoral applications, namely, gaming,
manufacturing, industry and education. The advancement and use of this
technology has psychological implications to the users, which have been highlighted
in this review.
Keywords –​ Virtual Reality, Psychological effects, Manufacturing, Gaming, Industry,
Education, Decision analysis, Paradoxes, Biases, Subjective elicitation, Sectoral
evolution, Trade-offs.
1. Introduction
VR is a computer-generated platform
that can place the user in a virtual world
using software and accompanying
hardware. On the hardware side, within
the next 5 years, the CAGR will be
100% [1]​
, reaching about $150 billion by
2020​[2]​
. Tech giants like Facebook
(Oculus) and Google (Google glass) are
leading the charge towards these
numbers, which may drive up
competition as well as lower the device
prices. VR applications are being used to
satisfy various requirements by
industries, like exploring space ​[3]​
, or
training of doctors through virtual
surgery [4]​
. To understand the direction
and speed of this industry, this paper
delves into the 4 sectors as mentioned
below:
1. VR/AR in the Aerospace
Manufacturing Industry
2. VR in the Gaming Industry
3. VR in Engineering
4. VR in Education
2. Virtual Reality in Aerospace
Manufacturing
Manufacturing is a complex and
expensive process. Starting from the
roots of new product development to the
assembly line and finished product, there
are multiple regulations as well as
competition to deal with. Manufacturers
have always tried to look at cost
reduction techniques without
compromising the integrity and quality
of their products [5]​
, which was a driving
force for Virtual Reality (VR) and
Augmented Reality (AR)’s entry into the
industry. The two technologies are being
integrated into aerospace manufacturing
in the software and hardware arena, with
applications not limited to product
development, training, maintenance, and
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
worker safety. Combined VR and AR
sales have been forecasted to reach $150
billion by 2020​[6]​
.
To understand the extent of growth
that is projected for both AR/VR, we can
look at a study conducted by PwC [7]
where 120 manufacturers from the
United States gave their perspectives on
VR/AR adoption. About two-thirds of
the manufacturing industry are at various
stages of technology adoption with about
18% of the surveyed planning to adopt
AR/VR within the next 3 years. As the
adoption of these technologies becomes
mainstream and global, with
demonstrated improvements in
productivity and product development,
the need to adopt VR/AR will be a
requirement to stay in the competition.
In Appendix A, figure 1.1​[7]​
, shows data
populated from the PwC report on
current applications of VR/AR.
While the aerospace industry is
always ready for new enterprises,
investments in these arenas must be done
with extreme deliberation and care due
to the magnitude of costs in developing
new products [8]​
. Training was often
necessary for the users to overcome the
difficulties of technology-user
interfacing with VR. The interfacing too
adds to the capital costs with special
equipment like gloves and helmets​ [9]​
.
Embraer inaugurated its Virtual
Reality center, with its modern graphic
visualization capabilities. The engineers
could see and manipulate electronic
models of aircraft structures and systems
during the development phase. The
customers could follow this process too
and can keep track of the internal
configurations as well as the paint
scheme. Boeing, in partnership with
Iowa State University [10]​
, proposed a
study which concluded that AR as a
work instruction delivery method
increases first time quality and reduces
task time. Airbus developed its Mixed
Reality Application (MiRA), which is
composed entirely of digital tools. It
increased productivity on production
lines, especially with error detection [11]​
.
In the commercial airline space, the
engineers are using MiRA in
conjunction with Realistic Human
Ergonomic Analysis (RHEA) to mock
up a geolocated 3D digital model of the
whole aircraft [12]​
. In real time, it helps
them to call a 3D image of a component
they are assembling onto the aircraft to
minimize errors in installation. A final
case would be to look at ICIDO’s foray
into VR [13]
by using this technology
throughout its aerospace product
engineering process, which produced
quicker turnaround results, higher
performance and faster real time
decision making. With all of this
information in mind, the author looked
towards understanding the common
man’s interest in investments for VR/AR
into the manufacturing sector.
Methodology of Subjective Elicitation
Appendix A, figure 1.2 shows a
decision tree that was presented to 55
participants who elected to either invest
or not based on whether they had a basic
knowledge of VR/AR. The participants
who had prior knowledge were given the
above-mentioned information about
VR/AR’s adoption and applications in
the aerospace manufacturing setting. A
formal decision was to be made with
arbitrary values for both X and Y.
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
Results
The preferences elicited from the
control group yielded 75% of the
participants leaning towards not
investing in VR/AR. The lack of
information for X and Y was cited as the
primary reason, leading to the
conclusion that value of information is
of utmost importance to avoid any biases
in preference.
3. Virtual Reality in the Gaming
Industry
The gaming Industry constitutes
60% of the overall VR market. The
virtual reality gaming market size is
expected to reach USD 9.5 Billion by
2022. The VR hardware component
which comprises of head mounted
displays, motion tracker systems have
received significant investments and
comprise of 55% revenue share in 2014.
Xbox by Microsoft, PlayStation by Sony
and Nintendo Wii are the major industry
competitors. Asia pacific virtual reality
gaming market is expected to grow at a
CAGR of over 25% by 2022 due to
increase in buying power and increasing
youth population in India, China and
south east Asian countries. ​[14]
This is
bolstered by the presence of game
console giants like Sony and Nintendo in
the Asia pacific region. Major
companies involved in the developing of
the hardware components include
Activision publication, Electronic Arts,
Kaneva, Linden lab, Oculus VR and
Sony.
Industry Scenario in 2016
As can be seen from Appendix
A, figure 1.3​[17]​
, the year 2016 was a
make or break year for the second
coming of VR in the gaming industry.
Sony launched the project Morpheus
headsets in October 2016. HTC Vive’s
head mounted display product was
launched in April 2016. Oculus rift is
expected to launch its VR headset in
march 2017. Getting users to experience
VR technology firsthand and therefore
truly understand it’s potential remains
the major challenge. ​[15]
With all the
major competitors having major
launches scheduled within a short period
of time, the current market scenario is
highly competitive. As a private equity
investor interested in investing in VR
gaming technology, which company
would you invest in?
Survey Experiment
Ever since oculus rift was
acquired by Facebook, it has had a high
brand recognition going for it.
Additionally, it has decided to create its
own controllers. Partnership with
Microsoft to ship Xbox one controllers
has enhanced the hype. Facebook’s
financial backing ensures that oculus rift
is financially covered. The only
drawback of the oculus rift is the
requirement of a heavy PC to immerse in
the VR experience. Sony has its own
movie and television studios, a huge pile
of cash and a PS4 to its credit. This
means the company can supply its own
content and it has a readymade legion of
loyal customers at its disposal. ​[16]
Tech
review reports indicate that there is little
downside to Sony VR headset. The
above mentioned 2 factors of expected
rapid growth in the Asia pacific market
and the launch of 2 competing products
in Sony VR and Oculus rift VR formed
the basis of the survey. In 2016, the Asia
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
pacific region is still in the early
adoption stage of VR technology. All
this information was provided to 20
Private Equity Investors situated in
India. The survey was conducted in 2
parts. The first part of the survey was
conducted between mid-September 2016
till mid-October 2016 before the launch
of the Sony VR product. All investors
were asked a hypothetical question
whether they would invest in Oculus rift
VR technology or Sony PlayStation VR
technology. Everyone were asked to
make their decision with a $10 million
investment. At this point Sony VR
launched its project Morpheus PS4
product. The product launch was highly
successful. Sony CFO, Kenichiro
Yoshida stated that the demand for Sony
PS4 VR was greater than that for PS1 at
launch. Analyst firm, HIS Markit has
tentatively estimated 1.4 million units
will be sold this year. Of the confirmed
sales so far, Sony’s device has made an
impressive start. PlayStation VR outsold
every console on the market in Japan in
less than week from its release, selling
51644 units from October 13 through to
October 16. Should positive sales figures
continue to be a regular occurrence, then
Sony could be a game changer. Being
tied to a single device has given Sony
the chance to create an easy and cost
effective way for users to get into VR
gaming. ​[18] ​
Part 2 of the survey was
conducted from early November to
mid-November. The same 20 private
equity investors were asked to reassess
their investments. Now, Investors know
about the forecasted sales predictions for
Sony VR and its market value. The trend
is also clear. Thus with 1 decision
variable becoming clear, they were
asked whether they would still invest in
Sony VR or in Oculus rift.
Survey Analysis
When part 1 of the survey was
analyzed, 12 out of the 20 investors
indicated that they would invest in Sony
VR and 8 indicated they would invest in
Oculus rift VR. When part 2 of the
survey was analyzed, 17 of the 20
investors indicated that they would
invest in Sony VR and 3 indicated they
would still invest in Oculus Rift. This
signaled a 62.5% shift in the number of
people who changed their decision after
Sony VR was launched. This is a clear
case of Ellsberg Paradox​. ​This survey
bought out the risk averse nature of
investors. After one decision variable
became clear, they decided to go with
the known variable and not take a risk
with the unknown variable. Furthermore,
Investors who changed their mind
midway were asked about the price they
would be willing to pay to know
beforehand the forecast sales of Oculus
Rift VR. This removes uncertainty from
the entire decision making process.
These investors suggested that they
would be willing to pay up to $480,000
to know the information beforehand.
Thus for this survey $480,000 was the
expected value of perfect information.
Results
The survey gave an insight into
investor mentality and the future market
projections of VR technology in the
gaming industry. Risk aversion and loss
aversion play a major role in investor’s
decision, even in an industry which is
undergoing an upward trend. While there
is no doubt that VR technology is the
future of the gaming industry, a
challenge still exists in increasing
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
accessibility and making it as user
friendly as possible. Also, it is not clear
yet who the industry leader is in the
gaming industry with respect to
adaptation of VR technology. This has
set up the market for a very interesting
next few years where a highly
competitive industry is going to evolve
and mature.
4. Virtual Reality in the Industry
For this research, the focus of
VR and AR industry’s boom has been
studied in the Oil & Gas sector, specially
the upstream sector consisting of
exploration and production of oil. The
Oil & Gas industry incorporates a broad
range of engineers who work hand in
hand at various issues ​[20]​
. Taking
examples of the offshore industry in the
North Sea, which is the densest oil rig
zone in the world consisting of 184 rigs
[21]​
; Issues have been derived which are
common in the industry. The magnitude
of the industry risk in this North Sea
zone can be estimated by calculating the
requirement of hundreds of workers in
each of the 184 platform who work 24
hours a day all year long. In addition,
there is a requirement of nearby vessels
and logistics at all times.
Analyst reports
Goldman Sachs report the
number of VR and AR users to rise by
300% between 2020-2025 increasing the
revenue 3-folds to a dollar value of $4.5
Billion making it the second highest
industry after videogames ​[22]​
. Tractica’s
reports on the industry predicts a growth
rate of 142% in the sales of the hardware
between 2014-2020 ​[2]​
. Another report
from Digi-Capital showcases an increase
of $15 Billion in the industry revenue
between 2016-2017 ​[23]​
.
Problems
Offshore safety was never taken
at heart until the Sea Gem platform
collapsed in 1965 introducing various
regulations ​[24]​
. However, the industry
revolutionized various Offshore health
and safety regulations only after the
occurrence of a disaster in 1988 which
costed lives of 167 personnel ​[25]​
.
Nevertheless, it must be noted that risk
management processes are major
successes onshore rather than offshore.
For example, changing a simply light
bulb offshore may require multiple
permits depending upon the time of day
and the area of change. Additional
problems that may be noticeable directly
impacts the cost. For example, sending
workers offshore for training and
acclimatization which uses up bedding
space for a more skilled labor. Chadwell
et. Al studied the role of human error in
petroleum industry which lead to
significant costs both monetary wise as
well as safety. The outcome of the
research displayed 47% of the error to be
caused due to casual factors ​[26]​
.
Instances included inexperienced
workers reporting difficulty in reading
operator manuals or perhaps the
unavailability of an operator at the time
of an equipment or process failure ​[26]​
. A
separate discipline of study called the
Human Factors Engineering (HFE)
highlights the various concerns with
improving human decision making and
reducing human error in complex work
environment. Studies from offshore
provide examples such as lack of
provision to collect mud pit samples
which may directly expose workers to
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
hazardous vapours or perhaps design
induced error which may cause failure or
breakdown of equipment, ultimately
leading to maintenance liability ​[27]​
.
Another major problem that should be
considered in the industry is the
Offshore Liability Coverage policy.
Though, quite undervalued and
undiscussed, it potentially plays a huge
role in human decision making. These
coverages are not insurance policies but
company written indemnity policies for
operators and contractors. However, the
biggest challenge that lies is the fact that
they are highly customized products
with coverage ranging from one price to
another for one type of worker to
another at the discretion of the company
[28]​
. Examples of major cost impacts to
companies have included - the Super
Puma helicopter accident in 2009, which
killed all 16 on-board including a first
time flyer ​[29]
and the unsolved case of
another Super Puma accident in 2013
which killed 4 and injured 14 people
onboard ​[30]​
.
Where the conundrum lies
Multitudes of decision making
problems arises which can be
summarized in the following sectors:
Supply Chain – Tradeoffs between
choosing logistics and environmental
fees may lead to faulty decision making.
For example, “​Should a company break
environmental limitations to retain
production? Is it cheaper to dump
excessive sand in the water than to ship
it back onshore?”
Monetary – Maximizing the efficiency
of bed space usage due to being limited
in number remains a major challenge.
There is no perfect answer for a question
like, “​Is it profitable to delay overdue
work to train an inexperienced worker
instead? When would be the perfect time
to train someone?”
Risk – It is evident from the past
incidents like Piper Alpha (1988) [25]
and
the Deepwater Horizon (2010) ​[31]
where
hundreds of lives have been lost due to
failure of decision making by Offshore
Installation Managers (OIM). Now,
“​Should the lives of 200 workers be
relied on one person’s decision?”
Value – Offshore Liability Coverage is
subjective to the company. “​How much
are you willing to pay for the cost of a
worker’s life? Is the life of a plant
manager worth more than an intern?”
It is evident that moral hazards arise in
this industry and may also lead to fallacy
of centrality by managers who prioritize
production over risks. However, who
decides whether these subjective
probabilities are right or wrong?
Company policies post-mortem often
leads to many loopholes ​[32]​
.
The technology
Two major companies have been
highlighted in this study – ​OPTECH 4D
and ​DAQRI. OPTECH 4D provides both
VR and AR solutions to various Oil and
Gas companies providing real time
offshore simulation which includes
minute details of an offshore plant. A
sample image of the simulation screen
can be seen in Appendix A, Figure 1.4.
These can be used to train inexperienced
operators and provide in-house tutorials
to prevent inaccuracy in decision making
and having valuable time offshore. Not
only do they incorporate VR solutions
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
but provide AR solutions to provide
comprehensive details of equipment
along with exploded view of all the
parts. They provide e-manuals for
maintenance and operational
instructions.
Appendix A, Figure 1.5 shows
the exploded view of a pump using
OPTECH 4D’s AR tool. Figure 1.6
showcases the DAQRI smart helmet
along with a live view of AR used in the
industry, which can be seen in Figure
1.7. DAQRI specializes in AR safety
helmets for industry workers who can
use smart technology to connect to
onshore experts and view flow rates and
temperatures without even touching an
equipment ​[33] [34]​
.
Benefits
The author believes that VR and
AR are crucial game-changers in this
risky industry. Not only problems of
supply chain, cost and health can be
minimized, VR provides a direct route
for saving the company plenty of time
by preventing untrained workers from
reaching without adequate knowledge.
These tools do not only serve as tools for
decision making but also tools for
educating industry workers at a
comfortable and cheap environment.
One example of the various case studies
includes the National Training
Laboratory simulating training of
offshore workers to study the retention
ratio. A surprisingly 75% workers
retained information via VR/AR
technology as compared to other reading
and classroom based training of 5% and
10% ​[35]​
. Perhaps, the magnitude of the
benefit can be measured by taking
examples of platforms which produce
about 30,000 barrels/day and may have
production downtime due to the operator
mistakenly closing the wrong valve at
the wrong time or freezing the wrong
pipe at the wrong time ​[36]​
. Life
threatening diseases can be prevented if
the operator prevented the continuous
exposure to hazardous gases just because
he wasn’t technically aware ​[37]​
.
5. Virtual Reality in Education
This section of the report will
delve into the evolution of VR in the
Education sector. VR has been applied
in the Educational sector since as early
as 1982. However, early applications
lacked the technological finesse and cost
too much to develop to become widely
accepted among the general public. As a
consequence, VR was only first applied
to the Educational sector in the form of
Flight simulation training for personnel
in the U.S. Air Force. Since then,
research and development into the
utilization of VR in Education has
identified unique problems which are
being addressed in the modern
re-introduction of VR in Education.
VR technology has always been
given special interest with regard to
Education due to the myriad of benefits
that could be realized with its
introduction into the sector.
Visualization of abstract concepts,
outreach education, observation of
events both at planetary and atomic
scales and interaction with unsafe
environments from a distance are some
of the issues faced in the Educational
sector that can be addressed by Virtual
Reality.
History of VR in Education
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
Since its mental inception in the
1930’s, the subsequent conceptualization
in 1962 in the form of Morton Heilig’s
“Sensorama”, considered to be the first
Virtual Reality device invented and the
eventual emergence of VR across a
multitude of industries in the 1990’s, VR
has always been in danger of
disappearing into its own hype. ​[38]
During the late 1980’s, VR as a concept
caught the imagination of both industry
experts and laymen equally, leading to
an unprecedented level of chatter about
the technology, both in print and visual
media. This hype over VR led people to
collectively assume that the technology
referenced in popular media was already
at hand and it was only a matter of time
before VR replaces existing technology.
This was a classic case of
framing blocks in decision analysis
leading to a lack of alternatives which
resulted in a slump in the research into
the industry in the early 1990’s. Upon
reframing the problem facing the
industry to be more reflective of the
current state of the industry and not
resorting to collective speculation,
researchers and developers spearheaded
an unprecedented boom in the sectoral
applicative introduction of VR in
Education. A few formative successes
are discussed in the following sections.
Evolution of VR in Education:
In his 1993 paper titled “Physics
Education in the Virtual Environment”,
Brelsford reported on the success of a
Physics simulator designed to give
students better intuition of the subject. In
this system the students were given a
controllable length pendulum and three
balls of variable mass. They were
allowed to manipulate gravity, air drag,
friction and several initial conditions and
were directed to perform experiments for
an hour (after some introductory
instruction about the system). A control
group of students was given a lecture for
an hour over the same material. Four
weeks after the exposure, the students
were recalled and given a surprise exam
over material covered in the
experiments. Both the junior high and
the college student groups who had
experimented in the virtual laboratory
showed better retention than the groups
who had been given the lecture.​ [39]
Brelsford’s simulator focused on
specific task training, meaning that the
VR environment allowed the user only a
specific means to interact with the
system. In this case, the user can vary
inputs to achieve a specific goal. It was
not left to the User to interact with the
system in any way he or she chooses.
The alternative to this methodology was
termed “General Education Technology”
and this approach to VR education
allowed for free running interaction with
an environment by the user allowing for
a broader and more versatile educational
environment. One of the earliest
applications following this approach was
the VR Gorilla Exhibit which was
implemented in a zoo in Atlanta in 1998.
[40]
This VR exhibit allowed the students
to interact, mold and change a mock
enclosure of Gorillas. It also allowed
them to see virtual gorillas interacting
and socializing, mimicking actual
gorillas. Among the students that were
allowed to interact with this exhibit, it
was found that there was greater
retention of information, higher interest
and more curiosity and it was successful
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
in combating the attention span problem
that is reflective of any educational
method targeted at children. This is
because the exhibit was designed such
that children learn as they interact based
on where their interests and fascinations
takes them.
From here on out, VR in
education was more reflective of
“General Education Technology” as
opposed to “Task Specific Training” and
the bulk of developments from 1998
followed this methodology in the design
and implementation of VR technology in
Educational applications. Now, that the
ideal methodology had been identified,
the next step in the evolution of VR dealt
with questioning the fundamental
assumption of the VR industry in
general. This was the assumption that
Virtual Reality was solely a
technological advancement not unlike
the radio or television and hence can
readily accommodate any transition of
existing media from visual or auditory
format to a “VR format”. This
assumption was challenged by R. Aylett
and S. Louchart in their 2003 paper titled
“Towards a Narrative theory of Virtual
Reality”. ​[41]
They made the argument
that VR should be considered as a
separate narrative medium like theatre,
literature and cinema. Their primary
argument in support of this postulation
was that VR unlike movies, novels or
plays was more user centric and
essentially made the participant an
“User” as opposed to a spectator as was
the case with traditional narrative
mediums. Emphasis must be given on
User input and interaction. The most
obvious demonstration of the
requirement of such a medium is that in
a virtual environment unlike a play or a
movie, the user can opt to follow a
“Process View” of the story rather than a
“Chronological View”. This has
implications in the narrative medium
used in VR.
In conclusion, though the
technology seems to have caught up with
our imaginations, for an effective
implementation of VR in the
Educational sector, the next step
involves developing a narrative medium
that is representative of VR. This has to
be done while ensuring that creative
blocks do not hinder research by stifling
the generation of alternative solutions in
the development of this new frontier in
Educational technology.
6. Conclusion
Across the platform, in all
applications of VR discussed in this
literature review, it can be seen that the
“User” is at the center of current
research and development. Whether it
was modelling and optimizing the design
interface for the user as in the case of
VR manufacturing or maximizing
benefits for the user as in the case of
industrial VR applications or developing
a new narrative medium for effective VR
application in the case of Education, the
“User” is the principal focus for the
development of VR and hence, the
psychological implications of virtual
reality use is a fundamental caveat of
this new technology that is to be
explored.
For instance, in the gaming industry,
research has been done into the
psychological implications of VR as a
gaming platform. Calvert and Tan
reported that young adults increased
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
more in arousal (pulse rate) and had
more aggressive thoughts when playing
an FPS (First person Shooter) game in
an immersive VR platform as compared
to individuals using non-VR platforms.
[42]
Concerns have been raised about
desensitizing and VR. VR games and
military training platforms which subject
the users to simulated violence have
been indicative of affecting the user to
become less empathetic and
compassionate and in fact actively seek
out violent scenarios in gaming
interfaces to perhaps feed the adrenaline
rush associated with violence in games.
In the case of using VR to train
individuals for sea survival and general
safety practices in the event of an
emergency onboard offshore oil rigs,
even though VR as a platform is able to
replicate the physical situation as a
simulation, it is difficult for the “User”
to envision the “perceived reality” as a
real life-threatening situation and hence
there is a possibility for ineffective
training. It is more or less the same case
with actual physical training. The
problem then becomes a question of
whether or not the benefits brought in by
utilizing VR for training in the industry
outweigh the obvious disadvantage of
such a system being less representative
of real world emergencies (compared to
on-site simulation and training).
To sum up, Virtual Reality has
come a long way from the first
“Sensorama” developed in 1962. Along
the way, major research in the field has
honed the platform as a whole to be
representative of a new research and
development taking into effect factors
ranging from psychological implications
to narrative theory utilized in
development of VR. Current research is
looking into the psychological
implications of virtual reality use across
all platforms. VR is still a developing
technology, and there is a need to
continue research into monitoring the
types and levels of symptoms
experienced by VR participants as
systems develop. Some VR participants
are still experiencing symptoms to an
uncomfortable and distressing level – it
is therefore still necessary to identify the
exact causes of these symptoms and
ensure that future systems take this as a
factor in the research and developmental
stage of the product. ​[43]
References:
1) The Virtual Reality report (April 2015),
http://www.businessinsider.com/virtual-rea
lity-headset-sales-ex-plode-2015-4
[Accessed: 1​st​
Dec, 2016].
2) Augmented/VR Report (April 2015),
http://www.digi-capital.com/news/2015/04/
augmentedvirtual-reality-to-hit-150-billion-
disrupting-mobile-by-2020/#.WDo9PneZP
6Y​ [Accessed: 1​st​
Dec, 2016].
3) SPACE VR,
http://www.spacevr.co/#spacevr
[Accessed: 1​st​
Dec, 2016].
4) 10 Ways Virtual Reality is Revolutionizing
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31) National Commission on the BP Deepwater
Horizon Oil Spill. ​Deep water: the Gulf oil
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Perseus Distribution Digital, 2011.
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37) Dorian, James P., Herman T. Franssen, and
Dale R. Simbeck. "Global challenges in
energy." ​Energy Policy 34.15 (2006):
1984-1991.
38) Allison D. and L.F. Hodges “Virtual
Reality for Education?” (2000)
39) Brelsford, J., "Physics Education in a
Virtual Environment” (1993)
40) Allison, D., B. Wills, D. Bowman, L. F.
Hodges and J. Wineman, "The Virtual
Reality Gorilla Exhibit," (1997).
41) R. Aylett and S. Louchart, “Towards a
Narrative theory of Virtual Reality” (2003).
42) Calvert S.L. and Tan, S.L., “Impact of
virtual reality on young adults’
psychological arousal and aggressive
thoughts: interaction versus observation.
(1994)
43) Sharples S. et al., Virtual reality Induced
Symptoms and Effects (VRISE):
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(2008)
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17
Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17

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THEEVOLUTIONOFVR-CEE5980.docx (1)

  • 1. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 Evolution of Virtual Reality – A Literature Review Jeyapandian, Lesslie, ljj36@cornell.edu; Kurapatti Ravi, Abinesh, ak2472@cornell.edu; Joshi Ravindranath, Rahul, rr695@cornell.edu; Rahman, Mohammed Waliur, mr2232@cornell.edu. Abstract - Virtual Reality (VR) is a rapidly growing technology that has applications in various fields. Both the hardware and software industry is constantly evolving to support each other, and to match the industry’s demands. Cumulative investments in this technology have reached about $4 billion since 2010. This paper presents a thorough look at the evolution of 4 sectoral applications, namely, gaming, manufacturing, industry and education. The advancement and use of this technology has psychological implications to the users, which have been highlighted in this review. Keywords –​ Virtual Reality, Psychological effects, Manufacturing, Gaming, Industry, Education, Decision analysis, Paradoxes, Biases, Subjective elicitation, Sectoral evolution, Trade-offs. 1. Introduction VR is a computer-generated platform that can place the user in a virtual world using software and accompanying hardware. On the hardware side, within the next 5 years, the CAGR will be 100% [1]​ , reaching about $150 billion by 2020​[2]​ . Tech giants like Facebook (Oculus) and Google (Google glass) are leading the charge towards these numbers, which may drive up competition as well as lower the device prices. VR applications are being used to satisfy various requirements by industries, like exploring space ​[3]​ , or training of doctors through virtual surgery [4]​ . To understand the direction and speed of this industry, this paper delves into the 4 sectors as mentioned below: 1. VR/AR in the Aerospace Manufacturing Industry 2. VR in the Gaming Industry 3. VR in Engineering 4. VR in Education 2. Virtual Reality in Aerospace Manufacturing Manufacturing is a complex and expensive process. Starting from the roots of new product development to the assembly line and finished product, there are multiple regulations as well as competition to deal with. Manufacturers have always tried to look at cost reduction techniques without compromising the integrity and quality of their products [5]​ , which was a driving force for Virtual Reality (VR) and Augmented Reality (AR)’s entry into the industry. The two technologies are being integrated into aerospace manufacturing in the software and hardware arena, with applications not limited to product development, training, maintenance, and
  • 2. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 worker safety. Combined VR and AR sales have been forecasted to reach $150 billion by 2020​[6]​ . To understand the extent of growth that is projected for both AR/VR, we can look at a study conducted by PwC [7] where 120 manufacturers from the United States gave their perspectives on VR/AR adoption. About two-thirds of the manufacturing industry are at various stages of technology adoption with about 18% of the surveyed planning to adopt AR/VR within the next 3 years. As the adoption of these technologies becomes mainstream and global, with demonstrated improvements in productivity and product development, the need to adopt VR/AR will be a requirement to stay in the competition. In Appendix A, figure 1.1​[7]​ , shows data populated from the PwC report on current applications of VR/AR. While the aerospace industry is always ready for new enterprises, investments in these arenas must be done with extreme deliberation and care due to the magnitude of costs in developing new products [8]​ . Training was often necessary for the users to overcome the difficulties of technology-user interfacing with VR. The interfacing too adds to the capital costs with special equipment like gloves and helmets​ [9]​ . Embraer inaugurated its Virtual Reality center, with its modern graphic visualization capabilities. The engineers could see and manipulate electronic models of aircraft structures and systems during the development phase. The customers could follow this process too and can keep track of the internal configurations as well as the paint scheme. Boeing, in partnership with Iowa State University [10]​ , proposed a study which concluded that AR as a work instruction delivery method increases first time quality and reduces task time. Airbus developed its Mixed Reality Application (MiRA), which is composed entirely of digital tools. It increased productivity on production lines, especially with error detection [11]​ . In the commercial airline space, the engineers are using MiRA in conjunction with Realistic Human Ergonomic Analysis (RHEA) to mock up a geolocated 3D digital model of the whole aircraft [12]​ . In real time, it helps them to call a 3D image of a component they are assembling onto the aircraft to minimize errors in installation. A final case would be to look at ICIDO’s foray into VR [13] by using this technology throughout its aerospace product engineering process, which produced quicker turnaround results, higher performance and faster real time decision making. With all of this information in mind, the author looked towards understanding the common man’s interest in investments for VR/AR into the manufacturing sector. Methodology of Subjective Elicitation Appendix A, figure 1.2 shows a decision tree that was presented to 55 participants who elected to either invest or not based on whether they had a basic knowledge of VR/AR. The participants who had prior knowledge were given the above-mentioned information about VR/AR’s adoption and applications in the aerospace manufacturing setting. A formal decision was to be made with arbitrary values for both X and Y.
  • 3. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 Results The preferences elicited from the control group yielded 75% of the participants leaning towards not investing in VR/AR. The lack of information for X and Y was cited as the primary reason, leading to the conclusion that value of information is of utmost importance to avoid any biases in preference. 3. Virtual Reality in the Gaming Industry The gaming Industry constitutes 60% of the overall VR market. The virtual reality gaming market size is expected to reach USD 9.5 Billion by 2022. The VR hardware component which comprises of head mounted displays, motion tracker systems have received significant investments and comprise of 55% revenue share in 2014. Xbox by Microsoft, PlayStation by Sony and Nintendo Wii are the major industry competitors. Asia pacific virtual reality gaming market is expected to grow at a CAGR of over 25% by 2022 due to increase in buying power and increasing youth population in India, China and south east Asian countries. ​[14] This is bolstered by the presence of game console giants like Sony and Nintendo in the Asia pacific region. Major companies involved in the developing of the hardware components include Activision publication, Electronic Arts, Kaneva, Linden lab, Oculus VR and Sony. Industry Scenario in 2016 As can be seen from Appendix A, figure 1.3​[17]​ , the year 2016 was a make or break year for the second coming of VR in the gaming industry. Sony launched the project Morpheus headsets in October 2016. HTC Vive’s head mounted display product was launched in April 2016. Oculus rift is expected to launch its VR headset in march 2017. Getting users to experience VR technology firsthand and therefore truly understand it’s potential remains the major challenge. ​[15] With all the major competitors having major launches scheduled within a short period of time, the current market scenario is highly competitive. As a private equity investor interested in investing in VR gaming technology, which company would you invest in? Survey Experiment Ever since oculus rift was acquired by Facebook, it has had a high brand recognition going for it. Additionally, it has decided to create its own controllers. Partnership with Microsoft to ship Xbox one controllers has enhanced the hype. Facebook’s financial backing ensures that oculus rift is financially covered. The only drawback of the oculus rift is the requirement of a heavy PC to immerse in the VR experience. Sony has its own movie and television studios, a huge pile of cash and a PS4 to its credit. This means the company can supply its own content and it has a readymade legion of loyal customers at its disposal. ​[16] Tech review reports indicate that there is little downside to Sony VR headset. The above mentioned 2 factors of expected rapid growth in the Asia pacific market and the launch of 2 competing products in Sony VR and Oculus rift VR formed the basis of the survey. In 2016, the Asia
  • 4. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 pacific region is still in the early adoption stage of VR technology. All this information was provided to 20 Private Equity Investors situated in India. The survey was conducted in 2 parts. The first part of the survey was conducted between mid-September 2016 till mid-October 2016 before the launch of the Sony VR product. All investors were asked a hypothetical question whether they would invest in Oculus rift VR technology or Sony PlayStation VR technology. Everyone were asked to make their decision with a $10 million investment. At this point Sony VR launched its project Morpheus PS4 product. The product launch was highly successful. Sony CFO, Kenichiro Yoshida stated that the demand for Sony PS4 VR was greater than that for PS1 at launch. Analyst firm, HIS Markit has tentatively estimated 1.4 million units will be sold this year. Of the confirmed sales so far, Sony’s device has made an impressive start. PlayStation VR outsold every console on the market in Japan in less than week from its release, selling 51644 units from October 13 through to October 16. Should positive sales figures continue to be a regular occurrence, then Sony could be a game changer. Being tied to a single device has given Sony the chance to create an easy and cost effective way for users to get into VR gaming. ​[18] ​ Part 2 of the survey was conducted from early November to mid-November. The same 20 private equity investors were asked to reassess their investments. Now, Investors know about the forecasted sales predictions for Sony VR and its market value. The trend is also clear. Thus with 1 decision variable becoming clear, they were asked whether they would still invest in Sony VR or in Oculus rift. Survey Analysis When part 1 of the survey was analyzed, 12 out of the 20 investors indicated that they would invest in Sony VR and 8 indicated they would invest in Oculus rift VR. When part 2 of the survey was analyzed, 17 of the 20 investors indicated that they would invest in Sony VR and 3 indicated they would still invest in Oculus Rift. This signaled a 62.5% shift in the number of people who changed their decision after Sony VR was launched. This is a clear case of Ellsberg Paradox​. ​This survey bought out the risk averse nature of investors. After one decision variable became clear, they decided to go with the known variable and not take a risk with the unknown variable. Furthermore, Investors who changed their mind midway were asked about the price they would be willing to pay to know beforehand the forecast sales of Oculus Rift VR. This removes uncertainty from the entire decision making process. These investors suggested that they would be willing to pay up to $480,000 to know the information beforehand. Thus for this survey $480,000 was the expected value of perfect information. Results The survey gave an insight into investor mentality and the future market projections of VR technology in the gaming industry. Risk aversion and loss aversion play a major role in investor’s decision, even in an industry which is undergoing an upward trend. While there is no doubt that VR technology is the future of the gaming industry, a challenge still exists in increasing
  • 5. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 accessibility and making it as user friendly as possible. Also, it is not clear yet who the industry leader is in the gaming industry with respect to adaptation of VR technology. This has set up the market for a very interesting next few years where a highly competitive industry is going to evolve and mature. 4. Virtual Reality in the Industry For this research, the focus of VR and AR industry’s boom has been studied in the Oil & Gas sector, specially the upstream sector consisting of exploration and production of oil. The Oil & Gas industry incorporates a broad range of engineers who work hand in hand at various issues ​[20]​ . Taking examples of the offshore industry in the North Sea, which is the densest oil rig zone in the world consisting of 184 rigs [21]​ ; Issues have been derived which are common in the industry. The magnitude of the industry risk in this North Sea zone can be estimated by calculating the requirement of hundreds of workers in each of the 184 platform who work 24 hours a day all year long. In addition, there is a requirement of nearby vessels and logistics at all times. Analyst reports Goldman Sachs report the number of VR and AR users to rise by 300% between 2020-2025 increasing the revenue 3-folds to a dollar value of $4.5 Billion making it the second highest industry after videogames ​[22]​ . Tractica’s reports on the industry predicts a growth rate of 142% in the sales of the hardware between 2014-2020 ​[2]​ . Another report from Digi-Capital showcases an increase of $15 Billion in the industry revenue between 2016-2017 ​[23]​ . Problems Offshore safety was never taken at heart until the Sea Gem platform collapsed in 1965 introducing various regulations ​[24]​ . However, the industry revolutionized various Offshore health and safety regulations only after the occurrence of a disaster in 1988 which costed lives of 167 personnel ​[25]​ . Nevertheless, it must be noted that risk management processes are major successes onshore rather than offshore. For example, changing a simply light bulb offshore may require multiple permits depending upon the time of day and the area of change. Additional problems that may be noticeable directly impacts the cost. For example, sending workers offshore for training and acclimatization which uses up bedding space for a more skilled labor. Chadwell et. Al studied the role of human error in petroleum industry which lead to significant costs both monetary wise as well as safety. The outcome of the research displayed 47% of the error to be caused due to casual factors ​[26]​ . Instances included inexperienced workers reporting difficulty in reading operator manuals or perhaps the unavailability of an operator at the time of an equipment or process failure ​[26]​ . A separate discipline of study called the Human Factors Engineering (HFE) highlights the various concerns with improving human decision making and reducing human error in complex work environment. Studies from offshore provide examples such as lack of provision to collect mud pit samples which may directly expose workers to
  • 6. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 hazardous vapours or perhaps design induced error which may cause failure or breakdown of equipment, ultimately leading to maintenance liability ​[27]​ . Another major problem that should be considered in the industry is the Offshore Liability Coverage policy. Though, quite undervalued and undiscussed, it potentially plays a huge role in human decision making. These coverages are not insurance policies but company written indemnity policies for operators and contractors. However, the biggest challenge that lies is the fact that they are highly customized products with coverage ranging from one price to another for one type of worker to another at the discretion of the company [28]​ . Examples of major cost impacts to companies have included - the Super Puma helicopter accident in 2009, which killed all 16 on-board including a first time flyer ​[29] and the unsolved case of another Super Puma accident in 2013 which killed 4 and injured 14 people onboard ​[30]​ . Where the conundrum lies Multitudes of decision making problems arises which can be summarized in the following sectors: Supply Chain – Tradeoffs between choosing logistics and environmental fees may lead to faulty decision making. For example, “​Should a company break environmental limitations to retain production? Is it cheaper to dump excessive sand in the water than to ship it back onshore?” Monetary – Maximizing the efficiency of bed space usage due to being limited in number remains a major challenge. There is no perfect answer for a question like, “​Is it profitable to delay overdue work to train an inexperienced worker instead? When would be the perfect time to train someone?” Risk – It is evident from the past incidents like Piper Alpha (1988) [25] and the Deepwater Horizon (2010) ​[31] where hundreds of lives have been lost due to failure of decision making by Offshore Installation Managers (OIM). Now, “​Should the lives of 200 workers be relied on one person’s decision?” Value – Offshore Liability Coverage is subjective to the company. “​How much are you willing to pay for the cost of a worker’s life? Is the life of a plant manager worth more than an intern?” It is evident that moral hazards arise in this industry and may also lead to fallacy of centrality by managers who prioritize production over risks. However, who decides whether these subjective probabilities are right or wrong? Company policies post-mortem often leads to many loopholes ​[32]​ . The technology Two major companies have been highlighted in this study – ​OPTECH 4D and ​DAQRI. OPTECH 4D provides both VR and AR solutions to various Oil and Gas companies providing real time offshore simulation which includes minute details of an offshore plant. A sample image of the simulation screen can be seen in Appendix A, Figure 1.4. These can be used to train inexperienced operators and provide in-house tutorials to prevent inaccuracy in decision making and having valuable time offshore. Not only do they incorporate VR solutions
  • 7. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 but provide AR solutions to provide comprehensive details of equipment along with exploded view of all the parts. They provide e-manuals for maintenance and operational instructions. Appendix A, Figure 1.5 shows the exploded view of a pump using OPTECH 4D’s AR tool. Figure 1.6 showcases the DAQRI smart helmet along with a live view of AR used in the industry, which can be seen in Figure 1.7. DAQRI specializes in AR safety helmets for industry workers who can use smart technology to connect to onshore experts and view flow rates and temperatures without even touching an equipment ​[33] [34]​ . Benefits The author believes that VR and AR are crucial game-changers in this risky industry. Not only problems of supply chain, cost and health can be minimized, VR provides a direct route for saving the company plenty of time by preventing untrained workers from reaching without adequate knowledge. These tools do not only serve as tools for decision making but also tools for educating industry workers at a comfortable and cheap environment. One example of the various case studies includes the National Training Laboratory simulating training of offshore workers to study the retention ratio. A surprisingly 75% workers retained information via VR/AR technology as compared to other reading and classroom based training of 5% and 10% ​[35]​ . Perhaps, the magnitude of the benefit can be measured by taking examples of platforms which produce about 30,000 barrels/day and may have production downtime due to the operator mistakenly closing the wrong valve at the wrong time or freezing the wrong pipe at the wrong time ​[36]​ . Life threatening diseases can be prevented if the operator prevented the continuous exposure to hazardous gases just because he wasn’t technically aware ​[37]​ . 5. Virtual Reality in Education This section of the report will delve into the evolution of VR in the Education sector. VR has been applied in the Educational sector since as early as 1982. However, early applications lacked the technological finesse and cost too much to develop to become widely accepted among the general public. As a consequence, VR was only first applied to the Educational sector in the form of Flight simulation training for personnel in the U.S. Air Force. Since then, research and development into the utilization of VR in Education has identified unique problems which are being addressed in the modern re-introduction of VR in Education. VR technology has always been given special interest with regard to Education due to the myriad of benefits that could be realized with its introduction into the sector. Visualization of abstract concepts, outreach education, observation of events both at planetary and atomic scales and interaction with unsafe environments from a distance are some of the issues faced in the Educational sector that can be addressed by Virtual Reality. History of VR in Education
  • 8. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 Since its mental inception in the 1930’s, the subsequent conceptualization in 1962 in the form of Morton Heilig’s “Sensorama”, considered to be the first Virtual Reality device invented and the eventual emergence of VR across a multitude of industries in the 1990’s, VR has always been in danger of disappearing into its own hype. ​[38] During the late 1980’s, VR as a concept caught the imagination of both industry experts and laymen equally, leading to an unprecedented level of chatter about the technology, both in print and visual media. This hype over VR led people to collectively assume that the technology referenced in popular media was already at hand and it was only a matter of time before VR replaces existing technology. This was a classic case of framing blocks in decision analysis leading to a lack of alternatives which resulted in a slump in the research into the industry in the early 1990’s. Upon reframing the problem facing the industry to be more reflective of the current state of the industry and not resorting to collective speculation, researchers and developers spearheaded an unprecedented boom in the sectoral applicative introduction of VR in Education. A few formative successes are discussed in the following sections. Evolution of VR in Education: In his 1993 paper titled “Physics Education in the Virtual Environment”, Brelsford reported on the success of a Physics simulator designed to give students better intuition of the subject. In this system the students were given a controllable length pendulum and three balls of variable mass. They were allowed to manipulate gravity, air drag, friction and several initial conditions and were directed to perform experiments for an hour (after some introductory instruction about the system). A control group of students was given a lecture for an hour over the same material. Four weeks after the exposure, the students were recalled and given a surprise exam over material covered in the experiments. Both the junior high and the college student groups who had experimented in the virtual laboratory showed better retention than the groups who had been given the lecture.​ [39] Brelsford’s simulator focused on specific task training, meaning that the VR environment allowed the user only a specific means to interact with the system. In this case, the user can vary inputs to achieve a specific goal. It was not left to the User to interact with the system in any way he or she chooses. The alternative to this methodology was termed “General Education Technology” and this approach to VR education allowed for free running interaction with an environment by the user allowing for a broader and more versatile educational environment. One of the earliest applications following this approach was the VR Gorilla Exhibit which was implemented in a zoo in Atlanta in 1998. [40] This VR exhibit allowed the students to interact, mold and change a mock enclosure of Gorillas. It also allowed them to see virtual gorillas interacting and socializing, mimicking actual gorillas. Among the students that were allowed to interact with this exhibit, it was found that there was greater retention of information, higher interest and more curiosity and it was successful
  • 9. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 in combating the attention span problem that is reflective of any educational method targeted at children. This is because the exhibit was designed such that children learn as they interact based on where their interests and fascinations takes them. From here on out, VR in education was more reflective of “General Education Technology” as opposed to “Task Specific Training” and the bulk of developments from 1998 followed this methodology in the design and implementation of VR technology in Educational applications. Now, that the ideal methodology had been identified, the next step in the evolution of VR dealt with questioning the fundamental assumption of the VR industry in general. This was the assumption that Virtual Reality was solely a technological advancement not unlike the radio or television and hence can readily accommodate any transition of existing media from visual or auditory format to a “VR format”. This assumption was challenged by R. Aylett and S. Louchart in their 2003 paper titled “Towards a Narrative theory of Virtual Reality”. ​[41] They made the argument that VR should be considered as a separate narrative medium like theatre, literature and cinema. Their primary argument in support of this postulation was that VR unlike movies, novels or plays was more user centric and essentially made the participant an “User” as opposed to a spectator as was the case with traditional narrative mediums. Emphasis must be given on User input and interaction. The most obvious demonstration of the requirement of such a medium is that in a virtual environment unlike a play or a movie, the user can opt to follow a “Process View” of the story rather than a “Chronological View”. This has implications in the narrative medium used in VR. In conclusion, though the technology seems to have caught up with our imaginations, for an effective implementation of VR in the Educational sector, the next step involves developing a narrative medium that is representative of VR. This has to be done while ensuring that creative blocks do not hinder research by stifling the generation of alternative solutions in the development of this new frontier in Educational technology. 6. Conclusion Across the platform, in all applications of VR discussed in this literature review, it can be seen that the “User” is at the center of current research and development. Whether it was modelling and optimizing the design interface for the user as in the case of VR manufacturing or maximizing benefits for the user as in the case of industrial VR applications or developing a new narrative medium for effective VR application in the case of Education, the “User” is the principal focus for the development of VR and hence, the psychological implications of virtual reality use is a fundamental caveat of this new technology that is to be explored. For instance, in the gaming industry, research has been done into the psychological implications of VR as a gaming platform. Calvert and Tan reported that young adults increased
  • 10. Project Report CEE 5980 – Introduction to Decision Analysis, Cornell University, 2016-17 more in arousal (pulse rate) and had more aggressive thoughts when playing an FPS (First person Shooter) game in an immersive VR platform as compared to individuals using non-VR platforms. [42] Concerns have been raised about desensitizing and VR. VR games and military training platforms which subject the users to simulated violence have been indicative of affecting the user to become less empathetic and compassionate and in fact actively seek out violent scenarios in gaming interfaces to perhaps feed the adrenaline rush associated with violence in games. In the case of using VR to train individuals for sea survival and general safety practices in the event of an emergency onboard offshore oil rigs, even though VR as a platform is able to replicate the physical situation as a simulation, it is difficult for the “User” to envision the “perceived reality” as a real life-threatening situation and hence there is a possibility for ineffective training. It is more or less the same case with actual physical training. The problem then becomes a question of whether or not the benefits brought in by utilizing VR for training in the industry outweigh the obvious disadvantage of such a system being less representative of real world emergencies (compared to on-site simulation and training). To sum up, Virtual Reality has come a long way from the first “Sensorama” developed in 1962. Along the way, major research in the field has honed the platform as a whole to be representative of a new research and development taking into effect factors ranging from psychological implications to narrative theory utilized in development of VR. Current research is looking into the psychological implications of virtual reality use across all platforms. VR is still a developing technology, and there is a need to continue research into monitoring the types and levels of symptoms experienced by VR participants as systems develop. Some VR participants are still experiencing symptoms to an uncomfortable and distressing level – it is therefore still necessary to identify the exact causes of these symptoms and ensure that future systems take this as a factor in the research and developmental stage of the product. ​[43] References: 1) The Virtual Reality report (April 2015), http://www.businessinsider.com/virtual-rea lity-headset-sales-ex-plode-2015-4 [Accessed: 1​st​ Dec, 2016]. 2) Augmented/VR Report (April 2015), http://www.digi-capital.com/news/2015/04/ augmentedvirtual-reality-to-hit-150-billion- disrupting-mobile-by-2020/#.WDo9PneZP 6Y​ [Accessed: 1​st​ Dec, 2016]. 3) SPACE VR, http://www.spacevr.co/#spacevr [Accessed: 1​st​ Dec, 2016]. 4) 10 Ways Virtual Reality is Revolutionizing (April 2015), http://www.techrepublic.com/article/10-wa ys-virtual-reality-is-revolutionizing-medici ne-and-healthcare/​ [Accessed: 1​st​ Dec, 2016]. 5) F. Seitz and L. W. Steele, The Competitive Status of the U.S. Civil Aviation Manufacturing Industry, National Academy Press, Washington DC, 1985 6) Report: Virtual Reality rules now, but augmented reality will soon take over (Nov
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