###### Abstract
Multiple studies demonstrated that, even in an asymmetric setup, VR enhances collaboration, communication, and learning in both co-located and distributed settings [9; 16; 17; 18; 19]. The benefits of asymmetry are especially visible when compared to collaboration over traditional conferencing tools in the example of global teams, where the interaction is limited to writing, chatting, or participating in calls with limited verbal and non-verbal communication. The asymmetry also expands the scalability of VR technology and participation, allowing a wider circle of users to be included in the collaboration and learning processes without relying on costly and complex setups [20] using head-mounted displays (HMDs). Based on the potential mentioned above, we present an approach of utilizing a VR training system asymmetrically as a part of a remote training session, as shown in Figure 1. In our case, streaming a video feed from the VR training system to a traditional conferencing tool (such as Microsoft Teams) as a part of the training process may enrich the educational content and introduce the context, which would further enhance the effects of knowledge transfer and situated learning. Furthermore, such an approach allows for performing activities impossible in reality, such as inviting a larger group of learners to the virtual space, which simulates dangerous and hard to physically visit locations in reality (such as an elevator shaft, which, depending on its size, may accommodate two to four people). Even though learners would not be able to experience the virtual space in an immersive manner, it still would increase their understanding of proximity, maintenance, installation, and occupational safety procedure flow. Thus, VR content provides a convenient alternative in numerous cases where recording high-quality videos in a physical location is impossible due to safety concerns. To investigate the matter, we performed a case study in close collaboration with academic and industrial researchers from a global elevator manufacturing and maintenance service provider (KONE corporation). Together, we conducted extensive piloting, followed by a remote user study with ten domain experts in maintenance and installation, recruited from the company's employees. Our study addressed the following research question:  
RQ: How should asymmetric VR be applied to facilitate remote training sessions and improve knowledge transfer? To understand how experts experience and perceive the use of asymmetric VR as a part of the remote training process, we collected subjective metrics via online post-survey and _the \"Research Panel\" tool_. The tool was specifically designed for the user study to collect instant reactions of learners during the training process, which can be further synchronized to the training session timeline, allowing in-depth investigation of the dynamics and flow of the session. The contributions of this study are elicited based on a qualitative expert-based study of using asymmetric VR for remote industrial training purposes, which has not been studied previously. This article's contribution lies in (1) exploration of cost-efficient asymmetry between VR platforms and traditional conferencing tools in industrial settings, which elicit several beneficial industrial scenarios for further usage, and (2) design guidelines, which provide instructions and factors to consider when designing asymmetric usage of VR systems. As an outcome, our work suggests a novel way of utilizing VR-based training, which potentially would not only increase interest and initiate discussions around the topic of asymmetry but also positively influence the overall understanding of the value of XR technologies for the industrial sector and boost its adoption. The article is structured as follows: Section 2 presents the background and related work, detailing the aspects of asymmetric VR, followed by information on industrial training in VR and related learning theories.