# A Scoping Review on Virtual Reality-Based Industrial Training
## 3 Results
### Literature Review
#### 3.1.1 Non-Industrial Training Based on Virtual Reality  
VR has become a very useful tool in recent years. It has gone from being an exclusive system for video games to an option within medical education, among others. The most prominent non-industrial approaches to this technology are described below. [PERSON] et al. (2019) present a two-phase exploratory experiment, in which the excitement and physical performance of several participants concatenate while using a virtual puzzle. A questionnaire was established to carry out the development of this research, in which the collaborators consented their intervention in the experiment and filled-in data on their profile. Furthermore, sensors were used in order to measure the conductance of her skin and heart rate. Initial observations indicated that the participants performed better after being trained with the proposed system, obtaining a minimum number of failures, performing the tasks more efficiently, and taking their heart rate to higher levels than normal. With this, it was concluded that the application of VR systems manages to stimulate the senses of the users, providing them with a much more significant learning experience. [PERSON] et al. (2019) propose a VR-based baseball batting system whose goal is to immediately provide feedback on user performance. This allows the player not only to rely on subjective guesses about his batting technique, but also to help him through real data, such as the exact location of the ball's impact, angle of arrival, speed, and batting time, in order to quantitatively adjust his swing. The sample consisted of five people. Four hitters improved their performance considerably. However, a lower performance was observed in the last player. This anomaly was associated with the fact that this user did not adapt to the proposed immersive technology. The study establishes that, to correctly determine the usefulness of the VR system, larger samplings, with longer periods, should be carried out. A methodology for designing a training platform based on VR and [PERSON]'s algorithm was proposed by [PERSON] (2019). In this new form of training, the aim is to improve the abilities of athletes through more effective information processing. As a result of this mix of technologies, it is established that the creation of a platform, with adequate feedback and information storage, promotes new flexible forms of sports training. A VR technology for training tour guides was detailed by [PERSON] et al. (2019). The developed program is web-based and can be applied within a classroom as well as during a real sightseeing tour. Once this system was followed, a survey was applied to several students who were studying the last year of tourism. It was observed that more than 72% of the interviewees agree that the proposed system is helpful within the academic and professional fields. [PERSON] et al. (2019) present a VR system for football training. This system has two modalities; the first is based on the use of non-immersive VR, i.e., while using a standard computer screen, while the second focuses on the use of an HMD. For evaluating this system, user evaluation was conducted in order to quantify its effectiveness. Seventeen student-athletes participated in a three-day training session. The results that were obtained from this estimate showed that there was a 30% improvement in most of their skills. The creation of various VR environments for the correct placement of IoT devices is presented by [PERSON] and [PERSON] (2019). The UNITY 3D graphics engine and the HTC VIVE HMD were used in the development of this system. The project consisted of three different modes, the first is a Virtual Room,the second focused on the development of 3D environments of a university, and finally, the last model takes into account a real design, i.e., obstacles and signal propagation models were considered. This system allows users to examine the topology of any network in real-time and, based on that, make decisions regarding the exact device location.