# A Scoping Review on Virtual Reality-Based Industrial Training
## 3 Results
### Literature Review
#### 3.1.1 Non-Industrial Training Based on Virtual Reality
It differs from other jobs in this area since it is not limited to the display of information in two dimensions, that is, it allows both inexperienced and experienced operators to use this tool. [PERSON] et al. [30] present a low-cost portable VR system to enhance skills within a classroom. The control of the simulation was done through an instructor who manages 24 semi-automatic virtual agents through a graphical interface. On the other hand, the students' interface used an HMD and headphones, so that they can have adequate feedback. The system has been evaluated in terms of anxiety, tension, energy, behaviour, technology, acceptance, and performance. Although the study is still under development, preliminary results show that user acceptance for both instructors and students is high. [PERSON] y [PERSON] [31] detail the construction of a VR prototype for the training of people who have difficulties in speaking in public. The programmed environments have been completed through a dictation recognizer to perform speech to text conversions. The idea of these authors is to immerse users in an environment, where they can overcome their glossophobia, improve their language skills, and achieve efficient communication with the public. The environments are designed in such a way that, when the user begins their training, letters with the content of their conference automatically appear, so that they have a guide to the subject to be covered. The HTC Vive's tracking to assess eye contact with the audience has been used. On the other hand, VR has been an important feature when it comes to training in the medical field, as demonstrated by [PERSON] et al. [32], who have developed a system called \"AirwayVR\", focused on endotracheal intubation training. This VR system was intended for two different purposes, the first focused on the practice and training of beginning students, while its second objective was to use this technology as a training platform for medical professionals. In this last stage, the Just-in-Time methodology was also implemented, for experts in the field of endotracheal intubation to be trained for complex and special cases. In this same way, [PERSON] [33] expose a low-cost VR system for daily medical routine training. They used the Oculus Rift HMD and Razer Hydra controls to deliver an immersive and interactive experience. The tasks proposed in these scenarios range from identifying certain organs to making complex incisions. This prototype illustrates, in a practical way, that the implementation of training systems should not necessarily be expensive and complex. On the other hand, there has always been a debate regarding whether the daily use of virtual reality techniques allows for patients to correctly rehabilitate from strokes. Due to this, [PERSON] et al. [34] proposed a study, called ViRTAS, in which two experimental groups are compared. The first group was assigned to a VR rehabilitation, while the second group focused on training and conventional rehabilitation. Currently, this training program is still running. [PERSON] et al. [35] examine the effectiveness of VR programs within the rehabilitation of patients with mild cognitive impairment. A VR system was designed based on traditional Korean culture and consisted of the processing speed and conditions that are necessary to help people with this type of condition. Even though the results of this training system were not significant, as compared to a traditional system, the immersion, and culture implemented improved the patient experience. An immersive system for learning human anatomy was developed by [PERSON] and [PERSON] [36]. This system is based on the development of a complete module in order to identify the anatomy of the chest. This module is divided into three parts, (i) the construction of the scenes, (ii) determination of results, and (iii) development of the user interface. There are various studies conducted in order to demonstrate the use of virtual reality for Industry 4.0 in real environments, for example, [PERSON] et al.