# Engineering the Future: Evaluation of Virtual Reality Across Project Lifecycle Stages
###### Abstract
(d) E-commerce, while fundamentally a digital platform for conducting commercial transactions, extends beyond operational functions. It also encompasses strategic elements such as marketing tactics, pricing policies, and the coordination of interactions among supply chain members, thereby serving as a vital management instrument [5]. (e) Customer Relationship Management (CRM) is a strategic approach designed to manage and optimize interactions between organizations and their customers. It serves not only as a technological solution but also as a comprehensive business strategy to foster growth and improve customer satisfaction [6]. CRM systems integrate data and processes across departments to support informed decision-making and long-term relationship building. (f) Finally, Virtual Reality (VR) refers to a computer-generated graphical simulation that creates an immersive, synthetic environment. In the context of this paper, VR is examined as a promising technology with the potential to automate aspects of managerial processes, offering new dimensions of control, visualization, and engagement within organizational operations [7]. VR implementations typically employ three-dimensional (3D) displays and tracking mechanisms to recreate the real world for the user digitally. For example, when a building is designed, the entire space may be simulated, enabling a user with non-architectural skills (e.g., the ability to read and imagine charts) to practically walk through the building in the design stage and before the construction even began. To achieve this, standard hardware for VR implementation is applied, including head-mounted displays (HMDs) or multi-projection environments, with visual simulation being the primary focus, though other senses such as sound, touch, and even smell can also be engaged [8]. This dedicated hardware is required to enable complete immersion [9]; however, practical applications can be achieved even with basic consumer devices such as smartphones--such as the 3D viewing capabilities provided by Google Search using the ARCore technology [10]. Beyond the dedicated hardware, VR systems demand substantial computational power and high-bandwidth communication to function effectively. This is particularly essential for enabling real-time responsiveness--such as dynamically adjusting visual output to match head movements--thereby creating a seamless and immersive experience that closely mirrors real-world perception [11]. The virtualization of the real environment can be understood through the concept introduced by [PERSON] and colleagues: the reality-virtuality continuum [12]. This continuum represents a seamless spectrum ranging from a completely real environment, e.g., an online close circuit camera layout, to an entirely virtual one, e.g., the abovementioned example of virtualizing the design of a building. An intermediate stage of this continuum includes Augmented Reality (AR) and augmented virtuality (actual implantation of AR in real-time). AR is defined as \"an enhanced version of the real world, achieved through the use of computer-generated digital information, including visual, auditory, and other sensory elements\" [13]. AR overlays digital elements onto the real world via smartphones or AR glasses, supporting, for example, healthcare and industrial training [14]. As such, VR can be viewed as a specific case within the continuum where the entire user experience is simulated and a virtual environment fully replaces the real one. While AR enables users to maintain awareness and control within the physical world, VR immerses users in a digitally constructed environment, with their presence and perception governed by the system itself. VR creates Virtual Environments (VEs), which are situated at the far end of the reality-virtuality continuum, in contrast to the entirely physical, real-world experience. Mixed Reality (MR) integrates AR and VR, enabling real-time interaction between physical and virtual objects--ideal for collaborative workspaces and advanced design applications [15].