Virtual Reality in Manufacturing Education: A Scoping Review Indicating State-of-the-Art, Benefits, and Challenges Across Domains, Levels, and Entities
Abstrak
To address the shortage of a skilled workforce in the U.S. manufacturing industry, immersive Virtual Reality (VR)-based training solutions hold promising potential. To effectively utilize VR to meet workforce demands, it is important to understand the role of VR in manufacturing education. Therefore, we conduct a scoping review in the field. As a first step, we used a 5W1H (What, Where, Who, When, Why, How) formula as a problem-solving approach to define a comprehensive taxonomy that can consider the role of VR from all relevant possibilities. Our taxonomy categorizes VR applications across three key aspects: (1) Domains, (2) Levels, and (3) Entities. Using a systematic literature search and analysis, we reviewed 108 research articles to find the current state, benefits, challenges, and future opportunities of VR in the field. It was found that VR has been explored in a variety of areas and provides numerous benefits to learners. Despite these benefits, its adoption in manufacturing education is limited. This review discusses the identified barriers and provides actionable insights to address them. These insights can enable the widespread usage of immersive technology to nurture and develop a workforce equipped with the skills required to excel in the evolving landscape of manufacturing.
Topik & Kata Kunci
Penulis (12)
Ananya Ipsita
Ramesh Kaki
Ziyi Liu
Mayank Patel
Runlin Duan
Lakshmi Deshpande
Lin-Ping Yuan
Victoria Lowell
Ashok Maharaj
Kylie Peppler
Steven Feiner
Karthik Ramani
Akses Cepat
- Tahun Terbit
- 2025
- Bahasa
- en
- Sumber Database
- arXiv
- Akses
- Open Access ✓