Building Virtual Environments for Optimizing Learning Processes inside the Modern Organization

AuthorDragos Sebastian Cristea, Luminita Arhip, Marius Ivanov, Cristina Chelariu, Carmen-Catalina Rusu
PositionAssistant Professor, University Dunarea de Jos, Romania/Philologue, SC ALTFACTOR SRL, Galati, Romania/Engineer, SC ALTFACTOR SRL, Galati, Romania/Philologue, SC ALTFACTOR SRL, Galati, Romania/Senior Lecturer, PhD, University Dunarea de Jos, Romania
European Integration - Realities and Perspectives. Proceedings 2019
Building Virtual Environments for Optimizing
Learning Processes inside the Modern Organization
Dragos Sebastian Cristea1, Luminița Arhip2, Marius Ivanov3, Cristina Chelariu4,
Carmen-Catalina Rusu5
Abstract: This article presents different ways in which new virtual reality technologies can be used in the
development of software applications dedicated to supporting organizational learning/training processes. Thus,
virtual reality can offer employees of enterprises in the Romanian economy access to an advanced training
system by creating virtual environments that simulate real scenarios in which users have total freedom of
movement and interaction with the constituent elements. Virtual Reality addresses to senses and perception.
The VR technologies presented in this article address not only basic senses such as vision or hearing, but also
senses such as balance or intuition. Thus, the brain is helped by the entire sensory system to receive a rich flow
of information that starts from the environment and comes to mind. Therefore, if we present the artificially
created information to the senses, the way in which reality is perceived will also be altered. In this context, we
will also present the current state of the virtual reality technologies t hat can be used to implement VR
applications as well as the essential principles applicable to the development of virtual reality applications. At
the same time, the article shows how the use of virtual reality can support the three important aspects of
vocational training: work experience - users having the opportunity to be in unfamiliar workplaces in a 360
degree perspective, learning skills virtual reality helps to identify the balance between acquiring knowledge
and training the experience, allowing the same scenarios to be scanned several times, without additional costs
or inconveniences, access to a different perspective - allowing the user to perform actions normally performed
by experienced employees .
Keywords: virtual reality; organizational learning; virtual environments; refresh rate; VR glasses
1. Introduction
Although virtual reality has been discussed since the late 1980s, it has taken a major stance in 2010 with
the first version of Oculus Rift. Since then, various projects have been created and developed that have
contributed to the development of the VR domain. Virtual reality is by no means a new concept. This
combination of words emerged before the 1950s, first through illustrations and texts describing an
alternative reality and then machines that mimicked the consumer’s journey into unknown worlds. From
the very beginning, VR was introduced to be a ble to immerse the us er into an a lternative world,
1 Assistant Professor, University Dunarea de Jos, Romania, Address: Strada Domnească 47, Galați, Romania, Tel.: 0336 130
108, Corresponding author:
2 Philologue, SC ALTFACTOR SRL, Galati, Romania, Address: Strada Portului 7, Galați 800032, Romania, Tel.: 0236 407
3 Engineer, SC ALTFACTOR SRL, Galati, Romania, Address: Strada Portului 7, Galați 800032, Romania, Tel.: 0236 407 030
4 Philologue, SC ALTFACTOR SRL, Galati, Romania, Address: Strada Portului 7, Galați 800032, Romania, Tel.: 0236 407
5 Senior Lecturer, PhD, University Dunarea de Jos, Romania, Address: Strada Domnească 47, Galați, Romania, Tel.: 0336 130
ISSN: 2067 9211 Performance and Risks in the European Economy
including him and allowing him to interact with the environment, giving him the feeling of being
elsewhere, and being able to move and make decisions in real time. In the 1970s there were attempts to
build the “magic t heater”, with a rather small success. T he world of video games was the one that, in
the late 1980s and early 1990s, gave a new impetus to this technology. Releases suc h as Sega VR or
Virtual Boy Nintendo have tried t o bring the user into the game with rudimentary headphones (compared
to today’s), but have enjoyed rather limited succ ess. These, however, were just the beginning of what
was to come. T he world of entertainment continues to spur the creation of a new technology that will
change the way we enjoy the content. Virtual reality can be defined as a set of tec hnologies and devices
that, combined, a re used to create immersive simulation in a three-dimensional environment. The virtual
environment is a r eal-world replica and is achieved using three-dimensional settings, such as in-depth
perception, sound and tools such as consoles, to allow the user to interact with it. The user’s movement
is tr acked using either a head-mounted device or sensors. Virtual reality is used in a wide range of
applications such as video games, engineering, education, psychological therapy, e-commerce,
marketing, etc. For example, virtual reality is used in games as a third person to interact with separate
parts of the virtual world. At the same time, bot h in engineering and education, mechanical modeling,
using CAD software, allows engineers, students and stud ents to develop and manipulate models crea ted
in a way similar to physical objects (Neelakantam, 2017). Designing a fair virtual reality implies a good
understanding of both perception and technology. It involves good c ommunication between man and
machine, indicating what are the possible interactions, what is happening at the moment or what might
happen in the future. The design of human-centered virtual reality is based on real-world observations
and is not based solely on software/hardware and engineering consi derations, but is also based on th e
understanding of human beha vior and how our mind works. Achieving an ideal virtual reality allows
the user to physically walk ar ound objects in the virtual environment as well as in the real world. A
number of major products have emerged in the market in 2016, from companies like Oculus VR, Sony
and Google. S ince the a cquisition of Oculus, Facebook has already bought 11 AR/ VR companies, which
indicates its intention to make the VR and AR the next border. The large investments and acquisitions
of the giants suggest that these technologies will become an integral pa rt of the platforms that pr ovide
us with content. According to recent estima tes by Goldman Sachs, the AR and VR markets will grow to
95 billion by 2025. The greatest demand for this type of technology comes from the creative industries
- the gaming industry, live events, video entertainment and retail - but will find even wider applications
in sectors such as health, education, military and real estate.
2. Virtual Reality Technologies Review
First category of Virtual Reality technologies is r epresented by PC based systems. HTC Vive is the VR
system created in colla boration with the Valve giant. It attaches to a PC and works through the well-
known gaming system Steam by Va lve. Currently it is considered t o be the best VR system in the market.
The 70 sensors that Vive comes with offer t he 360-degree headset location and a 90 Hz refresh rate,
which reduces the delay between frames (decreasing the latency), delay that could cause mot ion
sickness. Normally, threshold f or compelling VR must be at or below 20 milliseconds of latency. When
latency exceeds 60 millisec onds, disjunction between one’s hea d motions and the motions of the virtual
world start to feel out of sync, causing disc omfort and disorientation. Fortunately, t his is not a very
common problem with the applications available for HTC Vive. Users should consider not only the price
that is not very fr iendly (not including your PC here), but also the generous space that HTC Vive needs.

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