ABSTRACT

The uses for Virtual Reality (VR) are diverse and can be applied to many different fields. One of the most common areas of use is within the electronic entertainment industry. VR headsets intended for the mass market are increasingly popular and have created a high demand for corresponding video games and electronic equipment. VR headsets are becoming smaller, more comfortable (more ergonomic), and easier to use. Human–machine interaction is becoming progressively more complex and requires workers to acquire new skills as well as ones that are possibly much more demanding in terms of cognitive load. Cooperation with new kinds of machines, especially collaborative robots, may influence the worker’s sense of safety. The greater availability of VR devices combined with better data transmission capabilities will contribute in the future to a wider use of new forms of work based on telepresence.