Virtual Reality in Manufacturing Education: A Scoping Review Indicating State-of-the-Art, Benefits, and Challenges Across Domains, Levels, and Entities

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.

Publication Details

Journal
ArXiv.org
Published
2025-03-24
Primary Topic
Virtual Reality Applications and Impacts
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article
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article

Virtual Reality in Manufacturing Education: A Scoping Review Indicating State-of-the-Art, Benefits, and Challenges Across Domains, Levels, and Entities

ArXiv.org
Virtual Reality Applications and Impacts
article

Virtual Reality in Manufacturing Education: A Scoping Review Indicating State-of-the-Art, Benefits, and Challenges Across Domains, Levels, and Entities

article en

Abstract

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.

ArXiv.org
Industry, innovation and infrastructure
Openalex Percentile: Top 47%
Virtual Reality Applications and Impacts
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Virtual Reality in Manufacturing Education: A Scoping Review Indicating State-of-the-Art, Benefits, and Challenges Across Domains, Levels, and Entities · ArXiv.org (2025) | TGRS Research Map | TGRS