Virtual Reality in Small and Medium-Sized Enterprises: A Systematic Literature Review

Sandra Brettschuh, Michael Holly*, Maria Hulla, Patrick Herstätter, Johanna Pirker

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference paperpeer-review

Abstract

The industry is currently operating in the fourth industrial revolution, also called Industry 4.0, the central element of which is the digitization of companies. One promising implementation of Industry 4.0 is the use of virtual reality (VR). Due to its development in terms of better affordability and accessibility in recent years, VR has gained increasing popularity. This creates new opportunities especially for small and medium-sized enterprises (SMEs) to use VR to boost business and optimize their product development and processes. In this paper, we aim to identify the potentials and challenges of using VR in SMEs by means of a systematic literature review. Therefore, we focus on analyzing the current state of the art, including use cases, used technology, opportunities, and challenges faced by the companies.

Original languageEnglish
Title of host publicationProceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022
PublisherInstitute of Electrical and Electronics Engineers
Pages502-507
Number of pages6
ISBN (Electronic)9781665484022
DOIs
Publication statusPublished - 2022
Event2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops: VRW 2022 - Virtual, Online, New Zealand
Duration: 12 Mar 202216 Mar 2022

Publication series

NameProceedings - 2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops, VRW 2022

Conference

Conference2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops
Abbreviated titleVRW 2022
Country/TerritoryNew Zealand
CityVirtual, Online
Period12/03/2216/03/22

Keywords

  • Applied computing
  • Human computer interaction (HCI)
  • Human-centered computing
  • Industry and manufacturing
  • Interaction paradigms
  • Operations research
  • Virtual reality

ASJC Scopus subject areas

  • Computer Graphics and Computer-Aided Design
  • Computer Vision and Pattern Recognition
  • Human-Computer Interaction
  • Media Technology
  • Modelling and Simulation

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