applied sciences Review A Scoping Review on Virtual Reality-Based Industrial Training Jose E. Naranjo 1,† , Diego G. Sanchez 2,† , Angel Robalino-Lopez 3,†, Paola Robalino-Lopez 3,†, Andrea Alarcon-Ortiz 4,† and Marcelo V. Garcia 1,5,*,† 1 FISEI, Universidad Tecnica de Ambato, UTA, Ambato 180206, Ecuador;
[email protected] 2 FI, Universidad Nacional de La Plata, UNLP, Buenos-Aires 1900, Argentina;
[email protected] 3 Instituto Superior Tecnologico Victoria Vasconez Cuvi, ISTVVC, Latacunga 050103, Ecuador;
[email protected] (A.R.-L.);
[email protected] (P.R.-L.) 4 Instituto Superior Tecnologico Guayaquil, ISTG, Ambato 180205, Ecuador;
[email protected] 5 DISA, University of the Basque Country, EHU/UPV, 48013 Bilbao, Spain * Correspondence:
[email protected] or
[email protected]; Tel.: +593-998-267-906 † These authors contributed equally to this work. Received: 21 October 2020; Accepted: 15 November 2020; Published: 20 November 2020 Abstract: The fourth industrial revolution has forced most companies to technologically evolve, applying new digital tools, so that their workers can have the necessary skills to face changing work environments. This article presents a scoping review of the literature on virtual reality-based training systems. The methodology consisted of four steps, which pose research questions, document search, paper selection, and data extraction. From a total of 350 peer-reviewed database articles, such as SpringerLink, IEEEXplore, MDPI, Scopus, and ACM, 44 were eventually chosen, mostly using the virtual reality haptic glasses and controls from Oculus Rift and HTC VIVE. It was concluded that, among the advantages of using this digital tool in the industry, is the commitment, speed, measurability, preservation of the integrity of the workers, customization, and cost reduction.