Virtual Reality Full Immersion Techniques for Enhancing Workers Performance, 20 years Later: A Review and a Reformulation <s> A. Virtual Reality (VR) <s> This paper proposes to clarify the popular term "virtual reality" through a historical and systematic analysis of the terms involved. Its main philosophical claims are that virtuality is itself a bonafide mode of reality, and that "virtual reality" must be understood as "things, agents and events that exist in cyberspace". These proposals resolve the incoherences found in the ordinary uses of these terms. In support of our claims we: 1) trace the historical origins of the word "virtual"; 2) review some major definitions of "virtual reality"; 3) discuss the sensory and causal aspects of virtual reality; and 4) set out the ontological difference between virtuality, possibility and actuality. In particular, our analysis shows that "virtual reality", though based on recent information technology, does not refer to mere technological equipment or purely mental entities, or to some fake environment as opposed to the real world, but that it is an ontological mode of existence which leads to an expansion of our ordinary world. <s> BIB001 </s> Virtual Reality Full Immersion Techniques for Enhancing Workers Performance, 20 years Later: A Review and a Reformulation <s> A. Virtual Reality (VR) <s> New technologies often have the potential for disrupting existing established practices, but nowhere is this so pertinent as in education and training today. And yet, education has been glacially slow to adopt these changes in a large scale way, and innovations seem to be imposed mainly by students’ and their changing social lifestyles than by policy. Will this change? Leadership is sorely needed. Education needs to become more modular and move out of the classroom into informal settings, homes, and especially the internet. Nationwide certifications based on these modules would permit technology to enter education more rapidly. Smaller nations may be more flexible in making these very disruptive changes. <s> BIB002 </s> Virtual Reality Full Immersion Techniques for Enhancing Workers Performance, 20 years Later: A Review and a Reformulation <s> A. Virtual Reality (VR) <s> Crane operation training using virtual crane simulators has been introduced in the last decade. It can reduce the costs associated with renting actual cranes and enables operator training for a range of tasks in virtual environment. However, a critical drawback common to most existing simulators is a lack of realistic simulation for the depth perception, which usually relies on stereoscopic vision and head motion to increase the precision of depth perception. This research aimed at adopting kinesthetic vision and stereoscopic vision into a virtual crane simulator to increase its training effectiveness. Kinesthetic vision generates corrected perspective images based on the head position of the viewer. Stereoscopic vision is to generate separated images for left and right eyes respectively. A crane simulator known as SimCrane 3D+ was developed and implemented to achieve the goal. We performed user tests to evaluate the proposed system by both subjective and objective factors. The results showed that the system provide better simulation for depth perception. Operators increase their confidences in the tests. They also reported using SimCrane 3D+ is more intuitive than the simulator without stereoscopic or kinesthetic visions. <s> BIB003
VR is defined as  : "A three-dimensional environment synthesized by computer, in which the plurality of human participants, with appropriate interfaces, can establish contact or interact with representations of other humans from the past, present, and fictional and / or invented creatures". For Yoh BIB001 , VR is a technology that simulates reality through software, recreating the effect, essence and sensations of a given situation that does not materialize in real events. According to Gonzales and Lanier  , VR refers to completely artificial environment generated by computer, in which the user experiences an immersive and interactive feeling without having any eye contact with their real environment. This virtual world can be the result of a process of digital creation, being able to place the user in a totally fictional world in which the physical and perceptual laws differ completely from their real world. In addition, in the latest systems it is possible to make certain displacements within this virtual world, beyond simple head movements. It is also possible to move the user to a point in real-time, but different from that of the user, previously registered in a 360 • recording, so that it can be reproduced as a virtual deferred experience. As a variant, is the real-time broadcast or streaming of a recording made anywhere in the world, so that a user can view it as a virtual world elsewhere, and interact with the source through a digital audio connection over the Internet. All these variants allow the user to live a truly immersive experience in a real or fictional world; however, the fact of not being able to observe one's own anatomy within the virtual world subtracts the system from some realism, limiting perception regarding the surrounding reality. Similarly, VR systems excessively evade the user from their immediate environment, producing a certain feeling of dizziness after a prolonged period of use. It is currently applied in entertainment, education  , advertising, marketing, Knowledge Management, etc. In VR there are two types of applications: the "Immersive", where the user is within the simulation, and the "Non-Immersive", in which the user is outside BIB002 . An important feature of immersive VR is 'Stereoscopy', which allows users to distinguish the depth of the objects they observe, adapting to their natural way of seeing the surrounding environment . This is generated by a binocular vision, creating the illusion of perceiving objects in 3D from two images that are taken from different positions, recreating the human 3D vision BIB003 . VR has evolved rapidly. At the beginning it could only be used by scientific-military laboratories at an excessive cost, but it is now possible to have VR equipment at an affordable cost. It is precisely the special characteristics of these devices which are the key components for the design of the proposed architecture located in a virtual environment.