VR/AR/XR Simulators

Description of the technology

VR/AR/XR simulators are advanced technological tools that enable the creation of realistic simulations and interactive virtual, augmented, or mixed environments. Users can interact with the virtual environment to practice and hone skills that require precision, experience, or training in a safe and controlled environment. The simulators are used in education, medicine, aviation, industry, and entertainment.

Mechanism of action

  • VR/AR/XR simulators are based on integrating user tracking devices with simulation algorithms that recreate realistic scenarios in a virtual environment. Users wear VR goggles or use AR/XR devices that provide 3D images and enable interaction with virtual objects in real time. The rendering engines generate visualisations that change according to the user’s movements and interactions with the virtual environment. Simulators can also offer feedback, such as vibrations or sounds, to enhance the realism of the experience.

Implementation of the technology

Required resources

  • VR/AR devices: Goggles, sensors, and controllers that enable interaction with virtual simulations.
  • Simulation software: VR/AR/XR simulation design and management tools, such as Unity and Unreal Engine.
  • Servers and cloud computing: Infrastructure for storage and processing of simulation data and real-time synchronisation.
  • Technical team: Programmers, software engineers, 3D graphics specialists, and training scenario designers.
  • Computing environment: Computing power for processing data related to realistic real-time simulations.

Required competences

  • Programming: Ability to create realistic VR/AR/XR simulations using technologies such as Unity and Unreal Engine.
  • Simulation algorithms: Knowledge of advanced simulation algorithms that reproduce real-world conditions in a virtual environment.
  • Computer graphics: Ability to design three-dimensional models and environments that support realistic simulations.
  • Project management: Competence in the planning and implementation of VR/AR/XR simulators in various sectors, such as medicine, industry, and aerospace.
  • Software optimisation: Ability to optimise algorithms and software to run smoothly in real time without lag.

Environmental aspects

  • Energy consumption: VR/AR/XR simulators require significant computing power to render realistic simulations, which leads to increased energy consumption, especially for prolonged use.
  • Raw material consumption: Manufacturing VR/AR devices, such as goggles, controllers, and sensors, requires the use of advanced technologies and raw materials, including rare earth metals.
  • Emissions of pollutants: The production of VR/AR equipment and the operation of data centres supporting simulators can lead to CO2 and other emissions.
  • Recycling: In the case of VR/AR/XR technology, hardware upgrades and frequent replacements generate electronic waste, which must be properly recycled to minimise negative environmental impact.
  • Water consumption: Cooling data centres that support advanced VR/AR simulators can lead to increased water consumption.

Legal conditions

  • Legislation governing the implementation of solutions, such as AI Act (example: regulations for simulators used in medicine and aviation, which must meet certain safety standards).
  • Safety standards: Regulations for the security of users of VR/AR/XR simulators and the protection of data that is processed by these systems (example: ISO/IEC 27001 regarding information security).
  • Intellectual property: Protection of 3D models, simulation algorithms, and software used in simulators (example: copyright on simulation algorithms and technologies).
  • Data security: Regulations for the protection of the personal data of simulator users, especially in sectors such as medicine and aviation (example: GDPR in the European Union).
  • Export regulations: Restrictions on the export of advanced VR/AR/XR technologies and equipment used in simulation to sanctioned countries (example: regulations for the export of VR/AR simulation technologies to restricted countries).

Companies using the technology