scholarly journals Incorporating Virtual Reality Technology in Safety Training Solution for Construction Site of Urban Cities

2020 ◽  
Vol 13 (1) ◽  
pp. 243
Author(s):  
Zheng Xu ◽  
Nan Zheng

The lack of experiential training has become the primary cause of incidents that could have been easily avoided in construction areas, and the implementation of experimental training is crucial in minimizing incidents at construction sites. The limitation on the available training tools has made it impossible to build up a real test site or reproduce the constructing scenarios. This research aims to develop an immersive and interactive multiplayer-based training platform that incorporates virtual reality (VR) technology to improve the safety awareness of workers. The developed simulation platform serves as a training solution, enabling the provision of repeatable and flexible procedures within a secure environment. An evaluation survey was conducted to make a comparison between traditional training methods and the proposed VR solution. Promisingly, the results indicate that workers were better trained under the developed immersive environment, and they could memorize critical points more effectively because the implementation of VR technology can allow people to experience hazardous situations without being physically injured, thus creating a safer and more efficient training environment. This study reveals that the nomination of the proposed VR platform could reap many benefits and become an advantageous tool for construction training, as well as stimulate human-machine interaction research.

1997 ◽  
Vol 6 (1) ◽  
pp. 73-86 ◽  
Author(s):  
James P. Bliss ◽  
Philip D. Tidwell ◽  
Michael A. Guest

Because fire rescue personnel often enter unfamiliar buildings to perform critical tasks like rescues, the importance of finding new and improved ways to train route navigation is becoming paramount. This research was designed to compare three methods for training firefighters to navigate a rescue route in an unfamiliar building. Thirty firefighters from the Madison County, Alabama, area were trained to navigate through the Administrative Science Building at The University of Alabama in Huntsville. The firefighters, who had not had any experience with the Administrative Science Building prior to the experiment, were randomly assigned to one of three experimental training groups: Blueprint, Virtual Reality, or No Training (Control). After training, we measured the total navigation time and number of wrong turns exhibited by firefighters in the actual building. Participants were required to rescue a mock baby (a life-sized doll) following the specific trained route. Measures of test performance were compared among groups by using analyses of variance (ANOVAs). The results indicated that firefighters trained with virtual reality or blueprints performed a quicker and more accurate rescue than those without training. Furthermore, the speed and accuracy of rescue performance did not differ significantly between virtual reality and blueprint training groups. These results indicate that virtual reality training, if constructed and implemented properly, may provide an effective alternative to current navigation training methods. The results are discussed with regard to theories of transfer of training and human performance in virtual environments.


Author(s):  
S Leinster-Evans ◽  
J Newell ◽  
S Luck

This paper looks to expand on the INEC 2016 paper ‘The future role of virtual reality within warship support solutions for the Queen Elizabeth Class aircraft carriers’ presented by Ross Basketter, Craig Birchmore and Abbi Fisher from BAE Systems in May 2016 and the EAAW VII paper ‘Testing the boundaries of virtual reality within ship support’ presented by John Newell from BAE Systems and Simon Luck from BMT DSL in June 2017. BAE Systems and BMT have developed a 3D walkthrough training system that supports the teams working closely with the QEC Aircraft Carriers in Portsmouth and this work was presented at EAAW VII. Since then this work has been extended to demonstrate the art of the possible on Type 26. This latter piece of work is designed to explore the role of 3D immersive environments in the development and fielding of support and training solutions, across the range of support disciplines. The combined team are looking at how this digital thread leads from design of platforms, both surface and subsurface, through build into in-service support and training. This rich data and ways in which it could be used in the whole lifecycle of the ship, from design and development (used for spatial acceptance, HazID, etc) all the way through to operational support and maintenance (in conjunction with big data coming off from the ship coupled with digital tech docs for maintenance procedures) using constantly developing technologies such as 3D, Virtual Reality, Augmented Reality and Mixed Reality, will be proposed.  The drive towards gamification in the training environment to keep younger recruits interested and shortening course lengths will be explored. The paper develops the options and looks to how this technology can be used and where the value proposition lies. 


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


Author(s):  
Ian Levstein ◽  
Lenora Jean Justice

This chapter describes the development of a game-based markerless augmented reality smartphone application (CSI4FS®) that complements traditional crime scene investigation training. The intent is to make a strong case for the use of augmented reality in a forensic science training environment. It includes a brief outline of the issue followed by a history of augmented reality in education and training, simulation use in high-risk professions generally and in education specifically, and augmented reality use in crime scene investigation. Both marker-based and markerless technologies are discussed, followed by a description of the augmented reality application and some of the challenges involved in the creation of that application. Overall, the purpose of this chapter is to introduce a potential solution that will help college students learn crime scene investigation techniques more effectively than with the more traditional training methods.


Author(s):  
Syafizwan Faroque ◽  
Ben Horan ◽  
Husaini Adam ◽  
Mulyoto Pangestu ◽  
Samuel Thomas

2020 ◽  
Vol 44 (5) ◽  
pp. 1833-1842 ◽  
Author(s):  
Seung Min Oh ◽  
Ju Young Kim ◽  
Seungho Han ◽  
Won Lee ◽  
Il Kim ◽  
...  

Abstract Purpose As filler procedures have increased in popularity, serious injection-related complications (e.g., blindness and stroke) have also increased in number. Proper and effective training is important for filler procedure safety; however, limitations exist in traditional training methods (i.e. anatomical illustrations and cadaver studies). We aimed to describe the development process and evaluate the usability of a virtual reality (VR)-based aesthetic filler injection training system. Materials and Methods We developed the virtual reality hardware for the training system and a short guide, with a lecture regarding safe filler injection techniques. One hundred clinicians who attended a conference tested the training system. Participants completed system usability scale (SUS) and satisfaction questionnaires. Results Nearly half of the participants were aged 35–50 years, and 38% had more than 5 years of aesthetic experience. The mean SUS score was 59.8 (standard deviation, 12.23), with no significant differences among the evaluated subgroups. Approximately 76% of participants provided SUS scores of more than 51, indicating acceptable usability. Participants aged 35–50 years were more likely to rate the system as having poor usability than were those aged < 35 years (odds ratio = 5.20, 95% confidence interval: 1.35–20.08). Conclusions This study was the first to develop and explore the usability of a VR-based filler training system. Nearly three-fourths of participants indicated that the training system has an acceptable level of usability. However, assessments in precise target audiences and more detailed usability information are necessary to further refine the training system. Level of evidence IV This journal requires that authors assign a level of evidence to each article. For a full description of these Evidence-Based Medicine ratings, please refer to the Table of Contents or the online Instructions to Authors www.springer.com/00266.


2015 ◽  
Vol 1 (1) ◽  
pp. 327-335
Author(s):  
Neamţu Călin ◽  
Camelia Achelariţei ◽  
Ion Anghel ◽  
Ştefan Bodi

AbstractCritical infrastructures could endanger the trainees’ lives and/or the environment. The nature of these infrastructures often does not allow staff training in real situations. This paper presents the processes involved in designing a virtual reality platform (hardware and software) to provide a safe training environment, which is believed to be able to better support in the training of staff involved in critical infrastructures. The design of this training platform includes the considerations and adoption of an innovation algorithm based on the TRIZ method. The paper addresses the training process of personnel who operate offshore drilling facilities. The platform is in the physical development stage within the CREVIS project and it will allow personnel training from critical infrastructures in a mixed environment: real / virtual.


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