scholarly journals A Transferable Psychological Evaluation of Virtual Reality Applied to Safety Training in Chemical Manufacturing

Author(s):  
Mathieu Poyade ◽  
Claire Eaglesham ◽  
Jordan Trench ◽  
Marc Reid

<p>High-profile accidents in the Chemical sector – across research and manufacturing scales – have provided strong drivers to develop a new benchmark in safety training and compliance. Herein, we describe the design, implementation, and standardised psychological evaluation of Virtual Reality (VR) applied to process safety training. Through a specific industrial case study, we show that testable learning of complex safety-specific tasks in VR is statistically equivalent to traditional slide-based video training. However, VR training presents a measurable positive improvement on trainees’ perception of overall learning, and their feeling of presence in the task during training. It has also been shown that knowledge retention from video lectures can be overestimated, if not controlled. Through these results – and our transferable blueprint for robustly assessing any new VR training platform – we envisage a range of technologically-enabled efforts to enhance safety performance in both laboratory and plant-based activities. Implications for physical resource-saving projects are also described. <b></b></p>

2020 ◽  
Author(s):  
Mathieu Poyade ◽  
Claire Eaglesham ◽  
Jordan Trench ◽  
Marc Reid

<p>High-profile accidents in the Chemical sector – across research and manufacturing scales – have provided strong drivers to develop a new benchmark in safety training and compliance. Herein, we describe the design, implementation, and standardised psychological evaluation of Virtual Reality (VR) applied to process safety training. Through a specific industrial case study, we show that testable learning of complex safety-specific tasks in VR is statistically equivalent to traditional slide-based video training. However, VR training presents a measurable positive improvement on trainees’ perception of overall learning, and their feeling of presence in the task during training. It has also been shown that knowledge retention from video lectures can be overestimated, if not controlled. Through these results – and our transferable blueprint for robustly assessing any new VR training platform – we envisage a range of technologically-enabled efforts to enhance safety performance in both laboratory and plant-based activities. Implications for physical resource-saving projects are also described. <b></b></p>


2020 ◽  
Author(s):  
Mathieu Poyade ◽  
Claire Eaglesham ◽  
Jordan Trench ◽  
Marc Reid

<p>High-profile accidents in the Chemical sector – across research and manufacturing scales – have provided strong drivers to develop a new benchmark in safety training and compliance. Herein, we describe the design, implementation, and standardised psychological evaluation of Virtual Reality (VR) applied to process safety training. Through a specific industrial case study, we show that testable learning of complex safety-specific tasks in VR is statistically equivalent to traditional slide-based video training. However, VR training presents a measurable positive improvement on trainees’ perception of overall learning, and their feeling of presence in the task during training. It has also been shown that knowledge retention from video lectures can be overestimated, if not controlled. Through these results – and our transferable blueprint for robustly assessing any new VR training platform – we envisage a range of technologically-enabled efforts to enhance safety performance in both laboratory and plant-based activities. Implications for physical resource-saving projects are also described. <b></b></p>


2020 ◽  
Vol 2020 ◽  
pp. 1-7
Author(s):  
Mei Li ◽  
Zhenming Sun ◽  
Zhan Jiang ◽  
Zheng Tan ◽  
Jinchuan Chen

Coal mining, regarded as a high-risk industry, has a strong demand for virtual reality (VR) to fulfill safety and emergency rescue training. In the past ten years, VR technology has significantly improved miner training on both the hardware and software side. However, it still has some drawbacks, such as expensive and unsuitable hardware, lack of satisfactory user experience, without direct browser access, and lack of humanized and intelligent design. To solve these problems, a cloud-based VR system is designed for the training of coal miners in this paper. The system, with browser/client architecture, includes eight modules demonstrating the full procedure of an underground coal mine. The online cloud-rendered video streaming is adopted to provide enough computing and rendering power and hence a better browser-based user experience. Furthermore, game artificial intelligence (AI) is also introduced into the system to increase the emotional exchange between the system and users. Unlike traditional VR training software, this system designs two virtual miners to enhance the experience of trainees. The first virtual miner is a task-oriented non-player-character (NPC) which conveys general knowledge about the mine and guides the users in visiting the underground work sites. The second virtual miner is a disaster-oriented character which prepares the users for typical disasters. The system has been successfully implemented in a laboratory environment, and its performance has been validated. Yet, further practices are needed to stimulate more innovative applications of VR-based miner training and disaster drilling.


2021 ◽  
pp. 146144482110127
Author(s):  
Marcus Carter ◽  
Ben Egliston

Virtual reality (VR) is an emerging technology with the potential to extract significantly more data about learners and the learning process. In this article, we present an analysis of how VR education technology companies frame, use and analyse this data. We found both an expansion and acceleration of what data are being collected about learners and how these data are being mobilised in potentially discriminatory and problematic ways. Beyond providing evidence for how VR represents an intensification of the datafication of education, we discuss three interrelated critical issues that are specific to VR: the fantasy that VR data is ‘perfect’, the datafication of soft-skills training, and the commercialisation and commodification of VR data. In the context of the issues identified, we caution the unregulated and uncritical application of learning analytics to the data that are collected from VR training.


Author(s):  
Dongjin Huang ◽  
Xianglong Wang ◽  
Jinhua Liu ◽  
Jinyao Li ◽  
Wen Tang

2021 ◽  
Vol 139 ◽  
pp. 105241
Author(s):  
Krantiraditya Dhalmahapatra ◽  
J. Maiti ◽  
O.B. Krishna

2018 ◽  
Vol 2018 ◽  
pp. 1-9 ◽  
Author(s):  
Mi Kyoung Jin ◽  
Hui Jeong Yun ◽  
Hye Sun Lee

In the field of technology education, virtual reality (VR) training has received significant attention in terms of its efficacy in use. Given its many advantages, there is a specific need to emphasize concrete measures for the implementation of VR training in the field of tech education. VR training based on mobile environments has been touted as a means of not only enhancing presence, flow, and learning authenticity, but also of minimizing spatial and temporal constraints. The present study has developed an evaluation tool for VR training contents, including those based on mobile environments. After categorizing VR training contents in the field of tech education into structure comprehension type, procedure learning type, and equipment experiment type contents, we constructed items for each evaluation area. The considered areas included learning, media, and content quality. By conducting Delphi surveys with a panel of experts, we confirmed that the derived evaluation items differed in number across different types of content. Under the learning area, satisfaction was found to be adequate for all content types. Items such as flow, interactivity, and learning effects were found to be adequate for procedure learning and equipment experiment type contents. The media area indicated marked variability in item adequacy depending on the content type. Usability was found to be adequate only for procedure learning type content. For equipment experiment type content, items such as presence, usability, and manipulability were all found to be adequate. All evaluation items under the content design area were found to be adequate across all content types. Thus, regardless of the type of content, it is necessary to fulfil the basic elements within the content design area in order to establish the efficacy of VR training as educational content in the field of tech education.


2021 ◽  
pp. 59-80
Author(s):  
Benjamin Knoke ◽  
◽  
Moritz Quandt ◽  
Michael Freitag ◽  
Klaus-Dieter Thoben

The purpose of this research is to aggregate and discuss the validity of challenges and design guidelines regarding industrial Virtual Reality (VR) training applications. Although VR has seen significant advancements in the last 20 years, the technology still faces multiple research challenges. The challenges towards industrial VR applications are imposed by a limited technological maturity and the need to achieve industrial stakeholders' technology acceptance. Technology acceptance is closely connected with the consideration of individual user requirements for user interfaces in virtual environments. This paper analyses the current state-of-the-art in industrial VR applications and provides a structured overview of the existing challenges and applicable guidelines for user interface design, such as ISO 9241-110. The validity of the identified challenges and guidelines is discussed against an industrial training scenario on electrical safety during maintenance tasks.


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