The Application of Virtual Reality Technology in Transmission Live Working Training

2013 ◽  
Vol 303-306 ◽  
pp. 2453-2457 ◽  
Author(s):  
Wu Chi ◽  
Qiu Shi Zhang ◽  
Liu Fan ◽  
Han Feng He ◽  
Ming Hong Su ◽  
...  

This paper introduces the basic concepts and characteristics of virtual reality technology briefly and analyzes the defects of the artificial guiding teaching of the current live working from the angle of skills and safety, combing the power grid’s physical characteristics and virtual reality techniques. By summing up the transmission live working running operating procedures, the methods and means of using virtual reality technology in the teaching and training of the transmission network for live working are proposed. Summary transmission live working training status and analyze the application prospect of the virtual reality technology in the power transmission network live working on the basis of summarizing the power transmission network live working training status. The transmission live working simulation training method brings a new look to the power companies and also does great benefit for the enhancement of the operators' skill level and the improvement of their security awareness of operating.

Author(s):  
Linfeng Wu ◽  
Karen B. Chen ◽  
Edward P. Fitts

While sexual harassments are inappropriate behaviors in the society, the interpretation of and sensitivity toward sexual harassment can vary by individual. Differences across individuals, such as gender, may influence whether one interprets an action to be sexually harassing or not. Virtual reality technology enables human behavior assessment without interfacing with physical danger. The present work examined whether gender and body-gender transfer in VR influenced the perception of sexually harassing behaviors, and explored the utility of emerging technology in increasing one’s awareness of behaviors that may be considered sexually harassing. Participants (n=12) embodied in virtual characters of different genders and experienced seven sexually harassing scenarios in an immersive virtual environment in random order. In general, participants provided higher rating to the sensitivity toward sexual harassment in the VR harassment scenarios than those scenarios described on paper. There was an increase in participants’ sensitivity toward sexual harassment after experiencing sexual harassment scenarios from the perspective of the victim in VR. Participants perceived higher level of sexual harassment when they embodied in female avatars, which suggested there was an effect of VR with body-gender transfer on perception of sexual harassment. There were gender differences in awareness of harassing behaviors in VR environment, and VR may be a training method to narrow gender gap and increase awareness toward sexual harassment.


2018 ◽  
Vol 2 (1) ◽  
pp. 48-58 ◽  
Author(s):  
Otmar Bock ◽  
Uwe Drescher ◽  
Wim van Winsum ◽  
Thomas F Kesnerus ◽  
Claudia Voelcker-Rehage

Virtual reality technology can be used for ecologically valid assessment and rehabilitation of cognitive deficits. This article expands the scope of applications to ecologically valid multitasking. A commercially available driving simulator was upgraded by adding an ever-changing sequence of concurrent, everyday-like tasks. Furthermore, the simulator software was modified and interfaced with a non-motorized treadmill to yield a pedestrian street crossing simulator. In the latter simulator, participants walk on through a virtual city, stop at busy streets to wait for a gap in traffic, and then cross. Again, a sequence of everyday-like tasks is added. A feasibility study yielded adequate “presence” in both virtual scenarios, and plausible data about performance decrements under multi-task compared to single-task conditions. The present approach could be suitable for the assessment and training of multitasking skills in older adults and neurological patients.


2021 ◽  
Vol 8 ◽  
Author(s):  
Ummul Hanan Mohamad ◽  
Mohammad Nazir Ahmad ◽  
Youcef Benferdia ◽  
Azrulhizam Shapi'i ◽  
Mohd Yazid Bajuri

Virtual reality (VR) is one of the state-of-the-art technological applications in the healthcare domain. One major aspect of VR applications in this domain includes virtual reality-based training (VRT), which simplifies the complicated visualization process of diagnosis, treatment, disease analysis, and prevention. However, not much is known on how well the domain knowledge is shared and considered in the development of VRT applications. A pertinent mechanism, known as ontology, has acted as an enabler toward making the domain knowledge more explicit. Hence, this paper presents an overview to reveal the basic concepts and explores the extent to which ontologies are used in VRT development for medical education and training in the healthcare domain. From this overview, a base of knowledge for VRT development is proposed to initiate a comprehensive strategy in creating an effective ontology design for VRT applications in the healthcare domain.


2012 ◽  
Vol 463-464 ◽  
pp. 1155-1159
Author(s):  
Yong Mei Jiang

With the producing process becoming more and more complex, Enterprise replies on automatic simulation system from more aspects. To improve the efficiency of automatic simulation system on training, method Design and platform update. The virtual Reality Technology is applied to simulation system and a novel method is proposed, the structure and workflow is interpreted details. Finally a application case about chemical industry control is introduced and the effective of technology proposed is proven.


2020 ◽  
Vol 8 (3) ◽  
pp. 34-37
Author(s):  
Elena Shirinkina

The relevance of the study is due to the fact that the potential of VR technologies is only just beginning to emerge. Virtual reality technology continues to gain popularity in the educational technology market. The article analyzes the virtual reality industry, which allows you to highlight the main segments of the technology. The key features of an effective education system are identified. The author concludes that the ultimate goal of all changes is the acceleration of talent and training for the digital economy.


Author(s):  
Hui Sun

With the popular spread of electronic products, more and more related applications based on a virtual platform are being utilized. Meanwhile, more and more concerns are surfacing about the implementation of the functionality of virtual reality technology in the education or training field. The paper gives a specific example to propose the characteristics of a gaming education application based on Shiva 3D game engine. The implementation of this kind of application indicates that virtual reality technology of video games can be used in self-learning in education and training and can have significant results.


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