26 research outputs found

    Towards generating textual game assets from real-world data

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    Exploring gamification approach in hazard identification training for Malaysian construction industry

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    In recent years gaming products have increasingly been used to enhance learning and training development in academic and commercial sectors. Games have become more pervasive; they have been adopted for use in many industries and sectors such as defense, medicine, architecture, education, and city planning and government as tools for workers development. In Malaysia, it has been reported that the construction industry holds the third highest record of occurrences of accidents at work. Therefore, safety training is inevitable to reduce the alarming rate of accidents on construction sites. However, currently, available safety training approaches are still lacking in terms of delivering hands-on training and are more theoretical- instead of being more practical-based. This is due to the nature of the construction environment itself in which safety training involving certain hazards that cannot be implemented hands-on as it may bring harm to trainers, trainees and the environment. Gaming is an approach that applies technology to provide an almost real experience with interactive field training, and also supporting the theory of learning by doing with real case scenario. The purpose of this paper is to seek and explore the differences in existing gamification genres such as simulation game, role-playing, action game, strategy game and etc. Data were collected through available literature. The findings of the study show that serious game is a suitable genre to be adopted as an approach in hazard identification training for the construction industry in Malaysia

    Construction player’s perception of training approach using serious game–A pilot study

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    Construction workers are always exposed to numerous occupational hazards of different kinds and levels of complexity in every project they engage in. Therefore, there is a need for training modules which can provide the knowledge to construction workers to acquire the skills necessary for occupational and environmental safety on site. However, current safety training still lacks hands-on approaches and it is theory-oriented. This is due to the nature of the construction environment itself in which hands-on approaches are impossible to be applied for certain types of hazards. Training which is assisted by technology is an effective tool in improving learning for not just for children but also for adults. Currently, serious game has become a new approach in training and learning not limited to the field of education but this approach has been applied across disciplines and areas including military, mining, transportation, oil and gas and also the construction industry. Therefore, this paper sought to review construction workers’ perceptions toward serious game as a training tool. Fifty players at various levels from the construction industry participated in a pilot study. A set of questionnaire was distributed to the participants during an occupational safety and hazard (OSH) training course with the cooperation of OSH state agency in the southern region of Peninsular Malaysia and also online. Descriptive statistics were used to analyze data from the questionnaire. Preliminary findings of the pilot study indicated that construction workers had high expectation toward serious game in delivering hands-on training in safer environment. They also believed training module using serious game had the potential in creating affordable, interactive and entertaining training module for the industry. The study contributes to an understanding of occupational safety training needs in the construction industry for a safer, more affordable and interactive as well as entertaining approach

    Introducing Virtual Reality for Firefighter Skills Training: Opinions from Sweden and Brazil

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    The emergence of immersive virtual reality (IVR) technologies has raised interest in the use of fire and rescue services (FRS) as a supplement to the established practice-based hot fire-live simulation (HF-LS) training. This is due to features such as time efficiency, portable technologies, and training in scenarios not possible in HF-LS. However, whether IVR provides realistic firefighter training situations has been called into question. Previous studies have revealed differences regarding perceived presence in, and attitudes toward IVR training between novice firefighters (who can only relate to HF-LS training) and experienced firefighters (who can relate to both HF-LS and real fires). In the present study, two groups of experienced full-time employed firefighters, 53 from Brazil and 18 from Sweden tested the same IVR technology. The hypothesis was that differences in national education and training programs and real fire experiences might influence experiences in IVR technology. This study examines the differences and similarities in experienced presence, opinions on whether the graphical representations and tasks performed convey realism, and attitudes toward the IVR-supported training format. Data were collected via systematic post-training presence questionnaires and observations. The results revealed a highly experienced presence and perceived realism of the representations by the participants from both countries. However, attitudes toward using IVR technologies differed. The motivation to utilize currently available IVR training tools was higher in Brazil than in Sweden. This may be partly explained by less frequent HF-LS training opportunities in Brazil. Nevertheless, further research is needed to investigate the training transfer of IVR technologies and how these can better support skills training

    Serious Games for First Responders

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    In this chapter, serious games for fire and rescue services and medical personnel are investigated. Command training and joint training are considered for the value it can provide in all first responder services learning to work together

    Virtual Laboratories for Training in Industrial Robotics

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    An article written in part by Jorge-Alberto Ortega-Moody and published in the February 2016 issue of IEEE Latin America Transactions, pages 665-672

    Immersive simulations with extreme teams

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    Extreme teams (ETs) work in challenging, high pressured contexts, where poor performance can have severe consequences. These teams must coordinate their skill sets, align their goals, and develop shared awareness, all under stressful conditions. How best to research these teams poses unique challenges as researchers seek to provide applied recommendations while conducting rigorous research to test how teamwork models work in practice. In this article, we identify immersive simulations as one solution to this, outlining their advantages over existing methodologies and suggesting how researchers can best make use of recent advances in technology and analytical techniques when designing simulation studies. We conclude that immersive simulations are key to ensuring ecological validity and empirically reliable research with ETs

    Multimodal virtual environments: an opportunity to improve fire safety training?

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    Fires and fire-related fatalities remain a tragic and frequent occurrence. Evidence has shown that humans adopt sub-optimal behaviours during fire incidents and, therefore, training is one possible means to improve occupant survival rates. We present the potential benefits of using Virtual Environment Training (VET) for fire evacuation. These include experiential and active learning, the ability to interact with contexts which would be dangerous to experience in real life, the ability to customise training and scenarios to the learner, and analytics on learner performance. While several studies have investigated fire safety in VET, generally with positive outcomes, challenges related to cybersickness, interaction and content creation remain. Moreover, issues such as lack of behavioural realism have been attributed to the lack realistic sensory feedback. We argue for multimodal (visual, audio, olfactory, heat) virtual fire safety training to address limitations with existing simulators, and ultimately improve the outcomes of fire incidents. © 2020, Institution of Occupational Safety and Health

    Assessing engagement during rescue operation simulated in virtual reality: a psychophysiological study

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    The goal of this study was to investigate the patterns of engagement among professional firefighters during a rescue operation challenge simulated in a virtual reality (VR). The simulator offers a training that would otherwise be impossible or very difficult to arrange in the real world, here a mass-casualty incident. We measured engagement with cardiovascular reactivity as well as subjective perceptions of workload. We found that both a VR rescue challenge and a VR control condition lead to engagement evident in the decrease in parasympathetic activation from baseline (measured as high-frequency heart rate variability). However, the rescue operation leads to a stronger increase in sympathetic activity (shorter pre-ejection period and RZ-interval) than the control condition. Furthermore, the subjective workload ratings corroborate the results from the objective engagement indices. These results demonstrate that it is possible to create a virtual environment that elicits engagement among professional rescuers

    Learning to prepare hauling systems for rope rescue

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    Introduction: While there is a good understanding of how anxiety impacts skill performance, we understand less about how anxiety affects the learning process. We attempted to create an environment that caused anxiety by having people practice the skill of preparing rope rescue hauling systems (3:1 & 5:1) at height. Methods: Participants were assigned to a Low practice group, that completed training in a general classroom setting; and a High practice group, that trained at a 14m height. Retention tests, to assess learning, were completed one week after practice. All participants were tested on the hauling systems at an elevated height and in a classroom setting. A checklist of each element of the hauling systems was used to assess configuration performance error scores. Movement time (MT) of the preparation was recorded for each trial. Cognitive anxiety was examined through a Likert Scale delivered after each trial. Somatic anxiety was observed using a Zephyr Bioharness system, which measured heart rate (HR) and heart rate variability (HRV). Results: Configuration performance during practice was lower for the High practice group compared to the Low practice group. Perceived anxiety decreased with practice. During retention, which reflected learning, perceived anxiety was higher for the low practice location (classroom) compared to the high practice (elevated) testing location. MT was longest for the complex 5:1 system when performing at height. Conclusion: The current study is one of the first studies to assess rope rescue skills and anxiety induced by different complexities and environments. Performance at height, when there are cognitive challenges (the difficulty associated with completing the 5:1 system) is impaired. However, training at height does not appear to influence this effect. As well, trainees should practice all complexities or specific skills that need to be learned multiple times
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