15 research outputs found

    VIRTUAL REALITY TECHNIQUES IN THE AID TO POPULATION AWARENESS AROUND A NUCLEAR WASTE

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    Nuclear energy has proved to be an extremely important source of energy for today's society. However, these achievements, even present in people's daily lives, often go unnoticed and suffer rejection by the same society that enjoys such contributions. Rejection, mainly due to the lack of information. In this context, this work used Virtual Reality technology to inform and make the population aware of the benefits and disadvantages of nuclear energy. For this purpose, an interactive virtual environment was produced that allowed the exploration of a nuclear waste repository. Subsequently, an educational video was developed to provide end-user information support. Finally, an educational game was also created with the aim of raising public awareness and demystifying the nuclear area by bringing knowledge, in a clear and engaging way, to the population around a nuclear repository. The developed environment allowed the user to walk through the virtual representation of the reject repository, and also enabled the creation of a video capable of transmitting the initial information and improving the spatial comprehension of the model as a whole. In conclusion, the tool developed in the present work has the capacity to assist in the production of nuclear projects before even entering the construction phase. In addition, it is possible to apply this technique to inform the population about the nuclear practices that will be applied, providing a greater involvement of the people and, consequently, a better assimilation of knowledge about nuclear energy

    Use of Virtual Reality for the development of a Nuclear Waste Repository for Training

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    In Brazil the highest amount of waste generated is low and medium level of radiation. Its management and final destination is important for society and the solution, proposed by the government, involves the construction of a National Repository for Radioactive Waste. Using Virtual Reality (VR), this article aims to develop an interactive virtual model of the repository to assist in the study, evaluation, training of personnel and planning of the installation to be implemented. The method was divided into four steps. The first, called "Requirements Specification and Survey", aimed at acquiring information about the terrain and future buildings of the installation in the real world. The next step, known as "Modeling the Environment" is the construction of the virtual environment itself according to the specifications of the previous method. The third, called "Functionality Implementation" consists of inserting functionalities into the system, such as performing some tasks present in the repository. Finally, the last step is the interactive virtual model of the national repository for radioactive waste, with this tool users can study, evaluate and train conditions/situations of the installation. In conclusion, the results have shown that the tool presented in this work is a possible application of the VR for dissemination and training in nuclear installations. Using this tool, users can visualize and plan strategies to be carried out in a repository, without interrupting the operation of the installation. It can be used for training and operations simulations, aiming to improve the processes without exposing the operators to the radiation

    A COLLABORATIVE VIRTUAL ENVIRONMENT FOR TRAINING OF SECURITY AGENTS IN NUCLEAR EMERGENCIES

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    In face the recently observed security menaces related to terrorist actions and natural disasters, there is a need for a major qualification and training of the agents responsible for avoid any problems regarding to abnormal conditions. In the conventional training procedures, however, field simulations are associated to logistical and operational constraints regarded to the execution of the tests which can expose the user to risk. On the other hand, the use of virtual simulations provides an alternative to such limitations besides of promote the qualifying of professionals with a great reliability. For this reason, this paper proposes the development of a collaborative virtual environment that will be used to prepare the security agents on identifying individuals suspected of carrying radioactive materials. The development of the virtual environment consisted on modeling using Autodesk 3ds Max, where the scene itself and the scene objects were modeled besides the terrain creation and basic features programming using the Game Engine Unity 3D. In the Engine Game were included radiation detectors and avatars. The security agents were able to communicate to each other by means of auxiliary external tools like a headset software that makes possible the communication, coordination and cooperation required for an effective collaboration. Experimental tests of the virtual simulations were performed with the participation of CNEN radiological protection agents and collaborators. The tests have shown that the proposed method can contribute to improve the training results of the basic collaborative skills required for a CNEN agent in an emergency situation without the need to espose him to any kind of risk. In face of that, we hope that it can contribute to minimize the demand for qualified security professionals

    A etnografia como método de pesquisa em Informática na Educação: Revisão Sistemática de Literatura

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    Etnografia é um método de pesquisa qualitativa pouco citado em pesquisas na área de informática na educação no Brasil. Com o objetivo de demonstrar o potencial de utilização deste método e sua aplicação para a comunidade da área no Brasil, foi realizada uma Revisão Sistemática da Literatura (RSL) na base da Association for Computing Machinery (ACM), avaliando artigos publicados entre 2015 e 2016. O método etnográfico é muito relevante para pesquisas onde o foco está no fator humano, inclusive pesquisas em educação. Assim, consideramos que os resultados deste trabalho podem contribuir para que grupos de pesquisa da área no Brasil conheçam a aplicação do método no contexto internacional, assegurando a assertividade da abordagem etnográfica afim de incentivar sua apropriação pelos pesquisadores área de Informática na Educação, amplificando a confiabilidade dos resultados das pesquisas, e por consequência, beneficiando a prática educacional em seus vários níveis e modalidades

    Erratum to: 36th International Symposium on Intensive Care and Emergency Medicine

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    [This corrects the article DOI: 10.1186/s13054-016-1208-6.]

    36th International Symposium on Intensive Care and Emergency Medicine : Brussels, Belgium. 15-18 March 2016.

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