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1 – 10 of over 27000Idris Jeelani, Kevin Han and Alex Albert
Workers and construction professionals are generally not proficient in recognizing and managing safety hazards. Although valuable, traditional training experiences have not…
Abstract
Purpose
Workers and construction professionals are generally not proficient in recognizing and managing safety hazards. Although valuable, traditional training experiences have not sufficiently addressed the issue of poor hazard recognition and management in construction. Since hazard recognition and management are cognitive skills that depend on attention, visual examination and decision-making, performance assessment and feedback in an environment that is realistic and representative of actual working conditions are important. The purpose of this paper is to propose a personalized safety training protocol that is delivered using robust, realistic and immersive environments.
Design/methodology/approach
Two types of virtual environments were developed: (1) Stereo-panoramic environments using real construction scenes that were used to evaluate the performance of trainees accurately and (2) A virtual construction site, which was used to deliver various elements of instructional training. A training protocol was then designed that was aimed at improving the hazard recognition and management performance of trainees. It was delivered using the developed virtual environments. The effectiveness of the training protocol was experimentally tested with 53 participants using a before–after study.
Findings
The results present a 39% improvement in hazard recognition and a 44% improvement in hazard management performance.
Originality/value
This study combines the benefits of using a virtual environment for providing instructional training along with realistic environments (stereo-panoramic scenes) for performance assessment and feedback. The training protocol includes several new and innovative training elements that are designed to improve the hazard recognition and hazard management abilities of the trainees. Moreover, the effectiveness of training in improving hazard recognition and hazard management is measured using specific outcome variables.
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Kalliopi Evangelia Stavroulia, Maria Christofi, Evangelia Baka, Despina Michael-Grigoriou, Nadia Magnenat-Thalmann and Andreas Lanitis
The purpose of this paper is to propose the use of a virtual reality (VR)-based approach to improve teacher education and life-long professional development. Through constant…
Abstract
Purpose
The purpose of this paper is to propose the use of a virtual reality (VR)-based approach to improve teacher education and life-long professional development. Through constant training in real-life based situations but within a safe three-dimensional virtual school environment, teachers are given the opportunity to experience and learn how to react to different types of incidents that may take place in a school environment.
Design/methodology/approach
The current paper presents the design cycle that was followed for the implementation of the VR teacher training system. The effectiveness of the proposed approach is demonstrated with a case study that aimed to promote teachers’ understanding of student’s problematic situations related to substance use. As part of the experimental investigation, the impact of the VR system on participants’ emotions and mood states is evaluated through Electroencephalogram (EEG) measurements, heart rate (HR) recordings and self-reported data.
Findings
Results indicate significant changes to participant’s negative emotional and mood states, suggesting that the scenario and the VR experience had a strong impact on them. Moreover, participants’ HR was increased during the experiment, while the analysis of the EEG signal indicated that the participants experienced a stressful situation that could justify the change in their negative emotions and mood states.
Originality/value
The proposed VR-based approach aims to provide an innovative framework to teacher education and the related training methodology. In the long-term, the proposed VR system aims to form a new paradigm of teacher training, an alternative safe method that will allow user-teachers to learn through trial and error techniques that reflect real-life situations within a three-dimensional school space and without the risk of harming real students. To the best of our knowledge this is one of the first systematic attempts to use a VR-based methodology to address real teachers’ needs. The development of the VR application is linked to both strong theoretical foundations in education derived from the literature but also from real teachers’ problems and requirements derived from an extensive literature analysis, survey and interviews with experts including teachers, school counselors and psychologists. The VR tool addresses specific teachers’ competences as outcome, after an extensive documentation of existing Teachers’ Competence Models and significant guidance by experts who pointed specific competencies of primary importance to teachers.
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This paper aims to evaluate a virtual training environment for testing UK gas pipeline emergency response plans.
Abstract
Purpose
This paper aims to evaluate a virtual training environment for testing UK gas pipeline emergency response plans.
Design/methodology/approach
Interviews, observations and desk research were used to identify current methods for testing plans. A virtual training environment was developed and evaluated with industry experts by using participatory design techniques. Key themes relating to both the current methods for testing plans and for a virtual training environment were identified using thematic analysis.
Findings
Improved training performance, remote participation and evidence of decision testing are benefits a virtual training environment can bring to current practice. It is suggested that a virtual training environment can enhance, rather than replace, the current process of testing emergency response plans.
Research limitations/implications
Analysis of the virtual training environment being used to test plans in a live context would give further ecological validity to the findings. A study of the prototype used to test plans for incidents involving sectors outside the gas industry would further validate the findings.
Originality/value
The application of a virtual training environment to facilitate testing plans and the decision-making processes for major incidents involving high-pressure gas pipelines and storage sites is yet to be documented. This paper contributes to the literature by documenting the decision-making process and evaluation of a virtual training environment for testing plans in this context.
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This paper examined the evaluation of the virtual internship program for KAU IT students during the COVID-19 pandemic, 2020 summer.
Abstract
Purpose
This paper examined the evaluation of the virtual internship program for KAU IT students during the COVID-19 pandemic, 2020 summer.
Design/methodology/approach
A mixed-method survey was utilized for the data collection. Out of 164 enrolled students in the 2020 summer training program, 147 students opted to participate. This gives a response rate of 89.6% of the total students' number who could participate. In addition to collecting quantitative data, qualitative data were collected. The sources for qualitative data were survey open questions, weekly reflective writing and video recordings.
Findings
The quantitative result showed that the students were satisfied with their virtual internship. These results were further qualitatively explored and discussed under five themes: information and knowledge, work experience, live interaction, the comfort of achieving tasks and soft skills. The outcomes showed that the plan which offered students opportunities to be trained online with real companies accomplishing real work tasks was the best in fulfilling the requirements of the internship. Thus, it emphasized the importance of a strong alliance with the industry to provide useful virtual internship opportunities.
Research limitations/implications
Though this study made a novel contribution to the timely literature on the COVID-19 pandemic, it is not without its limitations. The difference in the three sample sizes makes it difficult to get in-depth comparative analysis. For future research, it is highly recommended to study the impact of online training with real existing companies on a relatively larger sample number.
Practical implications
In order for a higher educational institute to successfully adopt the proposed plans for the virtual internship, here are the reflections and lessons learned from our three plans. (1) Emphasize your efforts on extending your partnership with the private sector and computing industry. (2) The MCIT training focuses on developing technical skills; therefore, it is great to be offered to students in the computing field as extracurricular activities but not as the fulfillment of the internship program. (3) Blackboard training sessions, which cover nontechnical skills, are good to be offered prior to the internship.
Social implications
For governmental human resource agencies, it is highly recommended to further develop and invest in manpower to develop online platforms. In normal situations, these platforms act as an extra training resource. In abnormal situations such as the COVID-19 pandemic, they act as useful source for online training. For students, this sudden unexpected transition from normal to online training should enrich them with the ability to be flexible and adaptive, tune them with opportunities for independent and innovative creative work, encourage them to take risks and provide them with opportunities to do things differently. As an outcome, students will enhance their self-efficacy and capabilities.
Originality/value
Due to the COVID-19 pandemic, not only classes and internship programs have been done remotely but increasingly jobs have also gone in that direction. A virtual internship today might be good preparation for the virtual/remote work of tomorrow. For this reason, this study was conducted to add a novel contribution to the virtual internship literature.
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Stephanie Bilderback, Mohammad Movahed and Vikkie McCarthy
This paper aims to investigate the role of virtual training in supporting Sustainable Development Goals (SDGs) and reducing workforce inequalities. It analyzes both the advantages…
Abstract
Purpose
This paper aims to investigate the role of virtual training in supporting Sustainable Development Goals (SDGs) and reducing workforce inequalities. It analyzes both the advantages and challenges of integrating virtual training within sustainable development frameworks and the circular economy, underlining its crucial role in transforming workforce strategies and enhancing economic and social progress.
Design/methodology/approach
The study uses Becker’s human capital theory (1964) and Bandura’s social learning theory (1977) to explore the impact of virtual training on human capital development and its contributions to specific SDGs. This integrated approach provides a detailed exploration of how virtual training intersects with sustainable development initiatives.
Findings
The findings highlight the pivotal role of technology in training and development, particularly in the post-pandemic landscape. Virtual training significantly enhances global collaboration, inclusivity and sustainability. It highlights the necessity of adapting corporate training practices to digital environments, thereby improving the quality of education, advancing gender equality and stimulating economic growth.
Originality/value
This paper presents unique perspectives on the influence of workplace training in the post-pandemic era, focusing on technological integration. It discusses how such integration supports diversity, equity and inclusion within the workforce and highlights the essential role of virtual training in promoting organizational flexibility and enhancing employee skills amidst ongoing digital transformations.
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Xiaohui Li, Dongfang Fan, Yi Deng, Yu Lei and Owen Omalley
This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of…
Abstract
Purpose
This study aims to offer a comprehensive exploration of the potential and challenges associated with sensor fusion-based virtual reality (VR) applications in the context of enhanced physical training. The main objective is to identify key advancements in sensor fusion technology, evaluate its application in VR systems and understand its impact on physical training.
Design/methodology/approach
The research initiates by providing context to the physical training environment in today’s technology-driven world, followed by an in-depth overview of VR. This overview includes a concise discussion on the advancements in sensor fusion technology and its application in VR systems for physical training. A systematic review of literature then follows, examining VR’s application in various facets of physical training: from exercise, skill development and technique enhancement to injury prevention, rehabilitation and psychological preparation.
Findings
Sensor fusion-based VR presents tangible advantages in the sphere of physical training, offering immersive experiences that could redefine traditional training methodologies. While the advantages are evident in domains such as exercise optimization, skill acquisition and mental preparation, challenges persist. The current research suggests there is a need for further studies to address these limitations to fully harness VR’s potential in physical training.
Originality/value
The integration of sensor fusion technology with VR in the domain of physical training remains a rapidly evolving field. Highlighting the advancements and challenges, this review makes a significant contribution by addressing gaps in knowledge and offering directions for future research.
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Setyawan Widyarto and Muhammad Shafie Abd. Latiff
The purpose of this paper is to explore the issue of using virtual tours to improve health and safety through preparatory familiarisation for visits to the swarming area. The main…
Abstract
Purpose
The purpose of this paper is to explore the issue of using virtual tours to improve health and safety through preparatory familiarisation for visits to the swarming area. The main objective of the virtual environment system is path finding by commanding spatial skills.
Design/methodology/approach
Provides a case study of the area of Jamarat. One of the main ritual sites during the Hajj, in which Muslims stone the devil during the annual pilgrimage, will be unveiled from a virtual reality perspective and visual analytics.
Findings
The virtual environment built may help people interested in a virtual tour of the environment but have no opportunity to go due to limitations or may facilitate participants in pre‐departure preparation of a dangerous environment.
Practical implications
This paper's main issue is using virtual environments for virtual tours and discusses the principles of virtual environment creation and information extraction from available sources using a case study.
Originality/value
The development of the case study environment will be used for training purposes of the Hajj pilgrim candidates to avoid any possible fatal distraction.
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Ahmed Binsubaih, Steve Maddock and Daniela Romano
In Dubai, traffic accidents kill one person every 37 hours and injure one person every 3 hours. Novice traffic accident investigators in the Dubai police force are expected to…
Abstract
In Dubai, traffic accidents kill one person every 37 hours and injure one person every 3 hours. Novice traffic accident investigators in the Dubai police force are expected to ‘learn by doing’ in this intense environment. Currently, they use no alternative to the real world in order to practice. This paper argues for the use of an alternative learning environment, where the novice investigator can feel safe in exploring different investigative routes without fear for the consequences. The paper describes a game‐based learning environment that has been built using a game engine. The effectiveness of this environment in improving the performance of traffic accident investigators is also presented. Fifty‐six policemen took part in an experiment involving a virtual traffic accident scenario. They were divided into two groups: novices (0 to 2 years experience) and experienced personnel (with more than 2 years experience). The experiment revealed significant performance improvements in both groups, with the improvement reported in novices significantly higher than the one reported in experienced personnel. Both groups showed significant differences in navigational patterns (e.g. distances travelled and time utilization) between the two training sessions.
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Emil L. Jacobsen, Alex Solberg, Olga Golovina and Jochen Teizer
Accidents resulting from poorly planned or setup work environments are a major concern within the construction industry. While traditional education and training of personnel…
Abstract
Purpose
Accidents resulting from poorly planned or setup work environments are a major concern within the construction industry. While traditional education and training of personnel offer well-known approaches for establishing safe work practices, serious games in virtual reality (VR) are increasingly being used as a complementary approach for active learning experiences. By taking full advantage of data collection and the interactions possible in the virtual environment, the education and training of construction personnel improves by using non-biased feedback and immersion.
Design/methodology/approach
This research presents a framework for the generation and automated assessment of VR data. The proposed approach is tested and evaluated in a virtual work environment consisting of multiple hazards. VR requires expensive hardware, technical knowledge and user acceptance to run the games effectively. An effort has been made to transfer the advantages VR gives to a physical setup. This is done using a light detection and ranging sensing system, which collects similar data and enables the same learning experiences.
Findings
Encouraging results on the participants’ experiences are presented and discussed based on actual needs in the Danish construction industry. An outlook presents future avenues towards enhancing existing learning methods.
Practical implications
The proposed method will help develop active learning environments, which could lead to safer construction work stations in the future, either through VR or physical simulations.
Originality/value
The utilization of run-time data collection and automatic analysis allows for better personalized feedback in the construction safety training. Furthermore, this study investigates the possibility of transferring the benefits of this system to a physical setup that is easier to use on construction sites without investing in a full VR setup.
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Gilles Albeaino, Ricardo Eiris, Masoud Gheisari and Raja Raymond Issa
This study aims to explore DroneSim, a virtual reality (VR)-based flight training simulator, as an alternative for real-world drone-mediated building inspection training.
Abstract
Purpose
This study aims to explore DroneSim, a virtual reality (VR)-based flight training simulator, as an alternative for real-world drone-mediated building inspection training.
Design/methodology/approach
Construction, engineering and management students were asked to pilot drones in the VR-based DroneSim space and perform common flight operations and inspection tasks within the spatiotemporal context of a building construction project. Another student group was also recruited and asked to perform a similar building inspection task in real world. The National Aeronautics and Space Administration (NASA)–Task Load Index (TLX) survey was used to assess students’ inflight workload demand under both Real and DroneSim conditions. Post-assessment questionnaires were also used to analyze students’ feedback regarding the usability and presence of DroneSim for drone building inspection training.
Findings
None of the NASA–TLX task load levels under Real and DroneSim conditions were highly rated by students, and both groups experienced comparable drone-building inspection training. Students perceived DroneSim positively and found the VR experience stimulating.
Originality/value
This study’s contribution is twofold: to better understand the development stages involved in the design of a VR-based drone flight training simulator, specifically for building inspection tasks; and to improve construction students’ drone operational and flight training skills by offering them the opportunity to enhance their drone navigation skills in a risk-free, repeatable yet realistic environment. Such contributions ultimately pave the way for better integration of drone-mediated building inspection training in construction education while meeting industry needs.
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