Specialized Training for Engineers using VR as part of Education 5.0

  • Mateusz Salach Rzeszow University of Technology
  • Andrzej Paszkiewicz Rzeszow University of Technology
  • Arkadiusz Stęchły Rzeszow University of Technology
  • Marek Bolanowski Rzeszow University of Technology
  • Dominik Strzałka Rzeszow University of Technology

Resumo


Preparing society to function in a rapidly changing technological world requires changes to traditional teaching methods. These changes must also be implemented in the education of engineers across various specializations. This study focuses on the potential use of Virtual Reality (VR) environments to enhance the competencies of engineers in fields such as CNC systems, computer networks, digital electronics, etc. The conducted research, along with the implementation of dedicated VR environments for specific specializations, allows for the acquisition of valuable experience and knowledge in the development of this form of education—both within formal educational pathways and in supplementary learning. This work demonstrates the possibilities of adapting the didactic process to the evolving needs of industry through the use of VR.

Palavras-chave: Virtual Reality, Education 5.0, CNC, Computer networks, Industry 4.0

Referências

Kathya P. Acuña Luna, Edgar Rafael Hernandez-Rios, Victor Valencia, Carlos Trenado, and Christian Peñaloza. 2025. Deep Learning-Enhanced Motor Training: A Hybrid VR and Exoskeleton System for Cognitive–Motor Rehabilitation. Bioengineering 12, 4 (March 2025), 331. DOI: 10.3390/bioengineering12040331

Miroslav Bednar, Patrik Dufek, Alena Lochmannova, Michal Simon, and Marek Bures. 2023. Use of virtual reality for education and training of emergency rescue system for crisis situations. In The 15th International Conference on Education Technology and Computers. ACM, Barcelona Spain, 142–147. DOI: 10.1145/3629296.3629318

Daniela Rocha Bicalho, João Piedade, and João Filipe Matos. 2025. iVRPM: Conceptual Proposal of an Immersive Virtual Reality Pedagogical Model. Applied Sciences 15, 4 (Feb. 2025), 2162. DOI: 10.3390/app15042162

Shijing Cheng and Jiwei Xiao. 2024. Research on the Application of Virtual Reality and Augmented Reality Technologies in Higher Education. In Proceedings of the 2024 10th International Conference on Frontiers of Educational Technologies. ACM, Malacca Malaysia, 6–11. DOI: 10.1145/3678392.3686396

Atsushi Deguchi, Chiaki Hirai, Hideyuki Matsuoka, Taku Nakano, Kohei Oshima, Mitsuharu Tai, and Shigeyuki Tani. 2020. What Is Society 5.0? In Society 5.0, Hitachi-UTokyo Laboratory(H-UTokyo Lab.) (Ed.). Springer Singapore, Singapore, 1–23. DOI: 10.1007/978-981-15-2989-4_1

Johan Ekman, Jordi Solsona, and Luis Quintero. 2024. Codeseum: Learning Introductory Programming Concepts through Virtual Reality Puzzles. In ACM International Conference on Interactive Media Experiences. ACM, Stockholm Sweden, 192–200. DOI: 10.1145/3639701.3656306

Lorenzo Gerini, Giorgio Delzanno, Giovanna Guerrini, Fabio Solari, and Manuela Chessa. 2023. Gamified Virtual Reality for Computational Thinking. In Proceedings of the 2nd International Workshop on Gamification in Software Development, Verification, and Validation. ACM, San Francisco CA USA, 13–21. DOI: 10.1145/3617553.3617886

Ioannis Kavouras, Ioannis Rallis, Emmanuel Sardis, Eftychios Protopapadakis, Anastasios Doulamis, and Nikolaos Doulamis. 2025. Empowering Communities Through Gamified Urban Design Solutions. Smart Cities 8, 2 (March 2025), 44. DOI: 10.3390/smartcities8020044

Silverina Kibat. 2024. Students’Acceptance Towards Technology-Enhanced Learning with Augmented Reality in Sustainable Tourism Education.. In Proceedings of the 2024 8th International Conference on Education and Multimedia Technology. ACM, Tokyo Japan, 16–21. DOI: 10.1145/3678726.3678750

Narmeen Marji, Janset Shawash, Mattia Thibault, and Juho Hamari. 2024. Beyond the Blueprint: Exploring Virtual Reality and Speculative Design in Architectural Pedagogy. In Proceedings of the 27th International Academic Mindtrek Conference. ACM, Tampere Finland, 155–167. DOI: 10.1145/3681716.3681739

Maria Matsangidou, Theodoros Solomou, Cecilie Høegh Langvad, Katerina Xynari, Ersi Papayianni, and Constantinos S. Pattichis. 2023. Virtual Reality Health Education to Prevent Musculoskeletal Disorders and Chronic Low Back Pain in Formal and Informal Caregivers.. In Adjunct Proceedings of the 31st ACM Conference on User Modeling, Adaptation and Personalization. ACM, Limassol Cyprus, 343–351. DOI: 10.1145/3563359.3596991

Mauricio Mojica-Irigoyen, J. Obedt Figueroa-Cavazos, Ana Gabriela Rodriguez-Mendoza, M. Ileana Ruiz-Cantisani, and Vianney Lara-Prieto. 2023. The Effect of a Virtual Reality Resource on the Engagement and Learning Experience of First-year Engineering Students. In Proceedings of the 7th International Conference on Education and Multimedia Technology. ACM, Tokyo Japan, 1–7. DOI: 10.1145/3625704.3625717

Elsa Catalina Olivas Castellanos, Leonel De Gunther, Flor Madalitza Vazquez Paz, Mercedes Trinidad Lerma Ramos, and Oscar David Rivera Garrido. 2022. The Sciences through Pixels: Virtual Reality as an innovation in the learning outcome in higher education in northwestern Mexico: Virtual Reality as an innovation in the learning outcome in higher education in northwestern Mexico. In Proceedings of the 2022 6th International Conference on Education and E-Learning. ACM, Yamanashi Japan, 275–280. DOI: 10.1145/3578837.3578877

Andrzej Paszkiewicz, Mateusz Salach, Paweł Dymora, Marek Bolanowski, Grzegorz Budzik, and Przemysław Kubiak. 2021. Methodology of Implementing Virtual Reality in Education for Industry 4.0. Sustainability 13, 9 (April 2021), 5049. DOI: 10.3390/su13095049

Yoshihiro Shiroishi, Kunio Uchiyama, and Norihiro Suzuki. 2018. Society 5.0: For Human Security and Well-Being. Computer 51, 7 (July 2018), 91–95. DOI: 10.1109/MC.2018.3011041

Nantinee Soodtoetong and Montean Rattanasiriwongwut. 2024. A Virtual Reality Model for STEM Education in Thailand. In Proceedings of the International Workshop on Artificial Intelligence for Signal, Image Processing and Multimedia. ACM, Phuket Thailand, 1–7. DOI: 10.1145/3643487.3662170

Rita Vieira, Patrícia Monteiro, Graça Azevedo, and Jonas Oliveira. 2023. Society 5.0 and Education 5.0 : A Critical Reflection. In 2023 18th Iberian Conference on Information Systems and Technologies (CISTI). IEEE, Aveiro, Portugal, 1–6. DOI: 10.23919/CISTI58278.2023.10211386

Julian Felipe Villada Castillo, Leonardo Bohorquez Santiago, and Sebastian Martínez García. 2025. Optimization of Physics Learning Through Immersive Virtual Reality: A Study on the Efficacy of Serious Games. Applied Sciences 15, 6 (March 2025), 3405. DOI: 10.3390/app15063405

Enes Yigitbas and Janet Mazur. 2024. Augmented and Virtual Reality for Diet and Nutritional Education: A Systematic Literature Review. In Proceedings of the 17th International Conference on PErvasive Technologies Related to Assistive Environments. ACM, Crete Greece, 88–97. DOI: 10.1145/3652037.3652048

Lina Zhong,Weijie Lang, Jia Rong, Guanliang Chen, and Miao Fan. 2025. Enhancing Motivation and Learning in Primary School History Classrooms: The Impact of Virtual Reality. In Proceedings of the 15th International Learning Analytics and Knowledge Conference. ACM, Dublin Ireland, 272–282. DOI: 10.1145/3706468.3706503
Publicado
03/06/2025
SALACH, Mateusz; PASZKIEWICZ, Andrzej; STĘCHŁY, Arkadiusz; BOLANOWSKI, Marek; STRZAŁKA, Dominik. Specialized Training for Engineers using VR as part of Education 5.0. In: ACM INTERNATIONAL CONFERENCE ON INTERACTIVE MEDIA EXPERIENCES WORKSHOPS (IMXW), 25. , 2025, Niterói/RJ. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2025 . p. 145-149. DOI: https://doi.org/10.5753/imxw.2025.9846.