A collaborative, immersive, virtual reality environment for training electricians

Authors

DOI:

https://doi.org/10.5753/jis.2023.2685

Keywords:

Simulator, virtual reality, Electric power distribution system, training

Abstract

This paper presents the development of a multi-user, collaborative virtual reality environment for training electricians to  work on the electric power distribution network. Typically, traditional trainings in this field have lots of constraints and  don’t allow learners to experience a wide set of different equipment that is installed in the network nor bad weather  conditions and the different risk analysis that should be performed. With the proposed virtual reality environment,  learners will be able to practice several realistic conditions without risking themselves.

Downloads

Download data is not yet available.

References

Alsop, T. (2022, January 2022). Virtual reality (VR) headset unit sales worldwide from 2019 to 2024. Retrieved March 14, 2023, from Statista: [link]

Amokrane, K., & Lourdeaux, D. (2009). Virtual Reality Contribution to Training and Risk Prevention. 2009 International Conference on Artificial Intelligence, (pp. 726-732). Las Vegas.

Bearded Man Studios, Inc. (2022, March 10). Forge Networking Remastered. Retrieved March 14, 2023, from Forge Networking Remastered: [link]

Bellini, H., Chen, W., Sugiyama, M., Shin, M., Alam, S., & Takayma, D. (2016, February 09). Virtual & Augmented Reality: Understanding the race for the next computing platform. Retrieved March 14, 2023, from [link]

Boletsis, C., & Cedergre, J. E. (2019, April 01). VR Locomotion in the New Era of Virtual Reality: An Empirical Comparison of Prevalent Techniques. (M. Porta, Ed.) Advances in Human-Computer Interaction, 2019. doi:10.1155/2019/7420781

de Castro Silva, C. H., Sampaio, R. F., Leão, R. P., Barroso, G. C., & Soares, J. M. (2011, July). Desenvolvimento de um Laboratório Virtual para Capacitação Tecnológica à Distância em Proteção de Sistemas Elétricos. Revista Novas Tecnologias na Educação.

Fernandes, A. S., & Feiner, S. K. (2016). Combating VR sickness through subtle dynamic field-of-view modification. Proceedings of the 2016 IEEE Symposium on 3D User Interfaces (3DUI) (pp. 201-210). Greenville, SC: IEEE. doi:10.1109/3DUI.2016.7460053

HTC. (2023). Vive Cosmos Elite. Retrieved March 14, 2023, from [link]

Lang, B. (2022, April 11). Meta: 124 Quest Apps Have Earned More Than $1M, 8 Have Earned More Than $20M. Retrieved March 14, 2023, from Road to VR: [link]

Le, Q. T., Pedro, A., & Park, C. S. (2015, 08). A Social Virtual Reality Based Construction Safety Education System for Experiential Learning. Journal of Intelligent & Robotic Systems, 79(3-4), 487–506. doi:https://doi.org/10.1007/s10846-014-0112-z

Lenovo. (2022). Lenovo Explorer. Retrieved March 14, 2023, from [link]

Meta. (2020, October 13). Meta Quest 2. Retrieved March 14, 2023, from [link]

Meta. (2023). Overview of Best Practices for Immersive VR Apps. Retrieved March 14, 2023, from [link]

Mikropoulos, T., Chalkudis, A., Katsisis, A., & Kossivaki, P. (1997). Virtual realities in environmental education: The project LAKE. Education and Information Technologies, 2, 131-142.

Nielsen, J. (1994). Heuristic evaluation. In Usability Inspection Methods. New York: John Wiley & Sons.

Paludo, J. A., Tanaka, E. H., Bacchetti, R., Domingues, L. R., Cordeiro, C. S., Giraldi Junior, O., . . . Euflasino, A. (2017). Plataforma Virtual Interativa para Capacitação de Eletricistas em Subestações. P&D: REVISTA PESQUISA E DESENVOLVIMENTO DA ANEEL, pp. 58-61.

Passos, C., da Silva, M. H., Mol, A. C., & Carvalho, P. V. (2017, 09). Design of a collaborative virtual environment for training security agents in big events. Cognition, Technology & Work, 19(2-3), 315-328. doi:https://doi.org/10.1007/s10111-017-0407-5

Popovici, D. M., & Marhan, A.-M. (2008). Virtual Reality-Based Environments for Learning and Training. In Product Engineering (pp. 123-142). Springer Science. doi:https://doi.org/10.1007/978-1-4020-8200-9_6

Second Life. (2023). Retrieved March 14, 2023, from [link]

Silva, R. C. (2012). VIRTUAL SUBSTATION um sistema de realidade virtual para treinamento de operadores de subestações elétricas. Uberlândia, MG: UFU.

Tanaka, E., Almeida, L., Gouveia, G., Paula, T., Domingues, L., Alves, A., & Oliveira, R. (2021). Ambiente virtual e colaborativo para a capacitação de eletricistas de rede de distribuição. Brazilian Symposium on Computer Games and Digital Entertainment . Gramado: Sociedade Brasileira de Computação.

Tanaka, E., Paula, T., Silva, A., Antunes, V., Domingues, L., de Almeida, L., . . . Oliveira, R. (2020). Evaluation of immersive virtual reality locomotion mechanisms. 19th Brazilian Symposium on Human Factors in Computing Systems (IHC '20). Diamantina: Association for Computing Machinery. doi:https://dl.acm.org/doi/10.1145/3424953.3426550

Unity. (2023). Unity Real-Time Development Platform | 3D, 2D, VR, AR... Retrieved March 14, 2023, from [link]

Valve Corporation. (2021, February 23). SteamVR Plugin. Retrieved March 14, 2023, from [link]

Verdu, M. (2021, February 02). From Bear To Bull: How Oculus Quest 2 Is Changing The Game For VR. Retrieved from Blog Oculus: [link]

White, P., & Stevens, A. (2018, April 20). Lessons Learned From Five Years of VR Locomotion Experiments. Retrieved March 10, 2022, from [link]

Downloads

Published

2023-03-17

How to Cite

TANAKA, E. H.; ALMEIDA, L. de; GOUVEIA, G. S. de F.; CLERICI, R. P. S.; ALVES, A. H. F.; OLIVEIRA, R. R. de. A collaborative, immersive, virtual reality environment for training electricians . Journal on Interactive Systems, Porto Alegre, RS, v. 14, n. 1, p. 59–71, 2023. DOI: 10.5753/jis.2023.2685. Disponível em: https://sol.sbc.org.br/journals/index.php/jis/article/view/2685. Acesso em: 19 apr. 2024.

Issue

Section

Regular Paper