Virtual Reality For Young Construction Workers Instruction and Training
(Part of 2nd International Symposium on Ergonomics in Building and Construction, IEA, August 2000)
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ABSTRACT
Falls from scaffolds
are one of the most frequent causes of fatal or serious injuries in building
and construction setting. To prevent such injuries, the availability of
effective education and training methods and tools is of paramount importance.
The one-year long EU (SAFE) project Vecwit (Virtual Environment for Construction
Workers Training and Instruction) has been conceived to set up a virtual
reality (VR) environment that shall serve as an educational tool for construction
workers' education and training. Specifically, the project had two main
goals: to improve trainees' risk perception and expertise on safe behaviors
while working on scaffolds. The project foresaw four different steps.
First, a preliminary definition of the technological platform was made.
Second, task analysis was performed to get a model of the more risk situations
and define the scenarios to be implemented. Third, a VR prototype with
the system's main features was developed. Finally, an ergonomic study
was designed to evaluate both system's usability and training effectiveness.
The study involved two groups of eight young workers (novices and already
experienced ones) who had to perform the following tasks:
- filling in a pretest
questionnaire. Such a questionnaire was devised for assessing familiarity
and attitude toward VR systems;
- task oriented
exploration of the VR prototype. The exploration took place in presence
of an experimenter who took note of the user's errors and other problems
of interaction (e. g. get lost in virtual space)with the system;
- filling in a posttest
questionnaire. Such questionnaire was made up of multiple choice questions
for the assessment of training goals (improvement of trainees' risk
perception and expertise on safe behaviors).
The ergonomic study resulted in a number of findings related to educational
effectiveness and specific usability problems related to VR systems.
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