Incorporating Virtual Reality Technology in Safety Training Solution for Construction Site of Urban Cities - MDPI
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sustainability Article Incorporating Virtual Reality Technology in Safety Training Solution for Construction Site of Urban Cities Zheng Xu and Nan Zheng * Faculty of Civil Engineering, Monash University, Clayton, VIC 3800, Australia; Zheng.Xu2@monash.edu * Correspondence: Nan.Zheng@monash.edu Abstract: The lack of experiential training has become the primary cause of incidents that could have been easily avoided in construction areas, and the implementation of experimental training is crucial in minimizing incidents at construction sites. The limitation on the available training tools has made it impossible to build up a real test site or reproduce the constructing scenarios. This research aims to develop an immersive and interactive multiplayer-based training platform that incorporates virtual reality (VR) technology to improve the safety awareness of workers. The developed simulation platform serves as a training solution, enabling the provision of repeatable and flexible procedures within a secure environment. An evaluation survey was conducted to make a comparison between traditional training methods and the proposed VR solution. Promisingly, the results indicate that workers were better trained under the developed immersive environment, and they could memorize critical points more effectively because the implementation of VR technology can allow people to experience hazardous situations without being physically injured, thus creating a safer and more efficient training environment. This study reveals that the nomination of the proposed VR platform could reap many benefits and become an advantageous tool for construction training, as well as stimulate human-machine interaction research. Keywords: virtual reality; safety training; hazard perception; construction accidents Citation: Xu, Z.; Zheng, N. Incorporating Virtual Reality Technology in Safety Training Solution for Construction Site of 1. Introduction Urban Cities. Sustainability 2021, 13, Generally, the construction sector involves significant safety risks for workers, includ- 243. https://doi.org/10.3390/su ing fatality risk, due to many factors. There were 183 fatalities (1.4 per 100,000 workers) 13010243 in Australia in 2019, and the majority were caused by vehicle collision, which accounted for 43% of total injuries and fatalities [1]. Being hit by moving objects and trapped by Received: 23 November 2020 moving machinery were the second most severe incident (11%), in which misconducts by Accepted: 24 December 2020 the workers and machinery operators were mostly involved [2]. In such a high-accident Published: 29 December 2020 environment, every new entrant, unaware of the possible on-site and during-work hazards, is exposed to high health and accident risk. There is a critical need to train the workers’ Publisher’s Note: MDPI stays neu- safety awareness to ensure a safe working environment for every other construction worker, tral with regard to jurisdictional clai- as well as the smooth operation of construction works. ms in published maps and institutio- nal affiliations. Human error has been regarded as the principal cause of many injuries in the engi- neering community [3]. Many unfortunate cases from the past illustrate that workers could easily get injured due to lack of concentration, resulting in falling from a height, being hit by falling objects, being hit by moving machinery, or hitting someone while operating Copyright: © 2020 by the authors. Li- machinery [4]. Lack of safety awareness likely leads to manifest failure on construction censee MDPI, Basel, Switzerland. sites. Though some construction sites keep anonymous on-site safety records for workers This article is an open access article that offer some insights on safety issues, it might not be applicable to other sites and the distributed under the terms and con- safety logbooks themselves do not offer any direct or proactive effect on workers’ con- ditions of the Creative Commons At- sciousness [5]. Over the years, it is recognized that training should play an important role, tribution (CC BY) license (https:// and different training solution ideas have been developed and implemented. Based on a creativecommons.org/licenses/by/ thorough review of the emerging technologies for training solutions, researchers [6] state 4.0/). Sustainability 2021, 13, 243. https://doi.org/10.3390/su13010243 https://www.mdpi.com/journal/sustainability
Sustainability 2021, 13, 243 2 of 19 that engaging learning experiences are fundamental, and it would be best supported by adopting simulation technologies and abandoning passive means of teaching. Most practical training programs in a live construction are oral instruction associated with some video instruction [4,5]. As suggested by the name of this type of training, the trainees are orally told what to do and what not to do in a site, generally without observing or experiencing an incident [5]. Feedback from industry professionals sug- gested that the effectiveness of training depends on the guidance of the training programs, and good trainings should encourage workers to make safety-conscious decisions [7]. Clearly, the introduction of modern information technologies facilitates efficient training. The 360-degree video training is one example method, which involves a 360-degree video of a site delivered through a Head Mounted Display (HMD) with sound effects explaining potential hazards [8]. While these methods improve the training experiences to some extent, the remaining challenge is to instill hazard-recognition skills into new entrants’ minds, as the fundamental goal is to maintain a long-term safety awareness which many of the conventional programs are unable to achieve. A study [4] highlighted that low engagement during safety training had been proven to be the main reason for low effi- ciency in safety-related knowledge inculcation. Given that safety recognition is based on people’s subliminal perception of the current situation, theoretically, workers possibly even learn more by just conducting or observing some poor safety performance in construction projects, rather than studying the instructions [3,4,7]. This means that providing the op- portunities for the workers to face challenges in practice can significantly affect workers’ hazard identification and produce different training results as compared to conventional methods [9]. Experimental data from several current studies indicate that workers can learn more when required to participate in interactive problem-solving and decision-making [7,9–11]. Regarding hazard recognition and risk perception in construction sites, previous research concluded that participants identified more hazards correctly when they were involved in practical learning [7]. Similarly, the impact of getting involved in practical training on workers’ hazard recognition performance was evaluated, and robust statistical signif- icance was found between the engagement, hazard recognition, and risk perception [9]. The effectiveness of information absorption has been proven higher in interactive training than traditional video-based training. Studies also illustrated that people tend to make the correct decision under urgent circumstances [10,11]. With the recent rapid development in computer science, virtual reality (VR) technology as a key interactive tool is becoming ma- ture and is applied to facilitate different domains in the engineering world. The immersive experience provided by VR allows people to interact with various virtual objects under different circumstances, and VR technology has been proven to be particularly useful for educational and training purposes [12–17]. For example, a trench safety direction was de- signed for students to experience fall, struck-by, and caught-in hazards [12]; a collaborative game was created for tower crane operating instruction and safety education [13]; a train- ing system was created for testing trainees’ attention and concentration while conducting concrete works in a severe environment [14]; a serious gaming environment was built for students to understand safety material, rules, stipulations delivered on a smartphone [15]; a serious game was created using immersive virtual reality to analyze earthquake behav- ioral responses and post-earthquake evacuation preparedness [16]; and an exquisitely designed integrated VR simulation platform was used for road crash avoidance that relates to freeway merging [17]. Most of these studies highlighted human-machine interaction instead of mutual influences between users, which contributed to a common limitation of single-player involvement [12,14–17]. Furthermore, VR training applications have been utilized in other scientific fields, such as for medical surgery [18,19], manufacturing [20], and military operations [21]. The simulation research that utilized VR technology has made valuable exploratory efforts; however, many of these studies were carried out us- ing desktop-based computers or smartphones with only limited degree of immersion. Some studies relied on HMD-supported systems that were only focused on simple tasks,
Sustainability 2021, 13, 243 3 of 19 such as a single grab or a click for interactions; others were only presented with a simple scenario, such as a fixed route for certain training due to the limitation of the hardware capabilities such as graphics card support. Motivated by existing studies, the objective of this work is further exploring the po- tentials of a VR-based training system for safety training at construction sites. To this end, a multi-level VR training system that allows mutual interaction between users was devel- oped with the assistance of a powerful gaming engine, Unity3D. The training environment provides diverse scenes to familiarize trainees with different safety situations involved in such a construction area. It was designed as an open world for the trainees to move as if they were at construction sites and requires them to identify potential hazards to survive at the end. The proposed solution was compared with one of the classic conventional training methods: a handbook and video presentation. Ten workers who are currently working in a real-world construction site at Pakenham Station, Melbourne, were engaged in experiments to evaluate the authenticity of the proposed environment and validate the performance of the proposed solution. 2. Methods The goal of VR-enhanced training is to create realistic workplace experiences and allow employees to learn from taking risks while working in demanding environments. In this section, we present the methodology for creating, testing, and validating a VR-based training platform for construction sites. To make the descriptions in context, we utilize a railway station construction scenario as an example; nevertheless, the general method- ology can be converted with site-specific adjustment for different projects. The chosen construction area was close to the railway since this type of construction site contains various potential hazards due to its complex nature [22], and according to the empirical statistics, fatal incidents are most likely to happen at these sites than others [2]. A set of site components are considered in the platform: Machinery, typical machines such as a tower crane, excavators, loaders; Vehicles, typical transportation modes on-site such as vans and trains that operate on a given schedule generating the health-affecting level of noises. This VR training platform’s development consists of three main parts, namely a three- dimensional (3D) modelling stage, the VR environment rendering process, and the training system program design. 3Ds Max and Unity3D were utilized for the system build-up and sounds from the real world were gathered to create the virtual environment. Regarding Sustainability 2021, 13, x FOR PEER REVIEW 4 of 19 the hardware, Oculus Quest was selected because of its portability and 3D processing performance [23]. Figure 1 demonstrates the platform architecture. Figure 1. The platform architecture. In Modelling 2.1. 3D addition, the arrangement of 3D objects in the virtual environment follows the Global Mandatory Requirements for safety and environment (GMRs) that complies with The 3D objects are critical elements in VR environment development, and the quality WHS standards [24]. For example, warning signs in terms of mobile plant and vehicles, of those 3D elements can significantly affect the user’s subliminal perception regarding excavation, and trenching, lifting operations, and electrical safety were properly arranged. the VR open world [25]. The objects in this project were created with properties similar to The designated pedestrian routes, the specific pathways for general movements of workers, the real ones and laid a solid foundation for the VR scenario build-up. Objects that are and the separation of vehicles and pedestrian entry points were also included to ensure highly involved in construction safety such as personal protective equipment (PPE), ma- chinery (excavator, loader, shovel car, etc.), and safety signs were modelled in detail to impress trainees more and highlight the construction safety awareness logically. Figure 2 gives comparisons of real objects with their models.
Sustainability 2021, 13, 243 4 of 19 the recreated construction site is logical and reasonable. A programmed security inspector would work to prevent trainees from exposure to hazardous sources in some particu- lar scenarios. The design of this training solution has strictly complied with the WHS requirements related Figure 1.toThe traffic, plants, platform and people in the construction environment. architecture. 2.1. 2.1. 3D 3D Modelling Modelling The The3D3Dobjects objectsare arecritical criticalelements elementsin inVR VR environment environmentdevelopment, development,andandthe thequality quality of those 3D elements can significantly affect the user’s subliminal perception regarding of those 3D elements can significantly affect the user’s subliminal perception regarding the VR open world [25]. The objects in this project were created with properties similar the VR open world [25]. The objects in this project were created with properties similar to to the real the ones and laid real ones andalaid solid a foundation for thefor solid foundation VRthe scenario build-up. VR scenario ObjectsObjects build-up. that arethat highly are involved in construction safety such as personal protective equipment (PPE), highly involved in construction safety such as personal protective equipment (PPE), ma- machinery (excavator, loader, shovel chinery (excavator, loader,car, etc.), car, shovel andetc.), safety signs and were safety modelled signs in detail to were modelled in impress detail to trainees more and highlight the construction safety awareness logically. Figure impress trainees more and highlight the construction safety awareness logically. Figure 2 gives2 comparisons of real objects with their models. gives comparisons of real objects with their models. Figure2.2.Illustrations Figure Illustrationsof ofconverting convertingreal realobjects objectsinto into3D 3Dmodels models(created (createdutilizing utilizing3Ds 3DsMAX). MAX). Furthermore, essential construction site elements such as workers, crane, warehouse, vehicles, and safety signs were prepared into 3D objects using 3Ds Max as well (see illustrated in Figure 3). These models were segregated as static and dynamic objects to create a relatively realistic virtual world that provides a decent visualization. The model quality depends on the intricacy of the modelling work; however, models in this work have different purposes, so not every single one needs to be exquisite.
Furthermore, essential construction site elements such as workers, crane, warehouse, vehicles, and safety signs were prepared into 3D objects using 3Ds Max as well (see illus- trated in Figure 3). These models were segregated as static and dynamic objects to create Sustainability 2021, 13, 243 a relatively realistic virtual world that provides a decent visualization. The model quality 5 of 19 depends on the intricacy of the modelling work; however, models in this work have dif- ferent purposes, so not every single one needs to be exquisite. Figure Figure 3. 3. Typical Typical 3D 3D objects objects used used in this project in this project (Refer (Refer to to general general features features in in construction construction areas). areas). 2.2. 2.2. Simulation Simulation Platform Platform The The proposed training proposed training platform contains two platform contains two core core modes: modes: single-player single-player modesmodes andand multiplayer modes. Both modes offer two types of scenarios. Each multiplayer modes. Both modes offer two types of scenarios. Each trainee will have to trainee will have to finish finish four four scenes. scenes.The Thetraining trainingwill start will at aatuser-interface start a user-interface (UI),(UI), andand trainees will will trainees be pre- be sented the first scene straightforwardly with easy passing conditions presented the first scene straightforwardly with easy passing conditions (as a warm-up),(as a warm-up), then athen relatively harder a relatively scenescene harder with with increased complexity increased complexity withwith respect to the respect to presence of the the presence of types of machinery and rougher ground condition, followed by a multiplayer the types of machinery and rougher ground condition, followed by a multiplayer scene scene asso- ciated withwith associated moremore tricky (e.g.,(e.g., tricky hidden) safetysafety hidden) hazards, and lastly hazards, the most and lastly challenging the most mul- challenging tiplayer scene multiplayer withwith scene simultaneously-operated simultaneously-operated machinery. machinery. The The VR environment was VR environment established within was established within Unity3D. Unity3D. This This powerful powerful game game engine engine was not only in charge of the rendering process for the 3D objects, but was capable of simulating some real-world effects such as directional light, weather shifting, shadow and shade effects, etc. Besides, Besides, the environmental elements such as the ground, plants, and the skybox werewere generated generatedininUnity3D Unity3Dwith withassistance assistance of of terrain terrain andand lighting lighting functions. functions. All All the the 3D 3D elements elements were were packaged packaged andand integrated integrated onona asingle singleUnity Unityproject projectunder under the the control of a series of scripts that handle the properties, functions, and restrictions among objects, objects, so that high-level interactions could be achievable. Figure 4 illustrates the procedure of platform development.
Sustainability 2021, 13, x FOR PEER REVIEW 6 of 19 Sustainability 2021, 13, x FOR PEER REVIEW 6 of so that high-level interactions could be achievable. Figure 4 illustrates the procedure of Sustainability 2021, 13, 243 6 of 19 platform development. so that high-level interactions could be achievable. Figure 4 illustrates the procedure platform development. Figure 4.Figure 4. Figure Procedure 4. Procedure of platform Procedure of platform development of platform development (arrows development (arrows indicating (arrows the indicating setup indicating the setup theorder). setup order). order). The The user The user interface interface (UI) interface (UI) wasatintroduced was introduced at theofbeginning the beginning the trainingof the training session to session remind remind the trainee to put on the PPE. At this scene, all of the PPE functions would be would remind the trainee the trainee to put on the PPE. At this scene, all of the PPE functions mentioned, mentioned, and mentioned, and the and the the controller controller usecontroller use instruction instructionusewould instruction would also would also be be playedalsothrough played be played through thethrough the audio. the aud audio. Figure 5 shows Figure Figure shows the 5 shows the UI scene the UI scene scene of the training of the training training program, program, as program, as well well as as as the well as the supported the devices— devices supported supported devices— Oculus VR headset and controllers. Oculus VR headset and controllers. Figure 5. An illustration of the UI and the headset & controllers for trainees. Figure Figure 5. 5. An An illustration illustration of of the the UI UI and and the the headset headset & controllers for & controllers for trainees. trainees. The valuable feature of scene switching by Unity provides an opportunity for de- signing a progressive multi-level training platform. As for the concerned example, we set up four different levels corresponding with proposed scenes with continuously increased
Sustainability 2021, 13, x FOR PEER REVIEW 7 of 19 Sustainability 2021, 13, x FOR PEER REVIEW 7 of 19 Sustainability 2021, Sustainability 2021, 13, 13, xx FOR FOR PEER PEER REVIEW REVIEW 77 of of 19 19 The valuable feature of scene switching by Unity provides an opportunity for design- The valuable feature of scene switching by Unity provides an opportunity for design- Sustainability 2021, 13, 243 ing aThe progressive valuable multi-level training feature of scene platform. switching As forprovides by Unity the concerned example,for an opportunity wedesign- set 7 ofup 19 ing a progressive multi-level training platform. As for the concerned example, we set up four ing different levels corresponding with proposed scenes with continuously increased foura different progressive multi-level levels trainingwith corresponding platform. As for proposed the concerned scenes example, we with continuously set up increased “difficulties” four differenttolevels train corresponding and test the trainees. with The goalscenes proposed is for with trainees to pass through continuously the increased “difficulties” to train and test the trainees. The goal is for trainees to pass through the levels of tasksto “difficulties” without getting train and test into the accidents. Thegoal trainees. The sameisscenario would for trainees to reload again until pass through the levels of tasks “difficulties” towithout andgetting trainthe test theinto accidents. trainees. The same is for scenario Theaccidents goal would trainees to pass reload through again until the levels the users levels recognize of tasks without issues getting and intoavoid any accidents. The samesuccessfully. Table scenario would 1 demonstrates reload again until thetasks of userswithout recognize the issues getting and avoid The into accidents. any same accidents successfully. scenario Table again would reload 1 demonstrates until the the the descriptions users recognize of each level. the issues and avoid any accidents successfully. Table 1 demonstrates the descriptions users recognize the of each level. issues and avoid any accidents successfully. Table 1 demonstrates the the descriptions descriptions of each of each level. level. Table 1. The descriptions of each level. Table 1. The descriptions of each level. Table 1. Table 1. The The descriptions descriptions of of each each level. level. Training Level Table 1. TheMain Features descriptions of each level. Requirements for Passing Training Level Main Features Requirements for Passing Training Level Main Features Requirements for Passing Training Level Main Features The trainee would befor Requirements spawned Passing at The trainee would be spawned at Relatively smooth ground. It contains point A andwould The trainee is expected to moveatto be spawned Relatively smooth ground. It contains point A and is expected to move to only single Relatively running machinery, which is point B after reading through theto only singlesmooth runningground. machinery, It contains which is point point A and is B after The trainee expected reading would to move through be spawned at the point A used only for players single to get running familiar with machinery, whichtheis instruction. point B afterThe player reading is required through the to Relatively used smooth for players toground. It contains get familiar and is expected with the instruction. Thetoplayer move toispoint B after required to VR usedenvironment. only for players single running The to get player familiar machinery, must with which isthe move to point instruction. reading The C securely, player is e.g., requirednotifyto VR environment. The player must move tothrough point Cthe instruction. securely, e.g., notify inform VRused theplayers for machinery environment. toThe operator get player familiar correctly with must the the Theoperator move player ofCthe is required to point excavator to move securely, totopoint e.g., stopC notify inform VR the machinery environment. operator correctly the operator of the excavator to stop to pass inform this level. The the machineryThisplayer is themust operator inform working simplest correctly securely, the e.g., notify or move operator the of thefrom operator A to Cto excavator of andthe stop tothe pass this level. machinery This iscorrectly operator the simplest to pass working excavator or to move stop from Aortomove working C and from level. to pass thisThis level. This is the simplest maintain working enough move distance from the level. this level. is the simplest level. A to C andor maintain enough maintain from A to distance enough C and from distance the level. machinery. maintain enough distance from the from the machinery. machinery. machinery. The trainee would be spawned at A few gaps on the ground. An excavator The trainee would be spawned at A few gaps on the ground. An excavatorpoint A andwould The trainee is expected to navigate be spawned at to and A fewa truck gaps are running on the ground. simultaneously, An excavator point A and The trainee is expected would be spawnedto navigate at point Ato and a truck A few gaps are running on the ground. simultaneously, point B securely, e.g., An excavator point A and is expected to navigate waiting for theto and and the a player truck are has to runningmake sure not simultaneously, to and pointis Bexpected securely, to navigate e.g., to waitingpoint forBthe andthe and a truck playerarehas running simultaneously, to make sure not to truck point to stopwaiting B securely,and e.g., notify the operator walk on the vehicles’ moving track securely, to e.g., forwaiting the truck for the to stop andthe and theplayer player has to has to make make sure sure not toor not truck to of stop and notify the operator walk on the vehicles’ moving track or andthe truck excavator notify the to operatorstop. of Getting the hurt excavator inform walkon walk onthe theoperators the vehicles’ to pass track vehicles’ moving moving this level. trackor or of the to to stop. stop andtonotify excavator Getting hurt stop. the operator Getting or staying hurt in the inform inform the operators the operators to pass to pass this this level. level. or of staying the in excavator the same to place stop. for Getting over hurt11 Few informobjects are arranged the operators at to pass this this level. or staying level. minute same place in the for over same place 1 min wouldabefor over Few Fewobjects objects are arranged are arranged atatthis this level. level. or stayingwouldin thebesame considered place forfailure. over 1 Few objects are arranged at this level. minute considered would be considered a failure. a failure. minute would be considered a failure. Multiplayer scene with several trenches Trainees would be spawned at point Multiplayer scene with several trenches Trainees would be spawned at point on the ground. Multiplayer Multiplayer Allwith scene scene the loaders, with trenches A severaltrenches several and point Trainees Trainees would would B. be They be can explore spawned spawned the at point at point A on the ground. All the loaders, A and point B. They can explore the onon the ground. excavators, the ground.and All the cranes All loaders, are working the loaders, and whole A point scene and point B. They at B. can this explore level. the Players whole will excavators, excavators, and cranes and cranes areworking are working whole scene atscene at They this level. this can explore level. Players Players the will together. excavators, Fragment and of bricks cranes may drop be are working removed whole scene after at this level.will 5 min, and be they will Players are together. together.Fragment Fragment of ofbricks bricksmay may drop be drop removed removed afterafter 5 min,5 min, andare and they they are from the together. fromthe tower crane. Fragment thetower tower crane.of The player bricks may must drop expected be removed to keep after the 5 other min, andsafe. theyThey are from crane.TheTheplayer player must expected to must expected tokeep keepthe other the safe. other safe. They avoid avoidall from allpotential potential hazards hazards andpass The and pass this would this fail iffail They would they get get if they injured injuredoror stay stayin avoidtheall tower crane. potential hazards player must and pass this expected would failtoifkeepthey theget other safe. injured They or stay in level levelwithout avoid without all getting getting potential hurt. and pass this the hurt. hazards same in the would failplace same place if theyoverget11injured over minute. min. or stay in level without getting hurt. the same place over 1 minute. level without getting hurt. the same place over 1 minute. Multiplayer scene with several trenches Multiplayer Multiplayer scene withseveral scene with trenches Trainees would be randomly spawned severaltrenches on the ground. Multiplayer All with scene machinery several(including trenches Trainees wouldbebe Trainees would randomly randomly spawned spawned ononthe theground. ground. AllAll machinery (includinginto machinery(including the scene. Trainees scene. would They would be would randomly act as a spawned the on train) the the is ground. train) working together. All machinery Players (including into the scene. They would act aas a into the They act as the train) isis working working together. together.Players Players machinery into the operator scene. They and wouldon-site act machinery operator and on-site worker. as a would the be train) would randomly beis assigned workingassigned randomly together. toto any sites, machinery operator and on-site Players any would be have randomly assigned to any worker. They would Theybe would removed beafter removed after 5 min and and and sites, would they they be they to work have randomly to work to any to machinery collaboratively assigned worker. 30min s, and Theyoperator they would are and on-site be removed expected to keep after the sites, pass and the have training. Forto work example, one could 5worker. and 30 They s, and would they be are expected removed after collaboratively sites, to pass the training. For 5otherminsafe. andFor 30 s, and they failing, sameare expected conditions in act asand the they collaboratively have to work to pass operator, whilethe thetraining. For to other stands 5to keep min the other safe. For failing, example, one collaboratively could to act pass as the the operator, training. For level keep03and the 30 s, and applied. other they safe. Forare expected failing, in the blindonezone. could act as the operator, same conditions example, while the one other stands zone. to keep the otherin level safe. For03failing, applied. example, while the other could actin stands asthe in theblind the operator, blind same conditions in level 03 applied. zone. same conditions in level 03 applied. while the other stands in the blind zone. The system was mainly controlled by a series of scripts based on C# programming. All scripts worked collaboratively to ensure the commands were transferred correctly and appropriately from level 01 to level 04, and they were communicating with each other every single frame during the system running period. Figure 6 reveals the planning
Sustainability 2021, 13, x FOR PEER REVIEW 8 of 19 Sustainability 2021, 13, 243 The system was mainly controlled by a series of scripts based on C# programming. 8 of 19 All scripts worked collaboratively to ensure the commands were transferred correctly and appropriately from level 01 to level 04, and they were communicating with each other every single frame during the system running period. Figure 6 reveals the planning algo- algorithm rithm behindbehind this this training training program, program, in which in which the Scene the Scene Manager Manager and Player and Player Manager Manager play play significant roles in session control and player arrangement. Scene significant roles in session control and player arrangement. Scene Manager and Return Manager and Return Manager Managerwould woulddetermine determine ifif trainees trainees pass pass tests, for instance, tests, for instance, ifif yes, yes, transferring transferringplayers playersto to the next scene or if no, restarting the current scene. The Network Manager the next scene or if no, restarting the current scene. The Network Manager was in charge of was in charge of multiplayer multiplayer communication communication byby using using thethe application application program program interface. interface. Sounds Sounds werewere at- attached tached to important objects such as machinery, trains, and vehicles, to restore reality to aa to important objects such as machinery, trains, and vehicles, to restore reality to greater greaterextent. extent. Once Once the the player player has has passed the final passed the final level level successfully, successfully, the EndGame theEnd Gamescript script would call the terminating methods and transfer the player to the “End would call the terminating methods and transfer the player to the “End Game” scene. Game” scene. Figure6.6.The Figure Thecontrolling controlling scripts scripts associated associated with with training training sessions. sessions. Oneprominent One prominentfeature featureofof thethe proposed proposed platform platform is the is the introduction introduction of theof multiplayer the multi- player platform. platform. This is supported This is supported by the High-level by the High-level Scripting Scripting API of networking API of Unity’s Unity’s networking function function module [26]. For the purpose of the methodology description, module [26]. For the purpose of the methodology description, the multiplayer service the multiplayer service illustrated illustrated in Figurein7 Figure enables7twoenables twotoplayers players join in to thejoin scenein the scene simultaneously. simultaneously. A host (local A host (local client) client) to is entailed is entailed achieve to achieve this, and thethis, and the will observer observer act aswill theact hostas and the host and create create a virtual a virtual public public room for room traineesfor who trainees have who havelevel passed passed 02 level to join02in. to join in. By this, By doing doing this, train- trainees will eesregarded be will be regarded as participants as participants and have and have restricted restricted access to access to the platform the platform so that so that they they cannot cannot touch touch high-level high-level game settings. game settings. Traineeswill Trainees willbebetransferred transferredto to another another UIUI after they passed level 02. 02. They Theywillwillsee seethe the listof list ofthe thenext nexttraining training sessions sessions in this UI, and they couldcould have have access accessto tothese thesescenes scenesby by single-clicking on single-clicking on the the controller. controller. These These sessions sessions were were created createdby bythe thelocal localclient client(the (theob- ob- server)totoachieve server) achievethe themultiplayer multiplayerconnection. connection.Two Twotrainees traineeswillwillbebelinked linkedtotothethelocal localclient cli- ent with with the assistance the assistance of Unity’s of Unity’s network network manager, manager, and and the observer the observer willwill be able be able to ob- to observe serve the the performance performance of trainees. of trainees.
Sustainability 2021, 13, x FOR PEER REVIEW 9 of 19 Sustainability 2021, 13, 243 9 of 19 Figure 7. 7. Figure An illustration An illustrationof of the multiplayersystem: the multiplayer system: a two-play a two-play case. case. 2.3.2.3. Survey Survey Design Design In terms of the validation of this proposed training solution, a pilot study was con- In terms of the validation of this proposed training solution, a pilot study was con- ducted in a railway station (Pakenham Station, Melbourne, VIC) that was under construc- ducted in a railway station (Pakenham Station, Melbourne, VIC) that was under construc- tion (Figure 8). Several machinery types were working together for both site rebuild and tion (Figure 8). Several level crossing removal,machinery and a survey types plan were working was made together for workers for both involved site project in this rebuild and level withcrossing removal, the permission and of the a survey plan construction was made company. for workers To guarantee involved the efficiency and in this project accuracy with the permission of obtaining valuableof feedback the construction company. from subjects, To guarantee the questionnaire the efficiency survey was designed.and accu- Several racy studies [27,28] of obtaining have valuable proven the feedback fromefficiency subjects,of the a specifically designed questionnaire questionnaire survey was designed. surveystudies Several with regard to saved [27,28] have time and the proven explicit purpose. efficiency ofThe evaluation survey a specifically for this designed study questionnaire aims to validate the usefulness of the multiplayer VR training system survey with regard to saved time and explicit purpose. The evaluation survey for this through a compari- son with traditional training methods by gathering participants’ feedback regarding their study aims to validate the usefulness of the multiplayer VR training system through a perception and reaction. Inexperienced workers were the preference for this evaluation comparison with traditional training methods by gathering participants’ feedback regard- survey, and a demographic questionnaire was prepared to screen out people who have ingover their perception and reaction. two years of experience Inexperienced in construction areas, workers weresafety since workers’ the preference recognitionfor this eval- ability uation has asurvey, andwith correlation a demographic work experience questionnaire wasten [5,7]. Eventually prepared workers to (a screen Mean ofout 27.7people years, who have over two years of experience in construction areas, since workers’ and a Standard Deviation of 2.2 years), including two new employees, were selected as the safety recognition ability hasmembers eligible a correlation of the VRwith work tests. training experience They all[5,7]. Eventually expressed ten workers a willingness (a Mean of to participate in such studies. A Simulator Discomfort Questionnaire (SSQ) 27.7 years, and a Standard Deviation of 2.2 years), including two new employees,[29] was prepared for this were simulation study to reveal if any participant suffered any 3D-motion sickness. selected as the eligible members of the VR training tests. They all expressed a willingness to participate in such studies. A Simulator Discomfort Questionnaire (SSQ) [29] was pre- pared for this simulation study to reveal if any participant suffered any 3D-motion sick- ness. The participants were told they would attend a safety training delivered by a VR
Sustainability Sustainability 2021, 13,x243 2021,13, FOR PEER REVIEW 10 of 19 11 of 19 Figure Figure 8.8.Features Featuresinin thethe target target construction construction site (photos site (photos taken taken by the by the authors). authors). The participants 3. Training were told Experiment they would attend a safety training delivered by a VR head- Results set for around 20 min. The evaluation survey was based on a compared-measures design, The results are delivered based on the performance of participants and their re which means a participant was required to be trained through different methods (in this sponses to the questionnaire. case, the traditional video instruction, and the VR training solution). Participants were also instructed to navigate themselves using the controller (showed in Figure 5). Each partici- 3.1. Training pant’s session Performance consisted of two parts: traditional training (part I) and VR training (part II). The training took Data from the place in a media room demographic at the construction questionnaire site. illustrated Participants that were also all participants had at leas notified before the start of the VR training that they might experience some discomfort one year of working experience with 6 to 8 h of work per day. They all experienced getting during the training, namely dizziness, sweating, or headache, but they were allowed to ask injured during the construction work. Table 3 summarizes the participants’ information. observers to terminate the training if they felt unwell, even to a minor degree. The entire survey time was around 30 min for each person (15 min for Part I and Table 3. Demographic makeup of participants. 15 min for Part II), and the data were collected by questionnaires and observations. Ques- Characteristic tionnaires were anonymized Percentage (%) using participant IDs. The participants’ performance Characteristic Percentagein the (%) VR environment was recorded with their knowledge, but the footage of the actual partici- Average working time per day pants was not captured. The Van der Laan Acceptance Scale [30] was used to assess how Gender the participants regarded the VR training platform (h) eventually, and future scopes of VR Male in research could100be identified based on theLess than results. The6 content of the questionnaires 0 is Female shown in Table 2.0 6–8 80 Age More than 8 20 18–25 20 Injured times 26–40 80 0–1 80 Working Experience (years) 1–2 20 0–1 70 Experience with VR 1–2 30 0 60 More than 2 0 1–2 30 More than 3 10 The observed performance showed that all participants (100%) appreciated PPE’s significance and quickly passed levels 1 and 2. However, it was evident that participants tended to perceive the training session more like a game scene when it came to level 3 and 4, and 60% of them were getting hurt during the world exploration or interaction with other mock objects or trainees. Consequently, the average time they spent during level 03
Sustainability 2021, 13, 243 11 of 19 Table 2. Questionnaire content. Survey Topic Application Questions Responses Gender; age; working experience (years) In numbers Average working time per day (hours) “8” Demographics Given before the training Injured times (can be specified) “0”–“>5” Previous experience with VR “0”–“>10” Evaluation subscales were used to assess Given before and after general discomforts such as fatigue, Simulator discomfort Slight, moderate, and severe. the training headache, eyestrain, sweating, nausea, dizzy, etc. Whether the training sessions are more impressive; whether nervousness was experienced; whether it was easy to move The 5-point Likert scale Perception of the VR Given after the training around; whether it is easier to getting (“strongly disagree 1” to training platform hurts in VR environment; whether lost; “strong agree 5”). whether the VR system provided good visualization Whether the decent visualization was “strongly disagree 1” to Simulating realism Given after the training provided; whether it helped improve “strong agree 5”; “very poor safety awareness; simulator realism. (0)” to “excellent (5)”. 3. Training Experiment Results The results are delivered based on the performance of participants and their responses to the questionnaire. 3.1. Training Performance Data from the demographic questionnaire illustrated that all participants had at least one year of working experience with 6 to 8 h of work per day. They all experienced getting injured during the construction work. Table 3 summarizes the participants’ information. Table 3. Demographic makeup of participants. Characteristic Percentage (%) Characteristic Percentage (%) Gender Average working time per day (h) Male 100 Less than 6 0 Female 0 6–8 80 Age More than 8 20 18–25 20 Injured times 26–40 80 0–1 80 Working Experience (years) 1–2 20 0–1 70 Experience with VR 1–2 30 0 60 More than 2 0 1–2 30 More than 3 10 The observed performance showed that all participants (100%) appreciated PPE’s significance and quickly passed levels 1 and 2. However, it was evident that participants tended to perceive the training session more like a game scene when it came to level 3 and 4, and 60% of them were getting hurt during the world exploration or interaction with other mock objects or trainees. Consequently, the average time they spent during level 03 and 04 were longer than the time for level 01 and 02 (10 min vs. 4 min). The manifest failures include (1) getting hit by falling fragments from the crane; (2) dropping into the trench; (3) moving into the machinery’s blind zone; (4) getting hit by a moving vehicle, and (5) being tripped by other objects. Figure 9 displays the mentioned failures from the visual animation records. On average, participants restarted level 03 and 04 more than twice.
Sustainability 2021, 13, x FOR PEER REVIEW 12 of 19 failures include (1) getting hit by falling fragments from the crane; (2) dropping into the trench; (3) moving into the machinery’s blind zone; (4) getting hit by a moving vehicle, Sustainability 2021, 13, 243 12 of 19from the and (5) being tripped by other objects. Figure 9 displays the mentioned failures visual animation records. On average, participants restarted level 03 and 04 more than twice. Figure 9. The observed failures. Figure 9. The observed failures. Participants were Participants randomlywere randomly grouped grouped in pairs andin pairs andtospawned spawned the scene to the scene in in terms of terms of the multiplayer scenarios (level 03 & 04). One would act as an operator of the machinery, the multiplayer scenarios (level 03 & 04). One would act as an operator of the machinery, and another would stand on the ground as a fieldworker; trainees would swap their roles and another would stand on the ground as a fieldworker; trainees would swap their roles to the next level. It was intriguing that, in general, machine operators performed worse. to the next level.The It was intriguing that, in general, machine operators performed worse. reason is that they could be distracted by the environment (e.g., the background The reason is thatview), thecould they machinebe itself distracted bycabin (e.g., the the environment (e.g., the design and functions), andbackground be as careless as if it view), the machine itself (e.g., the cabin design and functions), were a game, all of which reflected real-world issues onsite. As and be as careless a result,asthe if itoperators were a game, allmisconducted of which reflected real-world issues onsite. As a result, the operators the machines, hitting people and colliding with other objects. The relative misconducted the machines, positions hitting people of participants and colliding in different scenarioswith other objects. are illustrated The10, in Figure relative and the poten- positions of participants in different tial hazards involvedscenarios (1) a traineearestands illustrated in Figure too close 10, and to a working the potential loader, and the loader is hazards involved colliding with a cementing (1) a trainee stands tootruck;close(2)tothe machinery a working operator loader, and wasthetoo concentrated loader is on colliding with a cementing truck; (2) the machinery operator was too concentrated on moving the container and ignored a fieldworker who was working at a very close distance; (3) The shovel car operator failed to detect a fieldworker to his right front, and a flying stone accidentally hit this fieldworker.
Sustainability 2021, 13, x FOR PEER REVIEW 13 of 19 Sustainability 2021, 13, 243 moving the container and ignored a fieldworker who was working at a very close dis- 13 of 19 tance; (3) The shovel car operator failed to detect a fieldworker to his right front, and a flying stone accidentally hit this fieldworker. Figure 10. Figure 10. Hazardous situations in Hazardous situations in multiplayer multiplayer scenes. scenes. Participants tended to make more mistakes on their first or second attempts, mostly collisions. Most of them them (8 (8out outofof10) 10)acclimated acclimatedthemselves themselvesquickly quickly andand passed passed thethe train- training ing sessions sessions within within three three attempts. attempts. TwoTwo participants participants somehowsomehow movedmoved awayaway fromfrom the tar- the targeted geted area doing area when when doing level 03, level but03, buteffective their their effective attempts attempts were withinwere three within three attempts, attempts, as well. During as well. the VR training During time, all time, the VR training participants exhibited all participants excitation exhibited when they excitation when entered they theen- introduction tered scene. After the introduction scene.they passed After theylevel passed02, such level excitation remainedremained 02, such excitation moderately and moder- was aroused ately and wasataroused the multiplayer scene and as at the multiplayer theyand scene passed the tasks. as they passedThey appeared the tasks. Theytoap- be cheerfultoand peared enjoy themselves be cheerful and enjoyafter passing;after themselves for example, passing; shouting, for example, waving, and jumping shouting, waving, werejumping and observed. Interestingly, were several participants observed. Interestingly, several(6participants out of 10) were(6 out observed of 10) werehaving body observed movement having body while they were movement while performing they werecertain maneuvers, performing certainwhich they were maneuvers, which supposed they were to control through supposed a controller. to control throughThis is a good sign a controller. Thisthatis athegoodtrainees felt the sign that thescenes. trainees Only felt two the participants scenes. Onlyweretwo observed participants making wererepetitive observedmistakes, namely being making repetitive hit bynamely mistakes, falling stones being twice in level 04, while others performed well in preventing hit by falling stones twice in level 04, while others performed well in preventing themselves from this particular them- hazard.from selves Eighty this percent particular of participants hazard. Eighty were able to percent of avoid the tricky participants were risks able(stone to avoidfalling the randomly tricky risksfrom (stonethefalling crane)randomly after theirfrom first failure, the crane) indicating after theiran first increasing failure,trend of safety indicating an recognition. increasing trend of safety recognition. No participant No participant felt felt uncomfortable uncomfortable or or asked asked forfor any any suspension suspension or or termination termination during during the survey period. The trainees also reported that their performance the survey period. The trainees also reported that their performance was not influenced was not influenced by any discomfort. This was a good result, as according to the previous by any discomfort. This was a good result, as according to the previous study [6], some study [6], some exter- nal factors external such as factors room such as temperature, room temperature,physicalphysical conditions, emotional conditions, fluctuations, emotional and time fluctuations, of day can cause 3D motion sickness to different extents, and and time of day can cause 3D motion sickness to different extents, and minor discomfort minor discomfort levels after the VR training was expected from us. Perhaps it helped that the levels after the VR training was expected from us. Perhaps it helped that the trainees were trainees were advised to drink a cup of water before attending the VR training program. advised to drink a cup of water before attending the VR training program. 3.2. Feedback from Participants On the 5-point Likert scale (from “strongly disagree 1” to “strong agree 5”), the users’ perception regarding VR training platform was therefore assessed. Reliability analysis was used to evaluate participant consistency in different training solutions as well. Notably, over 90% of participants stated that the VR training sessions are more impressive, and only
Sustainability 2021, 13, 243 14 of 19 a few people felt nervous and hard to control (1 out of 10). However, participants tended to get hurt or even lost during their first attempts, especially in levels 03 and 04. Based on the scale feedback, we estimated a Cornbach’s alpha (ρ T ) which represents the internal consistency of participants’ perception regarding the VR training sessions. If the value of ρ T is between 0.60 and 0.70 in an exploratory experiment, the results could be regarded as reliable [31]. In this study, the VR training platform was perceived as reliable as the acceptable consistency was found with ρ T = 0.64 (Table 4), indicating that the proposed training solution is satisfactory and reliable. Table 4. Participant feedback regarding VR training session. Traditional Virtual Reality Perception of Training Sessions Cronbach’s Cronbach’s M1 SD 2 M1 SD 2 Alpha (ρT ) Alpha (ρT ) Whether sessions are impressive 1.50 0.50 4.50 0.71 Whether felt nervous 1.00 0.00 2.00 1.12 Whether it was easy to move 4.13 0.59 0.60 3.63 1.41 0.64 Whether got hurts 1.00 0.00 3.63 1.41 Whether lost 1.13 0.33 3.75 1.30 M 1 = Mean, SD 2 = Standard deviation. As for the realism simulation assessment, the feedback from participants revealed that the realism of the VR simulating was acceptable, with ρ T = 0.65 (Table 5). The results demonstrate that participants appreciated the immersive environment provided by VR and believe that this can help to improve safety awareness as a decent training tool. Table 5. Participant feedback regarding VR simulating. VR Simulating Realism M1 SD 2 Cronbach’s Alpha (ρT ) Good Visualization 3.90 0.83 Difficult to Operate 2.00 1.18 Improve Safety Awareness 4.00 1.00 0.65 Good Training Tool 3.40 1.02 More Impressive 4.10 0.83 M 1 = Mean, SD 2 = Standard deviation. 4. Discussion 4.1. Participant Perception A critical objective for the proposed platform to achieve is to help trainees realize and avoid safety mistakes in different construction site scenarios. The design of the platform thus should reflect the relationship between the complexity of the scenes and the mistake features by the workers. There was a clear observed correlation between the scene’s complexity and the trainee error rate. To quantitatively analyze this relationship, the training levels are converted into a hazard identification index (HII) [32]. The HII values the potential hazards in a specific scenario and is usually calculated for each trainee using the equation: Hi H I Ij = (1) Htotal where Hi represents the number of hazards that could be identified at a specific site (i), and Htotal is the number of hazards around the trainee. The Hi in this study was presupposed in each training level (e.g., 5 potential hazards in total in level 01, and 20 potential hazards in total in level 04), and had different impacts on trainee perception. H I Ij represents the hazards each trainee faced in each frame corresponding to that site. The participants’ perceptions regarding different training levels are demonstrated in Figure 11. Participants during the training period tended to explore the VR world first.
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