There are annually 220.000 company accidents in the Netherlands, one of the reasons why company safety training is mandator. Improving these trainings with VR equipment is not new, however, the technology is continuously improving and new features are added to these headsets on a regular bases. The research in the use of VR in this industry is not always in agreement with each other.
Our aim for this project was to utilize the latest technology to discover the current opportunities the tech offers, and to develop a prototype which can be used to evaluate the effectiveness of VR and Eye-Tracking as a tool in safety-training in a proper research environment.
During the project, BUas partnered with a consortium of of experts, consisting of Software Developer Enversed, who developed safety training VR software, and two independent companies providing Safety Training courses, both with as well as without immersive technology.
The application had several core features to focus on the desired goal
Risk Marking feature for users to identify risks in the environment
Eye Tracking to measure and visualize whether the participants actively looked at different objects in the environment
Trainer Mode allowing the trainer to, during as well as after the session, view the actions of the participant, and evaluate the session using a variety of relevant metrics
The biggest challenge in this project came forth from current Eye-Tracking
technology. Although the systems have massively improved over the years, providing consistent readings and feedback proved challenging. Thereby, we had to create a natural interface for trainers to navigate the space, requiring both freedom as well as ease of use in one package that would allow them to evaluate the user to the best of their abilities.
Through the project, the core direction was at determining the feasibility and usefulness of eye-tracking within VR and safety training. We hereby focused on data storage, and the ability to compare the difference in view-tracking for assessing this question.
The project was utilized by three core directions
Student Research where the application was used with existing trainers to determine the perceived usability in controlled conditions
Academic Research where the application was used to test the usability of said systems in real-life training scenarios
Technical Reference to provide feedback to the technical partners on the differences between eye-tracked looking behavior, and headset center looking behavior
Responses: UNKNOWN AT THIS POINT
To extend the impact of this project we have decided to follow up with a public release of both technical specifications and indicated impact that the explored application can offer. This results in three clear future actions, being the opportunities for technical partners to use the openly available files to draw inspiration from our implementation, the open availability of our data structure for defining what data can be retrieved, and the development of a report which will inform industries on our findings.
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Lorem Ipsum has been the industry’s standard dummy text ever since the 1500s,
Lorem Ipsum is simply dummy text of the printing and typesetting industry.
Lorem Ipsum has been the industry’s standard dummy text ever since the 1500s,
DOI
ResearchGate Link
Pure Link
Windows PC
Vive Pro Eye
OpenXR
Tobii SRAnipal Eyetracking
Unity 2021.x