Project

Test Project

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Category

Devices

Domain

Download Link

Github

Project Website

STORY

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.

PROCESS

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.

RESULTS

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.

RESEARCH OUTPUT

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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,

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

TECHNICAL DETAILS

Windows PC

Vive Pro Eye

OpenXR

Tobii SRAnipal Eyetracking

Unity 2021.x

PARTNERS

Breda University of Applied Sciences

Cradle Research Lab

CONTACT

Would you like more information on the work cradle did for this project. Or inform about the other activities of the Cradle Research Lab. Please contact:

Cradle@BUAS.nl

PROJECT MANAGER

Would you like more information on this project in general, please contact: Wilco Boode Boode.W@buas.nl​

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