2021
DOI: 10.1108/ci-06-2021-0113
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Active personalized construction safety training using run-time data collection in physical and virtual reality work environments

Abstract: Purpose Accidents resulting from poorly planned or setup work environments are a major concern within the construction industry. While traditional education and training of personnel offer well-known approaches for establishing safe work practices, serious games in virtual reality (VR) are increasingly being used as a complementary approach for active learning experiences. By taking full advantage of data collection and the interactions possible in the virtual environment, the education and training of constru… Show more

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Cited by 29 publications
(19 citation statements)
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“…However, computer-vision methods have limitations. Using cameras requires a well light scene, is a stationary method, and suffers in almost every configuration, especially in dynamic work settings, from occlusions (Jacobsen and Teizer, 2021). Furthermore, storing the information needed for the supervised machine learning algorithms can be costly as the files from cameras (pictures or videos) require large amounts of storage (Sherafat et al, 2020).…”
Section: Computer Vision Methodsmentioning
confidence: 99%
“…However, computer-vision methods have limitations. Using cameras requires a well light scene, is a stationary method, and suffers in almost every configuration, especially in dynamic work settings, from occlusions (Jacobsen and Teizer, 2021). Furthermore, storing the information needed for the supervised machine learning algorithms can be costly as the files from cameras (pictures or videos) require large amounts of storage (Sherafat et al, 2020).…”
Section: Computer Vision Methodsmentioning
confidence: 99%
“…The theme environment revolves around experiences in VR from a design and immersion perspective. The literature in this area examines the key design elements of VR, which include immersion (i.e., the level of users' involvement and sense of presence), interactivity (i.e., the way users interact with the virtual environment, which may include physical movements, controllers, and voice commands), and realism (i.e., how close the virtual environment mimic the real-world) (see Ball et al, 2021;Bogicevic et al, 2019;Bower et al, 2020;Chang, 2022;Crescentini et al, 2016;Dehghani et al, 2022;Gelder et al, 2018;Guttentag, 2010;Jacobsen et al, 2022;Jang & Park, 2019;Leung et al, 2022;Lin & Yeh, 2019;Luna-Nevarez & McGovern, 2021;McGill et al, 2016;Oh & Kong, 2022;Peukert et al, 2019;Sepasgozar et al, 2021;Shin, 2017;Vishwakarma et al, 2020aVishwakarma et al, , 2020b. The immersion aspect of VR allows users to have an increased sense of engagement (compared with traditional 2D channels) in various activities, such as shopping and education (e.g., Bower et al, 2020;Luna-Nevarez & McGovern, 2021;McGill et al, 2016;Peukert et al, 2019;Shin, 2017).…”
Section: Environmentmentioning
confidence: 99%
“…A dangerous interactive teaching system based on virtual reality is given to assist in the development and outcome evaluation of construction safety training programs [20]. In addition, using serious games in VR as a supplement to active learning experiences can help to improve construction worker education and training [37].…”
Section: 2mentioning
confidence: 99%