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Evaluating the use of Virtual Reality in Work Safety: A Literature Review

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Abstract

Addressing the challenges related to the safety of the work routines is one of the top priorities for any modern industry, and constant investments are explicitly tailored to reduce work-related risks and to train employees to follow safety procedures. Technological progress and the widespread adoption of immersive visual technologies are nowadays offering the exciting possibility of improving the quality of safety training programs. Virtual Reality is one of the technologies that is gaining significant recognition in the field of safety training, and that may add a variety of benefits compared to traditional training programs. Virtual reality provides companies with the possibility of training employees for safety procedures and risky operations in a safe and controlled environment, promising to reduce costs, as well as to promote the quality of the training. Furthermore, the technology may allow potentially dangerous procedures that now require the physical presence of operators to be performed remotely, without reducing performances. The fast development of newer, cheaper, and more versatile virtual reality head-mounted displays is creating new opportunities for the adoption of the technology in many industries, ranging from construction to heavy manufacturing, mining, and even food and beverage production. The present review analyses the current published scientific literature reporting the use of virtual reality in work safety and attempts to evaluate the benefits and drawbacks that come with the use of this technology. Furthermore, the listed and analysed the fields of application of virtual reality regarding work safety and critically examines possible problems of the technology.
Evaluating the use of virtual reality in work safety: a literature review
Simone Grassini1 and Karin Laumann1
1Department of Psychology, Norwegian University of Science and Technology (NTNU), Høgskoleringen 1,
7491 Trondheim, Norway.
E-mail: simone.grassini@ntnu.no
E-mail: karin.laumann@ntnu.no
Addressing the challenges related to the safety of the work routines is one of the top priorities for any
modern industry, and constant investments are explicitly tailored to reduce work-related risks and to train
employees to follow safety procedures. Technological progress and the widespread adoption of immersive
visual technologies are nowadays offering the exciting possibility of improving the quality of safety training
programs. Virtual Reality is one of the technologies that is gaining significant recognition in the field of safety
training, and that may add a variety of benefits compared to traditional training programs.
Virtual reality provides companies with the possibility of training employees for safety procedures and risky
operations in a safe and controlled environment, promising to reduce costs, as well as to promote the quality of
the training. Furthermore, the technology may allow potentially dangerous procedures that now require the
physical presence of operators to be performed remotely, without reducing performances. The fast development
of newer, cheaper, and more versatile virtual reality head-mounted displays is creating new opportunities for the
adoption of the technology in many industries, ranging from construction to heavy manufacturing, mining, and
even food and beverage production. The present review analyses the current published scientific literature
reporting the use of virtual reality in work safety and attempts to evaluate the benefits and drawbacks that come
with the use of this technology. Furthermore, the listed and analysed the fields of application of virtual reality
regarding work safety and critically examines possible problems of the technology.
Keywords: Virtual Reality, Virtual Environments, Safety, Work, Training, Performance, Human Factors.
1. Background
Virtual Reality is often described as an
artificial environment created by computer
algorithms (Luciani, 2007). According with the
formulation reported by the online version of the
Oxford Dictionary (Lexico), VR is “The
computer-generated simulation of a three-
dimensional image or environment that can be
interacted with in a seemingly real or physical
way by a person using special electronic
equipment, such as a helmet with a screen inside
or gloves fitted with sensors.” The immersive
experience of VR is often used to promote the
user’s sense of presence (see North & North,
2016; Grassini & Laumann, 2020). The user’s
experience of a VR environment is commonly
stimulated in one or several senses of
perception. Historically, VR devices have
focused on stimulating the sense of vision, but
newer technologies of VR wearable headsets are
putting a significant effort into integrating audio
feedbacks (using headphones).
There is a wide range of tools on the market
that can mediate immersive VR experiences.
Among the most popular are the head-mounted
devices (HMDs), focused primarily on
entertaining uses as in gaming, for example.
With a modern HMD, a user wears a headset
and interacts with the virtual world using
controllers with his/her hands. Those headsets
have been divided in four different types (see
Dużmańska, Strojny, & Strojny, 2018). Stand-
alone (working without additional equipment),
smartphone-based (working using the
computational power of the smartphones), PC-
based (working with a PC), and console-based
(working using a gaming console). Stand-alone
devices are improving their standards, quickly
filling the quality gap between them and PC-
based devices (see the developments made with
the Oculus GO and Oculus Quest). Stand-alone
HDMs offer many advantages compared to the
other alternatives. They are more powerful than
smartphone-based displays, and more portable
and easier to use compared with the PC and
console-based alternatives. Furthermore, the fact
that stand-alone HDMs do not require a high-
performance computer to function makes them
generally more cost-effective, increasing the
possibility of adoption of such technology by a
wider audience, for example, companies and
organizations commonly not among early
Proceedings of the 30th European Safety and Reliability Conference and
the 15th Probabilistic Safety Assessment and Management Conference
Edited by Piero Baraldi, Francesco Di Maio and Enrico Zio
Copyright c
ESREL2020-PSAM15 Organizers.Published by Research Publishing, Singapore.
ISBN/DOI: TBA
Proceedings of the 30th European Safety and Reliability Conference and
the 15th Probabilistic Safety Assessment and Management Conference
adopters of modern visualization technologies.
Additional devices have been proposed to
produce multisensory stimulations in order to
increase the sense of presence for the user
during the simulation. For example, the use of
specifically designed treadmills can create the
illusion of a variety of motions in the VR
(Sinitski et al., 2018).
When talking about virtual reality, health
and safety considerations need to be considered.
Some people have reported experiencing a
variety of uncomfortable symptoms during the
use of VR. Those symptoms are commonly
described with the umbrella term of simulator-
sickness (sometimes cyber-sickness). Many
symptoms are reported to be connected to
simulator sickness in the scientific literature,
among them: nausea, headache, uncomfortable
stomach, numbness, etc. (Johnson, 2005). The
wide prevalence of symptoms among the general
population using VR may potentially slow down
the acceptance of the technology (Filigenzi, Orr,
& Ruff, 2000).
Simulated environments have a long story
of uses and have been implemented in many
areas of work. However, only a few uses of this
technology have been directly linked to work
safety. Recent attempts in this direction can be
seen also outside industry, as, for example, in
the field of road safety, where the work of
Schwebel et al. (2016) identified the use of VR
as a viable way to teach children how to
properly behave at a street crossing. Several
published literature reviews (Bhoir & Esmaeili,
2015; Guo et al., 2017; Li et al., 2018) have
attempted to understand the use of VR in
construction safety to train workers on safety
procedures.
The development and progressive adoption
of VR can be an excellent opportunity to shape
training modules on specific industry needs. VR
provides company and organizations with the
opportunity to train people in security
procedures and operations in known and safe
environments. VR training can thus help
operators prepare for stressful real-life
emergencies. Research supporting the
implementation of Virtual Reality in the
workplace has often reported results that suggest
that VR training may be a valuable resource to
teach and employees about safety (Sacks,
Perlman, & Barak, 2013).
When talking about safety in relation with
training it is necessary to consider the theoretical
perspective on safety itself. Traditionally, safety
has been described as the condition were the
possible number of adverse outcomes was the
lowest possible to achieve (Safety-I). However,
different perspectives on safety have been
theorized (see Hollnagel, 2018). Safety II has a
high focus what goes right (safety) rather than
how things goes wrong (not safety).
Furthermore, a Safety II perspective puts its
focus on ensuring that as much as possible goes
right on “normal performance.” A Safety II
framework also proposes the development of
systems able to cope with unpredictable
conditions, rather that excluding that
unpredictable conditions may happen in safe
operations. Hollnagel, (2018), proposed the
complementary role of Safety I and Safety II
theoretical approaches.
1.1 The present study
The present review aims to give an overview
of the current published literature on the use of
virtual reality in work safety, listing benefits and
problems with the use of the technology. In
particular, the research questions that will be
analyzed are the following: 1) How and for
which industries has VR been used to improve
work safety? 2) From these studies, how
effective is the use of VR in improving safety
performance? 3) Which methods have been used
to study/evaluate the effectiveness of VR on
safety measures? 4) Which theoretical
perspectives have been taken on safety in these
studies (Safety I or II)?.
2. Methods
A literature search was performed to
understand the use of VR in work safety and its
positive and negative aspects. Literature was
retrieved from the following databases of
scientific research: Google Scholar, Web of
Science, and Scopus. The articles were retrieved
using combinations of the keywords: “VR”,
“Virtual AND Reality”, “AND work AND
safety”. The article search was restricted from
January 2014 to October 2019, to select only the
most recent applications of VR technology, as
the topic is highly sensitive to technological
development. Articles including first-hand
experimental results and review articles were
included. Only articles specifically investigating
work-related safety were included. A total of 16
articles were reported in the present article (see
Table 1 for an overview of their findings).
Proceedings of the 30th European Safety and Reliability Conference and
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Authors
Year
Field
Purpose of the
study
Evaluation
method
Safety
type
VR benefits reported
Colombo,
Nazi, &
Manca
2014
Chemical
Create an accident
scenario to test VR-
based training for
decision making.
Objective
performance
measured on key
performance
indicators
I
Improved operator responses
time and accuracy of actions.
Kozlak et
al.
2014
Energy
VR-based training
for machinery in oil
and gas rigs.
NA
Mixed
VR showed to be an effective
method of training, due to
the enhanced sense of scene
realism.
Bhoir &
Esmaeili
2015
Construction
Review article
trying to identify
pros and cons of the
use of virtual reality
in the construction
field.
NA
Mixed
The technology can be useful
for training, however, has not
been yet widely
implemented. Furthermore,
experienced workers report
preferring traditional hand-
on training.
Grabowski
&
Jankowski
2015
Mining
Evaluation of virtual
reality training for
underground coal
mining.
Subjective
assessment
reported by the
trainees
II
Users considered the VR
training program as useful.
Miners reported positive
effects of the VR training as
long as three months after the
training session.
Zhao &
Lucas
2015
Construction
Testing the use of
VR to increase
construction safety.
NA
I
Demonstrates the
development and utilisation
of a training program that is
based on VR. The training
program can offer a safe
working env ironment where
users can effectively rehearse
tasks with electrical hazards
common in the construction
industry.
Le et al.
2015
Construction
A VR environment
was used as
educational way to
train to safety in
construction work.
Questionnaires
and interviews
I
VR platforms showing
social/collaborative
situations are able to improve
construction safety as well as
health education.
Luo et al.
2015
Chemical
Development and
test of a new
integrated
simulation platform
using VR and
dynamic model.
NA
NA
The proposed platform is
more friendly and similar to
the reality, and therefore has
advantages for training
operators.
Nazir &
Manca
2015
Chemical
Discuss two case
studies that show
how VR can
improve process
safety.
Performance
measured in the
ability to follow
procedure
(s
equence)
I
VR has the potential to
become important for
training, spatial learning,
knowledge improvement,
and performance assessment.
Thanks to this new kind of
training, abnormal situations
and incidents/accidents may
be prevented.
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Pedro, Le,
& Park
2015
Construction
Elaborate a
framework for
integrating safety
into construction
methods education
through interactive
virtual reality.
Interface,
effectiveness,
and performance
evaluation
(mixed
methods).
Mixed
VR offers a valid medium for
improving the id
entifica
tion
of possible work hazards,
transfer of knowledge, and
engagement of the training
students.
Ahmad
et al.
2016
Chemical
Testing a training
scenario for the
process of
homogeneously
catalyzed biodiesel
production. Various
malfunctions were
included in the
scenario.
NA
I
A complex scenario where
realistic malfunctions are
included, can be beneficial
for training operators,
enhancing the learning curve.
Nedel et al.
2016
General
Testing the use of
Immersive VR
technology to
decrease safety
hazards in the
context of
workplaces in
developing
countries.
Questionnaire
and
physiological
measures (heart
rate).
NA
Listing behavioural patterns
that predispose to risk
exposure.
Cardoso et
al.
2017
Energy
Increase safety in
power
-electric
systems.
NA
NA
Virtual reality offers the
possibility to train personnel
in the safety procedures to be
followed in power stations.
Guo, Yu,
&
Skitmore
2017
Construction
Review of articles
using VR
technology for
construction works.
NA
Mixed
The technology can be useful
both in the phases preceding
the work (training), both
during the work phases,
especially if integrated with
sensors for displaying danger
into the environment.
However, more development
is needed to make the
technology more effective.
Higgins
2017
General
Evaluate the
possibility to
effectively use VR
in work safety.
NA
NA
Being aware of the future use
of virtual reality in work and
safety.
Li et al.
2018
Construction
Review of virtual
and augmented
reality used in the
context of
construction safety
and behavior during
earthquakes.
Performance
(assessment of
physical damage
and visual
attention)
Mixed
Critical review of work
safety and its relation to
virtual reality.
Patle et al.
2019
Chemical
and Energy
Review of the
literature on VR-
based ope
r
ator
training simulators.
NA
Mixed
The use of VR for operator
training simulator improve
the sense of presence in the
trainee and increase the
effectiveness of the training.
Table 1. Summary of virtual reality applications in work safety. The articles are ordered by year of
publication. NA: Not Applicable.
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3. Results and discussion
The retrieved articles (see Table 1 for an
overview) showed that adopting VR
technologies as an integrated part of the work
safety training has the underlying assumption
that such technology may aid operators to better
perform safety procedures or to avoid hazardous
situations in the workplace.
3.1 Field of application and effectiveness
Most of the reviewed articles are
focused on the construction and chemical
industries (see, e.g. Bhoir & Esmaeili, 2015;
Guo, Yu, & Skitmore, 2017; Li et al., 2018).
Interestingly, Bhoir and Esmaeili (2015) pointed
out that, even if the research community seems
unanimously convinced of the possibilities that
VR offers for increasing work safety, in practice
the number of companies using such technology
for safety training is still very small.
Furthermore, when safety professionals were
asked, they reported that they prefer hands-on
traditional training compared to a VR simulated
one. Guo, Yu and Skitmore (2017) pointed out
that VR technology found a valid use during the
pre-construction period, improving safety
training and facilitating the listing and
management of work hazards. During the
construction work, immersive technologies as
VR can help to monitor workers’ safety
behavior and, thanks to sensors, to implement
safety warnings for the operators. However, the
authors pointed out that many of the possible
applications of the technology are limited by the
current technology. Li et al. (2018) reported that
in numerous cases, VR systems were found
efficient for training in the identification of work
hazards, safety training, and safety inspection.
They conclude that present challenges, such as
the overall improvement of the VR training,
calls for a further collaborative effort at a
technical, experimental, and organizational
level.
Other articles in the field of construction
industry have identified VR as a valid
instrument to train hazard identification (Zhao &
Lucas, 2015; Le et al., 2015; Pedro, Le, & Park,
2015). Pedro, Le and Park mention that this
technology has a positive effect in increasing the
engagement of the students participating in
safety training.
In the field of mining, an article
(Grabowski & Jankowski, 2015), showed
promising results on the technology, with the
miners reporting that the training was useful and
had a positive effect on their work for an
extended period of time (three months). The
authors recommended owners of training
facilities to cooperate with mining companies to
introduce VR training as part of basic safety
training for the newer employers. Cardoso et al.
2017 reported that the use of VR in their
experiment reduced both time and costs for
simulation, training, and control of power utility
substations. In the field of energy, further efforts
have been made to evaluate the effectiveness of
VR-based safety training. Kozlak et al. (2014)
tested a VR-based system focused on the
operation of a machinery for oil and gas rigs.
Their results showed the usefulness of VR-
training and of the increased sense of realism
that this visualization method can provide.
The use of VR-simulators for training
purposes has also been widely explored in the
field of the chemical industry. Colombo et al.
(2014) elaborated a virtual scene involving an
excavator provoking an accident in a pipe
carrying a stream of pressurized liquid butane.
The VR-training reportedly made the operators
quicker and better in their decision making after
the accident. Nazir and Manca (2015) confirmed
with their case-study analysis that VR-training
has shown future potential for increasing work
safety. Luo et al. (2015) developed a virtualized
version of an ethylene plant, using a realistic 3D
model of the plant with which one could interact
dynamically via the control simulator. Their
results confirmed the advantages of using a VR
simulator, citing the enhanced realism of the
scene and the higher user-friendliness of the
scenario. Ahmad et al. (2016) developed virtual
reality training scene aimed at simulating a
homogeneously catalyzed biodiesel production
process, including realistic malfunction
scenarios such the failure of several components
of the plan, arguing the potential use of such
realistic training decreased possible work
accidents.
Patle et al. (2019) comprehensively
analyzed the literature on virtual environments
for safety training in the processing industry. In
their article, the authors analyzed simulated
scenarios for emergency safety procedures in
several industrial examples (e.g. chemical
processes and oil and gas rigs). The authors
argue that a considerable economic investment
is needed to implement safety procedure
simulation training in VR compared to
traditional simulators: the starting costs are
higher due to the specialized expertise needed to
Proceedings of the 30th European Safety and Reliability Conference and
the 15th Probabilistic Safety Assessment and Management Conference
create a good VR environment. However,
according to Patle et al. (2019), the investment
brings added value and a significant return on
investment. This is due to the ability to allow the
systematization of the knowledge, while
maintaining the experience, the expertise and the
skills inside the plan. Large-scale
industries/processes that have higher risk factors
may benefit more from an investment on VR-
based simulation training than small-scale
industries.
Many of the reviewed articles put their
emphasis on how VR can make work
environments safer. In addition to a safe training
environment, VR training can be designed using
different potential hazard perspectives, and
operators can experience the effects of their
choices or actions (Higgins, 2017). The VR
scenario gives the operators the freedom to fail,
and to experience a simulation of the
consequences of their actions.
The cost-effectiveness of the VR in
training is another often cited reason for
developing these environments (Grabowski &
Jankowski, 2015; Le, Pedro, & Park, 2015). The
hope is that VR training would reduce the cost
of real hands-on training. Traditional training
sessions require, for example, the presence of an
instructor, and often long trips in working hours
for the employers to reach the training facilities.
VR training could provide a valuable training
alternative that has a high starting cost (mainly
for the developing of the software and the
purchase of hardware) but does not require the
employers to move from their usual work
facility. The development of newer, more
affordable, and more portable head-mounted VR
equipment may facilitate the implementation of
these technologies in the near future.
The articles in the literature also showed
the challenges that this technology faces at this
stage. According with some studies (Bhoir &
Esmaeili, 2015; Guo, Yu, & Skitmore, 2017) the
current technological level is limiting the use of
VR for safety application, and more needs to be
done both on technology and adoption.
Moreover, Bhoir and Esmaeili (2015)
reported that experienced workers prefer
traditional training over VR. It is possible that
different groups of employers may have
different preferences for training. Furthermore,
more experienced workers are commonly older
than younger ones, and therefore less
experienced with the use of modern visual
technologies, and more susceptible to unpleasant
physiological symptoms (simulator sickness)
during the use of VR (Johnson, 2005). A further
possible drawback of the technology that could
crucially limit its adoption rate at this stage is
the high rate of users that experiment
uncomfortable physiological symptoms when
exposed to VR. A study investigating road
safety training in VR (Deb et al. 2017) reported
that approximately 11% of participants
participating to the study withdrew from the
experiment due to simulator sickness
symptoms. Simulator sickness seems to be
predicted by a number of factors, including
age, sex, and previous use of similar
technologies (Davis, Nesbitt, & Nalivaiko,
2014), therefore it could be possible that some
workplaces or target-groups may be more
viable for the use of VR technology than
others. Furthermore, due to the recent
development of these technologies, little is
known about the health effects of long-term
usage of VR systems, and this aspect deserves
future attention.
3.1 Methods of measures and
Theoretical perspectives on safety
The studies analyzed use mixed methods
of evaluation of the effectiveness of the
training, with few of them explicitly
mentioning an attempt to quantitatively and
objectively assess its performance (Colombo,
Nazi, & Manca, 2014; Nazir & Manca, 2015;
Li et al., 2018). Only one of them tried to use
psychophysiological measurements (heart rate)
to assess the impact of the training on users’
physiology (Nedet et al., 2016).
None of the articles analyzed explicitly
state the theoretical background for safety
training using the safety categories theorized in
Hollnagel (2018). The authors of the present
article have evaluated every paper included in
the review in light of the theoretical perspective
of safety theory. From this evaluation, Safety I
seem to be the safety theory more in the focus of
the VR-based trainings, especially regarding
procedures to avoid procedural mistakes.
4 Conclusion
The construction and chemical
industries are more active in studying the
possibilities for the adoption of VR
technologies, but attempts have also been
reported in the mining and energy industries.
The wide use of VR training for work safety in
these industries may be related to the high
Proceedings of the 30th European Safety and Reliability Conference and
the 15th Probabilistic Safety Assessment and Management Conference
intrinsic danger that operators are exposed to
when working with inflammable and pressurized
chemicals or with heavy construction
machinery. A higher potential safety risk
justifies the higher starting costs of developing
complex VR scenes (as argued in Patle et al.,
2019)
Most of the reviewed articles reported
that virtual reality training can somehow help
people prepare for real life emergency scenarios.
Furthermore, it has been argued that the use of
VR in the work environment will not only
improve worker behavior, increasing their risk
awareness during their real-life work, but could
be also influence their routine behaviors in an
unconscious way, and therefore affect the safety
culture (Rebelo et al. 2018).
Some authors have pointed out the
immaturity of the technology at the current stage
of development or cast doubt on the
effectiveness of training in VR (Bhoir &
Esmaeili, 2015). The unpleasant symptoms often
experienced by users may slow down the
acceptance of the technology, and more needs to
be understood about the health consequences of
long-term use of the technology.
The development and validation of more
objective measurements (as psychophysiological
indexes), as well as other quantitative and
qualitative measurement for the effect of VR
trainings may improve the reliability of the
reported findings. Furthermore, a good training
program may gain advantages from the inclusion
of both Safety I and Safety II types of training
perspectives, promoting a training that improves
the ability to cope both with unexpected adverse
situations, and to train in regular work
procedures.
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... These technologies not only present opportunities to enhance training and operational efficiency but also introduce risks that must be carefully managed. Policymakers, industry leaders, and OSH professionals are thus called upon to adopt a cautious and at the same time flexible approach to ensure that advancements in these fields -that are generally beneficial for the workplaces in the context of OSH [12][13][14] -that do not compromise some aspects of workers' safety and well-being. Despite the rapid incorporation of XR technologies into professional environments, there remains a significant gap in research. ...
... In the last decades, many research studies have addressed the potential of VR for KT. For instance, Khanal et al. (2022), Grassini and Laumann (2020) report in their literature review that VR training can help prepare individuals for real-life emergency scenarios. VR has also changed how we engage with the type of VR we using, which, in turn, influences experiences and performance (Heldal, 2004). ...
Article
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When unexpected incidents occur, such as fire outbreaks or floods, individuals who lack knowledge on how to handle such events are often shocked and unable to act efficiently. Virtual Reality (VR) technology promises to compensate for the lack of traditional teaching environments by immersing users in virtual learning environments with real-life relevance for many emergency scenarios. The primary objective of this paper is to provide a better understanding of how to raise awareness of emergencies and learn to manage unforeseen situations using VR games. Based on a theoretical background examining available literature on Knowledge Transfer (KT), VR and learning theories, we illustrate a case depicting how to handle a fire emergency at a school building. The case describes a VR game to inform students about the necessary steps for preparedness and discuss its utilization as an educational module in a course. Based on this, an Inclusive VR for KT (IVR-KT) framework is proposed that contributes to increasing the understanding of planning and assessing emergency preparedness training in education. The games included in IVR-KT will be developed using retrieved real-time and historical data with a special emphasis on inclusivity aspects by addressing a wide range of users regardless of their personal limitations and constraints. By presenting the framework and providing examples of its key components, the paper introduces new ways of considering KT for emergency preparedness training in education for handling unforeseen incidents.
... This was necessary due to the focus of previous studies on reviewing the potential benefits through the simulation of emergency situations. For example, Zhu and Li [3] reviewed emergency management in different types of buildings while Grassini and Laumann [15] focused on an overview of the current published literature on VR in work safety, listing the benefits and problems associated with the technology. The discussion of the implementation and potential of VR was also found in Wang et al. [16]. ...
Article
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Safety training is the exercise normally conducted for all the current and future employees of a company to identify and recognize occupational hazards and diseases as well as determine the appropriate controlling methods. Moreover, virtual reality (VR) is a technology developed to virtually simulate the surrounding environment to ensure immersive experience and interaction through artificial three-dimensional (3D) platforms. VR devices have been developed to be more compact, easy to use, and affordable to enable people to enjoy immersive virtual experiences and provide interactive and realistic content. This has made technology one of the most popular forms of media for different kinds of training, such as safety-related ones. Therefore, this study aimed to review the use of VR in safety training through the systematic literature review (SLR) method. The process focused on developing 4 primary questions (PQs) classified into 11 systematic research questions (SRQs) for discussion points concerning current developments in VR technology applications. These were further combined with the preferred reporting items for systematic reviews and meta-analyses (PRISMA) flow diagrams in selecting the relevant literature. The questions were also used to investigate the scenarios, methods, objectives, and outcomes of previous studies. The results showed the need for further studies on the application of VR technology in safety training in other fields such as firefighting, chemical industry, maritime, etc. Furthermore, several scenarios such as construction design, disaster response, rescue procedures, and others need to be included. This study also provides information on the gaps for future study, including the exploration of a broader range of industries and VR scenarios.
... Over the years, VR technology has emerged as an important tool in training programmes across numerous industries, particularly in fields such as construction, mining and energy. These sectors, often characterised by the need to conduct training in potentially dangerous environments, adopted VR technology early on to improve both the safety and efficiency of their training methodologies (Grassini & Laumann, 2020b). Current literature on the topic reveals that VR technology is crucial for facilitating hands-on training and simulations across a broad range of industries. ...
... VR is widely associated with recreational activities including gaming and has had success as a therapeutic tool to ease symptoms associated with conditions such as autism (Maskey et al., 2019), dementia (Appel et al., 2021) and post-traumatic stress disorder (Kothgassner et al., 2019). It is increasingly used as means of gamifying training, being especially useful for situations that are difficult to replicate in real life, due to cost, safety or perceptual reasons (Grassini & Laumann, 2020). More recently, the capability of VR to emulate audio visual and spatial perception challenges associated with conditions such as sight loss, hearing loss and dementia has allowed VR to provide immersive experiences that can enhance empathy towards people living with these conditions (Zwoliński et al., 2020). ...
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The capability of virtual reality (VR), to enable full-scale immersive experiences of architectural designs provides the potential to use VR as a co-design tool amongst underrepresented groups, such as those experiencing cognitive decline. This chapter discusses two sequential VR-supported co-design research projects which included older people living with cognitive change. It evidences the potential role of VR as an effective means of achieving equity and inclusion in the design process, achieved through removal of historic barriers to design participation. It concludes with a vision for an achievable future, where VR-supported democratisation of the design process leads to improvements in environmental design, and subsequent improvements in quality of life for people living with cognitive change.
... Ultimately it is about developing competences in both knowing and doing. Virtual Reality (VR) environments is an emerging and promising platform for training in contexts such as these as it offers an engaging mode of interaction by immersing the user in a representation of a real environment that offers rich interaction modes (Grassini & Laumann, 2020), feedback in the form of observing the result of actions, the development of hands-on skills and learning-by-doing, and opportunities for repetition (Deb et al., 2017). Particularly relevant to training for high-risk situations, VR can also provide first-person access to environments that are potentially dangerous, unethical, costly, temporally unavailable or unpractical to access in the real world (Freina & Ott, 2015). ...
Conference Paper
The work of melting furnace operators is potentially hazardous and serious accidents do occur. Training on the monitoring and safe operation of furnaces is key to the safety of the operators and their surroundings. Virtual Reality (VR) environments can simulate safety critical work environments and provide realistic, safe and engaging ways to train on situations otherwise unavailable. To address the potential of using VR in safety training, the VR environment called VR Safe was developed. This paper presents a study of the user experience of training safety critical procedures in VR. VR Safe simulates malfunction in one of the most important systems regarding safe operation of furnaces: furnace cooling system monitoring and how to respond to cooling system failure. The evaluation included professional furnace operators, and was focused on usability of the system, user engagement and the training value as it relates to the operators' work.
... Immersive training can help in keeping learners' saf ety knowledge and skills up to date so they can handle complex or new hazards. For example, VR systems have conventionally concentrated on boosting the sense of vision, but recently VR technology has expanded to encompass wearable headset technologies that are putting a greater emphasis on audio f eedback using headphones (e.g., demolition sounds), and on physical simulations f or materials (e.g., rigid bodies, joints, characters, robots) (Grassini, 2020). Trainees can obtain knowledge-based saf ety training through a gamif ied scenario that includes active exploration and human-computer interaction (Gavish et al., 2013). ...
Conference Paper
Though there is growing interest in the utilisation of immersive technologies (ImT) for improving the effectiveness of safety training in construction projects, limited research has been conducted to assess the organisational readiness of adapting ImT for this purpose. This study aims to identify the prevalent maturity models (MM) used in evaluating maturity level for ImT application in construction, through a systematic literature review (SLR). The study found that most studies were published between 2019 and 2021; and showed that United Kingdom, China, and Australia, have the highest rankings in the development of maturity models for ImT application in the construction industry. The mapping of 23 selected papers demonstrated that the current maturity model research used for ImT application is applicable to more than 18 domains that is heavily dominated by safety training and visualisation. Interestingly, the paper revealed that many researchers have been focusing on developing new models rather than considering the use or enhancement of existing ones. The findings derived from this study will provide a foundation for organisations and managerial teams to help them understand the importance of deploying maturity model for assessing ImT application in construction, as well as improving the health and safety of workers.
Book
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This reprint represents the collaborative efforts of the Guest Editors to explore new and emerging methodologies for delivering innovative solutions in exercise, health, and sports. We are grateful to all the authors of the manuscripts published in this special edition. Without their contributions, this reprint would not have been possible. The communities of “Sport Sciences”, “Public, Environmental, and Occupational Health” and “Physical Therapy, Sports Therapy, and Rehabilitation” extend their thanks to the authors for their valuable input. We hope you enjoy reading this collection and that you find the insights within both enlightening and inspiring. Rodrigo Zacca, Flávio Antônio de Souza Castro, and Rui Miguel Simões de Azevedo Guest Editors
Article
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The construction industry contends with high injury rates, emphasizing the need for innovative preventive measures in construction health and safety (CHS). While previous studies have investigated the potential ap plications of virtual reality (VR) in the construction industry for different purposes, an in-depth study on VR in the CHS context is lacking. Hence, this study provides a state-of-the-art analysis of VR applications in CHS, employing a dual scientometric and systematic review approach. A scientometric analysis is conducted to examine annual publication trends, keyword co-occurrences, and science mapping of publication outlets, alongside mapping the contributions of leading countries in this domain. This analysis reveals a marked increase in research interest and identifies central thematic connections within the body of literature. The systematic review assesses VR technologies, including immersive, desktop-based, BIM-based, 3D game-based, and augmented reality, addressing their roles in hazard identification and safety training. The study also underscores challenges like infrastructure, content modeling, and interoperability and proposes directions for future research. Recommendations include probing into VR’s role in cognitive safety risks and the impact of users’ prior safety knowledge on learning outcomes. This study suggests that developing tailored VR experiences for specific user groups could significantly advance safety practices in the construction industry.
Article
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Recent popularity of consumer-grade virtual reality devices, such as the Oculus Rift and the HTC Vive, has enabled household users to experience highly immersive virtual environments. We take advantage of the commercial availability of these devices to provide an immersive and novel virtual reality training approach, designed to teach individuals how to survive earthquakes, in common indoor environments. Our approach makes use of virtual environments realistically populated with furniture objects for training. During a training, a virtual earthquake is simulated. The user navigates in, and manipulates with, the virtual environments to avoid getting hurt, while learning the observation and self-protection skills to survive an earthquake. We demonstrated our approach for common scene types such as offices, living rooms and dining rooms. To test the effectiveness of our approach, we conducted an evaluation by asking users to train in several rooms of a given scene type and then test in a new room of the same type. Evaluation results show that our virtual reality training approach is effective, with the participants who are trained by our approach performing better, on average, than those trained by alternative approaches in terms of the capabilities to avoid physical damage and to detect potentially dangerous objects.
Article
Full-text available
The construction industry is a complex environment where high accident rates make significant contributions to cost overruns and time delays. Safety education is important in promoting a safe and healthful working environment in construction; however current pedagogical methods and tools at the tertiary level are unable to provide students with real practical and safety experiences. This study proposes an online social virtual reality (VR) system framework which allows students to perform role-playing, dialogic learning, and social interaction for construction safety and health education. The framework includes the following three modules: 1) Cooperative Distributed Safety Learning (CDSL) to understand root causes of accidents in construction site; 2) Hazard Inspection and Safety Cognition (HISC) to reflect on safety theories through hazard inspection within a social VR environment; 3) Active Safety Game-based Learning (ASGL) to enhance practical capacities by playing the safety training game in a 3D virtual environment. The system prototype is developed and evaluated with virtual scenarios derived from real safety cases to identify the system’s benefits and limitations. The results concluded that the social/collaborative virtual reality platform would improve construction safety & health education effectively.
Conference Paper
Full-text available
Virtual reality (VR) has become a popular approach to study human behavior in fire. The present position paper analyses Strengths, Weaknesses, Opportunities, and Threats (SWOT) of VR as a research tool for human behavior in fire. Virtual environments provide a maximum of experimental control, are easy to replicate, have relatively high ecological validity, and allow safe study of occupant behavior in scenarios that otherwise would be too dangerous. Lower ecological validity compared to field studies, ergonomic aspects, and technical limitations are the main weaknesses of the method. Increasingly realistic simulations and other technological advances provide new opportunities for this relatively young method. In this position paper, we argue that VR is a promising complementary laboratory tool in the quest to understand human behavior in fire and to improve fire safety.
Article
Construction is a high hazard industry which involves many factors that are potentially dangerous to workers. Safety has always been advocated by many construction companies, and they have been working hard to make sure their employees are protected from fatalities and injuries. With the advent of Virtual and Augmented Reality (VR/AR), there has been a witnessed trend of capitalizing on sophisticated immersive VR/AR applications to create forgiving environments for visualizing complex workplace situations, building up risk-preventive knowledge and undergoing training. To better understand the state-of-the-art of VR/AR applications in construction safety (VR/AR-CS) and from which to uncover the related issues and propose possible improvements, this paper starts with a review and synthesis of research evidence for several VR/AR prototypes, products and the related training and evaluation paradigms. Predicated upon a wide range of well-acknowledged scholarly journals, this paper comes up with a generic taxonomy consisting of VR/AR technology characteristics, application domains, safety scenarios and evaluation methods. According to this taxonomy, a number of technical features and types that could be implemented in the context of construction safety enhancement are derived and further elaborated, while significant application domains and trends regarding the VR/AR-CS research are generalized, i.e., hazards recognition and identification, safety training and education, safety instruction and inspection, and so on. Last but not least, this study sets forth a list of gaps derived from the in-depth review and comes up with the prospective research works. It is envisioned that the outcomes of this paper could assist both researchers and industrial practitioners with appreciating the research and practice frontier of VR/AR-CS and soliciting the latest VR/AR applications.
Book
Safety has traditionally been defined as a condition where the number of adverse outcomes was as low as possible (Safety-I). From a Safety-I perspective, the purpose of safety management is to make sure that the number of accidents and incidents is kept as low as possible, or as low as is reasonably practicable. This means that safety management must start from the manifestations of the absence of safety and that - paradoxically - safety is measured by counting the number of cases where it fails rather than by the number of cases where it succeeds. This unavoidably leads to a reactive approach based on responding to what goes wrong or what is identified as a risk - as something that could go wrong. Focusing on what goes right, rather than on what goes wrong, changes the definition of safety from ‘avoiding that something goes wrong’ to ‘ensuring that everything goes right’. More precisely, Safety-II is the ability to succeed under varying conditions, so that the number of intended and acceptable outcomes is as high as possible. From a Safety-II perspective, the purpose of safety management is to ensure that as much as possible goes right, in the sense that everyday work achieves its objectives. This means that safety is managed by what it achieves (successes, things that go right), and that likewise it is measured by counting the number of cases where things go right. In order to do this, safety management cannot only be reactive, it must also be proactive. But it must be proactive with regard to how actions succeed, to everyday acceptable performance, rather than with regard to how they can fail, as traditional risk analysis does. This book analyses and explains the principles behind both approaches and uses this to consider the past and future of safety management practices. The analysis makes use of common examples and cases from domains such as aviation, nuclear power production, process management and health care. The final chapters explain the theoretical and practical consequences of the new perspective on the level of day-to-day operations as well as on the level of strategic management (safety culture).
Augmented & virtual reality: The future of work, not just play
  • V Higgins
Higgins, V., (2017). Augmented & virtual reality: The future of work, not just play. Professional Safety, 62(6), 86.
Virtual reality simulation technology for military and industry skill improvement and training programs
  • M Kozlak
  • A Nawrat
Kozlak M., Nawrat A., and Kurzeja A. (2014). Virtual reality simulation technology for military and industry skill improvement and training programs. Szybkobieżne Pojazdy Gąsienicowe 2, 5-12