Abstract

In the last decades, the industry has profoundly integrated the use of digital resources in their production process. However, these assets are rarely re-used for the training of the users, operators and technicians that have to interact with these objects. Furthermore, although training and learning environments are classical applications of virtual reality, the design of these environments is generally ad hoc, i.e. dedicated to specific operations on specific objects, hence requiring the intervention of programmers whenever a modification of the pedagogical scenario is required. In this article, we propose a methodology to design adaptable virtual environments, by separating the role of the different protagonists that play a part in the creation of learning environments. In particular, its goal is to allow the teachers to implement different scenarios according to the level of the trainees and to the pedagogical objectives without the intervention of computer scientists. An example of adaptable wind turbine environment is shown, with three different learning situations: simulator, safety training and preventive maintenance training.

Highlights

  • This work takes place in the context of the EAST (Scientific and technical learning environments) project, which aims at stimulating the interest of young people for science through virtual reality environments, based on industrial assets. there is an increasing production and use of digital resources in the industry, these resources are rarely used in the context of human learning and training

  • The purpose of this work is to redefine the roles of the different actors playing a part in the design of virtual reality (VR) learning environments

  • The main idea is that the job expert and the education specialist should be put forward in the design of such environments, and that the teacher / trainer should be able to reuse and adapt the pedagogical scenarios without the help of computer scientists

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Summary

Introduction

There is an increasing production and use of digital resources in the industry, these resources are rarely used in the context of human learning and training. A major technical issue to use industrial assets for training purposes is the lack of generic tools to integrate pedagogical contents with these assets. The EAST project aims at proposing a methodology and tools to facilitate the design of activity training in virtual environments (VEs). This methodology is based on the use of 3D models of industrial equipment or objects on which or through which a pedagogical activity is performed,. We propose to perform this integration through the use of a unified abstract description of all theses elements that compose the learning environment

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