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atw - International Journal for Nuclear Power | 2.2024

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Operation and New Build<br />

29<br />

A Review of Applications of<br />

Virtual Reality and Serious<br />

Games in <strong>Nuclear</strong> Industry<br />

Training Scenarios<br />

› Jeffrey Gibson, Prof. Alvaro Uribe Quevedo, Prof. Filippo Genco, Prof. Akira Tokuhiro<br />

1. Introduction<br />

Over the past decade, immersive technologies such as<br />

Virtual Reality (VR) have left the realm of high-end<br />

applications in industry and research, moving to the<br />

consumer-level space with several applications aiming<br />

to become ubiquitous in productivity, education, health<br />

care, and predominantly entertainment, with video<br />

games and their derivatives in the <strong>for</strong>m of exergames<br />

and serious games. VR allows recreating experiences<br />

otherwise difficult to replicate in real life because of<br />

health hazards or the availability of specialized equipment.<br />

Such a feature is enabling VR to become a key<br />

industrial technology with applications that can greatly<br />

benefit training in general. To better understand the<br />

current role of immersive technologies in nuclear<br />

power plant settings, a scoping literature review was<br />

conducted to further understand how both VR and<br />

game design are being adapted and adopted in the<br />

nuclear sector while identifying trends and opportunities<br />

as the technology continues evolving.<br />

While games <strong>for</strong> entertainment is a huge industry, the<br />

recent availability of VR has spiked the adoption of this<br />

technology. While VR and the application of game<br />

design principles in scenarios other than entertainment<br />

has been established since the 1990’s the recent<br />

availability of both consumer-level headsets and software<br />

development tools such as the Unity and Unreal<br />

game engines, have made it possible to increase the<br />

adoption and adaptation to scenarios not conceivable<br />

in purely high-end industrial and research settings.<br />

The use of games <strong>for</strong> applications other than entertainment,<br />

led to the creation of “Serious Games”, that is,<br />

games whose main purpose is learning, skills development,<br />

and not entertain. However, it is important to<br />

note, that fun and an engaging user experience is<br />

critical <strong>for</strong> the success of serious games. Serious games<br />

have become an effective learning tool that can be<br />

applied to both academic and industrial environments<br />

as it provides learning mechanics that are engaging<br />

and can facilitate learning. For example, Serious Games<br />

need some construct to describe what they are, and<br />

how to analyze them. The Learning Mechanics-Game<br />

Mechanics (LM-GM) <strong>for</strong>malism is described as a<br />

mechanism <strong>for</strong> the study of serious games.<br />

The goal of this review is to study the combination of<br />

VR and Serious Games in industry applications, more<br />

specifically <strong>for</strong> nuclear workers. We will discuss the<br />

findings from the review and look <strong>for</strong> opportunities not<br />

yet fulfilled by academic study.<br />

2. Extended Reality<br />

Virtual Reality technology has rapidly evolved in recent<br />

years, “bringing a wide range of application areas due<br />

to its flexibility to adapt to different problems and<br />

domains” [1] This has also brought different interpretations<br />

of what VR is. In this paper, VR is the<br />

experience in which participants are fully immersed<br />

in the virtual environment provided by head-mounted<br />

displays (HMD)<br />

2.1. Definitions<br />

To begin with some definitions, Extended Reality (XR)<br />

is an umbrella term <strong>for</strong> Virtual Reality (VR), Augmented<br />

Reality (AR), and Mixed Reality (MR) [2] . Specifically,<br />

according to Peterson [2] :<br />

Augmented Reality (AR) – Computer rendered image<br />

or data that is overlaid over the real world where your<br />

brain is actually located. It is the addition of sensory<br />

input to your brain while your brain is getting its normal<br />

sensory input from its surroundings.<br />

Mixed Reality (MR) – A variant on Virtual Reality in<br />

which part computer rendered 3D elements and part<br />

photographed real elements are combined into an<br />

immersive experience that simulates a user’s physical<br />

presence in the environment.<br />

Virtual Reality (VR) – In pure VR, the brain is getting<br />

all its sensory input from a time and place other than<br />

Vol. 69 (2024)

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