atw - International Journal for Nuclear Power | 2.2024
Internationale Entwicklungen und Trends
Internationale Entwicklungen und Trends
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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)