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atw - International Journal for Nuclear Power | 2.2024

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Operation and New Build<br />

35<br />

(according to the category/time frame explained<br />

earlier) so they were also not included in the analysis.<br />

In the end, 96 papers were analyzed. Their content is<br />

summarized in the charts below.<br />

Figure 5 shows that there were a lot of papers focused<br />

on <strong>Nuclear</strong> VR training without any game aspect to it.<br />

Also, it shows how prevalent papers were regarding<br />

Health and Safety and Academic training.<br />

Fig. 7.<br />

“Five immersive technology categories with the number of papers in each<br />

category indicated in the pie chart and the percentage in the legend<br />

(a total of 44 papers were included in SLR).” (Fracaro et al 2022) [25]<br />

Fig. 5.<br />

The breakdown of 96 papers comparing papers that were focused<br />

on serious games, and those that were focused on VR training.<br />

In Figure 6, we examined the specific combination of<br />

Serious Games and VR. Here we see that the number of<br />

papers focused on VR training with Serious Games is<br />

much lower in total – 45 out of 96 but very noticeably<br />

the <strong>Nuclear</strong> VR Training with Serious Games is much<br />

lower – just 2 papers compared to 28 <strong>for</strong> VR alone.<br />

5.3. Virtual Reality Literature Review<br />

Given that a review of VR Literature was done by the<br />

author and others in 2023 [27] , it seems not very helpful<br />

to repeat a full review of VR Literature in general.<br />

Rather, the detailed review will focus more specifically<br />

on papers that involve both Serious Games and VR<br />

research. This is more critical <strong>for</strong> this review and<br />

topical to the goals of this paper.<br />

However, it is useful to repeat the summary of takeaways<br />

from the previous paper [27] . These are summarized<br />

in Table 4.<br />

5.4. Virtual Reality and Serious Games Literature<br />

Review<br />

When the existing literature was examined <strong>for</strong> both<br />

Serious Games and VR research, only 31 papers were<br />

found to have both characteristics. These were broadly<br />

categorized into the following areas:<br />

Academic (1)<br />

Oil/Chemical Industry (1)<br />

First Responder (6)<br />

Health/Safety (21)<br />

<strong>Nuclear</strong> (2)<br />

Fig. 6.<br />

The breakdown of the papers that were just about the<br />

use of Serious Games in academics, and those that used<br />

Serious Games in Academic and Industrial training.<br />

Interestingly, one other literature review paper did a<br />

similar analysis, also showing that the prevalence of<br />

VR combined with Serious Games was very small in<br />

comparison to other training methods as shown in<br />

Figure 7. [25]<br />

As recently as October 2023 a conference on Serious<br />

Games [26] has no mention in the proceedings of any<br />

nuclear focused VR Serious Games so even as recently<br />

as this, there seems to be no focus on this particular<br />

area.<br />

These papers will be examined in more detail below.<br />

5.4.1. Academic<br />

While there are many papers covering VR or Serious<br />

Games <strong>for</strong> Academic purposes, surprisingly only one<br />

appeared that was involved in both. In “Game-like<br />

Environments <strong>for</strong> <strong>Nuclear</strong> Engineering Education<br />

Using GECK” the study interestingly “explores a new<br />

game engine called Garden of Eden Creation Kit (GECK)<br />

to enhance teaching and content retention of some<br />

concepts in nuclear reactor engineering” [28] . While this<br />

can’t fit into the real <strong>Nuclear</strong> VR/Serious Game category<br />

because its “trainees” were high school students and<br />

college-age students, it does show promise <strong>for</strong> being<br />

able to identify that this age group has “enormous<br />

Vol. 69 (2024)

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