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 />
37<br />
a key part of VR training benefits is practicing in a safe<br />
environment <strong>for</strong> handling undetectable hazards. This<br />
paper describes its work as “The general aim of this<br />
work was to provide electric utilities a suitable work<strong>for</strong>ce<br />
training system to train and to certify operators<br />
working in complex and unsafe environments.” Their<br />
finding was that “The system has demonstrated to be a<br />
cost-effective tool <strong>for</strong> transferring skills and knowledge<br />
to new workers while reducing the time and money<br />
invested in their training.” [34]<br />
In the direct Health field, papers find that “the use of<br />
augmented reality and virtual reality games has promising<br />
potential, especially <strong>for</strong> safety training and<br />
rehabilitation” [35]<br />
In more industrial settings such as mechanical<br />
assembly operations and industrial plants, authors<br />
discuss such things as “delivering learning content in<br />
the <strong>for</strong>m of short educational games by using a common<br />
technological plat<strong>for</strong>m based on virtual, interactive<br />
and immersive reality.” [36] Additionally, they find “the<br />
players can improve their own management abilities<br />
through repetitive random sessions” [37]<br />
5.4.5. <strong>Nuclear</strong> Sector<br />
Lastly, we examine the only two papers in which<br />
the <strong>Nuclear</strong> Industry used Serious Games with VR<br />
approaches to training. The authors of one paper,<br />
describe the difficulties in training in a NPP environment<br />
“Factors such as radiation levels as well as the<br />
likelihood of hindering ongoing operations make it<br />
difficult to carry out training at actual sites. Traditional<br />
methods of repeating a task over and over again also<br />
cannot be realistically employed in many operating<br />
facilities” [38] They take an interesting approach to providing<br />
the VR Serious Game environment: “The model<br />
is a fairly realistic representation of the TRIGA facility<br />
developed using Unreal Engine III. Unreal Engine III is<br />
part of a commercial PC game, Unreal Tournament III,<br />
which was released in 2007 by Epic Games.”<br />
The other paper, published in 2009, describes the<br />
approach where “first responders can “play” and,<br />
hence, experience and emulate the operational and<br />
emergency scenarios of a plant through these specifically<br />
developed interactive and 3-D graphical models<br />
of nuclear facilities.” While its date would indicate that<br />
the accuracy of the plant is a far cry from what can be<br />
achieved today, and not specifically calling out Serious<br />
Games, the focus at least matches our goals of exploring<br />
the use of games.<br />
5.5. Summary of Findings<br />
Table 5 summarizes the key findings highlighted by<br />
this study.<br />
6. Discussion<br />
The review has shown that the separate studies of<br />
Serious Games and Virtual Reality go far back in history<br />
– to the 1960s <strong>for</strong> both Serious Games and <strong>for</strong> VR<br />
training. Large leaps <strong>for</strong>ward in technology in the<br />
post-2000 era have exponentially improved the<br />
technology <strong>for</strong> producing realistic VR environments.<br />
Great improvements in the analysis and design have<br />
occurred using the Learning Mechanics/Game Mechanics<br />
model <strong>for</strong> Serious Games. Combining these two<br />
have shown significant success in the Health and<br />
Safety, and First Responder fields but less so in the Oil/<br />
Chemical and <strong>Nuclear</strong> fields.<br />
It has been shown that success using Serious Games/<br />
VR is possible <strong>for</strong> a wide age group while rein<strong>for</strong>cing<br />
that a younger work<strong>for</strong>ce will naturally be more<br />
adept. [39][40] This is a somewhat surprising but welcome<br />
finding. It was also found that older players (40+) have<br />
different goals in playing video games than younger<br />
players. Thus, game designers must try to engage all<br />
demographics in their games. Generate AI may be a<br />
powerful tool <strong>for</strong> customizing gameplay tailored to the<br />
demographics of the player. Generate AI may also be<br />
a powerful tool <strong>for</strong> generating new levels of games, as<br />
Topic<br />
Academic<br />
Oil/Chemical Industry<br />
First Responder<br />
Health/Safety<br />
<strong>Nuclear</strong><br />
Finding<br />
⁃ Great uptake amongst younger employees<br />
⁃ Professionals were more accepting of the technology compared to students.<br />
⁃ Highly engaging and promote greater cognitive learning.<br />
⁃ VR training is effective regardless of age or experience<br />
⁃ Can collect in<strong>for</strong>mation previously unavailable, or very hard or impossible to collect.<br />
⁃ Training can be provided <strong>for</strong> environments where invisible hazards exist.<br />
⁃ Cost-effective<br />
⁃ Repetitive sessions improve abilities<br />
⁃ Repetitive sessions are more easily accomplished.<br />
⁃ Leveraging the experience of the gaming industry can help greatly<br />
Tab. 5.<br />
Summary of Findings<br />
Vol. 69 (2024)