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Ongoing Research Project related to Traumatic Injuries (11 of 11)

Virtual Reality for Mine Safety Training

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SRL researchers test a fire evacuation training module using the VRMST software on a multi-user mobile pc network
SRL researchers test a fire evacuation training module using the VRMST software on a multi-user mobile pc network
STRATEGIC GOAL:
Traumatic injuries
KEYWORDS:
virtual reality, computer-based training, mine safety training, game
RESEARCHER:  Timothy J. Orr, Spokane Research Laboratory, NIOSH, 509-354-8023

PURPOSE:  Create training modules for the Virtual Reality Mine Safety Training (VRMST) software developed at SRL for evaluation in training programs at operating mines.

RESEARCH SUMMARY:  Accident report narratives often cite inadequate or insufficient training as a root cause for many fatalities and serious injuries in the mining industry. The research question becomes, Can virtual reality (VR) software be shown to be an effective training medium and can it be successfully incorporated into the training program at operating mines? Through experiencing virtual reality training, can mine workers be better prepared to identify and manage hazardous operating conditions?

Numerous training topics are adaptable to the virtual reality training medium. First, project staff will identify appropriate topics for adaptation to VR training modules. Existing training materials will be used as the basis for the virtual experience to provide a proven basis, and allow evaluation of the effectiveness of the VR modules. These training scenarios will be recreated in the VRMST software using mine maps, equipment models, audio scripts, and digital imagery. The modules will undergo rigorous in-house testing prior to release for evaluation.

The software will increase worker safety by graphically illustrating the results of bad choices and incorrect decisions without actually exposing the trainee to danger. The simulations developed by this project are meant to enhance current training techniques by providing simulated hands-on, accurate, interactive training environments for workers. The inherent flexibility of this type of simulator will allow easy and rapid updating and modification of the training modules, based on stakeholder feedback. The development of the VR scenarios will rely on computer graphics technology developed for the personal computer game industry. This technology is affordable, widely distributed, and provides rich, complex, and flexible virtual environments that can be tailored to meet the training needs of the mining industry as well as the construction and agricultural industries. The software could ultimately be distributed via the Internet to allow end-users to receive frequent software updates, share user-created scenarios, and participate in on-line, multi-user training.