2.2.3 Virtual reality in training activities: the case of the Automotive sector
Virtual reality in training activities: the case of the Automotive sector
2. Steps for creating training in virtual reality
2.10. Customer Delivery
A handover protocol is created containing all important information including the documentation of the whole software as well as manual for simulation utilization. The software is then commissioned into the educational environment of the customer organization, in other words it is installed on customer hardware at customer side under supplier’s supervision and tested. First employee trainings are conducted by the supplier to school the employees and future trainers how to use the virtual reality training.
The final form of the proposed solution composes the virtual environment of the assembly line for assembling a car dashboard that resembles the reality to the greatest possible extend in graphical design as well as in functional features. Employees, trained in virtual reality via appropriate hardware suitable for virtual reality application, can execute all tasks of the car dashboard assembly that emulates real works on physical system.
The training solution in virtual reality integrated gamification factors that support trainee interaction and motivation and prevent monotony and tedious static learning based on text and pictures as is valid for traditional educational methods. At the same time, the trainee is forced to involve more senses and can control the learning process through his/her own interactions that provide better demonstrativeness and contribute to greater internalization of taught content. Among the advantages of virtual reality training belong the reality close perception of the training and the immense similarity of conducted tasks with physically executed activities and the graphical visualization of all components, tools and objects alike physical reality.