Design and Evaluation of a VR Training Simulation for Pump Maintenance Based on a Use Case at Grundfos

Research output: Contribution to book/anthology/report/proceedingArticle in proceedingsResearch

  • Frederik Winther, Department of Computer Science, Aarhus University, Denmark
  • Linoj Ravindran
  • ,
  • Kasper Paabøl Svendsen, Department of Computer Science, Aarhus University, Denmark
  • Tiare Feuchtner
Encouraged by technological advancements, more and more companies consider virtual reality (VR) for training of their workforce - in particular for situations that occur rarely, are dangerous, expensive, or very difficult to recreate in the real world. Thereby the need arises for understanding the potentials and limitations of VR training and establishing best practices. In pursuit of this, we have developed a VR Training simulation for a use case at Grundfos, in which apprentices learn a sequential maintenance task. We evaluated this simulation in a user study with 36 participants, comparing it to two traditional forms of training (Pairwise Training and Video Training). This paper describes the developed virtual training scenario and discusses design considerations for such VR simulations. Further, it presents the results of our evaluation, which support that VR Training is effective in teaching the procedure of a maintenance task. However, according to our evidence, traditional approaches with hands-on experience still lead to a significantly better outcome.
Original languageEnglish
Title of host publicationProceedings - 2020 IEEE Conference on Virtual Reality and 3D User Interfaces, VR 2020
Number of pages9
Publication year2020
Article number9089646
ISBN (Electronic)9781728156088
Publication statusPublished - 2020
EventIEEE VR 2020: 27th IEEE Conference on Virtual Reality and 3D User Interfaces - W Atlanta - Midtown, Atlanta, United States
Duration: 22 Mar 202026 Mar 2020
Conference number: 27


ConferenceIEEE VR 2020
LocationW Atlanta - Midtown
LandUnited States

    Research areas

  • Human-centered computing, Virtual reality, User studies, Training, Industry 4.0

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