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Investigating hazard recognition in augmented virtuality for personalized feedback in construction safety education and training

Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

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Investigating hazard recognition in augmented virtuality for personalized feedback in construction safety education and training. / Wolf, M.; Teizer, J.; Wolf, B. et al.
In: Advanced Engineering Informatics, Vol. 51, 101469, 01.2022.

Research output: Contribution to journal/Conference contribution in journal/Contribution to newspaperJournal articleResearchpeer-review

Harvard

Wolf, M, Teizer, J, Wolf, B, Bükrü, S & Solberg, A 2022, 'Investigating hazard recognition in augmented virtuality for personalized feedback in construction safety education and training', Advanced Engineering Informatics, vol. 51, 101469. https://doi.org/10.1016/j.aei.2021.101469

APA

Wolf, M., Teizer, J., Wolf, B., Bükrü, S., & Solberg, A. (2022). Investigating hazard recognition in augmented virtuality for personalized feedback in construction safety education and training. Advanced Engineering Informatics, 51, Article 101469. https://doi.org/10.1016/j.aei.2021.101469

CBE

MLA

Vancouver

Wolf M, Teizer J, Wolf B, Bükrü S, Solberg A. Investigating hazard recognition in augmented virtuality for personalized feedback in construction safety education and training. Advanced Engineering Informatics. 2022 Jan;51:101469. doi: 10.1016/j.aei.2021.101469

Author

Wolf, M. ; Teizer, J. ; Wolf, B. et al. / Investigating hazard recognition in augmented virtuality for personalized feedback in construction safety education and training. In: Advanced Engineering Informatics. 2022 ; Vol. 51.

Bibtex

@article{28c879328c5342328327347c2682bbd6,
title = "Investigating hazard recognition in augmented virtuality for personalized feedback in construction safety education and training",
abstract = "Accidents resulting from poorly planned or set up work environments are a major concern within the construction industry. While traditional education and training of personnel offer well-known approaches for establishing safe work practices, serious games in virtual reality (VR) are used more often as a complementary approach for active, personalized learning experiences. Their designs yet have to take full advantage of how trainees can potentially manipulate and interact with virtual objects. In addition, little construction safety research has focused on generating and analyzing the inherent data that can be collected about the trainees{\textquoteright} actions in the virtual environment. The objective analysis of their performance in the virtual environment offers precise feedback to sensitize their work behavior later in real practice. This research presents a novel framework for the generation and assessment of the trainees{\textquoteright} data in augmented virtuality (AV). The proposed approach is tested in a virtual work environment consisting of multiple stages and hazards that are consistent within today's construction sites and workshops. A real angle grinder has been reworked and repurposed as an interactive AV controller to further enhance immersion. Results on the performance in the proposed system and the experiences of two groups of volunteering participants are presented and discussed. An outlook presents future avenues towards enhancing existing construction safety education and focus points on correlating objective tracking data with self-assessment.",
keywords = "Active learning, Augmented virtuality, Professional construction safety, health, and well-being education and training, Serious games, System usability, User experience",
author = "M. Wolf and J. Teizer and B. Wolf and S. B{\"u}kr{\"u} and A. Solberg",
note = "Publisher Copyright: {\textcopyright} 2021 Elsevier Ltd",
year = "2022",
month = jan,
doi = "10.1016/j.aei.2021.101469",
language = "English",
volume = "51",
journal = "Advanced Engineering Informatics",
issn = "1474-0346",
publisher = "Pergamon Press",

}

RIS

TY - JOUR

T1 - Investigating hazard recognition in augmented virtuality for personalized feedback in construction safety education and training

AU - Wolf, M.

AU - Teizer, J.

AU - Wolf, B.

AU - Bükrü, S.

AU - Solberg, A.

N1 - Publisher Copyright: © 2021 Elsevier Ltd

PY - 2022/1

Y1 - 2022/1

N2 - Accidents resulting from poorly planned or set up work environments are a major concern within the construction industry. While traditional education and training of personnel offer well-known approaches for establishing safe work practices, serious games in virtual reality (VR) are used more often as a complementary approach for active, personalized learning experiences. Their designs yet have to take full advantage of how trainees can potentially manipulate and interact with virtual objects. In addition, little construction safety research has focused on generating and analyzing the inherent data that can be collected about the trainees’ actions in the virtual environment. The objective analysis of their performance in the virtual environment offers precise feedback to sensitize their work behavior later in real practice. This research presents a novel framework for the generation and assessment of the trainees’ data in augmented virtuality (AV). The proposed approach is tested in a virtual work environment consisting of multiple stages and hazards that are consistent within today's construction sites and workshops. A real angle grinder has been reworked and repurposed as an interactive AV controller to further enhance immersion. Results on the performance in the proposed system and the experiences of two groups of volunteering participants are presented and discussed. An outlook presents future avenues towards enhancing existing construction safety education and focus points on correlating objective tracking data with self-assessment.

AB - Accidents resulting from poorly planned or set up work environments are a major concern within the construction industry. While traditional education and training of personnel offer well-known approaches for establishing safe work practices, serious games in virtual reality (VR) are used more often as a complementary approach for active, personalized learning experiences. Their designs yet have to take full advantage of how trainees can potentially manipulate and interact with virtual objects. In addition, little construction safety research has focused on generating and analyzing the inherent data that can be collected about the trainees’ actions in the virtual environment. The objective analysis of their performance in the virtual environment offers precise feedback to sensitize their work behavior later in real practice. This research presents a novel framework for the generation and assessment of the trainees’ data in augmented virtuality (AV). The proposed approach is tested in a virtual work environment consisting of multiple stages and hazards that are consistent within today's construction sites and workshops. A real angle grinder has been reworked and repurposed as an interactive AV controller to further enhance immersion. Results on the performance in the proposed system and the experiences of two groups of volunteering participants are presented and discussed. An outlook presents future avenues towards enhancing existing construction safety education and focus points on correlating objective tracking data with self-assessment.

KW - Active learning

KW - Augmented virtuality

KW - Professional construction safety, health, and well-being education and training

KW - Serious games

KW - System usability

KW - User experience

UR - http://www.scopus.com/inward/record.url?scp=85120034532&partnerID=8YFLogxK

U2 - 10.1016/j.aei.2021.101469

DO - 10.1016/j.aei.2021.101469

M3 - Journal article

AN - SCOPUS:85120034532

VL - 51

JO - Advanced Engineering Informatics

JF - Advanced Engineering Informatics

SN - 1474-0346

M1 - 101469

ER -