Bibliographic Details
| Title: |
Serious Game Framework Focusing on Industrial Training: Application to Steel Industry. |
| Authors: |
Abed, Hamza1 hamza.abed@etu.upmc.fr, Pernelle, Philippe2 philippe.pernelle@univ-lyon1.fr, Carron, Thibault1 thibault.carron@lip6.fr, Benamar, Chokri3 chokri.benamar@enis.rnu.tn, Kechiche, Marwene4 marwene.kechiche@enise.fr, Baert, Patrick4 patrick.baert@enise.fr |
| Source: |
Proceedings of the European Conference on Games Based Learning. 2015, Vol. 1, p1-9. 9p. |
| Subject Terms: |
*Game theory, *Employee training, Steel industry, Virtual reality, Social sciences, Knowledge acquisition (Expert systems) |
| Abstract: |
Serious games are growing more and more in the context of lifelong training and initial education. They cover several areas (human science, engineering science, life science, ...) that are used for industrial or academic purposes. However, some fields induce specific issues. Thus, in the industrial area, the constraints inherent to the activity impact the development of a scenario and implementation of a serious gaming environment. Indeed, the objective of the industry training must both lead to the acquisition of knowledge and the transfer of skills. Moreover, the actual validation of these skills is paramount especially if their uses are located on an industrial site, where there are often risks associated with the security of persons and equipment. In many industries, some regulatory constraints impose an obligation of means for the training of staff. In the sector of production, the proliferation of interim requires inevitably targeted training. Finally, it should be noted that even for permanent staff, alternation and fragmentation of training periods seriously complicate the deep learning task. Finally, we can wonder if the serious game can bring relevant answers to specific problems of training in an industrial context? This article offers some answers to this question. Thus, in this work, we propose a serious game scripting framework adapted to the industrial context. This scripting framework is structured around two approaches: the first defines a global framework for scheduling a fun or playful scenario. Moreover, this framework allows to take into account the phases of availability of learners while maintaining motivation. The second approach defines an immersive framework for validating acquired and security compliance that is based on two complementary purposes: Use of alternate observation activities (games / real) and an immersive simulation (Virtual Reality) for security. In partnership with a company in the steel industry, we have developed a prototype of serious game in order to implement this scripting framework. The prototype is based on a generic game platform, on a tablet with use of RFID tag, and with an immersive virtual reality Head-Mounted-Display (HMD type Oculus®). In this article we will present the actions realized in the context of a professional activity related to the manipulation of a bridge crane. [ABSTRACT FROM AUTHOR] |
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| Database: |
Education Research Complete |