Evaluating Virtual Reality Fire Extinguisher Training: A Qualitative User Experience Analysis
Hossain, A. K. M. Ishtyak; Kamal, Rida; Heilala, Janne; Kantola, Jussi
Evaluating Virtual Reality Fire Extinguisher Training: A Qualitative User Experience Analysis
Hossain, A. K. M. Ishtyak
Kamal, Rida
Heilala, Janne
Kantola, Jussi
Julkaisun pysyvä osoite on:
https://urn.fi/URN:NBN:fi-fe202601215969
https://urn.fi/URN:NBN:fi-fe202601215969
Tiivistelmä
Virtual Reality (VR)-based technologies have changed the scenario regarding critical training industries. VR creates immersive and interactive experiences for users and it can easily replicate real-life scenarios and situations. The greatest advantage of VR-based training is that it provides a controlled and risk-free environment for training in critical industrial practices such as those undertaken during work using open fires, flames and the application of heat by means of tools or equipment, otherwise known as ‘hot works’. This study is based on qualitative open-ended survey questions that record participants’ perception on VR-based fire extinguisher training. This study focuses on measuring the effectiveness of VR as a training tool based on users’ evaluation of usability, strengths and challenges. The questions guide the users to evaluate the training method according to different themes such as clarity of the instructions, users’ experience and emotional response, physical and sensory challenges, positive and negative aspects of the training, future improvements and influence of prior experience with VR. Participants have provided critical feedback on key aspects such as the realism of the virtual environment and the level of engagement during training sessions. Furthermore, the responses were analyzed using deductive thematic analysis. The analysis addresses metrics that are required to further develop this transformative technology as a training tool. This study contributes to the ongoing development of VR-based training methods by analyzing user experience. It evaluates both the strengths and limitations of VR as a training tool as identified by the participants. The findings could have significant implications in the development of VR as a scalable and sustainable training tool for critical training methods thereby avoiding the chances of injury for the user while participating in the training.
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