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Purpose: This scientific article presents the results of the survey in which the miners of Jastrzębska Spółka Węglowa evaluated modern training, which uses virtual reality, in which they participated. The objectives of the paper include: an assessment of the attractiveness of individual elements of the training process, an assessment of the individual components of the VR training application, an assessment of the gamification elements of the VR application, and finally, an examination of the need to expand the VR application scenario. Design/methodology/approach: The article uses the survey method. The survey was completed by participants – workers of Jastrzębska Spółka Węglowa – taking part in a modern training using VR. Findings: The results of the survey provide valuable insight into the assessment of training for miners that uses virtual reality. Based on the results, it can be concluded that training using virtual reality is rated very highly. Moreover, all elements of the training were rated very well, few participants indicated the need to expand the training application. The gamification elements used in the training application were also rated very well. Research limitations/implications: The most important research limitation was the research sample – it is recommended to expand the research sample to include more employees in the future. In the future, it is also planned to use further VR applications for training at Jastrzębska Spółka Węglowa. Practical implications: The research results show that the use of training based on virtual reality has a very positive reception among the participants. Participants showed a positive attitude towards all elements related to the VR application and the entire training process. The results show how virtual reality applications can be used in practice for training purposes in mining companies. Originality/value: The article presents the results of survey research that evaluate the training program, originally developed in Jastrzębska Spółka Węglowa for research and training purposes.
Słowa kluczowe
Rocznik
Tom
Strony
615--628
Opis fizyczny
Bibliogr. 14 poz.
Twórcy
autor
- JSW Szkolenie i Górnictwo Sp. z o.o.
autor
- Silesian University of Technology, Faculty of Organization and Management
autor
- JSW Nowe Projekty
autor
- Główny Instytut Górnictwa – Państwowy Instytut Badawczy
autor
- JSW Nowe Projekty
autor
- Mineral and Energy Economy Research Institute, Polish Academy of Sciences
Bibliografia
- 1. Agrawal, S., Simon, A., Bech, S., Bærentsen, K., Forchhammer, S. (2019). Defining immersion: Literature review and implications for research on immersive audiovisual experiences. J. Audio Eng. Soc. 68, 404-417.
- 2. Banaeian Far, S., Imani Rad, A., Hosseini Bamakan, S.M., Rajabzadeh Asaar, M. (2023). Toward Metaverse of everything: Opportunities, challenges, and future directions of the next generation of visual/virtual communications. J. Netw. Comput. Appl. 217, 103675.
- 3. Ghobadi, M., Sepasgozar, S.M.E. (2020). An investigation of virtual reality technology adoption in the construction industry. Smart Cities Constr. Technol., 1-35.
- 4. Izard, S.G., Juanes Méndez, J.A., Palomera, P.R. (2017). Virtual reality educational tool for human anatomy. J. Med. Syst. 41, 1-6.
- 5. Kovar, I. (2019). Use of virtual reality as a tool to overcome the post-traumatic stress disorder of pensioners. Int. J. Adv. Sci. Eng. Inf. Technol.
- 6. Maddikunta, P.K.R., Pham, Q.-V., Nguyen, D.C., Huynh-The, T., Aouedi, O., Yenduri, G., Bhattacharya, S., Gadekallu, T.R. (2022). Incentive techniques for the Internet of Things: A survey. J. Netw. Comput. Appl. 206, 103464.
- 7. Mourtzis, D., Angelopoulos, J., Panopoulos, N. (2022). A Literature Review of the Challenges and Opportunities of the Transition from Industry 4.0 to Society 5.0. Energies 15, 6276.
- 8. Radianti, J., Majchrzak, T.A., Fromm, J., Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Comput. Educ. 147, 103778.
- 9. Sobociński, M. (2014). Grywalizacja w praktyce: reguły, problemy, zalety i technologia. Wstępna analiza rocznych kursów przeprowadzonych na UKW. Inform. w Edukac.
- 10. Stecuła, K. (2019). Application of Virtual Reality for Education at Technical University. Proc. ICERI2019 Conf. 11-13th Nov. 2019, 7437-7444.
- 11. Stecuła, K. (2022). Virtual Reality Applications Market Analysis—On the Example of Steam Digital Platform. Informatics, 9, 100.
- 12. Stecuła, K. (2023). Review of Virtual Reality Applications Applied in Industrial Practice. Sci. Pap. Silesian Univ. Technol. Organ. Manag. Nauk. Politech. Sl. Ser. Organ. i Zarz.
- 13. Wu, G., Xie, L., Zhang, H., Wang, J., Shen, S., Yu, S. (2023). STSIR: An individual-group game-based model for disclosing virus spread in Social Internet of Things. J. Netw. Comput. Appl., 214, 103608.
- 14. Zichermann, G., Cunningham, C. (2012). Grywalizacja. Mechanika gry na stronach WWW i w aplikacjach mobilnych. Helion.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-cf2c819c-40b8-4a9f-b773-5d214982b272
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