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Journal ArticleDOI

A Social Virtual Reality Based Construction Safety Education System for Experiential Learning

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TLDR
This study proposes an online social virtual reality system framework which allows students to perform role-playing, dialogic learning, and social interaction for construction safety and health education and concluded that the social/collaborative virtual reality platform would improve construction safety & health education effectively.
Abstract
The construction industry is a complex environment where high accident rates make significant contributions to cost overruns and time delays. Safety education is important in promoting a safe and healthful working environment in construction; however current pedagogical methods and tools at the tertiary level are unable to provide students with real practical and safety experiences. This study proposes an online social virtual reality (VR) system framework which allows students to perform role-playing, dialogic learning, and social interaction for construction safety and health education. The framework includes the following three modules: 1) Cooperative Distributed Safety Learning (CDSL) to understand root causes of accidents in construction site; 2) Hazard Inspection and Safety Cognition (HISC) to reflect on safety theories through hazard inspection within a social VR environment; 3) Active Safety Game-based Learning (ASGL) to enhance practical capacities by playing the safety training game in a 3D virtual environment. The system prototype is developed and evaluated with virtual scenarios derived from real safety cases to identify the system's benefits and limitations. The results concluded that the social/collaborative virtual reality platform would improve construction safety & health education effectively.

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Citations
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Journal ArticleDOI

A critical review of virtual and augmented reality (VR/AR) applications in construction safety

TL;DR: A generic taxonomy consisting of VR/AR technology characteristics, application domains, safety scenarios and evaluation methods is brought up to assist both researchers and industrial practitioners with appreciating the research and practice frontier ofVR/AR-CS and soliciting the latest VR/ AR applications.
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Virtual Technologies Trends in Education

TL;DR: The huge possibilities of accessible virtual technologies will make it possible to break the boundaries of formal education as discussed by the authors, and educational institutions will benefit from better accessibility to virtual technologies; this will enable them to teach in virtual environments that are impossible to visualize in physical classrooms, like accessing into virtual laboratories, visualizing machines, industrial plants, or even medical scenarios.
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A critical review of the use of virtual reality in construction engineering education and training

TL;DR: It is found that the VR technologies adopted for CEET evolve over time, from desktop-based VR, immersive VR, 3D game- based VR, to Building Information Modelling (BIM)-enabled VR.

A systematic review of Virtual Reality in education

TL;DR: A systematic review of the use of virtual reality in education, as well as two distinct thematic analyses that indicate that the majority of researchers use virtual reality to increase the intrinsic motivation of students, and refer to a narrow range of factors such as constructivist pedagogy, collaboration, and gamification in the design of their experiences.
Journal ArticleDOI

A Science Mapping Approach Based Review of Construction Safety Research

TL;DR: A framework and future research directions were proposed which could serve both the academic community and practical fields in multiple themes within construction safety, including: an adaptable safety climate and safety culture model; prototypes, continuous development, and readiness of applying information technologies in safety management.
References
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Virtual world teaching, experiential learning, and assessment: An interdisciplinary communication course in Second Life

TL;DR: In this study, the actual instructional effectiveness of Second Life as an experiential learning environment for interdisciplinary communication is empirically examined using mixed research methods of journal content analysis, surveys, focus group, and virtual world snapshots and video.
Journal ArticleDOI

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