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Methodology of Implementing Virtual Reality in Education for Industry 4.0

Author

Listed:
  • Andrzej Paszkiewicz

    (Department of Complex Systems, The Faculty of Electrical and Computer Engineering, Rzeszow University of Technology, 35-959 Rzeszów, Poland)

  • Mateusz Salach

    (Department of Complex Systems, The Faculty of Electrical and Computer Engineering, Rzeszow University of Technology, 35-959 Rzeszów, Poland)

  • Paweł Dymora

    (Department of Complex Systems, The Faculty of Electrical and Computer Engineering, Rzeszow University of Technology, 35-959 Rzeszów, Poland)

  • Marek Bolanowski

    (Department of Complex Systems, The Faculty of Electrical and Computer Engineering, Rzeszow University of Technology, 35-959 Rzeszów, Poland)

  • Grzegorz Budzik

    (Department of Machine Design, Faculty of Mechanical Engineering and Aeronautics, Rzeszow University of Technology, 35-959 Rzeszów, Poland)

  • Przemysław Kubiak

    (Faculty of Electrical and Computer Engineering, Rzeszow University of Technology, 35-959 Rzeszów, Poland)

Abstract

This paper presents an entirely new approach to the use of virtual reality (VR) in the educational process for the needs of Industry 4.0. It is based on the proposed comprehensive methodology, including the design, creation, implementation and evaluation of individual courses implemented in a VR environment. An essential feature of the new methodology is its universality and comprehensiveness. Thanks to that, it can be applied in such areas as higher education, aviation, automotive, shipbuilding, energy and many others. The paper also identifies the significant advantages and disadvantages of VR-based education that may determine its use scope and profile. In addition, on the basis of the proposed methodology, a model of a training station using VR technology has been developed to enable the realization of training classes in the field of firefighting activities that should be undertaken during the hazard arising from the operation of a numerically controlled production machine. Results of the conducted training using this station were also presented. The study showed the potential of training based on a virtual environment to improve participants’ skills and knowledge. The development and implementation of adequate courses in the VR environment can reduce costs and increase the safety and efficiency of employees’ performed activities.

Suggested Citation

  • Andrzej Paszkiewicz & Mateusz Salach & Paweł Dymora & Marek Bolanowski & Grzegorz Budzik & Przemysław Kubiak, 2021. "Methodology of Implementing Virtual Reality in Education for Industry 4.0," Sustainability, MDPI, vol. 13(9), pages 1-25, April.
  • Handle: RePEc:gam:jsusta:v:13:y:2021:i:9:p:5049-:d:547118
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    References listed on IDEAS

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    1. Syed Hammad Mian & Bashir Salah & Wadea Ameen & Khaja Moiduddin & Hisham Alkhalefah, 2020. "Adapting Universities for Sustainability Education in Industry 4.0: Channel of Challenges and Opportunities," Sustainability, MDPI, vol. 12(15), pages 1-33, July.
    2. Yongxin Liao & Fernando Deschamps & Eduardo de Freitas Rocha Loures & Luiz Felipe Pierin Ramos, 2017. "Past, present and future of Industry 4.0 - a systematic literature review and research agenda proposal," International Journal of Production Research, Taylor & Francis Journals, vol. 55(12), pages 3609-3629, June.
    3. Bashir Salah & Mustufa Haider Abidi & Syed Hammad Mian & Mohammed Krid & Hisham Alkhalefah & Ali Abdo, 2019. "Virtual Reality-Based Engineering Education to Enhance Manufacturing Sustainability in Industry 4.0," Sustainability, MDPI, vol. 11(5), pages 1-19, March.
    4. Kuan Chung Lin & Joseph Z. Shyu & Kun Ding, 2017. "A Cross-Strait Comparison of Innovation Policy under Industry 4.0 and Sustainability Development Transition," Sustainability, MDPI, vol. 9(5), pages 1-17, May.
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    Cited by:

    1. Chun-Chia Wang & Jason C. Hung & Hsuan-Chu Chen, 2021. "How Prior Knowledge Affects Visual Attention of Japanese Mimicry and Onomatopoeia and Learning Outcomes: Evidence from Virtual Reality Eye Tracking," Sustainability, MDPI, vol. 13(19), pages 1-28, October.
    2. Věroslav Holuša & Michal Vaněk & Filip Beneš & Jiří Švub & Pavel Staša, 2023. "Virtual Reality as a Tool for Sustainable Training and Education of Employees in Industrial Enterprises," Sustainability, MDPI, vol. 15(17), pages 1-24, August.
    3. Kichan Nam & Christopher S. Dutt & Jeff Baker, 2023. "Authenticity in Objects and Activities: Determinants of Satisfaction with Virtual Reality Experiences of Heritage and Non-Heritage Tourism Sites," Information Systems Frontiers, Springer, vol. 25(3), pages 1219-1237, June.
    4. Aqeel Farooq & Mehdi Seyedmahmoudian & Ben Horan & Saad Mekhilef & Alex Stojcevski, 2021. "Overview and Exploitation of Haptic Tele-Weight Device in Virtual Shopping Stores," Sustainability, MDPI, vol. 13(13), pages 1-13, June.

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