Abstract
Introducing serious gaming systems (SGS) has the potential to enhance trainee experience and performance across the construction industry and its supply chain, such as mechanical engineering services. SGS as an ‘enabler’ in architectural engineering has received limited research in its role to assess and enhance the performance of its workforce. In a personnel high-risk environment, improving training standards to eliminate or reduce health and safety risks, in addition to providing an understanding of workers’ ergonomics, ensures sustainability of both the project and its workforce.
This paper presents an activity tracking and feedback system that captures the physical activity of a construction worker climbing a ladder. Climbing is captured with a 3D motion capture system and processed in real-time to identify potential areas of underperformance. A simple and representative scoring method was established as a reporting method (game statistics) for giving feedback about the correctness of the activity. It can nonetheless be tuned to characterise and adjust to various complexity levels in-line with the required training standards. Furthermore, the motion data and feedback information are fed into a virtual gaming environment enabling the real-time visualisation of the trainee’s motion and experiential learning of the performance through visual and audio feedback. The gaming concepts are employed here with multiple purposes, particularly for accelerating and facilitating the learning process of the trainee. In addition to the 3D motion capturing system, this paper outlines and tests a proposed serious cyber-physical gaming system that incorporates wearable technologies that has the potential to support both construction training and practice.
This paper presents an activity tracking and feedback system that captures the physical activity of a construction worker climbing a ladder. Climbing is captured with a 3D motion capture system and processed in real-time to identify potential areas of underperformance. A simple and representative scoring method was established as a reporting method (game statistics) for giving feedback about the correctness of the activity. It can nonetheless be tuned to characterise and adjust to various complexity levels in-line with the required training standards. Furthermore, the motion data and feedback information are fed into a virtual gaming environment enabling the real-time visualisation of the trainee’s motion and experiential learning of the performance through visual and audio feedback. The gaming concepts are employed here with multiple purposes, particularly for accelerating and facilitating the learning process of the trainee. In addition to the 3D motion capturing system, this paper outlines and tests a proposed serious cyber-physical gaming system that incorporates wearable technologies that has the potential to support both construction training and practice.
Original language | English |
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Title of host publication | Proceedings of the ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference |
Subtitle of host publication | Volume 1B: 34th Computers and Information in Engineering Conference Buffalo, New York, USA, August 17–20, 2014 |
Publisher | American Society of Mechanical Engineers |
Pages | 1-9 |
Number of pages | 9 |
ISBN (Print) | 9780791846292 |
DOIs | |
Publication status | Published - 1 Aug 2014 |
Externally published | Yes |
Publication series
Name | International Design Engineering Technical Conferences and Computers and Information in Engineering Conference (IDETC/CIE) |
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Publisher | ASME |
Keywords
- Serious games
- Construction industry
- Health and safety
- Learning systems
- cyber-physical gaming system
- Serious gaming systems