Immersive Virtual Reality module for the prevention of occupational hazards in the interaction with overhead cranes (CraneRV / Grúa RV)

Project approved as part of the 2019 call for research projects on occupational risk prevention by public universities of the Consejería de Industria, Comercio y Empleo of the Junta de Castilla y León.

Ref. Number: INVESTUN/18/BU/0002


  • Immersive Virtual Reality: Allows for a first-person experience, increasing motivation and therefore learning effectiveness for end users.
  • Photorealistic Models: Allows to simulate different environments as well as lighting conditions of the 3D environment that may affect visibility (low luminosity, zenithal lights…).
  • Real interface: It can be used with virtual reality devices as well as a real overhead crane control panel.
  • Learning level measurement metrics: metrics for measuring the level of learning and learning strategies from the data collected in the database using data mining and machine learning techniques to extract patterns of correct behavior or bad habits in the handling of overhead cranes (Module A) or in the movement of users through the factory in the presence of these moving elements (Module B).

Mamolar, A. S., Alonso, I. M., Cruz, D. C., & Aguilar, C. P. (2023). Hacia una metodología de evaluación del rendimiento del alumno en entornos de aprendizaje iVR utilizando eye-tracking y aprendizaje automático. Comunicar: Revista científica iberoamericana de comunicación y educación, (76), 9-20.

Checa, D., Miguel-Alonso, I., Guillen-Sanz, H., & Bustillo, A. (2022, July). Collaborative Virtual Reality Environment for Training Load Movement with Overhead Bridge Cranes. In International Conference on Extended Reality (pp. 121-129). Cham: Springer International Publishing.

Martinez, K., Checa, D., & Bustillo, A. (2024). Development of the Engagement Playability and User eXperience (EPUX) Metric for 2D-Screen and VR Serious Games: A Case-Study Validation of Hellblade: Senua’s Sacrifice. Electronics, 13(2), 281.

Checa, D., Urbikain, G., Beranoagirre, A., Bustillo, A., & López de Lacalle, L. N. (2022). Using Machine-Learning techniques and Virtual Reality to design cutting tools for energy optimization in milling operations. International Journal of Computer Integrated Manufacturing, 1-21.

Checa, D., Miguel-Alonso, I. & Bustillo, A. Immersive virtual-reality computer-assembly serious game to enhance autonomous learning. Virtual Reality 27, 3301–3318 (2023).

Checa, D., Martinez, K., Osornio-Rios, R., Bustillo, A.. (2021). Virtual reality opportunities in the reduction of occupational hazards in industry 4.0. Dyna, 96(6). 620-626.

Martinez K, Menéndez-Menéndez MI, Bustillo A, A systematic review of serious games for children and adolescents: awareness, prevention, detection and therapy for depression and anxiety. JMIR Serious Games. 9(4), 2021, Oct-Dec. e30482, 1-19.

Checa, D., & Bustillo, A. (2020). A review of immersive virtual reality serious games to enhance learning and training. Multimedia Tools and Applications, 79(9), 5501-5527.

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Project details

Crane VR







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