CraneVR

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

Awards

  • 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. https://doi.org/10.3916/C76-2023-01

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. https://doi.org/10.1007/978-3-031-15546-8_10

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. https://www.mdpi.com/2079-9292/13/2/281

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. http://doi.org/10.1080/0951192X.2022.2027020

Checa, D., Miguel-Alonso, I. & Bustillo, A. Immersive virtual-reality computer-assembly serious game to enhance autonomous learning. Virtual Reality 27, 3301–3318 (2023). https://doi.org/10.1007/s10055-021-00607-1

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. http://doi.org/10.6036/10241

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. https://doi.org/10.2196/30482

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. http://doi.org/10.1007/s11042-019-08348-9

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Project details
PROJECT TITLE:

Crane VR

FIELD:

Industry

LAST VERSION RELEASE:

–  

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    Accept a Creative Commons license. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). Additional information can be found here: http://creativecommons.org/licenses/by-nc-nd/4.0
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  • You agree that a member of our team may contact you in the future to inquire about your use of the experience or to inform you of new developments.
  • Cite this work in any document if it is used for research purposes: http://doi.org/10.1007/S10055-021-00607-1