Case Study: Region Hannover

ViERo: Virtual Education for Robotics

The serious game ViERo enables immersive learning in virtual reality (VR). In modular virtual training worlds, basic knowledge from the field of robotics is taught interactively and first hand.

#Training and Education#Industry 4.0#Learn#Visualise
Challenge

Immersive Digital Learning

With an increasing degree of automation comes a growing need for qualified workers who are familiar with the technology trends and their fundamentals. In order to meet this demand now and in the future, especially in the field of robotics and automation, sustainable training and further education concepts are required.

ViERo's goal is to impart knowledge from the field of robotics and automation technology in virtual training worlds in a playful and practical way, following the approach of "serious games". Through a high degree of immersion, knowledge is deepened sustainably and consolidated for later application.

Process

VR-Based Training Framework

With VR, a medium was chosen for ViERo, which on one hand creates incentives through the use of innovative technology and on the other hand achieves an immersive training experience through three-dimensional visualization and intuitive interaction.   

Suitable contents for VR were derived from existing training courses in the field of robotics and corresponding training tasks were developed. Realistic 3D models were used and appropriate interaction possibilities were implemented.

By embedding the tasks in a modular training framework, the easy modification and extension of the training scope and thus a sustainable development process can be ensured. The installation of a user administration allows the display and tracking of individual training progress.

Solution

Sustainable Training Experiences

ViERo offers users an interactive and playful access to the world of robotics. A wide range of training content is offered, from assembling mechatronic components to planning and optimizing automated processes.

Sound tracks and a drone-avatar provide a basic user guidance. The actual learning, however, takes place through the user's trial and error in his interaction with the learning objects. Components can be gripped and moved. Robot trajectories become more vivid through their visualization in 3D and can be modified by natural hand movements.

The users receive feedback in the form of scores and can compete with each other in mini-games with a competitive character. The fun in learning ensures continuous motivation and a lasting solidification of knowledge. Learning becomes an experience.

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