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Serious game framework confronted with specificities of industrial training: application to steel industry Abed Hamza, Philippe Pernelle, Thibault Carron, Chokri Benamar, Patrick Baert, Marwene Kechiche, - 2015

Informations

Support : Références scientifiques
Auteur(s) : Abed Hamza, Philippe Pernelle, Thibault Carron, Chokri Benamar, Patrick Baert, Marwene Kechiche,
Editeur : The 9th European Conference on Games Based Learning, ECGBL 2015, Steinkjer, Norway
Date : 2015
Langue : Langue


Description

Serious games are growing more and more in the context of lifelong training and initial education.

They cover several areas (human science, engineering science, life science, ...) that are used for industrial or

academic purposes. However, some fields induce specific issues. Thus, in the industrial area, the constraints

inherent to the activity impact the development of a scenario and implementation of a serious gaming

environment. Indeed, the objective of the industry training must both lead to the acquisition of knowledge and

the transfer of skills. Moreover, the actual validation of these skills is paramount especially if their uses are

located on an industrial site, where there are often risks associated with the security of persons and

equipment. In many industries, some regulatory constraints impose an obligation of means for the training of staff. In the

sector of production, the proliferation of interim requires inevitably targeted training. Finally, it should be

noted that even for permanent staff, alternation and fragmentation of training periods seriously complicate

the deep learning task. Finally, we can wonder if the serious game can bring relevant answers to specific

problems of training in an industrial context? This article offers some answers to this question. Thus, in this

work, we propose a serious game scripting framework adapted to the industrial context. This scripting

framework is structured around two approaches: the first defines a global framework for scheduling a fun or

playful scenario. Moreover, this framework allows to take into account the phases of availability of learners

while maintaining motivation. The second approach defines an immersive framework for validating acquired

and security compliance that is based on two complementary purposes: Use of alternate observation activities

(games / real) and an immersive simulation (Virtual Reality) for security. In partnership with a company in the

steel industry, we have developed a prototype of serious game in order to implement this scripting framework.

The prototype is based on a generic game platform, on a tablet with use of RFID tag, and with an immersive

virtual reality Head Mounted Display (HMD type Oculus®). In this article we will present the actions realized in

the context of a professional activity related to the manipulation of a bridge crane.

 

Références (2) :

 

Alvarez, J. and Djaouti, D. (2010)  Introduction au Serious Game. Paris: Questions théoriques

 

Michaud, L., Alvarez, J.(2008) “Serious games, Advergaming, edugaming, training and more” 

 



Mots-clés : Serious Games, Formatting, Virtual Reality, Interaction