Jet Engine Assembly Training Demo for Virtual Reality
VR training applications being more accessible for business than ever make perfect use cases in assembly training and safety training.
The training application allows the user to assemble a device from predefined parts. User is guided step by step to assemble individual parts in the right order. In case of a wrong assembly order, an error message is returned and the part is not attached to the structure.
Advantages of the solution
- The application can be adapted for any devices and assembly processes.
- Possibility of using high definition details and large numbers of parts.
- The user, using physical movements in virtual reality, uses muscle memory, adapting movement patterns faster.
- Tutorial mode for learning and exam mode for getting a certification.
How to prepare the VR assembly process for your devices?
- Choosing a product or component that we want to develop.
Effective training in virtual reality can take about 20-30 minutes. This is a typical length of comfortable VR experience and user’s attention span.
- We define training goals, parts and assembly sequence.
We delve into individual parts that will be modeled and also in the assembly process. It’s a good time to talk with people working with the product that can explain technical and manual nuances.
- A prototype of key interactions
We program a prototype application with simplified graphics, the purpose of which is to test the interactions, i.e. the way in which we perform the assembly. We discuss the effects with technical persons to meet the training objectives.
- User experience (UX) design
We plan the structure of the entire application, starting with the context of use, from putting on the headset to taking it off.
- 3D modelling of the parts
Models can be made in various ways. Often, CAD files containing the outer (visible) layer of the part are sufficient. Based on them, we make 3D models for training application.
- Application programming
We develop with Unity 3D or Unreal Engine environment and test it directly on target devices – HTC Vive or mobile headsets.
- User testing
We test each iteration of the application on the target group, consulting training objectives with technical persons on the client’s side.
- Gathering feedback
Typically, the first training application is a pilot and verifies the validity of training and design objectives. Based on the client’s experience with the application and our observations, we prepare a recommendation for the future training VR programs.