TECHNICAL SPECIFICATIONS
The objects in the simulation are VR supported.
After the user completes the training, the mistakes and work accidents made in the simulation are shown on the admin panel.
The simulation can be started from the admin panel.
The user's hand movements, interaction with objects (holding the object, dropping it on the ground, etc.), whether he/she uses the equipment correctly, and related information are recorded instantly in the database.
When the user walks in the real world, he/she can also walk simultaneously in the simulation.
The user's mistakes in the simulation have consequences within the simulation. For example, if a worker in a high-rise building does not take the necessary precautions, the user can fall down from the building in the simulation environment. This allows users to experience the severity of mistakes as if they were in real life.
Users can walk within a specified area in the simulation environment.
It is possible to go outside the specified area using the teleport method.
In the simulation, the user can walk within a specified area in the same way he/she traveled using the teleport method.
Virtual reality–based 3D sound technology is used.
Thanks to the controller, virtual objects can be interacted with.
(Virtual objects can be interacted with hands.)
User interactive simulations are developed with Unity Physics Engine.
Created objects and models are compatible with virtual reality.
Within the simulation, there can be virtual employees doing their jobs and a user-interactive virtual work machine.
There are features such as fulfilling certain tasks and scoring.
In the simulation, the user can get information about the device, application, equipment, security measures pointed by the Controller.
Using their hands in the simulation, they can use the work machine and various tools in the specified environment.
The hands in the simulation move according to the position information received from the controller. In other words, the real hand movements of the user are transferred to the system. By using the buttons on the controller, the user can hold, release, operate and interact with objects.
The objects in the simulation are of high quality and realistic enough not to destroy the user's sense of realism. The user can look 360 degrees in any direction and walk in the simulation as he wants.