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Enhancing Underground Mining Training through Virtual Reality Technology
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Enhancing Underground Mining Training through Virtual Reality Technology 

Introduction 

An innovative and encouraging strategy for educating underground miners is to use virtual reality (VR) technology (Bellanca et al., 2019). This might increase mining operations' efficiency and production by improving miners' knowledge, skills, and awareness of safety. Virtual reality is a modern technology that enables the users to interact with computer-generated three-dimensional environments via the use of certain gear, including goggles, gloves, or controllers.

Virtual reality (VR) has the potential to provide lifelike simulations of underground mining operations, including the control of machinery, the implementation of safety measures, and the handling of unexpected circumstances (Anthes et al., 2016). Learning may be enhanced via the use of virtual reality (VR) by providing learners with feedback, evaluation, and the ability to adjust to their own requirements and performance.

The research question that will be used to drive the project is: How does virtual reality (VR) training compare to more conventional training approaches in terms of learning outcomes and performance for underground mining personnel? Included in this report are the project's rationale, a summary of relevant literature, methods used to gather data, and final thoughts.

Why This Research?

Underground mining is an intricate and risky business that calls for experts in the field. There is a high incidence of accidents and mishaps and a dearth of competent and trained personnel since present training techniques are often insufficient, out of date, or unavailable (Ismail et al., 2021).

With an annual average of 15,000 deaths and 350,000 injuries, mining is among the most dangerous jobs worldwide, according to the International Labor Organization (ILO, 2019). More than half a million individuals are at risk of dust, noise, vibration, heat, radiation, and chemicals due to their jobs in the mining industry, according to the World Health Organization (WHO, 2019).

There are substantial societal, financial, and ecological consequences of mining mishaps and accidents (Kwinta & Gradka, 2020). According to the World Bank (2019), nations impacted by mining accidents and incidents might incur direct and indirect costs ranging from one percent to five percent of their GDP.

Consequently, training programs that may reduce hazards and improve mining staff's abilities are essential for ensuring the safety and efficiency of the industry's mining operations. In spite of this, issues with accessibility, availability, quality, and cost often limit the present underground mining training techniques (Andersen et al., 2020). Because of these restrictions, there is a disparity between the necessary and sufficient skills of mining workers. 

Because virtual reality (VR) can mimic a wide range of mining situations and activities, including equipment operation, danger detection, emergency response, and mine rescue, it offers hope for the future of underground mining training (Filigenzi et al., 2000). Training may be more interesting and successful for learners using VR technology since it can give feedback, evaluation, and customization to their requirements and performance (Pedram et al., 2020). 

Nevertheless, studies that thoroughly examine how virtual reality affects the learning outcomes and performance of underground mining people are few in the literature and study (Van Wyk & De Villiers, 2009). The majority of the current research falls into one of three categories: theoretical, descriptive, or exploratory. None of these categories provide enough information or insights to guide the development and improvement of virtual reality training modules for underground mining.

Since the major goal of this project is to enhance the practical components of training and operations in the mining sector, practice-based research is a suitable technique for a virtual reality underground mining project. Consequently, this project intends to address this gap.

Research Methodology

Practice-based Research:

Virtual reality (VR) underground mining projects that aim to enhance the industry's training and operations via practical means are well-suited to practice-based research (Parmaxi, 2020). Working in tandem with relevant parties—including mine operators, regulators, unions, contractors, trainers, and miners—practice-based researchers get an in-depth familiarity with the procedures and practices within a given setting (Development of Virtual Reality Serious Game for Underground Rock-Related Hazards Safety Training, 2019).

Real-world feedback from miners, trainers, and other industry professionals who use the VR training can be gathered and analysed as part of practice-based research. This feedback can reveal their perceptions, experiences, opinions, learning outcomes, and performance with the VR training (Isleyen & Düzgün, 2019).

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Theoretical Framework:

Important ideas and theories supporting the use of VR in subterranean mining training form the basis of this study's theoretical framework. Understanding how people learn and use information in complicated, real-world contexts is based on cognitive learning theories like contextual learning and constructivism.

The Technology Acceptance Model (TAM) should be used to find out how mining workers feel about VR and if they plan to use it (Granić & Marangunić, 2019). To better understand what variables impact the effective incorporation of VR into training programs, this theoretical framework takes into account aspects like perceived utility and ease of usage.

Another use of the Health Belief Model and Social Learning Theory is to study the mining industry's usage of virtual reality to enhance human performance and cognition (Rumjaun & Narod, 2020). The research seeks to get a thorough comprehension of the cognitive and technical factors impacting the efficacy of virtual reality (VR) training in the underground mining sector by integrating these ideas.

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Sample Details:

Participants in this study are either now working in the mining sector or are enrolled in programs to enter it. Participants should be chosen from among mining trainees and workers to provide a wide representation of experiences and knowledge within the industry.

Using the saturation principle as a guide, I will choose a sufficient number of participants to draw valid conclusions on the efficacy of VR in underground mining education. Everyone from mining beginners to seasoned professionals shall be included in the inclusion criteria (Hennink & Kaiser, 2022). This variety will allow for a detailed investigation of how virtual reality affects safety awareness, skill development, and overall competence across varying degrees of expertise in the field.

Challenges:

Technical difficulties, user acceptability, ethical considerations, and assessment methodologies are some of the constraints and problems that practice-based research in virtual reality underground mining training encounters (Candy et al., 2021). These factors might influence the efficacy and influence of the study. Below, we'll go over a few of these restrictions and difficulties, along with some potential solutions:

  • Concerns pertaining to technology: The quality and usability of the VR-based training modules, as well as the data collection and analysis processes, can be impacted by technical issues like software reliability, network connectivity, data security, and hardware compatibility, which in turn can limit the scope and effectiveness of practice-based research in VR underground mining training (Araiza-Alba et al., 2021).

    Users' motivation and involvement with the virtual reality training might be negatively impacted by technical faults, which can lead to irritation and discontent.

    Using dependable virtual reality hardware and software, as well as testing and debugging the VR-based training modules, are crucial to resolving or overcoming these technological challenges. In addition to backing up data and preventing its loss or unauthorized access, it is critical to provide users technical support and guidance.

  • User acceptance: The degree to which users are willing and able to utilize virtual reality (VR) training modules can impact their engagement, performance, and the credibility of the data and findings from practice-based research on VR underground mining training.

    Factors like as the users' individual traits, interests, and attitudes, as well as the virtual reality technology's perceived utility, usability, pleasure, and trustworthiness, might impact user adoption. Involving users in the design and development of VR-based training modules and providing them with clear and complete information and instructions on the technology's advantages and hazards are crucial steps to address or overcome these user acceptability challenges.

    Furthermore, it is crucial to provide them constructive criticism and words of encouragement while also honoring their independence and confidentiality throughout the virtual reality (C. Chen et al., 2021).

Literature Reviews

Purpose and Scope:

The goals of this literature review are to( 1) present a synopsis of the current literature on practice-based research in virtual reality underground mining training; (2) highlight the strengths and weaknesses of this literature; and (3) suggest avenues for future research and development (Öztemel & Gürsev, 2018). In addition to providing theoretical and empirical support for my research question, hypothesis, goals, and anticipated results, the literature review will defend my decision to choose practice-based research as my project's research technique.

Academic journals, conferences, and reports/newsletters from the industry are the mainstays of my literature evaluation, which is narrowly focused on sources that are relevant and helpful for my project.

These sources mostly include virtual reality technology, underground mining, training, and practice-based research. In addition to being up-to-current, accessible, dependable, and appropriate for my research, the sources chosen for this literature review are screened according to language, quality, relevance, and publication date.

Concepts on use of VR for mining training and research

Applying design-based research for developing virtual reality training in the South African mining industry by Etienne van Wyk and M.R. (Ruth) de Villiers (ACM Digital Library)

In this article, we detail how the South African mining sector used design-based research (DBR) to create and assess two VR training systems. The first system, LSF, was concerned with general dangers, while the second, FOG, was devoted to the most common cause of mining injuries: falls of ground events.

A comprehensive overview of DBR characteristics is provided in the article, which also offers a complete explanation of the DBR process, which includes issue analysis, design solution, and assessment.

The most important thing this article has to provide is a set of guidelines for designing virtual reality training systems for desktops, in the form of an extensive assessment methodology. The article goes on to mention the study's caveats, such as the mining workforce's lack of computer skills and the exorbitant expense of immersive VR facilities, which limits their use to desktop VR solutions at the moment.

This study does not address issues with safety-critical computer systems at mines; rather, it focuses on virtual reality (VR) for hazard recognition in general work settings.

Strengths:

-    One of its strength is the paper's thorough explanation of the DBR approach, which might help academicians and professionals create and assess virtual reality training programs.
-    To help guide the development of future research, this study lays out a thorough methodology for assessing desktop VR training systems.
-    This research shows how virtual reality training systems may improve mining safety training.
-    Developing virtual reality training systems while keeping the end-users' context and requirements in mind is emphasized in the article.

Limitations:

•    Virtual reality (VR) for hazard recognition in general work areas is the extent of the study; failures in safety-critical computer systems at mines are not.
•    Results may not apply to other nations or sectors due to the study's focus on South Africa.
•    VR training systems are now only applicable to desktop VR solutions due to the high cost of immersive VR facilities.
•    Virtual reality training systems might not be as useful in enhancing safety training for miners due to a lack of computer knowledge among the workforces.

Fuzzy comprehensive evaluation of virtual reality mine safety training system by Hui Zhanga, Xueqiu Heb and Hani Mitric (ScienceDirect)

Virtual reality (VR) methods for teaching on mine safety are thoroughly examined in this article. The writers start by stressing the significance of a safe working environment in mines and the need of efficient training programs to forestall injuries and deaths.

Virtual reality (VR) and its possible benefits for enhancing mine safety training are subsequently introduced.

This research made use of fuzzy comprehensive assessment, one of many comprehensive evaluation approaches discussed in the paper's extensive literature analysis. The authors discuss the merits and demerits of fuzzy set theory, a method for analyzing multi-factor complex systems, and its theoretical foundations.

After that, the writers go into detail about how they used the fuzzy comprehensive assessment approach to create a virtual reality (VR) system for teaching mine safety personnel.

Knowledge, skills, and behavior related to safety are the primary indicators that are identified for the purpose of the assessment. The evaluation's findings demonstrate that the VR training system successfully enhances safety-related knowledge, abilities, and actions.

The study's shortcomings and the need for more research on VR mine safety training systems are addressed in the paper's conclusion.

Strengths:

•    One crucial area for enhancing mine safety is virtual reality (VR) mine safety training systems, and this article offers a thorough assessment of their efficacy.
•    Fuzzy comprehensive evaluation, a well-established evaluation approach, is used by the authors to assess multi-factor complex systems.
•    Researchers and practitioners in the area may benefit from the paper's full explanation of the creation and assessment process of the VR mine safety training system.
•    Future study might build on the authors' identification of the primary indicators utilized in the assessment, which include safety knowledge, safety abilities, and safety behavior.

Limitations:

•    There is a limitation to the study's generalizability as it only assesses one VR mine safety training system.
•    Since the authors base the indicator weights on the views of the participating students, they concede that the evaluation outcomes might be subjective.
•    The validity of the assessment findings may be compromised since the research fails to thoroughly address the constraints of the fuzzy comprehensive evaluation approach.
•    Without comparing the VR training system's efficacy to that of other training techniques, it is impossible to draw any firm conclusions about which approaches are superior.

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Conclusion

The purpose of this paper is to provide a literature analysis on practice-based research in virtual reality underground mining training, where I have highlighted the existing literature's strengths and weaknesses as well as potential areas for further study. The research methodology that is most suited to this project is practice-based research.

Both the article "Applying design-based research for developing virtual reality training in the South African mining industry " (Etienne van Wyk and M.R. (Ruth) de Villiers) and the paper "Fuzzy comprehensive evaluation of virtual reality mine safety training system" (Hui Zhanga, Xueqiu Heb and Hani Mitric) are pertinent to my project, and I have summarized and evaluated their merits and shortcomings.

This report primarily aims to offer the following findings and contributions:

•    Virtual reality (VR) technology has the ability to simulate a wide range of mining scenarios and tasks, including equipment operation, hazard identification, emergency response, and mine rescue. As a result, it could be a viable solution for underwater mining training. Learning may be enhanced via the use of virtual reality technology, which can evaluate, adjust, and offer feedback based on the requirements and performance of the learners.

•    Through the use of practice-based research, virtual reality (VR) training modules may be created, tested, and made better with the help of stakeholders' and users' input and feedback; these modules can then be used to meet the unique demands of the underground mining sector. To further improve training methods and practices in the underground mining industry, practice-based research can also evaluate the impact of virtual reality (VR) training modules on the learning outcomes and performance of personnel. This evaluation can use both quantitative and qualitative methods, and the results can contribute to industry advancements.

•    There is a lack of sufficient evidence and insights to guide and enhance the development and execution of virtual reality (VR) training modules for underground mining in the current literature on practice-based research in VR underground mining training. The majority of the studies are descriptive, theoretical, or exploratory in nature. 

Here are some of the report's limitations and implications:

•    The literature review I did for this report wasn't exhaustive; I only looked at sources that were applicable to my project and met certain criteria. Consequently, the subject of practice-based research in virtual reality underground mining training may benefit from other sources that are not included in this paper.

•    I have decided to use practice-based research as my research methodology for my project since it is well-suited to my subject. Nevertheless, there are a few limitations and challenges associated with practice-based research. These include the fact that it relies heavily on the cooperation and collaboration of stakeholders and users, the fact that it is difficult to generalize and replicate the results and findings, and the fact that the context and data are complex and diverse. Since this project's outcomes and findings may not be generalizable to other situations, more research could be necessary to confirm and verify them.

I still think there's room for development in this subject after reviewing the current research.

To further the development of training methods and practices in the underground mining industry, future research and development should seek to offer more empirical evidence and insights that can guide and enhance the creation and execution of virtual reality training modules for this sector.

Technical difficulties, user acceptability, ethical considerations, and assessment methodologies are some of the limits and constraints of practice-based research in VR underground mining training. Future research and development should also strive to address these issues and improve the study's efficacy and impact.

More comprehensive VR training modules covering topics like ventilation, blasting, and maintenance should be the goal of future R&D (Xiong et al., 2021). These modules should also make use of cutting-edge VR technology and features like haptic feedback, 3D sound, and artificial intelligence to make the training experience more immersive, realistic, and interactive for the learners.

 

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Anthes, C., Hernández, R. J. G., Wiedemann, M., & Kranzlmüller, D. (2016). State of the art of virtual reality technology. IEEE Conference on Aerospace. https://doi.org/10.1109/aero.2016.7500674t
Araiza-Alba, P., Keane, T., Chen, W. S., & Kaufman, J. (2021). Immersive virtual reality as a tool to learn problem-solving skills. Computers & Education, 164, 104121. https://doi.org/10.1016/j.compedu.2020.104121
Bellanca, J. L., Orr, T. J., Helfrich, W., MacDonald, B. D., Navoyski, J., & Demich, B. (2019). Developing a virtual reality environment for mining research. Mining, Metallurgy & Exploration, 36(4), 597–606. https://doi.org/10.1007/s42461-018-0046-2
Candy, L., Edmonds, E., & Vear, C. (2021). Practice-based research. In Routledge eBooks (pp. 27–41). https://doi.org/10.4324/9780429324154-3
Chen, C., Hung, H., & Yeh, H. (2021). Virtual reality in problem‐based learning contexts: Effects on the problem‐solving performance, vocabulary acquisition and motivation of English language learners. Journal of Computer Assisted Learning, 37(3), 851–860. https://doi.org/10.1111/jcal.12528
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