F2A Network – Interactive VR Training Kiosks for the Agricultural Sector

The F2A network comprises 47 agricultural institutions offering agri-food training programs. To promote its training programs within specialized high schools, the F2A network has equipped itself with 10 state-of-the-art interactive kiosks.

To enable students, future operators, to explore a complete bottling line (an environment that is generally not easily accessible to students), Audace has equipped one of the terminals with a virtual reality system.

Immersed in this fully recreated 3D environment, students can explore all the technical specifics and learn how to operate the machine safely.

EDF – Augmented reality for training on construction sites.

Objectives

Training device on tablets to introduce nuclear safety management in nuclear facilities. As part of a training program, the learner is provided with a tablet to explore an environment filled with augmented reality hazards in a simulated nuclear setting.

Discover the project in a video.

Bridgestone – Tire manufacturing simulator

For all industrial stakeholders, training new entrants is a significant investment of energy, time, and money. Bridgestone, a leader in tire manufacturing, has invested in blended learning combining face-to-face training, Virtual Reality (VR), and simulation in a training mini-factory produced by Audace.

Device

Audace has recreated a complete production line and various machine tools for Bridgestone. Seven workstations and associated operations are simulated.

The operator navigates in their virtual environment using a VR walking pad. They can perform virtually all tasks required for tire assembly and acquire precise technical skills as well as learn how to monitor checkpoints.

Multiple levels of difficulty and scenarios are incorporated to provide progressive and safe training without the requirement of an operational real machine.

The trainer receives visual feedback on the screen. He can track the results and intervene to reinforce a point or overcome a difficulty.

Since its introduction in France, this VR simulator has been awarded the “Bridgestone Group Award for Management Fundamentals” and has been developed for Spain (B-Kanpus, Bilbao). It is currently being deployed in Hungary and Poland. The concept has been expanded to new production processes such as Quality Control and Mixing (Banbury).

Objective

By overcoming the challenges of hiring and training at Bridgestone, the VR simulator allows unemployed individuals with no prior manufacturing experience to acquire the necessary technical skills and the right pace to work on a tire assembly line without experiencing the stress associated with real production.

Keys to the success of the simulator

1. Hyper-realism

The high-quality 3D graphics of the simulator create a complex environment that immerses the learner, making it indistinguishable from real-life situations.

2. Presence

The learners immediately feel connected or present in this environment. Indeed, this immersive learning has the tremendous advantage of being multi-sensory. It requires:

  • motor functions (involvement of the body in action through the VR treadmill, resistance to effort, ability to repeat precise movements, etc.),
  • sensory functions (sound, vibration, etc.; for an optimal immersion, the sounds of the workshop and the production line have been reproduced),
  • emotional functions (building self-confidence, testing one’s limits, developing vigilance).

3. Realisation

The mechanism by which success is measured in the immersive learning environment is related to real performance objectives. The device itself is adapted to the target audience, namely the Generation Y. Learning involves engaging activities similar to video games that are commonly practiced in private settings, which can generate immediate enthusiasm among learners.

ROI of the simulator

Thanks to the digitization of its training program, Bridgestone Bilbao has observed the following return on investment (ROI):

80% reduction in the immobilization of production resources required for training
90% reduction in the immobilization of human resources required for training
30% to 50% reduction in safety incidents
30% to 50% reduction in quality issues

Outcome: 70% cost savings on the total training expenses.

Besides the other impacts :
• National company image (frequent articles in national media + Visit of the Prime Minister of the Basque Country)
• Enhanced local corporate image
• Company image within the industry (clients/suppliers)

Orano – Simulateur “Jumper VR”

Target

They are called “jumpers”: with a jump of less than a minute into the heart of nuclear installations, they are tasked with performing preparatory actions for maintenance on steam generators. Training and preparation for this activity are therefore essential for them.

Device

To ensure conditions close to reality, Orano DS has chosen virtual reality. Equipped with the standalone Oculus Quest 2 headset and immersed in a hyper-realistic environment, learners practice their mission, from familiarizing themselves with personal protective equipment (PPE) to technical training for timed maintenance tasks.

The use of VR allows learners to experience stress and dosimetric risks during this timed exercise.

Nestlé Purina – 3D simulation “Workplace accidents”

Device

Workplace accident simulation with 3D reconstruction of the scene. Visualization of the sequence of decisions that led to the incident. The reconstruction is part of a “workplace safety” database.

The user can visualize the sequence of decisions that led to the accident. The simulation is used by the prevention specialist to concretize and analyze the risks. At the end of the reconstruction, the Lessons Learned (REX) process allows for the construction of a root cause analysis and the development of an appropriate prevention plan that is shared with the production team.

Objectives

To strengthen employees’ awareness of the importance of following instructions.

Tool

Workplace accident simulation with 3D reconstruction of the scene. Visualization of the sequence of decisions that led to the incident.

The reconstruction is part of a “workplace safety” database.

Discover the project in a video.

Orano – “Pool Decontamination” Simulator

Device

Virtual Reality simulator for pool decontamination training:

This simulator aims to enable the training of nuclear decontamination operators in a pool confinement environment, outside of the actual inaccessible context for training. It provides an immersive and hyper-realistic experience to learn and assess the technician’s ability to perform sensitive procedures.

He must complete a mission in 7 steps. : radiometry, spraying horizontal surfaces with a high-pressure cannon, foam application on vertical walls, spraying to remove foam, collecting liquids in strainers, retrieving radioactive residues and isolating them in a lead castle, completing the decontamination process, and performing a final differential radiometry measurement to evaluate the procedure.

Orano – Mixed Reality Smart Maintenance

In collaboration with Orano R&D, Audace Digital Learning participated in the development of a device for visualizing ionizing points and providing training within EDF CPE workshops. Mixed reality glasses allow the operator to navigate an environment while visualizing radiation, enabling interventions with minimal exposure to risk. Additionally, instructions and advice appear in the glasses at each stage of the intervention. he training accompanies the operator on their intervention site, providing guidance on processes, safety, and becoming a valuable aid in “smart maintenance.”

Device

Real-time visualization device of radiological and topographic data within EDF CPE workshops. This module is used through the Hololens augmented reality glasses.

Target

Maintenance operators in CPE facilities.

Objective

Enabling the operator to progress in their intervention area while minimizing their exposure to risk. Instructions and advice appear in the glasses at each stage of the intervention. Thus, training merges with the operational moment.

IRCEM – Serious game “Gestures and postures”

Device

The IRCEM, a social protection group for family employment, has decided to develop an application that is accessible on the web and tablets. The solution offers various scenarios that include work situations in the field of personal assistance.

Target

Healthcare personnel – home care

Target

Faced with various scenarios, the user, represented by a customizable avatar, must interact by making the right decisions and applying the correct actions for home care.

Discover the project in a video.

APHP – Serious Game

Device

In order to address the lack of readability and visibility of pharmacovigilance in France among the general public and sometimes among healthcare professionals, the AP-HP (Assistance Publique – Hôpitaux de Paris) wanted to disseminate a playful and educational tool to explain pharmacovigilance and the necessary reporting of adverse effects.

objective

Audace Digital Learning proposed a Serious Game with two entry points (for the general public and healthcare professionals), allowing for the dissemination of:

  • The alert protocols related to adverse drug reactions,
  • Tailored knowledge assessments based on the type of learner.

Discover the project in a video.

Onco Aura – Serious game “Immunopolis”

Onco Aura, the regional cancer network of Auvergne-Rhône-Alpes, wanted to transform one of its patient therapeutic education tools (a card game) into a digital Serious Game.

Objectives

This solution aims to inform and educate the patient, empowering them to take an active role in their treatment and health. Specifically:

  • Understanding immunotherapy treatment.
  • Identifying the side effects of immunotherapy.
  • Knowing how to assess and report the occurrence of adverse effects.
  • Acquiring knowledge and skills to better cope with bodily reactions and avoid feeling helpless.
  • Being an active participant in one’s healthcare journey by understanding the various medical tests and treatments involved.

The format was chosen for its playful and practical aspects. With this digital tool, home healthcare teams benefit from a dematerialized training device that can be used directly at the patient’s home.

Target

Healthcare professionals in private practice and patients.

Synopsis

Patients are invited to explore the intricacies of the human body. They discover the functions of each organ to better understand it and gain insights into potential side effects related to their treatment, their recognition, and their management. With this Serious Game, patients and healthcare professionals can engage in interactive discussions and share their thoughts using a fun tool accessible on tablets or PCs.

Accessibility

Serious Game on tablet.

Discover the project with pictures