
ETEC 523 A3
FUTURE OF AR/VR WEARABLES
FOR TRADES SKILLS TRAINING

ABOUT
Welcome to my A3 for ETEC 523! I work as an electrical engineer in training at an electric utility. Safety is the number one priority at our organization and a lot of money is spent on providing crews with safety and skills training each year. Crews have to rely on each others' knowledge and paper documents or digital documents on their phones for instruction on many different equipment they work with. My role includes providing training on new equipment. I was inspired during my A2 project on Augmented Reality to seek improvements in training in my industry. In this project, I forecast the use of wearable such as smart safety glasses that trains trades workers in a risk-free environment and provide them with just-in-time instruction based on the context of the work.

MOTIVATION
Lifelong Learning:
Training & Development in the Professional World
While formal education gives basic knowledge and skills for a job, an individual has to keep learning in the workplace to stay updated as the world constantly changes around us. Many professional organizations recognize this need and ask for a certain number of professional development hours each year. While your organization might not always have access to the latest technology, AR/VR technology can help a worker stay updated on how to use new technologies.
70-20-10 Model

The 70-20-10 rule is a commonly used guideline in industry for worker learning and development. It states that about 70% of learning occurs On-the-job, 20% of learning occurs from interacting with others, and only 10% of learning occurs through formal learning (Lombardo & Eichinger, 1996). Although some studies suggest that the proportions should be different, but most agree that experiential (on-the-job) and social learning (learning through others) are significantly more effective than formal learning. But how can we make on-the-job learning more effective?
Current Challenges
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Currently, trades training mostly rely on cognitive apprenticeship, usually with formal training and a long, rigorous apprenticeship program. However, the quality of learning varies by work opportunities available and differences in assigned mentors.
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Many industrial equipment are large and unique to the organization, making distance education nearly impossible for trades. Equipment and technology are also becoming increasingly complex, requiring trades personnel to need training continuously for new equipment or new work practices.
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While organizations have lots of standards and guidelines to help workers with their tasks, they are mostly in the form of long paper documents that are difficult to view on mobile devices, making it impractical and time-consuming to find relevant information.
Why AR/VR Wearables?
Industrial environments are dangerous and full of hazards. A mistake can cause severe injuries or take a worker's life. Therefore, a worker needs extensive training and practice before being able to perform tasks confidently and independently. Compared to classroom and e-learning, virtual training assisted by wearables are more effective, faster, and longer-lasting according to research (PwC, 2020). For skills involving physical tasks in various trades, practice makes perfect. However, experiential learning opportunities are not always available for apprentices to practice safely. AR/VR wearables provide experiential learning for apprentices to practice their skills, familiarize tools, get feedback, and learn procedures in a safe environment. Furthermore, development in industrial design and virtual mimics requires familiarity with technology like AR/VR to control equipment. Experience with these new technology can help works prepare for future work. Wearables can be seamlessly integrated with personal protective equipment (PPE) which workers are used to wearing without imposing the hassle of having additional tools. While the main mobility benefit of AR/VR wearables for hands-on tasks requiring practice is the ability to learn and practice without physical and equipment constraints, these devices can also assist with context-based learning and creating a personalized learning experience.
TECHNOLOGY

SMART GLASSES
For many trades, safety glasses is a required personal protective equipment (PPE). Imagine having real-time instructions and data displayed directly through AR to help guide a worker through an activity for the first time.

SMART HAPTIC GLOVES
These smart haptic gloves help simulate the sensations of touch and assist with motion training through muscle memory.

VR HEADSETS
Through an immersive VR experience, train workers on what to do in various scenarios.
CURRENT LIMITATIONS
Cost
At $3500/pair of smart glasses and $5000 per glove rated for industrial use, the cost of wearables are the biggest limitation preventing its implementation in training & education. This affordability issue could also lead to further increase in the digital divide.
Privacy
Data security is another big concern. How can we protect personal information collected by wearables? Despite constant research and development in cybersecurity, policies that regulate collection and use of personal data must be in place as well.
Modelling
Equipment needs to be accurately modeled for the wearable system to be effective. This takes a lot of time and work. Despite advancements in making the process easier through 3D scanning, modelling is still a very tedious and manual process.
INSPIRATION
Piano Lessons with Haptic Gloves
FINAL REMARKS
The application of AR/VR wearables in worker training is highly beneficial in enhancing learning and safety in the utility, manufacturing, and other industries. Its ability for skills training without being physically on site or requiring expensive and highly specialized equipment helps make trades training more mobile. This OER provided an overview of potential AR/VR wearable technologies as well as a possible framework for training design.
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Future applications of wearables can be extended into education as a whole, enabling a seamless learning experience for students to acquire skills and practice collaboration.