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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development of VR Training for Railway Wagons Maintenance</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>r Nikitin</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>j Kuzh</string-name>
          <email>kuzhelalexej@mail.ru</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>n Sitnikov</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Saint Petersburg State University of Aerospace Instrumentation, SUAI</institution>
          ,
          <addr-line>67, Bolshaya Morskaya str., Saint-Petersburg, 190000</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The paper deals with the description of a project of designing a training complex based on virtual reality technologies and that can be regarded as an e ective means to solve the problem of high cost content and renewal of training grounds for railway wagons maintenance workers due to constant-growing railway freight service operation needs. The use of VR training in teaching methods might be appropriate and e ective tool in support and assessment system of railway workers. The requirements for the training simulator and the challenges of its design are considered in this issue. Currently obtained results are under discussion - a prototype of the simulator based on the HTC Vive for testing the skills of a 12-position inspection of an open freight car with a bypass in accordance with the instructions illustrated by the example of a 3D model inspection of a four-axle freight car standing on the railway tracks with malfunctions (widening of the car wall, absence of a hatch, absence of a door, loss of a mechanism's part, a wheel crack, an empty axle box) and with the inspector's tools such as a hammer, a chalk and an absolute template. Peculiarities of implementing the prototype on the Unity platform are in the focus of this research. The feasibility test of the simulator's prototype proved its su cient ergonomic relevance to real maintenance process and revealed a number of implementation di culties to be considered in further research and development.</p>
      </abstract>
      <kwd-group>
        <kwd>VR Training Railway maintenance Digital railway Virtual reality HTC Vive</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Due to Russian Railways data, at the beginning of 2019, the total number of
freight car eets on the Russian Railways network was 1,114,322 units, including
open cars - 526,628 units [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>One of the problems of supporting the required professional knowledge and
skills of railway wagon maintenance workers is the equipment of training grounds
with samples of real wagons, which causes their high cost, as well as imposes
restrictions on training non-standard situations and remote users.</p>
      <p>
        To solve this problem in the framework of the integrated scienti c and
technical project "Digital railway", JSC Russian Railways plans to design training
complexes based on virtual and augmented reality technologies [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ].
      </p>
      <p>Abroad and in Russia, the railway industry has similar demonstration
solutions for individual car maintenance tasks, as well as for various trains and
infrastructure in general. Consider the following cases.</p>
      <p>
        VRTraining { AirBraketestforRailroad [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] - an example of using VR training
(HTCVIVE) for the task of checking and testing the pneumatic brakes of freight
cars in accordance to the standard of CFR 232 is given. The simulation allows the
student to visually inspect various arbitrary freight cars as part of a train, while
manipulating the brake components as necessary to properly adjust the brake
system and eliminate possible defects. The student determines the correct brake
pressure and checks its activation and release in practice and exam modes. This
gives the student additional practice at his/her own pace, on any device, with a
record of the results at the end. Advantages of the solution are reduced training
and evaluation time, reduced working time, reduced need for real equipment,
and optimized compliance training.
      </p>
      <p>
        VRTruckInspectionTeachingSystem (HTCVIVE) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] - a single-user version of
the VRSystem is presented for training railway personnel to ful ll inspection and
maintenance of freight cars. The convenience and completeness of maintenance
is noted, but no detailed information is provided.
      </p>
      <p>
        Railroad operationsinVR (HTCVIVE) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] - describes a demo version of the
simulator for training railway sta on the bases of a simulated engine-house for
railway carriages maintenance. It is noted that in the conditions of working with
a large number of employees specialized in di erent elds of the railway industry,
the proposed solutions will help to connect all workers in terms of entertainment,
professional development, actual cooperation in work and analysis of personal
training.
      </p>
      <p>
        EVE-Interactive 3D&amp;VRlearningapplications [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ] - the EVE virtual reality
environment (EngagingVirtualEducation) is proposed using various VR helmets
for training DeutscheBahn employees. This allows personnel in a realistic virtual
environment to learn the working steps required for their work. As a result, they
learn how to respond reliably, especially in critical situations that they rarely
encounter. Achievable bene ts - hands-on training without the need for
realworld training items, VR helmets with motion tracking allow users to quickly
learn through training, eliminating trips saves time and costs, critical safety
situations can be mastered with zero risk, an additional tablet application provides
real-time support through a trainer.
      </p>
      <p>
        Digitalizingtrainingfortrainoperator [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] - the use of desktopVR for training
train operators in standard procedures that previously required physical training,
which improves the quality of training, is considered.
      </p>
      <p>
        VRSimulators [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] - various examples of the VR technology usage in the
railway industry are given, in particular, based on HTCVIVE modeling of the
technology of sequential replacement of the electric switch machine.
      </p>
      <p>Referring to the literature survey results, the following conclusions can be
drawn:
{ data are not available on the use of VR technologies for training and, most
importantly, for supporting and evaluating the skills of servicing freight cars
in full on the basis of regulatory documentation;
{ most implementations are related to solving individual tasks, applicable to
a single user (collaboration is not supported), demo-based, and not used in
the actual production process;
{ mostly VR applications are realized as the desktopVR to support
interactive 3D product designs without special equipment (helmets, controllers,
etc.), and those VR applications using special equipment model operations
of \hand { tool { object" are not based on direct manipulation because of
the complexity, but on creating an animated 3D video, which violates the
ergonomic adequacy of VRmodeling real process of the wagon maintenance.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Project goals</title>
      <p>
        In the laboratory of computer graphics, virtual and augmented reality of the
Department of computing systems and networks and the engineering school of
SUAI [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] in close cooperation with representatives of the real production sector
of the Railways within the framework of the project "Digital railway" is
developed a training complex based on virtual reality to support and assess the level
of professional knowledge and skills of the inspector-repairman of freight cars
required for maintenance of rolling stock and work in non-standard situations.
      </p>
      <p>The results of the work can also be used in specialized educational
institutions, at the children's railway, in scienti c and technical museums and parks for
career guidance and demonstration of the use of modern computer technologies
in the eld of railway transport.</p>
      <p>
        The simulator must meet the following requirements [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]:
{ pre-inspection - targeted instruction on labor protection, selection of the
necessary PPE (personal protection equipment), collecting bags of inspector
out of o ered templates and tools (18 tools), setting of the types of carriage
faults by the instructor, transfer the information by operator about the
fenceprotection of rolling stock;
{ inspection of the four-axle open car based on the instruction for cars
maintenance in operation (section-control of the technical condition of the four-axle
open car with a 12-position pass) by two inspectors-repairers, including
visual and measuring control of the workability of cars using special tools and
devices;
{ post-inspection - non-standard situations training according to the
instructions (53 situations), transmitting data about detected faults to the operator,
drawing chalk markings on the car when faults are detected, completing the
inspection with a message to the operator, removing the fence.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Solutions</title>
      <p>Broadly, the simulator consists of three main subsystems:
{ modeling environments, objects, and characters { creates a realistic
representation of them (geometry and hierarchy, physical properties, and material
properties) and simulates their behavior in time and space in real time based
on physical models or arti cial intelligence models;
{ user interface - provides a display of environmental conditions; registration of
human actions performed using motor skills, and impact on human modality
in accordance with the state of the environment;
{ management - includes analysis of the actions performed by the subject;
forming a reaction to the actions of the subject in di erent scenarios;
determining changes in the state of the environment in time and space.</p>
      <p>
        In view of the implementation of the simulator based on virtual reality
technology and its broad interpretation, we will clarify the terms used by the authors
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        { Immersiveness - sensorimotor involvement of the user in the simulated
environment.
{ Interactivity - the user's ability to interact with environment objects and
modify them to get feedback on their actions (for 3D environments -
navigation, selection, manipulation and management [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]).
{ Virtual reality - immersion in an arti cial environment (for example, 3D) and
interaction with its objects in real time using various human characteristics
{ physical, sensorimotor, etc.
{ Virtual world - multi-user virtual reality, each visitor is represented by a
special network object (avatar), which is visible to other users, the actions
performed in the environment are synchronized and visible to everyone.
      </p>
      <p>The simulator is based on the HTC Vive virtual reality system (Pro and
ProEye, including the wireless adapter) using Blender, 3ds Max, Unity, C#, and
other tools. To design a simulator, you need to meet the following challenges:
{ Analysis of the inspector's activities according to the instructions of
12position freight car inspection with the aim of de ning requirements for
the objects and processes modeling with constraints used VR equipment,
including the formation of the list of positions of inspection, inspect elements
of the carriage at each position, the standard fault elements, variants of
de nition of serviceable/damaged by visual or instrumental inspection with
tools and actions, types of chalk marking's information, working positions
of inspector's body parts, methods of interaction with other inspectors and
personnel, time of operations, etc.).
{ Development of 3D models of the car to the level of veri able elements
(according to drawings or imported from CAD if possible) and types of faults,
the location of the car (landscape, railway tracks, house for instruction), tools
and inspector's bags, avatars of the inspectors, as well as recording sounds
of serviceable and faulty equipment.
{ Development of typical actions with 3D models of tools and objects at each
of the 12-position inspection using Vive HTC controllers.
{ Implementation of a 12-position inspection of a freight car in accordance
with the instructions using the Vive HTC.
{ Development of interfaces of instructor (desktop, monitoring and recording
the actions of the operator, setting of faults, navigation/map) and of
inspector (HTC Vive, inspection of the wagon).
{ Development of a module for recording and evaluating students' actions,
storing of results, and printing them out.
{ Implementation of a group (multi-user) mode of work of inspectors.
{ Development of a management system for individual and group classes in
di erent scenarios of training, practice and certi cation.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Prototype of the simulator</title>
      <p>Initially, a prototype of the simulator was developed to test the feasibility of the
decisions taken, in condition of limitations of the speci ed VR equipment:
1. A library of 3D models of a landscape fragment with railway tracks, a freight
car with the required detail for 12-position inspection, a hammer, a chalk
(see Fig. 1), and an absolute inspector template(see Fig. 2, 3).
2. Library of fault models - widening of the car wall, absence of a hatch, absence
of a door (see Fig. 4), loss of the mechanism's element.
3. Library of sounds corresponding to serviceable and faulty wheel pairs and
axle-boxes of the railcar when they are tapped.
4. A library of typical actions with the 3D model elements of the car and the
instructor's tool using HTC Vive controllers, including moving in the scene
(around the car with a pass) or teleporting on the surface around the car,
highlighting signi cant objects of the car with the illumination (faulty with a
chalk, removing the illumination by repeated application in case of an error)
(see Fig. 5, 6), manipulating the hammer (tapping the wheel pairs and
axleboxes) (see Fig. 7) and the template (changing the location in the leading
hand, taking/putting actions).
5. The instructor's interface, which displays the scope of the inspector from
the 1st person viewpoint; a mini-map with the location of the inspector; the
area of installation of faulty elements of the open car in positions before the
start of the inspection or during the inspection of positions not yet passed;
the scope of the scene of the instructor from the 1st person viewpoint (see
Fig. 1- 6).
6. A control system that supports arbitrary by-pass of car inspection positions.</p>
      <p>Control of the car by-pass is currently assigned to the instructor, who
monitors the actions of the inspector.
1. The interaction of the Unity editor scene and the HTC Vive virtual reality
complex is implemented using the SteamVR plug-in. In the VisualStudio
development environment, C# programming language used for the scripts
responsible for the logic interaction of a simulator - user with scene objects
in Unity by means of selection and manipulation; the scripts responsible
for the manipulations between objects (feedback, reaction the sound of the
collision objects, the reaction of the render settings for the collision objects);
the scripts responsible for the elements of two-dimensional interface of the
instructor.
2. The terrain tool was used to create a landscape for the environment. The
highlands are arranged so that the railway runs through the valley, and the
edges of the map cannot be seen. Since the inspector's travel area is limited
by the size of the SteamVR game room and the teleportation platform in the
project, it is not possible to see the edges of the landscape at this location.
After that, some of the hills were painted gray, and the rest - in green. The
result is a kind of imitation of a valley or canyon.
3. The following simpli ed 3D models were implemented from the drawings:
{ railway, that was created and textured in the 3ds Max editor;
{ railway wagon, that was created in 3ds Max editor and then nished in</p>
      <p>Blender editor.</p>
      <p>
        Models [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] were considered as examples when creating models.
4. The hammer was created and textured in the 3ds Max editor, and then
imported into the project with the size adjustment.
5. To create the chalk, we used the primitive cylinder directly in the Unity
environment.
6. Creating a 3D model of an absolute template was performed in the 3ds Max
editor. Images of the T447.05 version were used as a reference [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Then
the model was imported into the Unity project, and its dimensions were
adjusted to the dimensions of the inspector's hand and the wagon wheel.
7. The sound library currently stores two audio les that correspond to the
sound of hammer's blow hitting a wheel or an axle-box in serviceable or
damaged condition.
8. As fault models are implemented:
{ Widening of the car wall. Developed in Blender using the Warp modi er.
      </p>
      <p>Two \Empty" objects were used to specify the points, from which and
towards which, the wall of the car extends, in order to create a widening
e ect.
{ Absence of a hatch. The oor of the freight car has 18 hatches, the
display of any of which can be disabled in Unity if necessary, which will
mean its absence, and, consequently, failure.
{ Absence of a door. The car door display is disabled in Unity in the same
way as the hatches.
{ Loss of a mechanism's element. When creating this breakage in Blender,
the model of the hatch closing mechanism was modi ed, namely, one
of the parts of the closing mechanism was selected and then removed.
Then, in Unity, you can enable the display of the model with or without
damage.
9. The following typical actions are implemented:
{ Moving the inspector around the map is performed by physically moving
the inspector in the designated room. Moving the instructor is performed
at the computer by using the mouse to view and the WASD keys to move.
{ Since the size of the room does not always allow the inspector to move
on his feet and get where he needs to, the project uses the teleportation
element. By clicking on the round button on any of the controllers, the
inspector is indicated by a dotted pointer that draws a parabolic
trajectory, the place where he wants to nd himself, and by releasing the
button, he moves. This is a standard feature of the SteamVR plugin used
for Unity.
{ Highlighting of faulty objects with a chalk is implemented using a Shader
that applies a glow e ect when applied to a separate object. Initially,
some parts of the car have a special tag \can be marked", which means
that this part may be broken. When the chalk Collider touches the
Collider of such an object, this Shader is superimposed on it, and the tag
changes to"marked". If a part was selected accidentally by mistake, the
inspector selects this part again, the Shader is removed, and the tag is
returned to the original one.
{ The work of a hammer is similar to that of a chalk. If a collision occurs,
the condition of the part is checked, and if no damage has been detected,
the sound corresponding to the serviceable part is played. If the part was
faulty, the sound corresponding to the damaged part is played.
{ The work with the template can be divided into 4 parts - it must be
taken out of bag and returned to its place, the location in the leading
hand, interaction with the non-leading hand and interaction with the
elements of the car.</p>
      <p>When the hammer and chalk tools were developed, the Interactable
and Throwable scripts were used to con gure them. The Interactable
script allowed you to perform actions such as selecting an object with
your hand, and the Throwable script was responsible for
manipulating the object, holding it in your hand, etc. However, when working
on the template, it was decided to use a di erent approach. The
ItemPackageSpawner script was used in conjunction with the
ItemPackage script. The rst script allows you to create a certain \item
distributor", from which you can take the \item" created using the
second script only once before it is returned to its place. While the
item is missing, you can leave a visual hint (in the form of a model
or other) in its place, which will help you to understand where the
object is expected to be returned. In addition, using this method
allows you to interfere with the interaction of the inspector's hand
models with tools. This is necessary for managing the template, since
we hold the template in one hand and manipulate its elements with
the other (moving the measurement lines).</p>
      <p>In order for the template to t correctly in the inspector's hand, it
was necessary to con gure the locations of the hand models
relative to the template. To do this, the SteamVR Skeleton Poser script
was applied to the template model. This script adds a window for
editing the PoseEditor hand skeleton relative to the object to which
the script is applied. Using this editor, has been con gured with two
poses of the hands that held the template in di erent ways,
depending on the purpose of the current usage of the template: position for
inspection of the wheels a measuring template rulers, and the
second to check the thickness of the wheel ange slot of the template.
In addition, this script adds a BlendingEditor window for mixing
hand poses, which allows you to mix or replace one hand pose with
another, creating a \posture behavior". Next, a script was written
that controls the \posture behavior", the task of which is to switch
the original hand pose to the second one (and back).When using
ItemPackageSpawner, we change the logic of detach the tool from
the hand so that the item will be returned to its place only when we
bring it back to the place where it was taken, i.e. we do not need to
hold the trigger of the controller clamped. Instead, using our
\posture behavior" control script, we use the trigger of the leading hand
as a counter that is used in the script, which changes the location of
the template in the inspector's hand.
10. Inspector's and instructor's interfaces.</p>
      <p>The inspector-repairer is immersed in a virtual environment and its interface
is designed as a direct manipulation of its tools and the interaction of these
tools with the elements of the environment.</p>
      <p>The instructor's interface consists of four main elds: a mini-map, a eld
for displaying the view of the inspector-repairman, a eld of view of the
instructor, and a list of switches for car breakdowns. In the Unity
development environment, you created a Canvas element that contains elements
of the instructor's interface. The instructor's interface is created by placing
the rest of its elements on the Canvas element in the Unity development
environment. The mini-map and instructor's visibility elds are implemented
using the interaction of the camera component and video text elements. The
fact is that there is an additional camera in the scene, which is located high
above the car and monitors what is happening below it. Above the
instructor and the inspector are marks that are implemented in the form of two
di erent color bitmaps, in the form of a drop, the sharp end indicating the
direction in which they are looking. Since the normal of these marks is
located vertically up, and they themselves are located horizontally, only the
camera located at the top can see these marks. The video texture captures
the image that is currently being displayed on this camera, which allows you
to use it as a mini-map. The eld of breakdowns switches is implemented and
placed on the Canvas element using a script developed in the VisualStudio
environment.
11. Joint inspectors' work.</p>
      <p>An environment has been prepared for the Unity multiuser mode using
Photon. The scene objects are divided into network and non-network. Objects
that change their position in space, appearance, etc. must be synchronized
between users, otherwise their changes will only be visible on the client's
side. To do this, the following list of objects was compiled, in which one part
of the objects was assigned to the network, and the other to the non-network:
{ Networked objects: parts of the freight car that were damaged; tools of
the inspector-repairman; avatar of the inspector-repairman; mini-map.
{ Non-networked objects: a fragment of the landscape with railway tracks;
parts of the freight car that do not provide for damage analysis; global
lighting.
6</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>
        An experimental evaluation of the usability of [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] prototype simulator for
testing the skills of a 12-position inspection of an open freight car with a by-pass
was conducted in accordance with the instructions.
      </p>
      <p>As a test task, we used a 3D model of a four-axle freight car standing on the
railway tracks with malfunctions (widening of the car wall, absence of a hatch,
absence of a door, loss of a mechanism's part, a wheel crack, an empty axle box)
and tools of the inspector: hammer and chalk.</p>
      <p>Main features of hardware and software con guration - HTC Vive PRO Eye
virtual reality system, Intel Core i9 { 9900K 3600 MHz, motherboard MSI
Z390 MPG GAMING PRO CARBON, MSI GeForce RTX 2080 Ti
LIGHTNING 11GB, memory CRUCIAL Ballistix Sport AT BLS2K16G4d32aest DDR4
{ 32GB, SSD SAMSUNG 970 EVO Plus MZ 1TB.</p>
      <p>Participants are a car inspector and an instructor who have previously been
trained to work with a prototype based on HTCVive.</p>
      <p>
        The following methods of analysis were used [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] - monitoring the user's
work, as well as measurements related to performance characteristics, including
the use of video recording.
      </p>
      <p>The following indicators of usability were taken as measured characteristics:
{ e ectiveness - the percentage of goals achieved and the accuracy of the
operation;
{ e ciency { task-timing;
{ satisfaction{ rating scale of assessment and visual discomfort, complaints.</p>
      <p>Based on the results of the experiment, the following conclusions can be
drawn:
{ As a rule, the inspector only reached the goal after 2-3 familiarization passes
(passing all 12-position inspection) and performed quite accurately both
moving and teleporting in the scene according to the inspection positions,
and operations for identifying and highlighting faulty objects visually and
instrumentally by tapping with a hammer and marking with a chalk
(highlighting).
{ The inspector's interface is mostly intuitive, but requires getting used to both
orientation and movement in space, as well as interactivity using HTCVive
controllers.
{ The instructor's interface is well supported for setting car faults, the
inspector's location on the mini-map, the scope of the inspector from the 1st
person view, but there are problems in the scope of the instructor from the
1st person view when monitoring the actions of the inspector because of its
size and the choice of the necessary angle in a limited time.
{ The average passing time was about 4 minutes, which is currently used as a
reference for comparing passes for this prototype con guration.
{ On a ten-point scale, the average ratings of inspectors are 6 and instructors
are 7. Complaints were mostly reduced to the discomfort of working in a
helmet due to poor xing and adjustment of lenses, control of controllers,
etc., which were minimized as experience gained.</p>
      <p>Outside of the main experiment, a test was performed using a 3D model of the
absolute wagon template to identify wheel faults that require interaction between
the two hands of the inspector with the template and the object of inspection,
which revealed problems due to the design features of HTCVive controllers.</p>
      <p>
        In the future, the following is planned:
1. Increasing the number of car malfunctions and tools for various elements of
the car inspection positions in order to Re ne the simulator prototype to the
minimum viable product and the ability to assess the ergonomic adequacy
of VR modeling to the real car maintenance process.
2. Use of sensors for some tools (hammer, etc.) in order to increase the realism
of simulated situations.
3. The implementation of various test scenarios skills check and assessment of
the actions of employees, store the results and print them.
4. Support for collaborative work of inspectors, including the development of
inspectors' avatars.
5. Integration with interactive electronic technical manuals that are used to
describe the composition and operation of the product, its intended use,
maintenance, troubleshooting, training and testing during the after-sales service
phase of the product [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
6. Taking into account the concept of a person's presence in virtual and mixed
realities related to a person's subjective experiences, their experience, and
the risks of cybersickness.
7
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>A large eet of railcars on the Russian Railways network, the high cost of training
ranges equipped with real equipment for training and evaluating car maintenance
skills, and restrictions on training in non-standard situations lead to the search
for new approaches to solving these problems, one of which is the use of virtual
and augmented reality technologies.</p>
      <p>However, today there is no data on the use of VR technologies for training
and evaluating the skills of servicing freight cars in full on the basis of regulatory
documentation.</p>
      <p>In the article, the authors propose a virtual reality-based trainer to support
and evaluate the skills of the inspector based on the instructions for maintenance
of cars in operation, the requirements for it and the main tasks for its design are
considered.</p>
      <p>To test the feasibility of the simulator, a prototype based on HTC Vive and
Unity was developed. An experimental test of the suitability of using a prototype
simulator showed su cient ergonomic adequacy of working on the simulator to
a real object, increased motivation and emotional involvement of employees, and
the ability to model various situations in ways that are not available in the real
world due to their high cost, danger, or impracticality.</p>
      <p>The bene ts of designing this type of simulator will be granted as:
{ improving the training skills of the railway workers, reducing the cost and
time of their training, and, as a result, increasing productivity and reducing
downtime of cars, reducing injuries;
{ signi cantly reducing the cost of creating and maintaining training sites due
to the partial elimination of real equipment and reducing the required space,
the ability to quickly update the simulator with 3D models of new cars.</p>
    </sec>
  </body>
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