=Paper= {{Paper |id=Vol-2590/paper9 |storemode=property |title=Development of VR Training for Railway Wagons Maintenance |pdfUrl=https://ceur-ws.org/Vol-2590/paper9.pdf |volume=Vol-2590 |authors=Alexandr Nikitin,Alexej Kuzhel,Ivan Sitnikov,Olesya Karelova |dblpUrl=https://dblp.org/rec/conf/micsecs/NikitinKSK19 }} ==Development of VR Training for Railway Wagons Maintenance== https://ceur-ws.org/Vol-2590/paper9.pdf
      Development of VR Training for Railway
              Wagons Maintenance

  Alexandr Nikitin1[0000−0002−8086−2633] , Alexej Kuzhel2[0000−0002−8955−7723] ,
 Ivan Sitnikov3[0000−0002−3880−4368] , and Olesya Karelova4[0000−0003−3569−3225]

Saint Petersburg State University of Aerospace Instrumentation, SUAI, 67, Bolshaya
                  Morskaya str., Saint-Petersburg, 190000, Russia
                                1
                                  guap.nike@mail.ru
                             2
                                kuzhelalexej@mail.ru
                                  3
                                    zxc-96@mail.ru
                              4
                                 karelova@yandex.ru



      Abstract. The paper deals with the description of a project of design-
      ing a training complex based on virtual reality technologies and that
      can be regarded as an effective 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
      effective 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 discus-
      sion - 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 by-
      pass in accordance with the instructions illustrated by the example of
      a 3D model inspection of a four-axle freight car standing on the rail-
      way 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 sufficient ergonomic relevance
      to real maintenance process and revealed a number of implementation
      difficulties to be considered in further research and development.

      Keywords: VR Training · Railway maintenance · Digital railway · Vir-
      tual reality · HTC Vive.


1   Introduction
Due to Russian Railways data, at the beginning of 2019, the total number of
freight car fleets on the Russian Railways network was 1,114,322 units, including
open cars - 526,628 units [1].

Copyright c 2019 for this paper by its authors. Use permitted under Creative Commons
License Attribution 4.0 International (CC BY 4.0).
2       A.Nikitin et al.

    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.
    To solve this problem in the framework of the integrated scientific and tech-
nical project ”Digital railway”, JSC Russian Railways plans to design training
complexes based on virtual and augmented reality technologies [2, 3].
    Abroad and in Russia, the railway industry has similar demonstration so-
lutions for individual car maintenance tasks, as well as for various trains and
infrastructure in general. Consider the following cases.
    VRTraining – AirBraketestforRailroad [4] - 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.
    VRTruckInspectionTeachingSystem (HTCVIVE) [5] - a single-user version of
the VRSystem is presented for training railway personnel to fulfill inspection and
maintenance of freight cars. The convenience and completeness of maintenance
is noted, but no detailed information is provided.
    Railroad operationsinVR (HTCVIVE) [6] - describes a demo version of the
simulator for training railway staff 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 different fields 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.
    EVE-Interactive 3D&VRlearningapplications [7, 8] - 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 benefits - hands-on training without the need for real-
world training items, VR helmets with motion tracking allow users to quickly
learn through training, eliminating trips saves time and costs, critical safety sit-
uations can be mastered with zero risk, an additional tablet application provides
real-time support through a trainer.
    Digitalizingtrainingfortrainoperator [9] - the use of desktopVR for training
train operators in standard procedures that previously required physical training,
which improves the quality of training, is considered.
             Development of VR Training for Railway Wagons Maintenance           3

    VRSimulators [10] - 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.
    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 interac-
   tive 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   Project goals
In the laboratory of computer graphics, virtual and augmented reality of the
Department of computing systems and networks and the engineering school of
SUAI [11] in close cooperation with representatives of the real production sector
of the Railways within the framework of the project ”Digital railway” is devel-
oped 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.
    The results of the work can also be used in specialized educational institu-
tions, at the children’s railway, in scientific and technical museums and parks for
career guidance and demonstration of the use of modern computer technologies
in the field of railway transport.
    The simulator must meet the following requirements [12]:
 – pre-inspection - targeted instruction on labor protection, selection of the
   necessary PPE (personal protection equipment), collecting bags of inspector
   out of offered templates and tools (18 tools), setting of the types of carriage
   faults by the instructor, transfer the information by operator about the fence-
   protection of rolling stock;
 – inspection of the four-axle open car based on the instruction for cars mainte-
   nance in operation (section-control of the technical condition of the four-axle
   open car with a 12-position pass) by two inspectors-repairers, including vi-
   sual and measuring control of the workability of cars using special tools and
   devices;
 – post-inspection - non-standard situations training according to the instruc-
   tions (53 situations), transmitting data about detected faults to the operator,
4         A.Nikitin et al.

      drawing chalk markings on the car when faults are detected, completing the
      inspection with a message to the operator, removing the fence.


3      Solutions
Broadly, the simulator consists of three main subsystems:
    – modeling environments, objects, and characters – creates a realistic repre-
      sentation 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 artificial 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 different scenarios; deter-
      mining changes in the state of the environment in time and space.
    In view of the implementation of the simulator based on virtual reality tech-
nology and its broad interpretation, we will clarify the terms used by the authors
[13].
    – Immersiveness - sensorimotor involvement of the user in the simulated envi-
      ronment.
    – Interactivity - the user’s ability to interact with environment objects and
      modify them to get feedback on their actions (for 3D environments - navi-
      gation, selection, manipulation and management [14]).
    – Virtual reality - immersion in an artificial 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.
   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 12-
      position freight car inspection with the aim of defining 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
      definition 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 VR Training for Railway Wagons Maintenance           5

 – Development of 3D models of the car to the level of verifiable 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 inspec-
   tor (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
   different scenarios of training, practice and certification.

4   Prototype of the simulator
Initially, a prototype of the simulator was developed to test the feasibility of the
decisions taken, in condition of limitations of the specified 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 significant 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 axle-
    boxes) (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.
    Control of the car by-pass is currently assigned to the instructor, who mon-
    itors the actions of the inspector.
6   A.Nikitin et al.




      Fig. 1. Inspector with HTC Vive holding a hammer and a chalk.




          Fig. 2. Absolute inspector template (first hand position).
 Development of VR Training for Railway Wagons Maintenance    7




Fig. 3. Absolute inspector template (second hand position).




    Fig. 4. Open car fault’s type of absence of a door.
8   A.Nikitin et al.




      Fig. 5. Highlighting fault’s type of loss of the mechanism’s parts.




            Fig. 6. Highlighting fault’s type of absence of a door.
             Development of VR Training for Railway Wagons Maintenance             9




                    Fig. 7. Tapping the wheel with a hammer.


5   Implementation features
The special features of the implementation include the following.
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 simplified 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 finished in
        Blender editor.
   Models [15] and [16] 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.
10    A.Nikitin et al.

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 [17]. 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 files 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 modifier.
       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
       effect.
    – Absence of a hatch. The floor 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 modified, 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 tra-
       jectory, the place where he wants to find 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 effect 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 Col-
       lider 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.
        Development of VR Training for Railway Wagons Maintenance        11

– 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.
    • When the hammer and chalk tools were developed, the Interactable
      and Throwable scripts were used to configure them. The Interactable
      script allowed you to perform actions such as selecting an object with
      your hand, and the Throwable script was responsible for manipulat-
      ing the object, holding it in your hand, etc. However, when working
      on the template, it was decided to use a different approach. The
      ItemPackageSpawner script was used in conjunction with the Item-
      Package script. The first 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).
    • In order for the template to fit correctly in the inspector’s hand, it
      was necessary to configure the locations of the hand models rela-
      tive 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 configured with two
      poses of the hands that held the template in different ways, depend-
      ing on the purpose of the current usage of the template: position for
      inspection of the wheels a measuring template rulers, and the sec-
      ond to check the thickness of the wheel flange 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 “pos-
      ture 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.
12      A.Nikitin et al.

10. Inspector’s and instructor’s interfaces.
    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.
    The instructor’s interface consists of four main fields: a mini-map, a field
    for displaying the view of the inspector-repairman, a field of view of the
    instructor, and a list of switches for car breakdowns. In the Unity devel-
    opment 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 en-
    vironment. The mini-map and instructor’s visibility fields 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 instruc-
    tor and the inspector are marks that are implemented in the form of two
    different 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 lo-
    cated 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 field of breakdowns switches is implemented and
    placed on the Canvas element using a script developed in the VisualStudio
    environment.
11. Joint inspectors’ work.
    An environment has been prepared for the Unity multiuser mode using Pho-
    ton. 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    Discussion

An experimental evaluation of the usability of [18] 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.
    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.
             Development of VR Training for Railway Wagons Maintenance          13

    Main features of hardware and software configuration - 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 LIGHT-
NING 11GB, memory CRUCIAL Ballistix Sport AT BLS2K16G4d32aest DDR4
– 32GB, SSD SAMSUNG 970 EVO Plus MZ 1TB.
    Participants are a car inspector and an instructor who have previously been
trained to work with a prototype based on HTCVive.
    The following methods of analysis were used [19] - monitoring the user’s
work, as well as measurements related to performance characteristics, including
the use of video recording.
    The following indicators of usability were taken as measured characteristics:

 – effectiveness - the percentage of goals achieved and the accuracy of the op-
   eration;
 – efficiency – task-timing;
 – satisfaction– rating scale of assessment and visual discomfort, complaints.

   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 (high-
   lighting).
 – 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 in-
   spector’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 configuration.
 – 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 fixing and adjustment of lenses, control of controllers,
   etc., which were minimized as experience gained.

   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.
   In the future, the following is planned:
14      A.Nikitin et al.

 1. Increasing the number of car malfunctions and tools for various elements of
    the car inspection positions in order to Refine 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 de-
    scribe the composition and operation of the product, its intended use, main-
    tenance, troubleshooting, training and testing during the after-sales service
    phase of the product [20].
 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    Conclusion
A large fleet 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.
    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.
    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.
    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 sufficient 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.
    The benefits 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;
 – significantly 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.
              Development of VR Training for Railway Wagons Maintenance              15

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