71 This study represents one among the first attempts to develop,
implement, and field test an interactive augmented virtuality platform for construction hazard recognition training. Likewise, this study is the first attempt to empirically evaluate the impacts of an augmented virtuality system for developing hazard recognition skills in real and diverse construction settings. We used the multiple baseline technique to reliably compare longitudinal data between the baseline and intervention phases to make valid causal inferences.
The increase in the HR index for each crew following the intervention and the replication of the effects over multiple baselines
(trades/crews) reinforce the research findings strongly and preserve research validity. Unlike traditional intervention studies (e.g.
cross-sectional research, pre-test-posttest methods) that assume outcomes to be static, such longitudinal designs capture the dynamic nature of variables and reliably measures patterns of change. This rigorous research undertaking was made possible by the generous support of the funding agency and partnership with a large team of industry professionals. This study makes several theoretical and practical contributions. First, the study illustrates the usefulness of the operationalized energy-based retrieval mnemonics to assist workers in better identifying hazards in dynamic environments. Second, the study demonstrates the potential benefits of using serious gaming concepts and augmented virtual environments in occupational health and safety training. Thirdly, the study reveals the capability and robustness of the multiple baseline testing approach to make reliable causal inferences for construction research. Finally, the developed SAVES training module can dramatically improve hazard recognition skills of construction workers and potentially reduce construction injuries.
72 We recommend future studies that focus on developing augmented environments that cannot only improve hazard recognition ability but also predict worker response in complex and dynamic construction environments.
Adding the fourth dimension, time, to create D environments along with representative audio effects may significantly improve and more realistically reflect the dynamics on typical construction projects. The concept of D environments along with other discussed concepts such as serious games and mnemonics can significantly improve the immersive experience of workers. For this to become a reality, enhanced interoperability between game engines and BIM tools are essential. Further customized AV environments for training depicting the actual project being developed or constructed may provide an improved level of contextual learning for workers. Particularly, image-based D reconstruction techniques such as the DAR modeling (Golparvar-Fard et al. 2011) could be explored to document real-world safety hazards with pictures and videos and then use the visual data to reconstruct D and D environments for future training purposes. Finally, we suggest the development and testing of additional hazard recognition interventions to provide a multilayered approach to ensure that hazards are adequately identified and reduce injuries on construction projects.
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