Cs Wave: Virtual Reality For Welders' Training: CS WAVE Is A Trademark of CS and AFPA, For More Information
Cs Wave: Virtual Reality For Welders' Training: CS WAVE Is A Trademark of CS and AFPA, For More Information
Abstract
Virtual reality (VR) is a set of technologies that one often confines to R&D projects or high
technology applications for innovative sectors. Nevertheless, tangible interfaces and VR,
when specified from end-user's needs, can also lead to relevant and accepted systems for both
the learning and training in the most common and traditional industries. This position paper
presents CS WAVE, one of the first systems in this field applied to the learning of sensory-
motor skills for welding. It results from an R&D project funded by the European Commission
in the frame of its 5th framework programme. During two years, CS and AFPA have
specified, developed and assessed the WAVE system in close collaboration with end-users. It
is henceforth an inescapable product that has proved efficient for the learning of the welder
profession.
1 INTRODUCTION
In 2002, CS and AFPA have launched the WAVE R&D project with the support of the
European Commission. This project, which successfully ended in 2004, aimed at developing
CS WAVE, the first system using Virtual Reality (VR) technologies to train welders. This
project was coordinated by CS, a European leader in virtual reality application development,
and co-developed with AFPA, the main operator of the French Labour Ministry for vocational
guidance and training of unemployed adults.
The objective of this project was more than the sole development of an innovative system. It
had first to provide an accurate answer to training difficulties in the particular field of
welding. Moreover, the project had to guarantee the acceptance of the proposed system by
manual workers and trainers who can be reticent about new technologies.
Indeed, the introduction of innovative technologies in the general industry is a complex
process. Often starting from a research phase, this process develops through out long periods
of validation and assimilation before progressively integrating the industrial cycle. It is a
question of demonstrating and re-demonstrating the relevance of the proposed solution to the
industrial actors while providing concrete argumentation and figures to the most conservative
of them. If this seems rather feasible for engineering industries, it is far more complex when
dealing with more traditional occupations such as those employing manual skilled workers.
We will see in the following sections that our strategy was not to replace current training
practices but to enhance the educational support proposed to the trainees during the first
phases of the training programme course. At this stage, novice trainees use huge amounts of
1
CS WAVE is a trademark of CS and AFPA, http://wave.c-s.fr for more information.
expensive welding consumables while learning by doing and practicing to acquire sensory-
motor basic skills of welding. Our aim was also to provide trainers with means to closely
monitor and assess the gesture of the trainees.
In addition to the development tasks, we have demonstrated in this project that VR
technologies are efficient for the trainees to support the acquisition of sensory-motor skills to
master their body position and movements. Moreover, they lower the cost of the training
courses. Finally, the architecture of our system enables the seamless integration of CS WAVE
within the existing training process, without disrupting the organization, and while improving
the quality of the learning and the educational dialogue. This was definitely the second key of
success of the project.
2 RELATED WORK
VR technology is increasingly used to support learning [BUR2003] [LOU2003]
[WIN2002a][MAN2001]. As shown in previous experiments, it can be efficiently used to
learn technical procedures [RIC2000], medicine [RIV2003], military strategy [RIC2002],
occupational skills [LOF1995] or academic contents [MOS2002], etc. But amongst all
previous experiments, very few applications reached their final public as the Hubble project
[LOF1995], the Virtual facet [DRO1997] and VIVART [DCR2005] did. As far as we may
know, none of that have been commercialised. As described later on, CS WAVE intended to
be used in real training situation on a large scale. It have been commercialized since March
2004.
Regarding the design of virtual environments for training, former approaches often referred to
idiosyncratic concepts of virtual reality (e.g. immersion, presence, realism) to set up learning
situations. Therefore, expensive immersive interfaces were used, photorealistic visual
feedback and credible sounds were required. Some systems might also have used haptic
feedback in order to recreate the realistic sensations of manipulating tools. Burkhardt & al.
[BUR2003] proposed an alternative to the “realism-oriented” approach. It is based on multi-
sensory structures to afford the cognitive and learning activity of the trainees. This approach
is grounded on one side on empirical investigations of learning in VR, which suggest that
additional sensory information enhance the learning of abstract concepts [WIN2002b]. Winn
claims that new references to sciences as biology of cognition are needed [WIN2003].
Therefore, it is grounded on studies of action, perception and cognition [NOE2000], which
have emphasized the strong relationships between senses, such as between vision and touch.
Referring to work realized by neuroscientists, Mellet-d'Huart [MEL2004] proposes a "model
of (en)action" in order to support counter-intuitive design methods for virtual environments
for learning. He shows, for instance, how conceptualization and simplification of a scene may
facilitate the understanding of a process, and how accurate guidance may facilitate the
realization of embodied and embedded activities. Besides a conceptual frame of references, he
proposes mechanisms that orient the design of the virtual environment depending on the
learning objectives, the characteristics of the learning content and the activity of the learner.
Regarding virtual environments dedicated to train welder few other projects exist [FAS2004]
[HAS2005]. They are still experimental projects and integrates merely industrial or well-
focused educational issues.
3 TRAINING WELDERS
The skilled welder knows, with little visibility, how to decrypt information from the welding
pool to produce an high quality welding. The trainee, on his side, does not have any clue to
understand what he is expected to do and how they could correct their action from visual
hints. Up to now, he had to keep on practicing over numerous tries to finally acquire accurate
sensory-motor skills.
01/2002
α α β β 03/2004
Creation and hardware design of the workbench
AFPA organised experimentations of the various prototypes : 50 trainers have been involved.
The results helps CS all the way thought the development.
CS WAVE experimentation starts during the European project with two prototypes that
included nearly all features. 24 trainees and 3 trainers, in an AFPA centre in France, starts
motion training with this new tool. Experimentation included two points : Features
stabilisation and pedagogical improvement. The first one has been finished at the end of the
project. The second one started at the same time, in March 2004.
In order to cope with electro-magnetical interferences and occlusions that inevitably occur
during training session, we needed a new sort of tracking system to instrument the welding
tool. This has been developed by InterSense in close collaboration with the consortium. It is
now marketed by this company as the IS-900 PCTracker, a six degrees of freedom motion
tracking system based on a hybrid technology of inertial and ultrasonic tracking. The position
and orientation of the tracking are determined by the output of the accelerometers and gyros.
Drift correction is accomplished in InterSense’s advanced Kalman filter by fusing the output
of the inertial sensors with range measurements obtained from the ultrasonic components. The
result is a full 6-DOF tracking of the welding tool that is very smooth, precise, and free from
jitter.
In the following, we briefly present the successive stages the trainee has to pass to complete a
training exercise.
5.2.1.1 Identification
The first dialog box requires the user to choose his name, in the list of persons authorized to
use the workbench, and to enter his four-digit password. Once performed, he is identified and
recognized by the workbench which repositions the screen at his height. If connected to the
network, the workbench automatically informs the CS WAVE server and, incidentally, the
control centres that a trainee is about to perform an exercise.
Once fully defined, a video presents the movement to be learned and the various gestures to
master.
5.2.1.5 Results
At the end of the exercise, the system provides a graphical representation of the trainee’s
performance. The first information is the level of success of the exercise. If positive, the user
can automatically validate the level corresponding to the exercise.
Then, detailed results are made available in the form of graphs along the welding cord for
each monitored parameter [Figure 5]. The analysis of these graphs, usually with the assistance
of the trainer, will allow the user to better understand his errors and determine how to improve
for the next try.
Figure 5: results
6.1 Improvement of the practical training : less retirement during the beginning of
training
It is an obvious hypothesis knowing CS WAVE advantages. More efficient learning, easily
assimilated should prevent frequent retirements observed today. We must especially study the
efficiency of CS WAVE on the learning issues. This efficiency will be more admitted if it can
maintain more people in the training process.
7 PERSPECTIVES
For a welding training organisation, CS WAVE is a technological and pedagogical
innovation. For the AFPA, the innovation has been in the management of conception and
integration of a Virtual Environment. This project opens new perspectives. Technological
possibilities of the Virtual Reality may answer to various pedagogic issues. Economic context
itself is fair. The cost of this product is not an issue and can even be lower if there is more
demands. Some of its expensive elements (motion tracking system for example) are not
necessary for having any VE running.
We are now looking for new evolutions of CS WAVE like the analysis of a realistic welding
pool or TIG welding on tubular objects.
CS WAVE practical experience, linked to the theoretical evolution of the conception
processes [MEL2004] allow us to improve the effort attached to the software and pedagogical
conception for an efficient specification. Nevertheless a strong collaboration between users,
developers and managers is mandatory on all the project duration to produce good results.
Finally, thanks to CS WAVE, CS and AFPA acquired and improved their skill in managing
and deploying industrial projects based on Virtual Environment dedicated to the training. The
field of application of this kind of projects is wide and is still very open today.
8 CONCLUSION
This paper has presented CS WAVE, a combination of virtual and physical artefacts that form
an efficient and homogeneous structure for the e-learning and training in a traditional field of
industrial activity. CS WAVE was awarded twice. It wan "the excellence in productivity”
prize by a group of 33 journalists from the industrial press at the INDUSTRY 2004 exhibition
in Paris and “the science and education trophee” of Laval-Virtual 2004. Since the end of the
project, we have been approached by numerous international distributors, which promises a
fast exploitation at an international level. It is today commercially exploited by CS, and is
currently deployed within the whole network of AFPA’s training centres (60 centres ).
It is also important to stress that the success and the acceptance of this system could not have
been guaranteed without the strong and constant synergy between CS engineers and AFPA’s
trainers and without the adequate combination of the complementary expertises in Man
Machine Interfaces, Virtual Reality hardware and applications, usability, and e-learning.All
this clearly demonstrates that an innovative system using VR technologies can become, if its
development is driven by real end-user needs, a viable and accepted product that breaks
through very quickly after the R&D effort in the quite conservative industrial world.
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AUTHORS
Dr Olivier Balet is the Technical Director of CS' Virtual Reality Department. His main areas
of expertise include virtual reality, virtual storytelling, 3D interaction, multi-modal computer-
human interfaces, and cooperative working. Prior to his current position, he has conducted
research on 3D interaction at the Toulouse III university where he received his diploma
(M.S.) and Ph.D. in computer science (VR specialisation). He is the author and has been the
Project Manager of several European funded projects (CAVALCADE, VISIONS, V-Man, V-
Planet, VISTA, etc.).
He has been an active expert to the European Commission for activities under FP5 KA3 and
KA4 (Virtual Reality, Simulation, Multimedia and Collaborative Working Action lines) and
FP6 (FET, Cultural Heritage, networked audiovisual systems). He is VR assistant professor at
both the Toulouse III University and the ENSICA high school, program committee member
or reviewer for international conferences (Eurographics, ICVS, VRIS, Minitrack, TIDSE,
etc.), and the author of more than 25 papers published in international journals and conference
proceedings.
M. Dominique Steib is since 1998 project manager in the R&D "Industrial fields"
department of AFPA, the largest French vocational training organization for adults. He
introduced New Techonologies of Information and Communication in pedagogical resources
for industrial Afpa training. He is Afpa's project manager of CS WAVE. He participated in
conception team of other project RV training applications. He is expert in the field of
educational applications.
His educational background is a Master Degree of Psychopatologist and a training in Training
Ingenierie. He has worked with AFPA since 1977 as a labor psychologist, educational
adviser, training centre co-manager. training ingenierie. Since 1990 in Regional Direction he
participated in training and enemployement of disability people during 9 years also in
European projects and in Regional Direction he managed several innovations Afpa projects in
organisation and pedagogical training.
Dr Daniel Mellet-d'Huart is project manager in the R&D department of AFPA, the largest
French vocational training organization for adults. He introduced and developed virtual reality
systems to support learning and training. He participated in the realisation of industrial
applications such as CS WAVE, or others that are under development to train trainers to
interviews, or to train industrial machine operators. He is expert in the field of VR-learning:
design of training resources and educational applications. He is also an associate researcher in
CERV (European Center for Virtual reality) in Brest.
His educational background is a PhD in VR design method for learning applications, masters
in education, electronic media and management. He has worked with AFPA since 1982 as a
labor psychologist, educational adviser, training centre co-manager, member of a large
European project coordination team, forecasting engineer, and project manager for virtual
reality. He is the author of international papers, national papers, research reports and
participated in international scientific missions (http://www.dm-dh.com). He also co-authored
the VR learning chapter in FUCHS P. & MOREAU G. (Eds.) Le traité de la réalité virtuelle.
Presse de l'école des Mines de Paris, 2003,