A Comparative Case Study of Crane Operation Training Methods: Immersive Training, Theory-Based Training, and Real Crane Operation
Abstract
Overhead crane operation is typically performed indoors to lift heavy loads. During operation, the operator must be fully aware of all hazards and potential dangers, as these directly affect the safety of other shopfloor workers in the same facility. The traditional approach to training these operators involves theory-based lessons and supervised real crane operation for a set period, whereas virtual reality (VR)-based simulation environments provide an engaging training experience with repeatability and scenarios that resemble real-life hazards and difficulties. In this case study, 13 trainees participated in overhead crane training, conducted in three modalities: first, theory-based training, then real crane operation, and finally, training in a VR simulation environment. After that, participants’ responses were recorded using a Likert scale-based self-evaluation questionnaire, in which they rated the training methods according to their perceptions across five competency domains. The goal of this work is to compare the effectiveness of the three training methods for overhead crane training across the key competency domains. Given the small sample size and the ordinal nature of the data, non-parametric analyses were conducted. This paper investigates the effect of integrating immersive technologies with traditional training methods and provides empirical evidence for the establishment of a safe and cost-effective mixed-mode training method for overhead crane training.
Keywords: Overhead Crane Training, VR Simulation, Training Method Comparison, Competency Domain, Training Effectiveness
DOI: 10.54941/ahfe1007649
Cite this paper
More from this volume
- Assessment of Competency and Safety Behaviour of Crane Operator Trainees: A Case Study on Conventional and Immersive (VR) Crane Operation Training
- Bridging the Gap in Immersive Analytics: Visualizing Unstructured Data in the Era of Generative AI
- Exploring Design-Relevant Insights from Existing Heuristic Studies for Virtual Object Design in Virtual Reality
- Design of Serious Games for Historical Culture via Contextualized Experience and Gamified Design Strategies: A Case Study of “Captain Beard”
- A transformation model on how to start a Metaverse Use Case
- Immersive Mindfulness: The Effectiveness of VR-Based Techniques Compared to Traditional Mindfulness Practices
- Evaluation of Participant Impressions in a Reflection Workshop Using VR Scenarios Replicating Toddler Tantrums
- When Seeing Isn't Believing: How Prior Immersion History Dissociates Perceptual from Evaluative Responses to Immersive Displays
- Wayfinding Efficiency of Virtual versus Traditional Signage under Emergency Conditions: A Virtual Reality Experiment
- Fantasy, realism, and attention in virtual reality: An exploratory mixed-methods study of coherence factors and player judgments
- Chu-Han Treasure Keepers: AR Board Game Design Based on Cultural Translation Theory - Case Study of Xuzhou Museum and Intangible Cultural Heritage
- Evaluating Aircraft Cabin Design in Virtual Reality: The Role of Environmental Context


AHFE Open Access