Cases

Case – VR Training for wind turbine maintenance

Case – VR Training for Wind Turbine Maintenance

This page documents an immersive learning case in the iLRN Immersive Learning Case Repository, described using the Immersive Learning Case Sheet (ILCS) method.1

1. Case identification


2. Short description (abstract)

This case describes a corporate industrial training scenario for a major wind-turbine manufacturer (VESTAS), in which technicians learn and rehearse turbine maintenance procedures using a VR headset and a high-fidelity 3D turbine model derived from CAD data. Trainers author the course inside VR itself, structuring modules and procedures and recording their own demonstrations as “virtual choreographies” that encapsulate the intended actions. Trainees then perform the same procedures on the virtual turbine, guided by in-world manuals and trainer recordings, with the interaction engine constraining them to correct actions and sequences. Finally, trainees undergo a certification test on a physical turbine in a maintenance workshop, applying the procedures learned in VR under real-world conditions. Immersion is used both to simulate the physical world with high fidelity and to provide experiential, embodied practice before high-stakes physical work.

3. Context and participants


4. Immersive environment and technologies


5. Learning goals and assessment


6. ILB interpretation – practices and strategies

This section summarises how the case is interpreted using the Immersive Learning Brain (ILB) clusters.2

The focus is on clearly present practices and strategies, rather than listing every possible item.

6.1 Practices

The following ILB practices are clearly present in this case:

(Additional practices such as explicit feedback, coaching, or collaboration are not yet implemented in this case.)

6.2 Strategies

The most relevant ILB strategies instantiated by these practices are:

(Strategies from other clusters, such as collaborative learning or narrative/roleplay-based engagement, are candidates for future enrichment rather than being present in this baseline case.)

7. Immersion Cube interpretation – immersion and uses

This section describes how the case is positioned in the Immersion Cube and which generic uses of immersive learning environments it is closest to.3

7.1 Immersion coordinates

  • System immersion (0–1): 1.0
  • Narrative immersion (0–1): 0.6
  • Agency immersion (0–1): 0.75
Immersion Cube com o caso de treino de manutenção de turbinas eólicas em A=0.75, N=0.60, S=1.00

Justification:

7.2 Proximal uses

The Immersion Cube analysis (based on the coordinates above and the canonical use-theme coordinates) yields the following closest uses:

Gráfico de barras com as distâncias do caso às utilizações do Immersion Cube
Figura 2 – Distância Euclidiana do caso a cada um dos temas de utilização do Immersion Cube.

8. Media and supporting resources

9. Enrichment and innovation notes

Based on the ILCS analysis of this case:1

10. Attribution for this case (to be edited by case authors)

This case sheet was prepared by:

Main sources: Cassola et al. (2022) – VR authoring and wind-turbine maintenance training case; Beck & Morgado (2025) – ILCS interpretation using the Immersion Cube and ILB.

Page adapted from the ILCS template on Nov 14, 2025 by Leonel Morgado, employing the Immersive Learning Case Sheet Assistant – ChatGPT 5.1 Thinking (supporting analysis & drafting)

References

  1. Beck, D., & Morgado, L. (2025). Describing and Interpreting an Immersive Learning Case with the Immersion Cube and the Immersive Learning Brain. In J. M. Krüger et al. (Eds.), Immersive Learning Research Network. iLRN 2024 (CCIS, Vol. 2271). Springer, Cham, Switzerland. https://doi.org/10.1007/978-3-031-80475-5_8

  2. Beck, D., Morgado, L., & O’Shea, P. (2024). Educational Practices and Strategies with Immersive Learning Environments: Mapping of Reviews for Using the Metaverse. IEEE Transactions on Learning Technologies, 17, 319–341. https://doi.org/10.1109/TLT.2023.3243946

  3. Beck, D., Morgado, L., & O’Shea, P. (2020). Finding the Gaps about Uses of Immersive Learning Environments: A Survey of Surveys. Journal of Universal Computer Science, 26(8), 1043–1073. https://doi.org/10.3897/jucs.2020.055

  4. Cassola, F., Mendes, D., Pinto, M., Morgado, L., Costa, S., Anjos, L., Marques, D., Rosa, F., Maia, A., Tavares, H., Coelho, A., & Paredes, H. (2022). Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training. IEEE Transactions on Learning Technologies, 15(5), 526–539. https://doi.org/10.1109/TLT.2022.3157065

  5. Kasapakis, V., & Morgado, L. (2025). Ancient Greek Technology: An Immersive Learning Use Case Described Using a Co-Intelligent Custom ChatGPT Assistant. arXiv preprint arXiv:2502.04110.

Case – Ancient Greek Technology with VRChat

(Kasapakis & Morgado)

UNDER CONSTRUCTION