{"id":12459,"date":"2026-08-31T16:48:08","date_gmt":"2026-08-31T15:48:08","guid":{"rendered":"https:\/\/builtcolab.pt\/insights\/training-platform-for-mining-contexts-immersive-technologies-for-industrial-upskilling\/"},"modified":"2026-08-31T17:43:43","modified_gmt":"2026-08-31T16:43:43","slug":"training-platform-for-mining-contexts-immersive-technologies-for-industrial-upskilling","status":"publish","type":"insights","link":"https:\/\/builtcolab.pt\/en\/insights\/training-platform-for-mining-contexts-immersive-technologies-for-industrial-upskilling\/","title":{"rendered":"Training Platform for Mining Contexts: Immersive Technologies for Industrial Upskilling"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Context<\/h2>\n\n<p>Technical training in mining and underground construction presents very specific challenges: the complexity of procedures, the use of specialized equipment, and stringent safety requirements make it difficult to conduct training activities in real-world environments. At the same time, conventional methods, such as technical documentation, presentations, or standard videos, do not always convey the spatial dimension required to adequately prepare professionals for real-life situations.<\/p>\n\n<p>It was within this context that BUILT CoLAB collaborated with EPOS \u2013 Empresa Portuguesa de Obras Subterr\u00e2neas to develop a Virtual Reality (VR) training platform for immersive learning, using interactive 360\u00b0 videos to bring training closer to real operating conditions while maintaining high standards of safety and accessibility. This approach is part of BUILT CoLAB\u2019s ongoing commitment to developing digital solutions that address concrete challenges faced by the construction industry.<\/p>\n\n<h2 class=\"wp-block-heading\">An Immersive Platform<\/h2>\n\n<p>In the field of immersive training, the most common approach consists of implementing fully modelled and animated three-dimensional (3D) environments. These solutions provide high levels of interactivity and visual fidelity, but require substantial investment in asset modelling and in the replication of spaces, equipment, and operational workflows.<\/p>\n\n<p>In this project, it was essential to ensure that the training reflected, as accurately as possible, the real conditions encountered by operators in underground construction works. The use of 360\u00b0 videos captured directly during operations made it possible to preserve the authenticity of the spaces, equipment, and procedures carried out on site. This approach significantly reduced content production effort compared with fully modelling virtual environments, while ensuring a high level of realism, which is essential for trainees to easily recognize the environments and situations they will encounter in their daily work<\/p>\n\n<p>However, simply providing immersive video content was not sufficient to meet the requirements of technical training. The real challenge was to transform essentially passive content into an active learning experience capable of directing the user\u2019s attention, providing context for the procedures being observed, and encouraging continuous participation throughout the session.<\/p>\n\n<div class=\"wp-block-columns is-layout-flex wp-container-core-columns-layout-1 wp-block-columns-is-layout-flex\">\n<div class=\"wp-block-column is-layout-flow wp-block-column-is-layout-flow\" style=\"flex-basis:100%\"><div class=\"wp-block-image\">\n<figure class=\"alignleft size-full\"><img fetchpriority=\"high\" decoding=\"async\" width=\"1200\" height=\"630\" src=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-1.-Gravacao-de-conteudo-formativo-em-contexto-de-mina.png\" alt=\"\" class=\"wp-image-12448\" srcset=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-1.-Gravacao-de-conteudo-formativo-em-contexto-de-mina.png 1200w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-1.-Gravacao-de-conteudo-formativo-em-contexto-de-mina-300x158.png 300w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-1.-Gravacao-de-conteudo-formativo-em-contexto-de-mina-1024x538.png 1024w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-1.-Gravacao-de-conteudo-formativo-em-contexto-de-mina-768x403.png 768w\" sizes=\"(max-width: 1200px) 100vw, 1200px\" \/><figcaption class=\"wp-element-caption\">Figure 1. On-Site Recording of Training Content in a Mining Environment<\/figcaption><\/figure><\/div><\/div>\n<\/div>\n\n<p>To address this challenge, BUILT CoLAB developed a platform in which interactive content is integrated directly into the viewing experience. Throughout playback, information panels appear synchronized with specific moments in the video, providing additional explanations, images, or videos whenever they add context to the procedure being observed. Whenever necessary, playback is temporarily paused to ensure that the trainee understands the information presented before continuing, while the entire experience remains synchronized even after pauses, rewinds, or restarts.<\/p>\n\n<p>The platform also incorporates assessment mechanisms that allow knowledge retention to be evaluated during the immersive experience itself. Multiple-choice questions and ordering exercises are presented at strategic points throughout the training, encouraging users to reflect on the procedures they have observed and transforming learning into a participatory process rather than a simple viewing experience.<\/p>\n\n<p>Therefore, the value of the solution lies not only in the use of technologies such as 360\u00b0 video or VR, but primarily in the way these technologies were adapted to the specific needs of training in underground construction. The result is a platform that combines the realism of the operational environment with interaction mechanisms designed to improve understanding, knowledge retention, and operators\u2019 preparedness for real-world situations.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"275\" height=\"197\" src=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-2.-Oculos-Meta-Quest-3.png\" alt=\"\" class=\"wp-image-12451\"\/><figcaption class=\"wp-element-caption\">Figure 2. Meta Quest 3 headset<\/figcaption><\/figure><\/div>\n<h2 class=\"wp-block-heading\">Multiplataform<\/h2>\n\n<p>One of the main objectives of the project was to make the platform available both on VR devices, in this case the Meta Quest 3, and on Android tablets and smartphones, allowing training to take place in different contexts and with different levels of immersion.<\/p>\n\n<p>However, this adaptation involved significant challenges. While VR interaction is performed through spatial controllers and 3D interfaces, on mobile devices all navigation is carried out through the touchscreen. Development therefore required different interfaces for each platform, while maintaining a consistent functional experience regardless of the device being used. The result is a solution that seeks to balance the immersive potential of VR with the accessibility and familiarity of mobile devices, allowing the technology to adapt to the user and to the conditions in which training is delivered.<\/p>\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"613\" height=\"345\" src=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-3.-Plataforma-imersiva-em-dispositivos-moveis-Android.png\" alt=\"\" class=\"wp-image-12455\" srcset=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-3.-Plataforma-imersiva-em-dispositivos-moveis-Android.png 613w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-3.-Plataforma-imersiva-em-dispositivos-moveis-Android-300x169.png 300w\" sizes=\"(max-width: 613px) 100vw, 613px\" \/><figcaption class=\"wp-element-caption\">Figure 3. Immersive platform in Android mobile devices<\/figcaption><\/figure><\/div>\n<p>In the Meta Quest 3 version, the experience was designed to take advantage of the specific characteristics of VR. Users can explore the environment through natural head movements, observing the operation around them and freely choosing the perspective from which they want to follow the training. Interaction with the content is performed through controllers, allowing users to point at and select interface elements, while the different panels are positioned within the virtual space so that they remain accessible without unnecessarily interfering with the visualization of the environment.<\/p>\n\n<p>This concern with immersion also led to the development of specific mechanisms for managing information. Panels can follow the user\u2019s field of view or, when necessary, be anchored to a fixed position in the virtual space. This allows trainees to move information away from their field of view and continue observing the procedure without UI elements overlapping the main content. The UI was therefore adapted not only to the capabilities of the device, but also to the requirements of comfort, readability, and attention inherent to an immersive training experience.<\/p>\n\n<p>On Android devices, the same experience was redesigned for a completely different interaction paradigm. Instead of spatial controllers, users interact directly with the touchscreen, using gestures such as swiping to explore the 360\u00b0 video and conventional touch interactions to control the remaining elements. This approach takes advantage of interaction patterns that are already familiar to smartphone and tablet users, reducing the need to learn new interaction mechanisms.<\/p>\n\n<figure class=\"wp-block-image size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"552\" src=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_1-1024x552.png\" alt=\"\" class=\"wp-image-12453\" srcset=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_1-1024x552.png 1024w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_1-300x162.png 300w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_1-768x414.png 768w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_1.png 1206w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><\/figure>\n<div class=\"wp-block-image\">\n<figure class=\"alignleft size-large\"><img loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"560\" src=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_2-1024x560.png\" alt=\"\" class=\"wp-image-12457\" srcset=\"https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_2-1024x560.png 1024w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_2-300x164.png 300w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_2-768x420.png 768w, https:\/\/builtcolab.pt\/wp-content\/uploads\/2026\/08\/Figura-4.-Interfaces-da-plataforma-em-dispositivos-de-RV-Meta-Quest-3_2.png 1206w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption class=\"wp-element-caption\">Figures 4 &amp; 5 . Platform UI in VR devices (Meta Quest 3)<\/figcaption><\/figure><\/div>\n<h2 class=\"wp-block-heading\">Technical Challenges<\/h2>\n\n<p>The implementation of the platform involved overcoming several technological uncertainties. One of the most significant was the synchronization of multiple events during video playback, ensuring that all contextual content, questions, and changes in perspective remained temporally aligned, regardless of user actions.<\/p>\n\n<p>Another challenge was performance. The use of high-resolution 360\u00b0 videos, multiple synchronized viewpoints, and additional multimedia content introduced significant computational requirements. After evaluating different alternatives, a PCVR architecture was adopted for the VR version, allowing the Meta Quest 3 to be used as the visualization device while the main processing is handled by a computer, ensuring greater stability and visual quality.<\/p>\n\n<p>Mechanisms were also developed to switch between different viewing angles of the same operation, while maintaining temporal continuity throughout the training and providing trainees with a more comprehensive understanding of the procedures being performed.<\/p>\n\n<h2 class=\"wp-block-heading\">Impact on Industry<\/h2>\n\n<p>The immersive training platform developed for EPOS demonstrates how VR and 360\u00b0 video can contribute to transforming industrial training. By bringing trainees closer to real operating conditions without exposing them to the risks inherent to mining environments, the solution promotes safer, more contextualized, and potentially more effective learning. At the same time, the multiplatform approach facilitates the delivery of training across different operational contexts, increasing organizational flexibility and reducing barriers to the adoption of these technologies.<\/p>\n\n<p>As immersive technologies continue to evolve, solutions such as this demonstrate the potential of digital innovation to address concrete industry challenges, strengthening the connection between applied research and the real needs of companies.<\/p>\n\n<h2 class=\"wp-block-heading\">Conclusion<\/h2>\n\n<p>With the development of the immersive platform for EPOS, BUILT CoLAB sought to explore new approaches to integrating multimedia content, interaction mechanisms, and digital assessment into a single platform adapted to the specific needs of the underground construction sector. This project reinforces BUILT CoLAB\u2019s commitment to developing innovative solutions that bridge research and the real needs of industry, promoting digital transformation and the adoption of emerging technologies in demanding operational environments.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Context Technical training in mining and underground construction presents very specific challenges: the complexity of procedures, the use of specialized equipment, and stringent safety requirements make it difficult to conduct training activities in real-world environments. At the same time, conventional methods, such as technical documentation, presentations, or standard videos, do not always convey the spatial [&hellip;]<\/p>\n","protected":false},"featured_media":12441,"menu_order":0,"template":"","_links":{"self":[{"href":"https:\/\/builtcolab.pt\/en\/wp-json\/wp\/v2\/insights\/12459"}],"collection":[{"href":"https:\/\/builtcolab.pt\/en\/wp-json\/wp\/v2\/insights"}],"about":[{"href":"https:\/\/builtcolab.pt\/en\/wp-json\/wp\/v2\/types\/insights"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/builtcolab.pt\/en\/wp-json\/wp\/v2\/media\/12441"}],"wp:attachment":[{"href":"https:\/\/builtcolab.pt\/en\/wp-json\/wp\/v2\/media?parent=12459"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}