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Virtual Reality




Meta Quest 2


Interactive training

The virtual strategy for the development of the Virtual Reality (VR) application for WEG SA - one of the largest manufacturers of electric motors in the world - was created with the objective of providing its employees with an immersive learning experience in a virtual environment that simulates challenges of the work, while generating data for analysis and insights.

Motors are machines made up of several parts that need to fit together perfectly for their operation. Both designers and professionals of assembly and maintenance need to know all these parts in detail. That is why training and learning is necessary. But training with real engines has some limitations. First, there is a limited amount of physical engines that can be used for training anywhere in Brazil. Then there is the difficulty of training, at the same time, hundreds of employees spread across the country. This makes it complex to manage and standardize the training. Finally, there are limitations related to knowledge management and data storage (data analytics) in physical training. With a smaller amount of data, the task of optimizing processes over time is less assertive.

We came to the conclusion that the best solution would be to develop an application for training in a virtual environment that could be accessed by any authorized employee, anywhere in Brazil, at the most convenient time, maintaining quality parameters and generating data (data analytics) for continuous improvement of training. The application is standalone for the Meta Quest 2 virtual reality device. From that, we traced the main parameters of modeling, shaders and lighting. We also planed the actions that would be programmed and the possibilities of interaction with the virtual space to ensure the relevance of the experience.


Modeling assets and programming actions

The first step in technical development is the 3D modeling of the assets that will be part of the application. In this case, we start by modeling the engine. It was modeled in full scale and down to the smallest detail - from the first gear to the last screw.


Once the modeling step is over, we start programming the actions. We program the actions that will be performed within the application, such as interactive menus, user navigation, animations, among others, from the objectives outlined in the virtual strategy and relevance stage.

To provide the user with a total immersion experience and an interesting and fun learning process, we applied gamification strategies to develop the training.

Within the virtual environment, people are free to explore the space as they wish. However, it is important that users follow the order of steps the first time they take the training. This will help them to familiarize themselves with the virtual reality environment. From the second time onwards, the user is free to go straight to the more advanced steps, either to clear up doubts or to speed up the learning process.

Step-by-step, the user learns to walk, use tools, observe the assembly process, and ultimately build an engine from scratch, using a virtual screwdriver to tighten nuts and bolts.


Applying materials, lighting and audio

The design and art phase is when we program the shaders (real-time behavior of materials), choose materials, test lighting types and introduce audio elements. This phase is sensitive for the application because, for the immersion experience to be successful, elements realism (polishing, porosity, anisotropy, reflections, etc.) and data processing speed are required. This ensures that movements within the virtual space happen instantly, just like in the real world.

The VR application for WEG would be Standalone, so we had to be careful to not let the shaders programming impact the frames per second (FPS) rate. Another important point was the definition of ambient lighting. The type, direction, and color temperature of the lights trigger different sensations, help target training, and help prevent motion sickness. It also impacts FPS performance – the greater the amount of images displayed on screen every second, the smoother the movement on the device's screen.

Finally, audio elements, such as the sound of the drill, were added, completing the immersive experience.


Graphic improvement and programming refinement.

The last phase of our methodology is thoroughness. This is when we carefully analyze all the work already developed with the objective of optimizing the application, mapping possible problems and improving the programming to ensure the relevance of the final experience.

In the process of improving the application, we carefully examine all the modeling to find ways to improve accuracy without compromising the graphics processing rate. We increased the complexity of some actions - such as adding vibration to the joystick when turning on a screw - and fine-tuned the behavior of materials. In this phase we also optimized the data compilation settings in order to produce a lightweight and easy-to-operate application.


The objective of creating an interactive immersion application for WEG that allows for the development of trainings with scalability, multi-location, and data storage was achieved.

We were also able to improve the learning experience by gamifying the process, making training more interesting and increasing employee engagement.


This application explored the possibility of joining product presentations with virtual training programs.



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