Towards a VR-BCI Based System to Evaluate the Effectiveness of
Immersive Technologies in Industry
Mateus Nazario Coelho
1 a
, Jo
˜
ao Victor Jardim
2 b
, Mateus Coelho Silva
3 c
, Fl
´
avia Silvas
4 d
and
Saul Delabrida
2 e
1
Programa de P
´
os-Graduac¸
˜
ao em Instrumentac¸
˜
ao, Controle e Automac¸
˜
ao de Processos de Minerac¸
˜
ao,
Federal University of Ouro Preto and Instituto Tecnol
´
ogico Vale, Brazil
2
Federal University of Ouro Preto, Ouro Preto, Brazil
3
Center of Mathematics, Computing, and Cognition, Federal University of ABC, Santo Andr
´
e, Brazil
4
Insituto Tecnol
´
ogico Vale, Ouro Preto, Brazil
{mateus.nazario, joao.jardim}@aluno.ufop.edu.br, {mateuscoelho.ccom, flavia.silvas}@gmail.com,
Keywords:
Virtual Reality, BCI, Industry 4.0.
Abstract:
Industry 4.0 demands from its operators’ knowledge and mastery of modern technologies, such as the Internet
of Things and Virtual Reality, as these offer the Operator 4.0 intelligent tools to improve its daily operations
and practices. Recent research shows promising results on immersive technologies, as they provide a safe and
effective tool for representing hazardous environments that are often difficult to replicate in the real world.
Nevertheless, there is a gap in research on behavioral changes in users while using these technologies, in
addition to evaluating the effectiveness of industrial processes and training and the challenges to implement
in the current Industry. This work seeks to evaluate and answer these questions by using modern technologies
such as VR, BCI, Eye Tracking, and xAPI for this evaluation through the perspectives of attention and fatigue
by capturing the user’s behavior and physiological data inside a Virtual Environment so that in the future will
be validated through a user test to evaluate and reflect on the effectiveness of using virtual reality in Industry.
1 INTRODUCTION
Safety training is crucial for companies globally as
it impacts health, safety, and the environment by
preventing accidents and promoting employee well-
being (Villani et al., 2022). This training develops
workers’ skills and capabilities to analyze risk situ-
ations and make appropriate decisions. Recent re-
search highlights promising outcomes with immer-
sive technologies, which offer a safe and illustrative
mechanism to simulate hazardous environments that
are often challenging to replicate in real-world sce-
narios (Pedram et al., 2017). Furthermore, these tech-
nologies have been adopted across various industries,
such as aviation (for landing scenarios) and firefight-
ing (for the proper use of equipment), aiming to eval-
a
https://orcid.org/0009-0003-8487-1232
b
https://orcid.org/0009-0002-9318-7822
c
https://orcid.org/0000-0003-3717-1906
d
https://orcid.org/0000-0001-7040-018X
e
https://orcid.org/0000-0002-8961-5313
uate human behavior and train skills in high-risk situ-
ations (Scorgie et al., 2024).
As described by (Werbi
´
nska-Wojciechowska and
Winiarska, 2023), Industry 4.0 introduces mod-
ern technologies into industrial processes, including
the Internet of Things (IoT), Virtual Reality (VR),
Augmented Reality (AR), Brain-Computer Interface
(BCI), and Digital Security. These technologies pro-
vide Industry 4.0 operators with intelligent tools to
enhance daily operations and practices. Notably,
(Guo et al., 2020) emphasizes that immersive tech-
nologies are fundamental to implementing Industry
4.0, particularly when integrated with other modern
technologies such as BCI, Blockchain, and IoT. Ac-
cording to (Douibi et al., 2021), using BCIs can con-
tribute to workplace safety, adaptive learning, and re-
mote control of devices.
However, as highlighted by (Stefan et al., 2023),
there is a scarcity of studies at level 3 (Behavioral)
of Kirkpatrick’s model that evaluate users’ behavioral
changes following immersive training. This work
aims to pioneer the application of modern technolo-
694
Coelho, M. N., Jardim, J. V., Silva, M. C., Silvas, F. and Delabrida, S.
Towards a VR-BCI Based System to Evaluate the Effectiveness of Immersive Technologies in Industry.
DOI: 10.5220/0013483800003929
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 27th International Conference on Enterprise Information Systems (ICEIS 2025) - Volume 2, pages 694-701
ISBN: 978-989-758-749-8; ISSN: 2184-4992
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
gies such as VR and BCI to address this gap. While
limited studies have explored the use of VR for as-
sessing behavioral changes, what challenges might
arise in implementing this technology in industrial
processes and training? Moreover, what effects are
perceived and recorded by users?
Thus, this work proposes a proof of concept to
be presented as a framework for validating immer-
sive technologies within industrial training scenarios.
This prototype will be used in future research to vali-
date its application through a case study in the indus-
try. Therefore, the scope of this work does not in-
clude testing with participants but rather presenting
a framework based on gaps identified in the litera-
ture. It incorporates the combined use of tracking and
recording learning experiences with the xAPI, cogni-
tive state analysis through a non-invasive BCI, immer-
sive and personalized VR experiences, and attention
analysis using eye tracking.
Finally, this paper is organized as follows: Lit-
erature Review, which addresses key concepts and
foundations essential for the development of this
work, along with related studies; Methodology, which
presents the proof of concept of the framework and
explains how each technology impacts the system;
Experimental Design, detailing the plan for future
testing; and finally, Partial Results, Conclusion, and
Future Steps.
2 LITERATURE REVIEW
This section aims to define the theoretical concepts
and related works that will be discussed throughout
this research.
2.1 Challenges of Operator 4.0
The Kirkpatrick Model emerged from the need to
evaluate training programs and was proposed by
(Kirkpatrick and Craig, 1970) as a means to “assess
effectiveness before conducting evaluations. Kirk-
patrick’s model divides training evaluation into four
hierarchical levels:
1. Level 1: Measures participants’ reactions to the
training.
2. Level 2: Assesses the knowledge and skills ac-
quired.
3. Level 3: Examines behavioral changes after train-
ing.
4. Level 4: Directly correlated with operational
improvements, such as reduced incidents or in-
creased revenue (e.g., productivity gains).
However, how can traditional training methods
(e.g., videos, slides, and quizzes) adapt to the rapid
emergence of modern technologies? (Scorgie et al.,
2024) highlights, in a meta-analysis of Virtual Reality
(VR) for safety training, that these traditional meth-
ods are cost-intensive and often suboptimal in effec-
tiveness. Nonetheless, immersive technologies have
proven effective in military and industrial safety train-
ing for high-risk scenarios.
(Thorvald et al., 2021) describes the Operator 4.0
framework, detailing eight scenarios where Industry
4.0 improves the human workforce. Two notable ex-
amples are the Augmented Operator (accessing real-
time information via overlays) and the Virtual Oper-
ator (replaces the physical world with a virtual one,
enabling immersive experiences for training and de-
sign scenario development).
As human resources remain one of the most valu-
able and scarce assets in industrial environments, the
concept of Operator 5.0 is emerging (Leng et al.,
2022), bringing discussion involving operator er-
gonomics, accessibility, and even monitoring fatigue
states through electrophysiological data.
2.2 Virtual Reality
The concept of Virtual Reality (VR) was introduced
in the late 1980s by (Lanier and Biocca, 1992), en-
visioning the integration of the real and imaginary
worlds. This technology offers limitless experiences,
transcending physical limitations and fostering new
forms of interaction.
In industrial and training applications, VR has
shown positive results. For example, (Teodoro et al.,
2023) utilized VR in energy concessionaire training,
employing the Kirkpatrick Model to assess learning
efficacy. Similarly, (Grabowski and Jankowski, 2015)
used VR to train underground mining personnel in ex-
plosive handling, yielding increased confidence and
knowledge. Systematic reviews, such as (Scorgie
et al., 2024), emphasize the growing use of HMDs
in various industries while also highlighting research
gaps in mining, chemical, and electrical training con-
texts.
These examples underscore VR’s potential be-
yond entertainment, establishing it as a cornerstone
for advancing industrial tools and methodologies
(Paszkiewicz et al., 2021; Pottle, 2019).
2.3 Eye Tracking
Eye tracking in VR hardware estimates gaze direction
using cameras or infrared sensors. This technology is
useful both for creating more realistic avatars and as
Towards a VR-BCI Based System to Evaluate the Effectiveness of Immersive Technologies in Industry
695
a form of input and user movement within a VR envi-
ronment (Adhanom et al., 2023). In (Jang, 2023), it is
demonstrated how eye tracking can be used to define
areas of interest in engagement studies, where atten-
tion and focus statistics analyze user involvement dur-
ing an experience in a real clothing store. However,
(Clay et al., 2019) discuss the lack of research utiliz-
ing eye tracking to analyze user behavior concerning
what they observe within VR, as well as to evaluate
where they looked in relation to their actions.
2.4 Brain-Computer Interface
With advances in medicine and technology and the
need to understand and utilize the complex brain sys-
tem, the first studies emerged in the 1970s using de-
vices capable of extracting brain signals and send-
ing them to external devices, such as a robotic arm
(Kober and Neuper, 2012). According to (Yadav
et al., 2020), these signals can be measured directly
or indirectly from the brain, with electroencephalog-
raphy (EEG) being one method of collecting brain
activity using electrodes. Additionally, BCIs can be
divided into invasive and non-invasive types, where
non-invasive methods involve collecting EEG data
from the scalp. In contrast, invasive methods use im-
planted electrodes directly on the cortical surface.
The capture of an EEG signal is based on the volt-
age difference between the active electrode and the
reference electrode, and the signals can be catego-
rized into specific bands according to their biologi-
cal significance (Rashid et al., 2020). However, in-
terpreting these data is challenging as signals can be
contaminated by noise from various sources, such as
facial muscle activity and eye movements (Porr and
Bohollo, 2022).
Studies demonstrate an increase in spectral den-
sity in the Theta (4–8 Hz) and Alpha (8–13 Hz) bands
when an individual is fatigued (Douibi et al., 2021)
(Cao et al., 2014). The work of (Pooladvand et al.,
2024) uses event estimation techniques from brain
bands combined with machine learning to identify
mental overload in workers, highlighting how time
pressure and multitasking can impose negative fac-
tors on cognitive resources, affecting reflexes and in-
formation processing, which can be critical in high-
stakes scenarios.
Additionally, there is a growing trend in studies
involving EEG as a tool for simultaneous monitoring
across individuals in a group, known as hyperscan-
ning (Gumilar et al., 2021). For example, this method
is employed by (Toppi et al., 2016) to evaluate pilot
behavior during emergency landing situations. How-
ever, the development of software capable of analyz-
ing and interpreting these data and research empha-
sizing the nuances of brain activity are complex en-
deavors. This complexity is compounded by the fact
that BCI equipment has become popular and acces-
sible to end users as a closed product in recent years
(Janapati et al., 2023), restricting its use to a highly
specialized audience.
2.5 Evaluation Methods
(Slater et al., 1994) presents in their infuential work
that the subjective sense of presence experienced by
a group of volunteers in a Virtual Research Environ-
ment (VRE) can be measured through a questionnaire
comprising six or more questions, using the Likert
scale (Jebb et al., 2021). As Slater described, these
questions address the feeling of being in the repre-
sented virtual environment or even recalling it as a
visited place.
In a recent review of their work, (Slater et al.,
2022) conclude that it is necessary to combine dif-
ferent methods to validate participants’ experiences,
utilizing some of the following tools:
1. Questionnaires: While helpful, questionnaires
have several limitations when used in isolation, as
they are generally administered after the experi-
ence and may influence the sense of presence by
prompting participants to consider feelings they
may not have experienced.
2. Physiological or Behavioral Analysis: This in-
cludes the measurement of brain waves using
BCIs or skin resistance in response to stress-
inducing situations within the simulation. How-
ever, this type of analysis may be problematic if
the simulation does not contain scenarios that trig-
ger measurable effects.
3. Configuration Transitions: This method ex-
poses participants to variations of the same sce-
nario (such as differences in lighting or virtual
body configurations) to validate the perception of
presence and the events occurring. Subsequently,
participants control these factors randomly, allow-
ing researchers to estimate the likelihood of a spe-
cific factor being present in the final configuration
for each participant. This method is noteworthy
as it does not require participants to provide opin-
ions or ratings but to make decisions about the
best configuration for themselves.
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
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3 METHODOLOGY
This section presents the proof of concept of the pro-
posed framework, outlining how each technology will
provide the necessary information and function in an
integrated manner.
The Kirkpatrick model serves as the foundational
basis for training level evaluation in the proof of con-
cept. Virtual Reality (VR) technology enables a de-
gree of immersion and presence (Slater et al., 1994)
in training scenarios that are both realistic and free
of physical risk to humans while being fully control-
lable. Human fatigue, though not the only factor, sig-
nificantly increases risk, particularly in hazardous en-
vironments. Fatigue can alter behavior, which in turn
impacts productivity and exposure to risks inherent
in industrial processes. Therefore, to identify human
behavior as proposed in level three of Kirkpatrick’s
model, we propose a framework that provides a sense
of presence and immersion without physical expo-
sure to risks. This framework simultaneously mea-
sures an operator’s level of physical or mental fatigue
through the Chalder Fatigue Questionnaire (Cella and
Chalder, 2010). Additionally, the xAPI library is used
to infer whether human behavior changes based on
training or after prolonged operational use of indus-
trial equipment. The xAPI can record both expected
user actions and reactions (e.g., in risky situations)
that may vary depending on the individual’s fatigue
state.
Combining attention measures obtained through
the eye-tracking capability of the Meta Quest Pro with
variations in Alpha and Theta brainwave bands col-
lected via the Unicorn BCI provides valuable cogni-
tive and physiological data. These data are analyzed
alongside self-reported physical and mental fatigue
from the questionnaire.
The following sections outline the proposed proof
of concept and the technologies employed.
3.1 Proof of Concept
The proof of concept involves the development of a
prototype that utilizes learning systems based on user
records, integrating BCI and eye-tracking technolo-
gies, as illustrated in Figure 1.
According to (Slater et al., 2022), VR scenar-
ios should be designed to stimulate participants suf-
ficiently to record individual user perceptions. This
study utilizes technologies such as BCI (to capture
changes in brainwave bands) and xAPI (to log user
actions and reactions), enabling a more personalized
experiment recording process.
The case study depicted in Figure 1 can repre-
Figure 1: Proposed system for user’s data collection in im-
mersive scenarios.
sent any immersive scenario developed within the
Unity game engine proposed by industrial stakehold-
ers. These scenarios may range from simulations of
hazardous environments (challenging to replicate in
a controlled, real-world setting) to rehabilitation of
techniques or processes by operators in specific in-
dustrial sectors.
Unity was chosen as the game engine due to its
wide array of tools for VR development, active com-
munity, and compatibility with various immersive de-
vices available in the market. The VR hardware se-
lected is the Meta Quest Pro, which offers comfort,
fidelity, performance, and high-resolution display im-
provements. Its eye-tracking functionality enables at-
tention data collection through defined targets in VR
scenarios, leveraging Meta’s native SDK for Unity.
The Unicorn Hybrid Black was chosen as the BCI de-
vice for its non-invasive design, eight-electrode con-
figuration, multiple language APIs, and Unity integra-
tion. This BCI offers a range of customizable soft-
ware environments and tools while eliminating the
need for data transmission cables, using radio signals
for improved usability and user mobility.
Participant actions and response times are tracked
using the xAPI. Key advantages of xAPI include its
ability to capture detailed learning activity data be-
yond traditional e-learning platforms and its inter-
operability with different systems and tools through
Towards a VR-BCI Based System to Evaluate the Effectiveness of Immersive Technologies in Industry
697
APIs in multiple languages, including Unity. A se-
cure server architecture for the LRS and database
will allow precise and standardized data capture
through xAPI. Additionally, an optimized SQL-based
database, separate from the LRS, will be implemented
to facilitate future analyses of the collected data,
which could employ Business Intelligence (BI) tech-
niques, Machine Learning, or other Artificial Intelli-
gence (AI) methods.
3.2 Materials and Methods
3.2.1 Unity
Unity is a comprehensive game development platform
offering tools for physics simulation, collision de-
tection, and immersive technologies such as Virtual
Reality (VR) and Augmented Reality (AR). It sup-
ports a variety of devices (ISAR, 2018). According to
(Nguyen and Dang, 2017), Unity is widely chosen for
its extensive community, diverse model library, sup-
port for popular programming languages (e.g., C#,
JavaScript, and Java), and its flexibility as the most
recognized game engine for VR development.
(Kuang and Bai, 2018) emphasize the importance
of detailed modeling for VR scenario development to
ensure optimized scene performance (free of crashes
or loss of immersion) alongside immersive features
such as audio and interactions.
3.2.2 xAPI
The Experience API (xAPI) is a learning architecture
designed to capture user-generated data through inter-
actions with a Learning Management System (LMS)
or VR application. The LMS serves as a software
platform for educators or trainers to create, organize,
deliver, and monitor educational courses and training
programs. It provides tools to track student progress
and detailed reports on individual performance and
effectiveness. These data are stored in a specific
database architecture known as a Learning Record
Store (LRS), enabling a comprehensive and interop-
erable view of progress and behavior during training
sessions, which can later be processed and analyzed
using analytical tools and techniques (Nouira et al.,
2018).
One advantage of xAPI lies in its well-defined for-
malization and semantics, facilitating integration and
interoperability between systems (Vidal et al., 2015).
Furthermore, the standard has been applied in various
emerging technologies, including mobile learning and
serious games (Farella et al., 2021).
xAPI has been utilized in both industrial and aca-
demic contexts. Studies such as (Schardosim Simao
et al., 2018) and (Viol et al., 2024) demonstrate its
application in virtual laboratories to log interactions
between trainers and student groups.
3.3 Proposed Architecture
In this section, we present each of the technologies
used in this research and their respective functionali-
ties.
3.3.1 Technology to Capture Time Response
The capture of behavioral records and response times
of participants in immersive scenarios is performed
using xAPI technology, employing the TinCan API
for the C# language
1
. For permanent storage of
this information, the YetAnalytics LRS
2
was selected.
This choice was based on its open-source nature
and the possibility of hosting the SQL database au-
tonomously, unlike other cloud-based solutions.
The data collected by xAPI in the test scenarios,
recorded in the LRS, will be analyzed later to assess
whether participants’ reaction times vary over time
and to evaluate expected behaviors within the pro-
totype. In an immersive training environment, the
instructor must be able to assess individual user be-
haviors, and xAPI facilitates this by modeling custom
statements within the environment.
3.3.2 Implementation of Attention Monitoring
The eye-tracking functionality integrated into the
Meta Quest Pro VR hardware was utilized to monitor
users’ attention. This feature estimates user attention
during immersive scenario usage by defining targets
of interest within the scenarios for data collection ref-
erence (within the user’s field of vision). These tar-
gets serve as a basis for determining which position
within the 3D VR simulation the participant is focus-
ing on, leveraging the Eye Gaze API available in the
Meta Movement SDK
3
.
The API implements individual eye movements
captured by the sensors of the Meta Quest Pro. Based
on these movements, a raycast (a projected line origi-
nating from the eyes) detects collisions with solid ob-
jects, in this case, predefined targets in the immer-
sive environment. By identifying these targets, it be-
comes possible to estimate how long the user focused
on key elements necessary for training. This allows
1
xAPI TinCan C#:
https://rusticisoftware.github.io/TinCan.NET/
2
SQL LRS: https://www.yetanalytics.com/sql-lrs
3
Movement SDK:
https://developer.oculus.com/documentation/unity/
move-overview/
ICEIS 2025 - 27th International Conference on Enterprise Information Systems
698
the instructor to accurately evaluate, alongside other
technologies, whether the user directed their attention
where required during training.
3.3.3 Registering EEG Data During Experiment
EEG data collection during immersive scenario usage
was conducted using the non-invasive Unicorn Hy-
brid Black BCI device
4
. This device was selected
due to its wide range of available libraries in various
programming languages (for both data collection and
processing) and its ready-to-use integration library for
Unity.
The Unicorn Hybrid Black allows for the record-
ing, visualization, and exportation of EEG data in
common formats such as CSV. Additionally, it in-
cludes native high-pass and low-pass filters, as well
as feedback on the signal quality of each electrode.
Among the applications available in the device’s soft-
ware suite is Unicorn Bandpower, which provides
users with a real-time view of brain waves at the
eight electrode positions on the head. It also contin-
uously estimates the power of Delta (1–4 Hz), Theta
(4–8 Hz), Low Beta (12–16 Hz), Mid Beta (16–20
Hz), High Beta (20–30 Hz), and Gamma (30–50 Hz)
bands.
For subsequent EEG data analysis, signal process-
ing techniques will be employed using open-source li-
braries such as BrainFlow
5
and MNE-Python
6
. These
libraries provide APIs for various devices, including
the Unicorn Hybrid Black, in multiple programming
languages (e.g., C++, Python, Rust, and JavaScript).
3.3.4 Recording Personal Experiences after the
Experiment
The Chalder Fatigue Questionnaire, adapted for
Brazilian Portuguese by (Cho et al., 2007), will be
used to document participants’ experiences regarding
physical and mental fatigue during the immersive sce-
narios. This questionnaire will provide critical infor-
mation on participants’ perceptions of fatigue, com-
plementing the analysis of the collected brain data.
The complete questionnaire is included in the Ap-
pendix.
4 EXPERIMENTAL DESIGN
The proposed experimental design involves several
well-defined stages, starting with a pre-test phase con-
4
Unicorn BCI: https://www.unicorn-bi.com/
5
Brainflow: https://brainflow.org/features/
6
MNE-Python: https://mne.tools/stable/index.html
ducted by the authors to adjust the experiment’s dura-
tion. A group of voluntary participants will be formed
after obtaining approval from the university’s Ethics
Committee.
Before beginning the experiment, participants will
be briefed on the procedures and provided with the
Informed Consent Form (ICF) detailing the data to be
collected and the experiments to be conducted. An
initial familiarization stage will be carried out, partic-
ularly for participants with no prior experience with
the technology.
Data will be collected using the technologies de-
scribed in previous sections during the experiment’s
execution within the developed scenarios. EEG data
collected by the BCI will be synchronized with reac-
tion times and response data recorded through xAPI,
enabling a correlational analysis between the duration
of the experiment, participants’ focus, and their reac-
tions. Eye tracking will also supply data on partici-
pants’ visual behavior. Furthermore, the Chalder Fa-
tigue Questionnaire (CFQ) will be administered to as-
sess participants’ personal perceptions of their mental
and physical fatigue during the experiment, provid-
ing additional insights into the effectiveness of the VR
scenarios.
5 RESULTS AND CONCLUSIONS
This work proposes a VR-BCI-based system to eval-
uate the effects of integrating immersive technologies
in industrial operators. It is also a way to fill a signif-
icant gap in research on training and immersive envi-
ronments capable of inducing behavioral changes, as
the Kirkpatrick Model recommends.
The theoretical basis of this work involves the
challenges of the 4.0 operator in the industry, which
requires knowledge and mastery of modern market
technologies, such as Virtual Reality, Cybersecurity,
and the Internet of Things. These and other disruptive
technologies offer the 4.0 operator intelligent tools to
improve day-to-day operations and practices.
Thus, this work proposes a framework that inte-
grates VR, BCI, xAPI, and eye-tracking technologies.
Figure 2 displays the working version of the proposed
system. As displayed, the proposed framework is
fully integrated and ready for users’ tests. The fol-
lowing stages include the execution of user’s experi-
ence tests. The experiments are already approved by
the institution’s ethics committee and are scheduled
to begin in further stages of this research.
Towards a VR-BCI Based System to Evaluate the Effectiveness of Immersive Technologies in Industry
699
Figure 2: Proposed VR-BCI based system working in a vir-
tual scenario of an industrial process.
6 GENERATIVE AI USAGE
The authors state that generative AI was only used for
translation and proof-reading. All presented text is
originally written by the authors.
ACKNOWLEDGEMENTS
This study was financed in part by the Coordenac¸
˜
ao
de Aperfeic¸oamento de Pessoal de N
´
ıvel Superior
- Brasil (CAPES) - Finance Code 001, the Con-
selho Nacional de Desenvolvimento Cient
´
ıfico e Tec-
nol
´
ogico (CNPQ) financing code 306101/2021-1,
FAPEMIG financing code APQ-00890-23, the Insti-
tuto Tecnol
´
ogico Vale (ITV) and the Universidade
Federal de Ouro Preto (UFOP).
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