Navegando por Assunto "Realidade virtual"
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Item Acesso aberto (Open Access) Aplicação e avaliação de um jogo sério como alternativa metodológica para ensino de frações para alunos com TDAH(Universidade Federal do Pará, 2025-04-30) ALVES JÚNIOR, Fernando Cesar Chaves; MERLIN, Bruno; http://lattes.cnpq.br/7336467549495208; HTTPS://ORCID.ORG/0000-0001-7327-9960; FÜLBER, Heleno; http://lattes.cnpq.br/5018616409948511Introduction: This article describes the results obtained in an action research on the applicability of a serious game with virtual reality in the teaching and learning process of fractions content for students with ADHD. The development strategies and their practical implications observed in the use of the software are described. Objective: Apply and evaluate the contribution of the game in the learning process of fraction content for students with ADHD in the 6th and 7th grades of elementary school. Methodology or Steps: Presentation of the game to guidance counselors, teachers and parents of students; assessment of learning of fractions content; use of the game by students; reassessment of learning of the content. Results: The possibility of using the game as a didactic alternative for teachers to teach fractions stands out, improving students learning of the content.Item Acesso aberto (Open Access) Desenvolvimento e animação de atores sintético e articulados: uma simulação futebolística(Universidade Federal do Pará, 2005-12-09) QUINTO, Wanderson Alexandre da Silva; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907This master’s dissertation aims to construct one 3D virtual environment in the form of a soccer stadium where simulations of a soccer game will be carried through, with the use of independent avatars. The construction of avatar use the H - Anim 1.1 modeling technique that it brings the concept of hierarchies and articulated body. The implementation of the application was developed with Java and API Java 3D. The autonomy is obtained by aid of Artificial Intelligence (AI) that it will act in the solution of the problems together with the use of rules previously known and tested. Intelligence, in this in case that, it can be observed by the use of three main components of the architecture of avatar: physical characteristics, behaviors and knowledge. For a better efficiency in the choice of which action avatar must make, was developed a strategy with assists of genetic algorithms that provides a better exactness.Item Acesso aberto (Open Access) Design e avaliação de um jogo sério para reabilitação motora(Universidade Federal do Pará, 2019-12-10) ARAÚJO, Tiago de Souza; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907The area of physical therapy rehabilitation always aims to improve the quality of life of patients, but the process of physical therapy treatment can be considered tedious and tiring. This problem, the Serious Games, shows how the aid tool in the patient recovery process is applied to physical therapists, who use virtual reality as a motivating element in the patient recovery process. This paper presents the design and evaluation process of a serious game aimed at motor rehabilitation or which has been evaluated by professionals and patients and shows relevant results in tests of ease of learning, efficiency, level of inconsistencies, user satisfaction and ease of memorization. through the use of the System Usability Scale (SUS). The Serious Examination Utility - Questionnaire (SEU-Q) instrument was also used to assess the perception of utility of the Serious Game, or which helped to identify important aspects related to the benefits of its use.Item Acesso aberto (Open Access) Em busca do doador perdido: um jogo educativo como ferramenta de conscientização e informação sobre doação de sangue(Universidade Federal do Pará, 2013-05-24) PONTES, Paulo André Ignácio; FAVERO, Eloi Luiz; http://lattes.cnpq.br/1497269209026542Faced with difficulties in raising blood bags by blood centers various means are used to sensitize donors and keep stocked blood banks. This work presents the "partial simulation" of this reality through an electronic educational game that aims to inform and educate about the importance of donation. It is a mechanism to clarify questions and demystifying common beliefs disseminated by the lack of knowledge that hinder the blood raising. With the aim of informing the player, not just entertaining him, "In search of lost donor" is the presentation of a common theme in creative format, motivating and social impact. The simulation gives the player the experience on difficulties of finding donors and awakens the same knowledge about basic issues of the donation process. From two experiments with potential donors we validated the proposal of the game, as a way to educate players about the importance of donation.Item Acesso aberto (Open Access) A estética da media art: as obras de Christa Sommerer e Laurent Mignonneau(Universidade Federal do Pará, 2011-03-04) RABELLO, Rafaelle Ribeiro; SAMPAIO, Valzeli Figueira; http://lattes.cnpq.br/6142863342585522The theoretical trends and creation activities intended to somehow walk sideby- side with the discoveries and tecno-scientific developments. The contemporary scientific and technological thoughts wide and transform material basis and the aesthetics's production mode potentials. Such transformations can be observed in the Media Art field, an attributive manifestation to the contemporary context, which the main artistic investigations are focused on Computational Art, Tele-presence Art, Iimmersion, Virtual Reality, Transgenic Art and Genetic Art. Therefore, this master thesis has the objective to investigate the Aesthetic Theories which emerge from the Media Art context and have foundations on the idea of interactivity and interface, such as the Christa Sommerer's and Laurent Mignonneau's aesthetic results idealized based on the scientific, technological and artistics' thoughts. Broadly, the notion of the “Art as a live system” is adopted in order to comprehend the interative process as a set of chained elements, subject to constant intervection.Item Acesso aberto (Open Access) Framework para criação de laboratórios virtuais: diminuindo a lacuna entre teoria e prática em engenharia elétrica(Universidade Federal do Pará, 2015-05-08) BARATA, Pebertli Nils Alho; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907Within the Electrical Engineering field of study, the understanding of some equipment can be frustrating and demotivating due to lack of a clear vision of how these devices work and operate in a real environment. Both students and professionals find it difficult to meet or train with this equipment, by factors such as safety, cost of maintaining a laboratory or impediments to training in real installations. Various forms of teaching and learning have been used to enhance this practical aspect of learning in Electrical Engineering. Among these forms, the use of virtual reality has had good results by providing a safe, controlled environment and inexpensive compared to an actual laboratory. However, there are still gaps that can be addressed in these experiments, for example, serve both students and professionals, ease of creation of laboratories and play real situations of equipment, nearing the theory of the practice. Thus, this thesis proposes a conceptual framework for creating virtual labs to fill these gaps. A systematic review was conducted to collect characteristics, opportunities and challenges of this issue. The framework presents methods, techniques and best practices for defining, creating, implementing and measuring virtual reality experiments applied to Electrical Engineering. Experiments are presented which were performed to validate the framework. An experiment demonstrates the teaching of operating electrical transformers in substations for undergraduate students of Electrical Engineering. Another experiment trains professionals to operation and maintenance of a hydro generator turbine at a hydroelectric plant. The results show that the framework enabled the best practical study to show actual scenarios and situations of the concepts presented and improved aspects of teaching and learning as notes, motivation and retention of knowledge for both students and professionals as to the teacher.Item Acesso aberto (Open Access) Game Marabá: projeto, implementação e avaliação de um jogo educativo para auxílio no ensino de estudos amazônicos(Universidade Federal do Pará, 2017-01-20) TEIXEIRA, Rangel Filho; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907For the process of teaching and learning to be successful, a high degree of motivation in order to have an intense involvement by the students is required. With graphics that simulate reality, games for education are usually a dynamic, interactive and fun way to stream content to those who play regardless of age, where can further develop cognitive, social, emotional and cultural skills. In this context, this paper presents an educational game developed in the third person with the historical theme of the founding of the city of Maraba-PA, and the rubber cycle, its first economic cycle. It is described as the script was built from a storyline created by the team based on the history of the event, which seeks to emphasize the playful. The game was designed to be an auxiliary tool of discipline Amazonian Studies, which is part of the curriculum of the 8th grade of elementary school in the state of Para schools; and it has been tried and evaluated by various classes of a public school, achieving very positive results.Item Acesso aberto (Open Access) Glicoliseum: simulador em ambiente de realidade virtual para o ensino da primeira fase da respiração celular(Universidade Federal do Pará, 2019-04-26) ALVES, Glenda Quaresma; MONTEIRO, Dionne Cavalcante; http://lattes.cnpq.br/4423219093583221; https://orcid.org/0000-0003-0838-3379This dissertation presents the process of conception, development, testing and validation of a Virtual Reality (RV) simulator for the glycolysis process, the first phase of cellular respiration. The tool has cellular environmental control and was developed as a didactic instrument whose objective is to assist teaching-learning relations in the subjects Cellular and Molecular Biology and Biochemistry, in higher education. The methodological approaches used were quantitative and qualitative, obeying the three stages of the scientific process suggested by Minayo (2009), namely: exploratory phase, field work and analysis of empirical and documentary material. The software development followed the agile methods model, being the tool developed by a team of interdisciplinary professionals. In order to provide theoretical support to the glycolytic concepts, followed by the modeling of the glycolytic substrates and cellular environment, in the 3D modeling software Blender. Besides that, the integration of these molecules into the VR environment was performed through the Unity 3D game development engine, culminating in the programming of the glycolytic pathway and in ways of user interaction with the cellular environment and glycolytic substrates. For immersion in the cellular environment in RV, it uses the headset of RV, HTC VIVE Óculus, consisting of movement sensors, interaction controls and immersion glasses. The product testing was carried out in a group of the Biotechnology Bachelor of the Federal University of Pará (UFPA) and in a group of the Degree in Natural Sciences of the National Program of Training of Teachers of Basic Education (PARFOR). The testing data were obtained through previous and post experimentation by questionnaires and interviews with the research participants. From the analysis of contents (BARDIN, 1970) it was noticed in the comparison of the questionnaires that, in general, the students involved in the test developed or expanded their learning about the concepts approached.Item Acesso aberto (Open Access) Hidrogeradora virtual: utilização de técnicas de realidade virtual desktop para o estudo de uma unidade hidrelétrica de energia(Universidade Federal do Pará, 2006-12-21) PAMPLONA JUNIOR, Alcides Renato da Silva; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907This dissertation presents the conception, project and implementation of an educational environment that uses Virtual Reality Desktop techniques for study of an industrial plant. The application uses CAD models of plants constituent parts, hierarchically organized having as database documents in XML format. It also presents a textual area through which trainee receives information on what is being shown in virtual world. For case study the plant of a Hydroelectric Generating Unity is used.Item Acesso aberto (Open Access) MAERNI - Módulo de avaliação da exposição à radiação não ionizante proveniente das antes de transmissão de TV digital e rádio FM para uma ferramenta com o ambiente virtual 3D(Universidade Federal do Pará, 2018-10-09) GUERREIRO, Charllene de Sousa; CAVALCANTE, Gervásio Protásio dos Santos; http://lattes.cnpq.br/2265948982068382In recent years given the technological advancement of the communication media, and the increasing of users demand who wants a high quality of these services offered to them, the companies have increased the number of Radio Base Stations in cities, where many of these are located in environments with high housing density. Considering that each antenna or set of antennas present in these stations have an electromagnetic field of radiofrequency and transmit radiation, the concern with the population living in the adjacency of the transmitting antenna is the studies object of systems than regulate the companies that offer radiofrequency services, as well as, is the object of studies that aim not only to discover the effects of the contact with the ionizing and non-ionizing radiation present in these fields, but also to find out if the standard established for the regulation of services is being fulfilled. In this work presents the stages of development of a module, which consists of an extension added to the simulator for planning mobile communication networks (SIMPLARCOM). The module proposed allows, through the Virtual Reality environment (VR), to build and configure different scenarios, as well as the parameters of the transmission antenna, to provide an environment for non-invasive tests to evaluate non-ionizing radiation exposure; and identify potential insecure areas for housing, providing information for aid in decision-making regarding the relocation of transmitter antennas and aiming to decrease the ERP (effectively radiated Power) radiated by these Antennas. The module considers the guidelines present in resolution Nº. 303, published by the National Telecommunications Agency (ANATEL). In the results obtained is possible, navigate through the constructed scenario and check the value of the received power, the field intensity, the operation frequency, the antenna being analyzed and whether a certain point in the scenario is or is not receiving radiation at according to the threshold permitted by ANATEL.Item Acesso aberto (Open Access) Navegação, reconhecimento de gestos e controle de interface no sistema ITV utilizando o dispositivo kinect(Universidade Federal do Pará, 2013-05-10) MOREIRA, Caio Carvalho; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907This work presents the implementation of navigation in the virtual environment, gesture recognition and interface control, able through the Kinect device, in the ITV System: a system for training operators and maintainers of hydroelectrics and electrical substations. In addition, it shows some recent improvements, such as conversion of a ITV on a video file, audio and visual alarms, ambience sound in three dimensions and narration of the process. Besides presenting the ITV System, are exposed to the Kinect device and the algorithm used to compare patterns of movement, the DTW. Then, this work explains in detail the design and the implementation of the navigation, the interface control and the gesture recognition. As a case study, it displays a Virtual Technical Instruction (ITV), designed especially to test and evaluate the new proposed interface. Subsequently, this work presents satisfactory results, obtained through the analysis of qualitative questionnaires applied to the students of the Federal University of Pará. Finally, considerations for this study and ideas for future work are made.Item Acesso aberto (Open Access) Projeto e implementação de um sistema de autoria para animações, simulações e treinamentos em realidade virtual(Universidade Federal do Pará, 2010-09-03) BARATA, Pebertli Nils Alho; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907This dissertation presents the design, development and implementation of a software for the creation of animation, simulations and training processes and industrial technical instructions, also presents the architecture used for its implementation. The software presented allows the generation of animation, texts, sounds and interactions, providing tools for creating, display and supervision of simulation with use of Virtual Reality 3D. The dissertation also deals with the practical use of the software through a case study with simulations 3D in real industrial processes of a plant for generation of electric energy. This study also contributes to the areas of training and virtual reality and systems of authorship 3D to submit innovative concepts in the area of supervision automatic, also showing a possible structure of software components for use in the areas mentioned. May also be highlighted the review of similar technologies to the purpose of this study, aiming to the identification of influences, improvements and innovations in the areas of authorship 3D and training.Item Acesso aberto (Open Access) A realidade virtual como ferramenta de aprendizagem na formação do profissional da construção civil(Universidade Federal do Pará, 2014-12-16) ALVES, Roberto Cavalleiro de Macedo; NEVES, Renato Martins das; http://lattes.cnpq.br/6538317425557058Society is becoming more demanding. The customer has become more informed, so demand differentiated products and services for quality, while requiring fast delivery, lower cost and greater flexibility. As a result of these market requirements, the qualification is affected; there is a need for a new professional profile. Questions of how people learn and the conditions under which they are fundamental to the formation of this professional. This research intents to evaluate the potential of virtual reality as a teaching tool in the teaching-learning process in the formation of new engineering professionals, seeking to minimize the relationship between theory, practice, such knowledge contextualization and their applicability, because this is one of major current problem today in several engineering schools, still showing interactivity as one of its main characteristics, as well as his great power simulation. For such a virtual learning environment was developed in virtual reality on the platform of Virtual Authoring System Technical Instructions that shows the step by step process of the executive masonry and then applied to a case study with students from first semester of courses related to the area construction, which made considerable gains knowledge of concepts related to the theme and the execution sequence of masonry.Item Acesso aberto (Open Access) SIMPLARCOM: simulador para planejamento de redes de comunicação sem fio utilizando realidade virtual e modelos de propagação(Universidade Federal do Pará, 2014-04-25) PINHEIRO, Diego Carneiro; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907This simulator is formed by the junction of Virtual Reality techniques with propagation models, developed through the studies of radio enlace, describing the loss that the transmitted signal suffers along the way in the environment. The Simulator has two modules. The first allows the creation of virtual environment with the placement, on a ground, buildings, trees, cars, antennas and other primitives that allow the construction of a customizable three-dimensional environment. The second module allows the configuration of the parameters related to antenna signal propagation as power, frequency, gain, etc., and also selects the propagation model for the simulation execution. Within this second module, there is a submodule responsible for coverage area planning study composed by antennas, in other words, this submodule simulates the distance that each antenna in the scenario can reach and generates its coverage area. To demonstrate the Simulator efficiency was created two virtual environments for testing. A scenario representing an urban environment where employed a classic propagation model, Okumura-Hata to small and medium-sized cities, and a wooded three-dimensional environment using a specific model for propagation simulation of densely wooded regions, developed at the Federal University of Pará called Lyra- Castro-UFPA.Item Acesso aberto (Open Access) Simulador em ambiente de realidade virtual para o ensino da membrana plasmática(Universidade Federal do Pará, 2019-11-27) REIS, Juliardnas Rigamont dos; FERREIRA, Ana Cássia Sarmento; http://lattes.cnpq.br/2022102405472089; MONTEIRO, Dionne Cavalcante; http://lattes.cnpq.br/4423219093583221This dissertation presents the process of creation, development, testing and results of a Virtual Reality (VR) environment simulator of a plasma membrane and was developed as a didactic resource to assist the teaching-learning relationships of the Cellular and Molecular Biology discipline in higher education. The methodology used was the experimental scientific method, following the observation, problem elaboration, hypothesis raising, experimentation, results analysis and conclusion phases. The software was developed by an interdisciplinary team and made use of agile methodology. As steps of the product construction process, a bibliographic research was carried out, as a theoretical basis, followed by the modeling of the plasma membrane and the animal cell, in the Blender 3D modeling software. Subsequently, the modeling was integrated into the VR environment through the Unity 3D game development engine, culminating in the programming of phospholipid movements, the transport of small substances across the plasma membrane and in forms of user interaction with the game. Virtual environment. For immersion in the cellular environment in VR, the HTC VIVE Óculus VR headset is made up of motion sensors, interaction controls and immersion glasses. The test of the product was conducted with professors of the Cellular and Molecular Biology discipline of the State University of Pará (UEPA), the Federal Institute of Education, Science and Technology of Pará (IFPA) and the Federal University of Pará (UFPA). With undergraduate students of the Biomedicine course at UEPA, the Biological Sciences / Undergraduate course at IFPA and UFPA and postgraduates from the UFPA Postgraduate Program in Biology Teaching (PROFBIO). Test data were obtained through questionnaires after contact and use of the VR simulator. From the content analysis it was realized that the simulator was considered an important tool and contributed to facilitate the learning of content related to the structural and functional aspects of the plasma membrane, besides making this learning fun and enjoyable.Item Acesso aberto (Open Access) Simulador em realidade virtual para o manejo de lesão por pressão para discentes do curso de graduação em enfermagem(Universidade Federal do Pará, 2025-06-03) TEIXEIRA, Niceane dos Santos Figueiredo; MONTEIRO, Dionne Cavalcante; http://lattes.cnpq.br/4423219093583221This dissertation investigated the elaboration, development, testing, and outcomes of a simulator within a virtual reality environment as an innovative pedagogical approach for the teaching-learning process of pressure injury management in an undergraduate nursing program. To substantiate this research, the contributions of active methodologies are highlighted. These have emerged as pedagogical strategies focused on promoting active student learning. In this context, virtual reality (VR) is employed as an innovative technological resource for teaching and improvement in the healthcare field, with a particular focus on nursing. The methodology was applied research, employing a quantitative-qualitative, exploratory, and descriptive approach. For theoretical grounding and contextualization, an integrative literature review and data collection were conducted. The simulator software was developed by a multidisciplinary team, utilizing the 3D modeling system Blender 3.5 for the creation of virtual elements. The integration of these models into the immersive virtual reality environment was executed through the Unity 3D game development engine. Product testing involved the utilization of virtual reality resources, such as the Oculus Rift, consoles, and motion sensors, in conjunction with a monitor and computer, thereby providing students with an interactive and immersive experience within the simulated pressure injury management scenario. The research involved the participation of nursing specialists and undergraduate students and was conducted at the Laboratory of Applied Artificial Intelligence (LAAI) of the Federal University of Pará (UFPA), located in Belém. Data collection at each stage of the development and testing process employed specific instruments. The analysis of the obtained data encompassed content analysis of discursive and objective responses, and the interpretation of quantitative data presented in graphs, aiming to understand the participants' perception of the simulator. The results and discussions presented in this dissertation demonstrate that the developed virtual simulator possesses significant potential as an empowering and facilitating tool for the teaching-learning process of pressure injury management in nursing education.Item Acesso aberto (Open Access) SwImax: um simulador em realidade virtual para auxiliar o ensino do padrão WiMAX(Universidade Federal do Pará, 2012-09-12) NEGRÃO, Nathália Mendes; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907The IEEE 802.16 standard, also known as WiMAX, is a network technology for broadband wireless metropolitan areas, used as an alternative for streaming Internet signal to regions that do not have wired network infrastructure. Currently, the teaching of technology in the classroom is only theoretical, which hinders students understanding to certain features of WiMAX. Accordingly, this work discusses the design development of a virtual reality simulator, called SwImax, facing the aid teaching of IEEE 802.16. Thus, SwImax simulates some features of the functioning of this pattern, which are: operating frequency bands, coverage area, handover procedure, non-line of sight transmission, among others. The dissertation presents the related work that influenced the development of the project as well as a summary on the IEEE 802.16 standard. The text also presents the tools used in the development and implementation of SwImax simulator. At the end of development, the software was subject to an assessment of the users, so that the results are also discussed in this dissertation.Item Acesso aberto (Open Access) Uso de um acelerômetro para avaliação de ajustes posturais antecipatórios durante início do passo em pacientes com osteoartrite de joelho(Universidade Federal do Pará, 2023-02-24) OLIVEIRA, Luana Karine Resende; CALLEGARI, Bianca; http://lattes.cnpq.br/0881363487176703; https://orcid.org/0000-0001-9151-3896Introduction: Elderly people with severe and moderate levels of Knee Osteoarthritis (OA) have an adaptive strategy to perform gait initiation, which is significantly altered by the level of severity of knee osteoarthritis. In recent years, inertial sensors have been used to assess anticipatory postural adjustments (APAs) for gait initiation, since kinemetry, considered the gold standard, is expensive, difficult to transport, requires calibration and proper installation, becoming its use in clinical settings is unfeasible. There are no studies in the literature that validated the use of accelerometers to assess gait initiation in individuals with Knee OA, nor did they assess their reliability, a fact that reinforces the need for research development in this area with this objective. We also did not find clinical trials in the literature that have evaluated the impact of physiotherapeutic interventions on anticipatory step adjustments. Objective: This project is divided into two studies: Study 1: sought to validate the use of a commercial Metamotion C accelerometer to measure APAs during gait initiation in individuals with Knee Osteoarthritis, as well as to test its reliability. Study 2: will seek to assess whether the use of virtual reality with video game resources, associated with conventional physical therapy treatment, have superior effects on pain, physical capacity, balance and anticipatory postural adjustments in gait initiation in individuals with knee OA. Materials and methods: Study 1: 29 subjects were evaluated using a commercial Metamotion C accelerometer and a camera system – kinemetry with a reflective marker on the lumbar vertebrae and calcaneus. The subjects started the step after the experimenter's random command, and had variables extracted from the protocol: APAlatency, APAamp. Study 2: This is a single-blind, randomized, controlled clinical trial. 40 subjects (31 women and 9 men) were selected and randomized into the TC or VR groups by random allocation (20 in each group). The patients underwent the rehabilitation program for 8 consecutive weeks. An inertial sensor was used during the beginning of the gait to measure the APAs and tests, scales and questionnaires to assess balance, pain and physical capacity. Results: Study 1: there was a statistically significant linear correlation between all variables. The APAlatency variable showed an almost perfect correlation (r = 0.9715; p < 0.00001) and the APAamp variable (r = 0.7358; p < 0.00001) had a strong correlation. The measurements showed high to very high reliability for intraclass correlation for the kinematics and accelerometer amplitude and latency variables. Study 2: The results show that conventional treatment significantly improves pain complaints, physical capacity and balance in individuals with knee AO, but only the group that used associated VR showed improvement in PA parameters. Conclusion: Study 1: Metamotion C is valid and presents high reliability for the evaluation of APAs at step initiation in individuals with knee OA. Study 2: only the group VR showed improvement in APA parameters, demonstrating the importance of using this resource in the rehabilitation of these patients.Item Acesso aberto (Open Access) Utilização de técnicas de realidade virtual para treinamento de operação de termo-vácuo na manutenção de óleo transformadores de potência(Universidade Federal do Pará, 2017-08-23) TEIXEIRA, Willie Duarte; RIBEIRO FILHO, Manoel; http://lattes.cnpq.br/9329438229733907It is a consensus among the companies that work in the National Interconnected System (SIN), that there is an essential qualification of their employees, to avoid financial losses and mainly physical damages to those involved in operational activities. In the operational context of the SIN one of the most important processes in preventive and corrective maintenance for substation equipment of the the treatment of the insulating mineral oil. Insulating mineral oil has the role of raising the insulation of the active parts of high-voltage equipment, thus maintaining the Physical-Chemical conditions within the standards, becomes essential for the proper functioning of equipment that operates in high- voltage. The present work uses Virtual Reality techniques in the creation of a virtual training environment for the operation of term vacuum, which are machines responsible for the treatment in mineral insulating oil. The proposal of this work was to bring qualitative and quantitative gains to the process of training professionals who operate or operate such equipment, with a focus on those who are in the process of training in the formal educational institutions, more specifically for the use in disciplines, such as electrical machinery and other related ones.