This project, aimed at raising awareness of the risks associated with the use of woodworking machines, is an initiative led by the Cafoc de Dijon, part of the GIP FTLV de Bourgogne, within the Compétences et Métiers d’Avenir program overseen by the CCCA-BTP.
This innovative training tool is primarily intended for CAP students in vocational high schools or apprenticeship centers, enabling them to understand the use of potentially dangerous machines in a completely safe environment.
The pedagogical goals are clearly defined: identify machine components, understand operating steps, follow safety procedures, and learn how to act in realistic situations—all through an immersive and gamified approach.

The project also includes a virtual avatar guiding learners throughout their journey, as well as five complete scenarios covering identification, step-by-step guidance, and hands-on practice with woodworking machines such as the panel saw, spindle moulder, tenoner, mortiser, and jointer.
A gamified scoring system, progression tracking, and instructor dashboard complete the pedagogical ecosystem.
Da Viking Code was selected to design and develop the immersive VR and WebGL application, built with Unity.

The immersion is incredible! You immediately understand the safety stakes. The avatar guides you step by step, and being able to virtually manipulate the machines really helps reinforce proper techniques. It's a powerful educational tool that can transform the way future professionals are trained on these machines.
The experience unfolds across three complementary learning levels:
Identification: discovery of the machine, vocabulary, danger zones, and mechanical components. This section includes a dynamic mini-quiz to validate knowledge.
Step-by-step guidance: a virtual avatar explains each action using 3D animations, videos, and an interactive icon system. Hand tracking (or 2D interactions in WebGL) ensures faithful reproduction of the expected gestures.
Hands-on practice: the learner is immersed in a virtual workshop and must complete a specific task, with scoring, identified errors, and constructive feedback.

The VR solution uses hand tracking, mixed reality, and floating interfaces. It also includes accessibility considerations to ensure it is usable by as many individuals as possible.
The WebGL version transposes the entire experience into a 2D interface accessible on both desktop and mobile.

The project is designed for long-term sustainability through the integration of the OpenXR standard, ensuring durable compatibility with Meta, Pico, or HTC headsets. The entire experience is developed within a single Unity project, guaranteeing optimized maintenance and simplified deployment between VR, MR, and WebGL.
The experience is intended for use both in training centers and during awareness-raising events. It allows learners to practice safely, repeat critical gestures, and self-assess in situations that would be impossible to recreate in a classroom.

The Da Viking Code team brings its expertise in virtual reality, digital twins, pedagogical gamedesign, and Unity development to support innovative training solutions. Contact us to discuss your immersive or XR project needs.