# Risk Assessment for the Development of Emergency Scenarios for Tram Driver Training
## 2 Theoretical Background
It can also provide a prototype of the correct actions taken (e.g., the correctness of gestures in the VR environment). Developing training scenarios is an important element of the preparation phase not discussed in [14]. A training scenario is not just the model but a manual describing the project in progress. To capture the trainee's attention, it is necessary to build an appropriate story and include interactive elements that maximize the trainee's involvement. Therefore, creating an appropriate storyboard that depicts the key scenes and interactions in the training scenarios is necessary. Many script development companies and bloggers (for training and games) provide a wealth of material demonstrating how to prepare a storyboard (e.g., [15]). Among the main guidelines for creating training scenarios, it is worth mentioning the following [16]:  
* Scripting branching scenarios. These scenarios allow trainees to make decisions and experience the consequences of their choices. This allows for effective revision of existing knowledge. At the same time, the scenarios themselves encourage behavioral change and provide opportunities to improve critical thinking. Figure 3: Virtual reality training preparation process (based on [14]). * Using real-world challenges in training. Scenarios should include real-world situations and decision-making processes in the workplace. Simulating various real-world situations, particularly difficult or dangerous ones, allows trainees to gain practical experience in a safe, controlled environment. * Taking into account different learning styles. Training simulations should be adapted to different learning styles if their developers want to maximize the effectiveness of the training process. Therefore, scenarios should include interaction with other senses to address the needs of different groups of trainees. * Including elements of gamification. Incorporating gamification into training scenarios increases trainees' engagement and motivation. Methods such as points, rewards, and competition can increase the level of engagement in training by up to 80%. Over the past 20 years, several studies have shown that VR training tools effectively acquire the required skills, which are then transferred to the real world [17; 18; 19]. Research by [PERSON] et al. [20] even suggests that participants remember more information and can better apply the knowledge they gained after participating in VR-based training than traditional skill development forms. However, research by [PERSON] et al. [21] has shown that VR-based training improves the effectiveness of skill acquisition/improvement, but on the condition that the simulated training environment is of high quality or includes additional task-relevant sensory cues. Also, research by [PERSON] and [PERSON] [5] indicates that people using immersive HMD were more engaged and focused on their assigned tasks and more effectively acquired cognitive, psychomotor, and affective skills. However, the results of their study also confirm that the graphic quality of VR and awareness while using VR affect the level of immersion in the virtual world and the results' effectiveness. Therefore, the effectiveness and speed of the learning process are determined by the level of immersion offered by a given training tool. This level determines the extent to which physical stimuli, such as light patterns or sound waves, are delivered to the human senses to create the illusion of the natural world [22]. Based on the level of immersion offered, there are currently three groups of virtual environments used in training tools [22; 23; 24]:  
* Non-immersive virtual environment (Desktop VR)--training tools are based on scenarios presented on a conventional personal computer, and trainees perform assigned tasks using a mouse, keyboard, joystick, or touchscreen. * Immersive virtual environment (IVR)--training tools are based on scenarios presented on several large-format screens or through a stereoscopic, head-mounted display unit.