Through their training trip, students can interact 
at any time with several existing objects (bolts, 
shotcrete, cross-section type for blasting, coating, 
ventilation pipe, etc.), receiving instantly a short 
theoretical explanation about the element, its reason 
for being, etc., and providing them the possibility to 
expand the theoretical content by accessing the 
section of the syllabus related to that topic. These 
objects are called “Intelligent Objects”, and they 
involve true training tools.  
Following this idea, users can learn what they 
are really interested in by “travelling” inside an 
underground work, just like in a first person 
videogame, and meeting their requirements.  The 
essence is in fact “watch to learn”, but keeping a 
proper theoretic-conceptual basis.  
The image below shows one of the 3Di sceneries 
included in the version of FONOFF dedicated to 
Underground Works. 
 
Figure 3: Interactive 3D Scenery. 
REFERENCES 
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Souterrain - AFTES, (1998), Glossaire français anglais 
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Asociación Española de Túneles y Obras Subterráneas - 
AETOS (1989), Diccionario-Glosario Técnico de 
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Dayasindhu, N. (2002), "Embeddedness, knowledge 
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European Construction Technology Platform (ECTP), 
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Pan, Z, Cheok, A.D.,  Yang, H,  Zhu, J, Shi, J. (2006). 
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Plataforma Tecnológica Española de Construcción 
(PTEC), http://www.construccion2030.org 
Serban, A., Luan, J. (2002), "Overview of knowledge 
management",  New Directions for Institutional 
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Simmonds, P.G., Dawley, D., Ritchie, W., Anthony, W. 
(2001), "An exploratory examination of the knowledge 
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76. 
The Multidimensional City web portal (2008), 
http://www.laciudadmultidimensional.es 
Wenger, E., Snyder, W. (2000), "Communities of practice: 
the organizational frontier", Harvard Business Review, 
January/February, pp.139-45.  
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