6,164 research outputs found

    Framework to Enhance Teaching and Learning in System Analysis and Unified Modelling Language

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    Cowling, MA ORCiD: 0000-0003-1444-1563; Munoz Carpio, JC ORCiD: 0000-0003-0251-5510Systems Analysis modelling is considered foundational for Information and Communication Technology (ICT) students, with introductory and advanced units included in nearly all ICT and computer science degrees. Yet despite this, novice systems analysts (learners) find modelling and systems thinking quite difficult to learn and master. This makes the process of teaching the fundamentals frustrating and time intensive. This paper will discuss the foundational problems that learners face when learning Systems Analysis modelling. Through a systematic literature review, a framework will be proposed based on the key problems that novice learners experience. In this proposed framework, a sequence of activities has been developed to facilitate understanding of the requirements, solutions and incremental modelling. An example is provided illustrating how the framework could be used to incorporate visualization and gaming elements into a Systems Analysis classroom; therefore, improving motivation and learning. Through this work, a greater understanding of the approach to teaching modelling within the computer science classroom will be provided, as well as a framework to guide future teaching activities

    Redesigning work organizations and technologies: experiences from European projects

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    Currently distributed business process (re) design (resulting in components of business networks) basically relies on technical criteria. And that are the main purposes of most research projects supported by EC. Through the process of building a European Research Area, this means a strong influence in the national research programmes. However it is generally accepted that it should also take into account social criteria and aspects such as the quality of working life, or participation in decision processes. Those were some of the objectives of projects in de 80s decade, and framed some of the main concepts and scientific approaches to work organisation. The democratic participation of network and organisations members in the design process is a critical success factor. This is not accepted by everyone, but is based in sufficient case studies. Nevertheless, in order to achieve an optimization that can satisfying the requirements of agility of a network of enterprises, more complex design methods must be developed. Thus, the support to the collaborative design of distributed work in a network of enterprises, through a concurrent approaching business processes, work organisation and task content is a key factor to achieve such purposes. Increasing needs in terms of amounts of information, agility, and support for collaboration without time and space constrains, imposes the use of a computer-based model.business process; networks; decision processes; collaborative design;

    Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts

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    Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype. The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation. The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system. Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users. The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process

    Using operational scenarios in a virtual reality enhanced design process

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    Maritime user interfaces for ships’ bridges are highly dependent on the context in which they are used, and rich maritime context is difficult to recreate in the early stages of user-centered design processes. Operations in Arctic waters where crews are faced with extreme environmental conditions, technology limitations and a lack of accurate navigational information further increase this challenge. There is a lack of research supporting the user-centered design of workplaces for hazardous Arctic operations. To meet this challenge, this paper reports on the process of developing virtual reality-reconstructed operational scenarios to connect stakeholders, end-users, designers, and human factors specialists in a joint process. This paper explores how virtual reality-reconstructed operational scenarios can be used as a tool both for concept development and user testing. Three operational scenarios were developed, implemented in a full mission bridge simulator, recreated in virtual reality (VR), and finally tested on navigators (end-users). Qualitative data were captured throughout the design process and user-testing, resulting in a thematic analysis that identified common themes reflecting the experiences gained throughout this process. In conclusion, we argue that operational scenarios, rendered in immersive media such as VR, may be an important and reusable asset when supporting maritime design processes and in maritime training and education

    Heads Up! Supporting Maritime Navigation using Augmented Reality

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    Augmented Reality (AR) is a technology that shows potential for the improvement of maritime safety. Today, the ship bridge suffers from a lack of standardization and integration. Head-Mounted Displays (HMDs) may alleviate these challenges by showing information when relevant and enhancing operator mobility. Microsoft HoloLens 2 (HL2) is such a HMD. Prior research shows the potential of HMDs in the Maritime AR domain (Rowen et al., 2019). Limited research has been conducted however on the design of AR User Interfaces (UIs) for maritime applications leveraging HMDs. As a result, no framework exists to test new UI designs in the real world, which is necessary due to many variables that cannot be accurately modelled in a lab setting. This led to the research questions (RQs) 1. What makes an effective head-mounted AR UI for maritime navigation? (RQ1); and 2. How can HL2 be used as a ship bridge system? (RQ2) A Research through Design (RtD) process is detailed where a UI design and functional prototype was developed in collaboration with end-users. The prototype, named SjĂžr, implements the aforementioned interface, provides a framework for in-context UI testing and can be viewed as the next step towards standardizing AR UIs for the maritime industry. The design and development process led to three contributions to the Maritime AR domain. Firstly, a framework for the visualization of location-based data about points of interest on predefined canvases co-located in the real world was developed (Technology Readiness Level (TRL) 6), which runs on the HL2. This first contribution is defined in Section 4 and provides an answer to RQ2. Secondly, using this framework, an interface design (including interactions) is developed in collaboration with end-users and proposed as an answer to RQ1. This process is described in Section 5. The third contribution is a research agenda which provides insights into how contemporary and future research can leverage the developed framework. Section 7 discloses this research agenda.Master's Thesis in Interaction and Media DesignMIX350MASV-MI

    INTEROPERABILITY FOR MODELING AND SIMULATION IN MARITIME EXTENDED FRAMEWORK

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    This thesis reports on the most relevant researches performed during the years of the Ph.D. at the Genova University and within the Simulation Team. The researches have been performed according to M&S well known recognized standards. The studies performed on interoperable simulation cover all the environments of the Extended Maritime Framework, namely Sea Surface, Underwater, Air, Coast & Land, Space and Cyber Space. The applications cover both the civil and defence domain. The aim is to demonstrate the potential of M&S applications for the Extended Maritime Framework, applied to innovative unmanned vehicles as well as to traditional assets, human personnel included. A variety of techniques and methodology have been fruitfully applied in the researches, ranging from interoperable simulation, discrete event simulation, stochastic simulation, artificial intelligence, decision support system and even human behaviour modelling

    Towards an understanding of the consequences of technology-driven decision support for maritime navigation

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    The maritime industry is undergoing a transformation driven by digitalization and connectivity. There is speculation that in the next two decades the maritime industry will witness changes far exceeding those experienced over the past 100 years. While change is inevitable in the maritime domain, technological developments do not guarantee navigational safety, efficiency, or improved seaway traffic management. The International Maritime Organization (IMO) has adopted the Maritime Autonomous Surface Ships (MASS) concept to define autonomy on a scale from Degrees 1 through 4.\ua0 Investigations into the impact of MASS on various aspects of the maritime sociotechnical system is currently ongoing by academic and industry stakeholders. However, the early adoption of MASS (Degree 1), which is classified as a crewed ship with decision support, remains largely unexplored. Decision support systems are intended to support operator decision-making and improve operator performance. In practice they can cause unintended changes throughout other elements of the maritime sociotechnical system. In the maritime industry, the human is seldom put first in technology design which paradoxically introduces human-automation challenges related to technology acceptance, use, trust, reliance, and risk. The co-existence of humans and automation, as it pertains to navigation and navigational assistance, is explored throughout this thesis. The aims of this thesis are (1) to understand how decision support will impact navigation and navigational assistance from the operator’s perspective and (2) to explore a framework to help reduce the gaps between the design and use of decision support technologies. This thesis advocates for a human-centric approach to automation design and development while exploring the broader impacts upon the maritime sociotechnical system. This work considers three different projects and four individual data collection efforts during 2017-2022. This research took place in Gothenburg, Sweden, and Warsash, UK and includes data from 65 Bridge Officers (navigators) and 16 Vessel Traffic Service (VTS) operators. Two testbeds were used to conduct the research in several full mission bridge simulators, and a virtual reality environment. A mixed methods approach, with a heavier focus on qualitative data, was adopted to understand the research problem. Methodological tools included literature reviews, observations, questionnaires, ship maneuvering data, collective interviews, think-aloud protocol, and consultation with subject matter experts. The data analysis included thematic analysis, subject matter expert consultation, and descriptive statistics.\ua0The results show that operators perceive that decision support will impact their work, but not necessarily as expected. The operators’ positive and negative perceptions are discussed within the frameworks of human-automation interaction, decision-making, and systems thinking. The results point towards gaps in work as it is intended to be done and work as it is done in the user’s context. A user-driven design framework is proposed which allows for a systematic, flexible, and iterative design process capable of testing new technologies while involving all stakeholders. These results have led to the identification of several research gaps in relation to the overall preparedness of the shipping industry to manage the evolution toward smarter ships. This thesis will discuss these findings and advocate for human-centered automation within the quickly evolving maritime industry

    Digital Twin in Naval Environment

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    A naval vessel is usually engaged in demanding operations that take place in a multifaceted environment. This requires a solid design of the ship as a platform and a prompt decision-making response. To support both the design and operation phases, digital tools and techniques have been widely implemented, along with a significant number of sensors and probes installed onboard. All of these features pave the way for the development of a Digital Twin model, which will be beneficial for the naval sector. In this work, relevant applications and a use case have been presented and discussed, with the goal of highlighting the added value and critical issues in the perspective of gathering them in a Digital Twin environment. The steps required to develop a shared reference digital architecture have been identified, as well as the gaps that need to be filled

    From Sensor to Observation Web with Environmental Enablers in the Future Internet

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    This paper outlines the grand challenges in global sustainability research and the objectives of the FP7 Future Internet PPP program within the Digital Agenda for Europe. Large user communities are generating significant amounts of valuable environmental observations at local and regional scales using the devices and services of the Future Internet. These communities’ environmental observations represent a wealth of information which is currently hardly used or used only in isolation and therefore in need of integration with other information sources. Indeed, this very integration will lead to a paradigm shift from a mere Sensor Web to an Observation Web with semantically enriched content emanating from sensors, environmental simulations and citizens. The paper also describes the research challenges to realize the Observation Web and the associated environmental enablers for the Future Internet. Such an environmental enabler could for instance be an electronic sensing device, a web-service application, or even a social networking group affording or facilitating the capability of the Future Internet applications to consume, produce, and use environmental observations in cross-domain applications. The term ?envirofied? Future Internet is coined to describe this overall target that forms a cornerstone of work in the Environmental Usage Area within the Future Internet PPP program. Relevant trends described in the paper are the usage of ubiquitous sensors (anywhere), the provision and generation of information by citizens, and the convergence of real and virtual realities to convey understanding of environmental observations. The paper addresses the technical challenges in the Environmental Usage Area and the need for designing multi-style service oriented architecture. Key topics are the mapping of requirements to capabilities, providing scalability and robustness with implementing context aware information retrieval. Another essential research topic is handling data fusion and model based computation, and the related propagation of information uncertainty. Approaches to security, standardization and harmonization, all essential for sustainable solutions, are summarized from the perspective of the Environmental Usage Area. The paper concludes with an overview of emerging, high impact applications in the environmental areas concerning land ecosystems (biodiversity), air quality (atmospheric conditions) and water ecosystems (marine asset management)
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