130 research outputs found

    MODELING HYPERBARIC CHAMBER ENVIRONMENT AND CONTROL SYSTEM

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    Deep water activities are essential for many industrial fields, for instance in repairing and installation of underwater cables, pipes and constructions, marine salvage and rescue opera- tions. In some cases, these activities must be performed in deep water and hence require special equipment and prepared and experienced personnel. In some critical situations, re- motely controlled vehicles (ROVs) can't be used and a human diver intervention is required. In the last case, divers are required to perform work at high depths, which could be as low as 300m below the water surface. Usually, this is the limit depth for commercial diving and when operations must be carried out even deeper, ROVs remain only possibility to perform them. In the past, the safety regulations were less strict and numerous operations on depth of 300-350 meters of seawater were conducted. However, in the beginning of the 90s gov- ernments and companies started to impose limits on depths of operation; for instance, in Norway maximum operational depth for saturation divers is limited to 180 meters of sea- water (Imbert et al., 2019). Obviously, harsh environmental conditions impose various limitations on performed activi- ties; indeed, low temperature, poor visibility and high pressure make it difficult not only to operate at depth, but even to achieve the point of intervention. One of the main problems is related to elevated pressure, which rises for about 1 bar for each 10 meters of water depth and could achieve up to 20-25 bars at required depth, while pressure inside divers\u2019 atmospheric diving suites must be nearly the same. Considering this, there are several evident limitations. First is related to the fact that at high atmospheric pressure oxy- gen becomes poisonous for human body and special breath gas mixtures are required to avoid health issues. The second one is maximum pressure variation rate which would not cause damage for the human body; indeed, fast compression or decompression could easily cause severe damages and even death of divers. Furthermore, surveys found that circa 1/3 of divers experience headache during decompression which usually last for at least several hours and up to several days (Imbert et al., 2019). The same study indicates that majority of the divers experience fatigue after saturation and it lasts on average more than 4 days before return to normal. Obviously, risk of accidents increases with high number of compression- decompression cycles. To address these issues, in commercial deep water diving the common practice is to perform pressurization only one time before the start of the work activity which typically lasts 20-30 days and consequent depressurization after its end. Hence, divers are living for several weeks in isolated pressurized environments, typically placed on board of a Dive Support Vessel (DSV), usually barge or a ship, and go up and down to the workplace using submersible decompression chamber also known as the bell. While long-term work shifts provide numerous advantages, there is still necessity to perform life support supervision of the plant, the bell and the diving suits, which require presence of well qualified personnel. Currently, most of training activities are performed on empty plant during idle time, but obviously this approach is low efficient and costly, as well as accom- panied by the risk to broke equipment. To address such issues, this research project proposes utilization of simulator of plant and its life support system, devoted to train future Life-Support Supervisors (LSS), taking into account gas dynamics, human behaviour and physiology as well as various aspect of opera- tion of saturation diving plants

    Immersive Virtual Reality Field Trips Facilitate Learning About Climate Change

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    Across four studies, two controlled lab experiments and two field studies, we tested the efficacy of immersive Virtual Reality (VR) as an education medium for teaching the consequences of climate change, particularly ocean acidification. Over 270 participants from four different learning settings experienced an immersive underwater world designed to show the process and effects of rising sea water acidity. In all of our investigations, after experiencing immersive VR people demonstrated knowledge gains or inquisitiveness about climate science and in some cases, displayed more positive attitudes toward the environment after comparing pre- and post-test assessments. The analyses also revealed a potential post-hoc mechanism for the learning effects, as the more that people explored the spatial learning environment, the more they demonstrated a change in knowledge about ocean acidification. This work is unique by showing distinct learning gains or an interest in learning across a variety of participants (high school, college students, adults), measures (learning gain scores, tracking data about movement in the virtual world, qualitative responses from classroom teachers), and content (multiple versions varying in length and content about climate change were tested). Our findings explicate the opportunity to use immersive VR for environmental education and to drive information-seeking about important social issues such as climate change

    Incorporating virtual reality into maritime safety training to enhance competency-based learning outcomes

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    The potential of using immersive technologies like Virtual Reality (VR) in education is endorsed by several research studies indicating an expected increase in its use within the foreseeable future. Owing to its capacity to provide a highly interactive and immersive experience, the adoption and integration of VR into maritime safety training can create new opportunities for competency-based learning and teaching methods. In a safety-critical domain such as the maritime industry, safety training is crucial for ensuring trainees’ competency in emergency response and survival skills. This is accomplished through a range of training programs that were specifically tailored to address emergency events. However, during training exercises, fear and anxiety can have a substantial influence on trainees performance, especially if the activity is stressful as the "Helicopter Under Water Escape Training" (HUET). To address this problem, it is essential to psychologically prepare the trainees before executing the exercise. Driven by this aim, this applied research claims that incorporating VR technology into the classroom prior to practical exercises might contribute to achieving the best feasible results of the preparation by improving skill acquisition while mitigating fear and disorientation. The methodology followed in the study consists of two stages; the first comprises a 3D-Camera recording the training exercises from the trainee’s seats view, and examples of commonly committed faults. The trainees watch these recordings in VR headsets before practicing the exercises. The second stage entails conducting, collecting and analyzing trainees’ questionnaire, as well as observations raised by training instructors to distinguish viable elevations in trainees’ performance. Based on the outcomes of this study, it can be concluded that VR technology considerably enhances learning by enabling trainees to anticipate difficulties of the exercises, hence contributing to improved training performance.Peer Reviewe

    The Exhibition of Oceans A History of the ʻImmersive Exhibitionʼ at Public Aquariums from the 19th to the 21st Century

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    This paper aims to trace the history of the ‘immersive exhibition’ at public aquariums from the 19th to the 21st century, with reference to technological developments as well as the social and cultural background of these exhibits. We also take a look at what these kinds of exhibitions might look like in the near future.In this paper, we also consider the ‘reality’ presented by aquarium exhibitions. The simulated seascape cannot seem ‘realistic’ unless it meets visitors\u27 expectations. Therefore, aquarists have over time tried to reconstruct’ oceans’ so that visitors would feel as if the exhibition were ‘real’. The first section of this paper focuses on the features of early immersive exhibitions from the 19th to the beginning of the 20th century, comparing them with other visual cultural forms, such as the panorama. The second section treats aquariums from the 20th century to the beginning of the 21st century. We have selected here representative aquariums in Western and Eastern countries and analyse their exhibition styles. In the last section, which features the advent of new exhibitions that apply VR technology, we concisely discuss the exhibition that may appear in the near future

    UNDERSTANDING UNDERWATER PHOTOGRAMMETRY FOR MARITIME ARCHAEOLOGY THROUGH IMMERSIVE VIRTUAL REALITY

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    Underwater archaeological discoveries bring new challenges to the field, but such sites are more difficult to reach and, due to natural influences, they tend to deteriorate fast. Photogrammetry is one of the most powerful tools used for archaeological fieldwork. Photogrammetric techniques are used to document the state of the site in digital form for later analysis, without the risk of damaging any of the artefacts or the site itself. To achieve best possible results with the gathered data, divers should come prepared with the knowledge of measurements and photo capture methods. Archaeologists use this technology to record discovered arteacts or even the whole archaeological sites. Data gathering underwater brings several problems and limitations, so specific steps should be taken to get the best possible results, and divers should well be prepared before starting work at an underwater site. Using immersive virtual reality, we have developed an educational software to introduce maritime archaeology students to photogrammetry techniques. To test the feasibility of the software, a user study was performed and evaluated by experts. In the software, the user is tasked to put markers on the site, measure distances between them, and then take photos of the site, from which the 3D mesh is generated offline. Initial results show that the system is useful for understanding the basics of underwater photogrammetry

    Virtual Reality for Pain Management in Cancer:A Comprehensive Review

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    Virtual Reality is a computer-simulated 3-Dimensional technology in which the user interacts via different senses: visual, auditory, tactile, and/or olfactory. In the past decades, it has been argued that Virtual Reality as a technique could be applied in the clinical environment to successfully manage pain. This article provides a systematic review of research on Virtual Reality and pain management for patients who are suffering from cancer. More specifically, this article focuses on all types of Virtual Reality technologies (Non-Immersive, Semi-Immersive, Fully-Immersive) which has been developed and released to manage the pain which evokes from the treatment of cancer. An exhaustive search identified 23 relevant studies from 2010 to 2020. Overall, the identified studies indicated that Virtual Reality can improve the experience of pain for patients who are suffering from cancer. It was also found that, if Virtual Reality is appropriately designed, the pain which is arising from cancer treatments can be reduced. Even though some positive outcomes have been reported, overall, the results are inconclusive and studies that examine specifically the treatment of pain in cancer patients are limited. Further research needs to be conducted, to articulate clearly, under what circumstances Virtual Reality is an effective tool for cancer patients, and under what factors Virtual Reality can be the solution to the pain patients are experiencing.</p

    Worlds at our fingertips:reading (in) <i>What Remains of Edith Finch</i>

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    Video games are works of written code which portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies which blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This paper aims to analyse how these design strategies are deployed in What Remains of Edith Finch (Giant Sparrow, 2017) to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators because they support interpretive play (Upton, 2015) through slowness, ambiguity (Muscat et al., 2016; Pinchbeck 2012), narrative and aesthetic aspirations (Carbo-Mascarell, 2016). Understanding walking sims as literary games (Ensslin, 2014) can shift the emphasis from their lack of ‘traditional’ gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways

    Towards immersive and social audience experience in remote VR opera

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    Opera is a historic art that struggles to be approachable to modern audiences. In partnership with the Irish National Opera (INO), this work considers how VR may be used to develop a new form of immersive opera. To this end, we ran three open-ended focus groups to consider how creative, multisensory, and social VR technology may be employed in digital opera. Our findings assert the importance of creating an immersive experience by safely giving audiences agency to interact, to democratize personal and social experiences, and to consider different ways of representing their bodies, their social rituals, and the virtual social space. Using these findings, we envision a new form of VR opera that couples physical traditions with digital affordances
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