8,660 research outputs found

    A review of augmented reality applications for ship bridges

    Get PDF
    We present a state-of-the art analysis of Augmented Reality (AR) applications for ship bridge operation. We compiled and reviewed what type of use cases were published, what type of maritime applications have been adapted to AR, how they were prototyped and evaluated and what type of technology was used. We also reviewed the user interaction mechanisms, information display and adaptation to maritime environmental conditions. Our analysis shows that although there are many examples of AR applications in ship bridges, there is still much work that needs to be done before these solutions can be suitably adapted to commercial settings. In addition, we argue there is a need to develop design requirements and regulations that can guide the safe development of AR

    The use of extended reality in maritime education and training: a case study of India

    Get PDF

    Energy-efficient through-life smart design, manufacturing and operation of ships in an industry 4.0 environment

    Get PDF
    Energy efficiency is an important factor in the marine industry to help reduce manufacturing and operational costs as well as the impact on the environment. In the face of global competition and cost-effectiveness, ship builders and operators today require a major overhaul in the entire ship design, manufacturing and operation process to achieve these goals. This paper highlights smart design, manufacturing and operation as the way forward in an industry 4.0 (i4) era from designing for better energy efficiency to more intelligent ships and smart operation through-life. The paper (i) draws parallels between ship design, manufacturing and operation processes, (ii) identifies key challenges facing such a temporal (lifecycle) as opposed to spatial (mass) products, (iii) proposes a closed-loop ship lifecycle framework and (iv) outlines potential future directions in smart design, manufacturing and operation of ships in an industry 4.0 value chain so as to achieve more energy-efficient vessels. Through computational intelligence and cyber-physical integration, we envision that industry 4.0 can revolutionise ship design, manufacturing and operations in a smart product through-life process in the near future

    FiAAR: An augmented reality firetruck equipment assembly and configuration assistant technology

    Get PDF
    Augmented reality (AR) is the technology that expands the physical world by enhancing the objects that reside in the real world with computer generated perceptual information to provide interactive experience in a real-world environment. AR is used effectively in many business sectors such as the engineering, education and training, medicine, logistics and transport, and others. Rescue services is one of the challenging areas where the use of AR technology has extremely high demands for robustness and ease of use. In this paper, we have introduced two augmented reality versions for the FiAAR project developed by Karlsruhe University of Applied Sciences. The first version is developed for Realmax HMT-1 device with hands free interaction utilizing speech recognition. The second version in turn focuses on hand recognition and it's developed for Realwear Qian device with Leap Motion sensor. Our intention is to show the potential of current AR technologies in demanding use cases

    Finger tracking and hand recognition technologies in virtual reality maritime safety training applications

    Get PDF
    The competitiveness and development of the maritime sector together with the continuous effort on increasing operations performance while reducing operations costs, drives the needs for on-board effective and qualitative training safety related issues. Virtual reality (VR) has been considered by classification societies and training organizations as a technology that can significantly improve seafarer's performance and competence with the adaptation of maritime applications developed for design simulation and gaming. This paper presents the evolution of the MarSEVR (Maritime Safety Education with VR) technology as a new concept and technology by integrating finger tracking and hand recognition technologies that increase immersiveness and user engagement within the MarISOT technology, a Green Ocean innovation composed of VR safety applications. The paper approaches this integration by addressing game design, pedagogic and cognitive neuroscience principles and challenges on the use of hand recognition and finger tracking in the MarSEVR learning episodes

    Maritime Safety Education with VR Technology (MarSEVR)

    Get PDF
    This paper presents the development of a virtual training technology that can be used in maritime safety training. This system is under testing phase and has being developed with a multidisciplinary team consisting of maritime specialists, computer scientists, business developers and VR experts. The technology is a cost effective, portable maritime training system that can be used on board, in training centers or even at home environments. Boosting situation awareness in navigation with VR-training applications is an easy and efficient method to practice whenever an officer has time for training. This can be done in an effective and fun way, giving measurable training progress indexes. The paper emphasizes on the need of VR Training in the shipping industry, the industry challenges and the description of the proof-of the-concept through the MarSEVR (Maritime Safety Education with VR) technology. The main objective in this paper is to present a prototype of the technology which can be utilized to train trainees and professionals in immersive training scenarios

    Impact of emerging technologies on maritime education and training: a phenomenological study

    Get PDF

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

    Get PDF
    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

    Immersive safe oceans technology: Developing virtual onboard training episodes for maritime safety

    Get PDF
    © 2020 by the authors. This paper introduces four safety training episodes and virtual training technology called Immersive Safe Oceans which can be used in further education of professionals in immersive training scenarios. These episodes were developed for maritime safety and are under testing. Immersive Safe Oceans Technology is a cost-effective, portable technology that can be used on board just in time or in maritime training centers. Four introduced episodes, namely, (1) command bridge, (2) machine room, (3) crane, and (4) fire safety, illustrate how Immersive Safe Oceans technology can be used in various professional training scenarios. These episodes also emphasize the growing need for virtual reality training in the shipping industry. As a result, next generation learning will happen onboard in sophisticated virtual training centers
    corecore