3 research outputs found

    Catch Control in the Blue Whiting Pelagic Trawl Fishery - Research Cruise Report [2022825]: FV “Vikingbank”

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    This cruise has demonstrated that the catch limitation system can successfully limit catches in the blue whiting pelagic trawl fishery, with negligible loss during the fishing operation while effectively releasing excessive fish when the codend is full (sections 3 & 6),. This solution can significantly reduce the risk of burst codends and discarding of excess fish, thereby making the blue whiting fishery more sustainable and potentially more profitable, through appropriate certification. However, further work is needed on an effective fish lock design (section 4) and a bycatch release system that does not release excessive target catch (section 6). The depth triggered releasers for reliable release of the codend choker also require further development and testing, which should include defining the optimal release depth (sections 5 & 9). In addition to catch limitation, this cruise also investigated the potential risk to the safety of the vessel and crew, during haul-back and pumping, by estimating the weight in water of the catch with total loss of swimbladder gas buoyancy (section 10). Also tested was a prototype method to mitigate this risk during pumping, by automating the release of the pump by a depth triggered releaser (section 7).Catch Control in the Blue Whiting Pelagic Trawl Fishery - Research Cruise Report [2022825]: FV “Vikingbank”publishedVersio

    Impact of different type of Child Avatar Interactions on user Quality of Experience

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    Conducting an interview and communicating with children that have experienced traumatic situations can be difficult. Norway’s Child Protective services received in 2017 over 58.580 reports about child maltreatment and estimated that over 118 million children in Europe are victim to abuse. Gunn Astrid Baugerud and her team are creating an avatar in virtual reality that will work as a training avatar for police to work on their interviewing abilities. This thesis will improve this avatar by testing multiple techniques and technologies that can be applied to the avatar. The thesis will evaluate two different solutions made with Unity and one artificially generated avatar with generative adversarial network techniques. The thesis is however limited to only Unity based avatars and movement testing of movement have been restricted due to corona-19 restrictions that was applied during the thesis. The testing of the three different solution gave indications that avatars created with generative adversarial network techniques had the best impact on realism and overall experience. The avatars created with Ready Player Me follow closely, with minor differences when it comes to appearance and experience. The worst avatar was made with Unity multipurpose avatar 2, during the questionnaire one of the avatars created with UMA2 had the worst results of all avatars. The avatar created in the main project by Gunn Astrid Baugerud and her team has come a great way, the results of this thesis show what could be the focus points when creating the final virtual child avatar, with post-questionnaire indicating that eye contact and graphics are among the most important attributes for accomplishing realism

    Car steering in racing games: similar performance with joysticks and keyboards

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    Many gamers use keyboards for playing computer games. Yet it is a commonly held belief that the control of the game is better with a more dedicated input device such as a joystick. This study set out to explore the effect of using keyboard and joystick for a car driving game. A car racing game experiment with n = 20 participants was set up. The results show that there is no difference between the two input devices. In fact, the spread in the measurements were larger for the joystick
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