24 research outputs found

    Digital Museum Transformation Strategy Against the Covid-19 Pandemic Crisis

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    During the last decade, the art industry and especially the museums, the art galleries and the auctions has stagnated due to the global financial crisis (2007–2017) and latest lockdowns brought by the Covid-19 pandemic (2020-). Many art institutions introduced digital technologies into their operations and transitioned to the online art market. Visits to art exhibitions include interaction with other visitors of similar interests. Hence, digital art venues must create the same environment vibes and offer similar opportunities as the physical ones. The paper indicates the application of the avatar technology as an interaction method in digital museum spaces. It also provides the functional requirements, a navigation process, and the implementation scenarios for the adaptation of such technologies. The application of this digital strategy can transform the art market, contribute to the museum’s sustainability, and offer the public different ways of learning and entertainment

    Virtual Reality (VR) Safety Education for Ship Engine Training on Maintenance and Safety (ShipSEVR)

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    The training and educational skills expected today from maritime engineers surpass their ability to follow them consistently. Such knowledge gap can impact significantly ship safety and operations. On this reality, ship engineers face multiple challenges related with the time required to be educated on each engine type, time needed to spend off the ship to acquire this training, the continuous training cost, and the easy access to complete engineering documentation and schematics. This paper attempts resolve these challenges with ShipSEVR (Ship Safety Education with Virtual Reality). The technology delivered has been achieved with the contribution of the smart technology company Wärtsilä and Ade with the contribution of VR development. TUAS, Ade, and Wärtsilä work close on research to optimize this engine room virtual reality training environment and impact ship and maritime safety. The paper demonstrates the industry challenge, technology architecture, working prototype, implementation methods, and adaptation techniques

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

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    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

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    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)

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    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

    Understanding How Users Engage in an Immersive Virtual Reality-Based Live Event

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    Virtual Reality combined with social functioning is a lucrative business direction. Due to COVID-19, a need for better social interaction is identified urgently both in education institutes and the business sector. In this paper, we will show two business cases where social functioning is needed. The first one illustrates how the business sector can use Virtual Reality Social Platform (VRSP) in remote events. As a case study, we have selected Spinverse’s Summer Day organized in Microsoft AltspaceVR. The second business case, in turn, classifies requirements for Virtual Reality Social platforms. This has been studied in close cooperation with XR Presence. Results show that current technologies offer many features to be used, but at the same time, there are needs for further development. In addition, more studies are needed in technology acceptance, usability, user experience, and business impact

    A virtual reality game for cognitive impairment screening in the elderly: a user perspective

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    Today, there are 50 million people who have dementia worldwide, that is a new case every3 seconds and more than 152 million cases expected in 2050. Aging-related morbidity is a real social problem making screening a significant challenge. Early diagnosis and management would improve the quality of life offered to the patient and those around him and reduce the economic and social consequences of dementia. The traditional paper-and-pencil approach does not sufficiently reflect the daily reality of the person and what they can accomplish. So, we designed our own VR environment as a candidate solution to the problem

    Eye tracking in maritime immersive safe oceans technology

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    This paper presents the integration of eye tracking in the MarSEVR (Maritime Safety Education with VR) technology to increase the precision of the trainee focus on delivering the learning episodes of the technology with enhanced impressiveness and user engagement. MarSEVR is part of the Safe Oceans concept, a green ocean technology that integrates several VR safety training applications to reduce maritime accidents that result into human casualties, sea pollution and other environmental damages. The paper indicates the research delivery architecture driven by Hevner's design science in information systems Research for usability, use experience (UX) and effectiveness. Furthermore, this technology integration is approached from a game design perspective for user engagement but also from a cognitive and neuroscience perspective for pedagogical use and purposes. The paper addressees the impact of the eye tracking technology in the maritime sector operations, training market, and competitive research. Lastly areas of further research are presented and the efforts to link and align finger tracking and hand recognitions technologies with eye tracking for a more complete VR training environment

    Avatar Based Multiplayer Functionalities in Next Generation Communication and Learning in Virtual Reality Social Platforms – Case MarISOT Room

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    Virtual Reality Social Platforms are increasingly in use in conferences, and exhibitions. COVID19 pandemic is the main reason for a rapid growth but there are reasons such as climate change to believe these technologies will be used widely once we will enter to the post pandemic era. In this paper, we will introduce our vision to combine social functioning and hands-on-training features in one package. We have participated in and organized various events using existing virtual reality social platforms. We will analyze in this paper their pros and cons plus introduce our own technology trials. As a result, we have better understanding what development tools and how much resources would be needed to be able to create the first minimal viable product combining social functioning and hands-on-training features

    Neural Network Driven Eye Tracking Metrics and Data Visualization in Metaverse and Virtual Reality Maritime Safety Training

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    Understand the human brain, predict human performance, and proactively plan, strategize and act based on such information initiated a scientific multidisciplinary alliance to address modern management challenges. This paper integrates numerous advanced information technologies such as eye tracking, virtual reality and neural networks for cognitive task analysis leading to behavioral analysis on humans that perform specific activities. The technology developed and presented in this paper has been tested on a maritime safety training application for command bridge communication and procedures for collision avoidance. The technology integrates metaverse and virtual reality environments with eye tracking for the collection of behavioral data which are analyzed by a neural network to indicate the mental and physical state, attention and readiness of a seafarer to perform such a critical task. The paper demonstrates the technology architecture, data collection process, indicative results, and areas for further research
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