Home HRAcademia Impressive advances in TUAS Maritime Safety Education work: VR Technology for Command Bridge tested in London

Impressive advances in TUAS Maritime Safety Education work: VR Technology for Command Bridge tested in London

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Prof Dr. Evangelos Markopoulos and Mr John Faraclas testing the MarSEVR technology

Impressive advances in TUAS Maritime Safety Education work: VR Technology for Command Bridge tested in London

Prof Evangelos Markopoulos and Prof Mika Luimula of the Game Lab of Turku University of Applied Sciences (TUAS) Research Group of Futuristic Interactive Technologies, and Panagiotis Markopoulos, PhD student in the doctorate programme of mathematics and computer science at the University of Turku, tested the MarSEVR (Maritime Safety Education with VR Technology) Command Bridge VR Technology at a leading shipping company in London where experienced ships’ masters participated in an extensive testing process.

Positive feedback on the impressive and realistic simulation of the command bridge and scenarios was followed by concerns on the engagement and usability of the technology for hand controls  The experts insisted that a hands-free execution can synchronise the mind with the hands and eyes to provide more accurate results by eliminating confusion and mistakes in coordination.  The tests also revealed that the industry experts indicated nausea from prolonged VR play, spatial restrictions, and the sense of limited freedom of movement.

PhD Candidate Panagiotis Markopoulos and Prof. Dr. Mika Luimula set the technology

This valuable feedback was taken into consideration and further research was conducted on improving the MarSEVR technology.   Most of the seafarer officers are double the age of the average gamer; therefore the nausea challenge can be resolved by short learning episodes in clusters towards completing a learning objective.  The short episodes can also resolve the space management issue as the user will stay in the virtual space for a limited time and therefore will make fewer moves and steps towards a completing a task.

Furthermore research was conducted on integrating finger tracking and hand recognition technologies on the MarSEVR system to provide hands free operations which increase the freedom to move and act normally. In addition eye tracking technologies have been integrated  on MarSERV to synchronise the mind, eyes, hands and fingers in an attempt to reduce the space limitation challenge as the user will be able to spot more easily objects without the need to make unnecessary moves.

Lastly pedagogic and neuroscience challenges have been studied and integrated with game design principles for greater usability and user experience in VR.   Effectively addressing these game design effects in professional virtual training environments can increase the trainee’s engagement in achieving the training goals and expectations.

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