19 Sep TUAS tests the MarSEVR technology at a leading London-based shipping company
TUAS tests in a Leading London based Shipping company the MarSEVR (Maritime Safety Education with VR Technology) Command Bride VR technology, and improves it. Prof. Dr. Evangelos Markopoulos and Prof. Dr. Mika Luimula of the Game Lab of the Turku University of Applied Sciences (TUAS) Research Group of Futuristic Interactive Technologies, and Panagiotis Markopoulos, PhD student in the doctorate program of Mathematics and Computer Science at the University of Turku, tested the MarSEVR (Maritime Safety Education with VR Technology) Command Bridge VR Technology in a leading shipping company in London where experienced captains participated in the execution of this specific training scenario.
Despite their positive feedback on the impressive and realistic simulation of the command bridge and the scenario situation, there were concerns on the engagement and usability of the technology from the use of hand controls control. They insisted that a hands-free execution can synchronize the mind with the hands and their eyes to provide more accurate results by avoiding confusion and coordination mistakes. The tests also revealed that the industry experts indicated nausea by prolonged VR play, spatial restrictions, and the sense of limited freedom movement. 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 wish short learning episodes that can be executed 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 less moves and steps towards a completing a task.
Furthermore research was conducted on intergrading finger tracking and hand recognition technologies on the MarSEVR technology to provide hands free operations which increases the freedom to move and act normally. In addition eye tracking technologies have also been in integrated on MarSERV to synchronize the mind, they es, the hands and the fingers in an attempt to reduce the space limitation challenge as the user will be able to spot easier objects without the need to make unnecessary moves.
Lastly pedagogic and neuroscience challenges have been studied and integrated with game design principles for the increase of usability and user experience in VR. Effectively addressing these game design effects in professional virtual training environments can increase trainee’s engagement on achieving the training goals and expectations.