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1 INTRODUCTION
TheprimarypurposeofEMSNConnectistoprovide
a largescale virtual test environment for maritime
safety[1].ThetestsareperformedinaVirtualworld
to provide bestcase scenario exercises. The EMSN
network consists of several different types of Ship
Handling Simulators (SHS) spread across
different
geographical regions. The EMSN Connect is a
platformfortheexchangeofsimulationdataandthe
exchangeofvoicecommunicationdatainthefieldof
maritimesimulation.Themainideaisnottohavethe
data from the simulators but also to provide the
information back into the simulator
from the VR
applications. The common factor between the V2V
(VirtualtoVirtual) worlds is DIS packets. The
objectiveofthepaperisnottoexplainDISpacketsin
detailbutratherhowtousethemspecificallytogetor
transformtherelevantdata.Additionally,theideais
not to have
the exercise running at a fixed location.
The aim was to build a platform on which a Fast
Rescue Boat exercise could be carried out at
Fraunhofer CML in Hamburg and at the same time
nautical experts from FIPS2@Novia in Turku could
participateintheexercise.Atthe core,
theidea isto
buildawholeplatformthatisregionindependentfor
the participating entities, and members can perform
joint exercises using the simulator in addition to
mergingVRapplications.
2 FASTRESCUEBOATAPPLICATIONCONCEPT
TheFastRescueBoat(FRB)applicationisamaritime
virtual reality (VR) training solution,
designed to
improve the proficiency and preparedness of
maritime personnel in rescue operations at sea. The
primary aim of this application is to facilitate an
immersive and realistic learning environment in
Development of Maritime VR Training Applications and
Their Use in Simulation Networks: Fast Rescue Boat
Training in EMSN Connect
A.Ujkani,A.Kumar&R.Grundmann
FraunhoferCenterforMaritimeLogisticsandServices,Hamburg,Germany
ABSTRACT:Thetheoreticalandpracticalacquisitionofskillstocarryoutthenecessarystepsconsciouslyand
safelyinanemergencyisessentialfortrainingspecializedpersonnel.Duetothelackoftrainedexpertsonsite,
suchasfirefightersoremergencydoctors,learning
theskillsisahighpriorityinthemaritimesector.Notleast
throughadjustmentsinthecertificationofqualifications,throughtherefreshingofknowledgeinspecifiedtime
frames, the topic has been given greater importance. This paper will further describe the efforts of the FIP
S2@Novia cooperation to develop a
virtual realitybased learning application for the maritime sector, in
particularanapplicationforlearninghowtouseaFastRescueBoatinapersonoverboardoperation.
Furthermore,thepaperdescribesthetechnicalapproach,theimplementationoftheVRapplicationinUnityas
wellastheconnectionoftheapplicationto
theEuropeanmaritimesimulationnetwork(EMSNConnect),andits
useinaconnectedsimulationexercise.
http://www.transnav.eu
the International Journal
on Marine Navigation
and Safety of Sea Transportation
Volume 17
Number 2
June 2023
DOI:10.12716/1001.17.02.08
324
whichtraineescanperformrepeatedmaneuversand
hone their skills in handling rescue boats during
emergency situations, as well as learning the rescue
maneuver.ByleveragingthepoweroftheUnitygame
engine [2] and its associated VR technologies, this
applicationensures thattraineesare better equipped
to handle real
life scenarios involving overboard
rescues.
The technical implementation of the FRB
applicationinUnityinvolvesseveralkeycomponents.
A highfidelity 3D maritime environment is created,
which includes elements such as accurate water
physics, realistic weather conditions, and dynamic
lighting. These factors contribute to the immersion
and authenticity of the
VR experience, enabling
traineestoadapttovaryingconditionstheymayface
duringrealliferescueoperations.
Moreover,theFRBapplicationleveragesadvanced
VR interaction systems, such as hand tracking and
haptic feedback, to replicate the tactile sensations of
operatingafastrescueboat.Traineescaninteractwith
various boat controls,
includingthethrottle,steering
wheel, and other essential equipment, just as they
would in a realworld situation. This level of
interaction further contributes to the immersive and
engagingnatureoftheVRtrainingexperience.
Lastly,theFRBapplicationisdesignedtointegrate
seamlessly with the broader EMSN Connect
simulation
network,promotinginterconnectivityand
collaboration between various maritime training
applications.TheFRBapplicationenablestraineesto
participateinmultidisciplinaryexercisesandpractice
coordinating with other maritime professionals
during complex rescue operations by linking with
othersimulationsystems.
3 EXTENDEDREALITY
Extended Reality (XR) is an umbrella term that
encompassesall
immersivetechnologiesthatcombine
the physical and digital worlds. These technologies
exist on a spectrum (Figure 1), ranging from
completely real environments to fully immersive
virtualexperiences.Theprimarycategorieswithinthe
XRspectrumareRealEnvironment(RE),Augmented
Reality(AR),AugmentedVirtuality(AV),andVirtual
Reality(VR).
Figure1Realityvirtualitycontinuum[3]
Real Environment (RE): RE refers to the actual
physical world, with no digital elements or
augmentations.Inthiscase,usersdirectlyinteract
with the real surroundings, objects, and people
withoutanycomputergeneratedenhancements.
AugmentedReality(AR):ARinvolvesoverlaying
digital information or objects onto the real
environment,typically
usingasmartphone,tablet,
orheadmounteddisplay.Userscaninteractwith
both the physical world and the digital
augmentations simultaneously. AR applications
can range from informational overlays and
navigation aids to interactive games and
collaborativedesigntools.
Augmented Virtuality (AV): AV is a subcategory
ofmixedreality(MR)
thatreferstotheintegration
of realworld elements or objects into a
predominantly virtual environment. In AV, users
interactwithbothvirtualandrealobjectswithina
computergenerated setting. Examples of AV
includevirtualteleconferencingsystems withlive
video feeds of participants or physical objects
tracked and represented in
a virtual space for
collaborativedesignortrainingpurposes.
VirtualReality(VR):VRinvolvesthecreationofa
completely immersive digital environment, in
whichusersarefullydetachedfromtherealworld.
VR experiences typically require the use of
headsets, controllers, and sometimes tracking
systemstoprovideuserswith
asenseofpresence
and enable interaction with the virtual
environment. VR is used in various applications,
such as gaming, training simulations, and
architecturalvisualization.
3.1 VirtualRealityinmaritimetraining
VRisoptimalfortrainingsimulationsas it provides
an immersive, realistic, and safe environment where
traineescanpracticeand
honetheirskillswithoutthe
risksandcostsassociatedwithreallifescenarios[4].
Its interactive nature enhances engagement and
retention, ultimately leading to betterprepared and
moreproficientprofessionals.
TheFastRescueBoatapplicationaimsto provide
users with a comprehensive and immersive training
experience that closely replicates real
life rescue
scenarios. By guiding trainees through the entire
rescue process, from preparation and boarding the
boat to lowering it, rescuing the person overboard,
andreattachingtheboat,theapplicationensuresthat
usersgainathorough understandingandfamiliarity
witheachstepinvolved.
This comprehensive training not only builds
confidence in
their abilities but also enhances their
preparedness for realworld situations. The
application can function as a standalone version for
individual learning or be integrated into a broader
simulation environment, facilitating collaborative
training,andcoordinatedresponseexercises.
3.2 Creationofavirtualtrainingenvironment
Unity[2]isapowerfuland
versatilegameengineand
development platform that has become the industry
standard for creating immersive virtual reality (VR)
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applications.Unitywaschosenforthisprojectdueto
severalkeyreasons.
Itprovidesacomprehensivesuiteofbuiltintools,
assets,andresourcesthatstreamlinethedevelopment
process,allowingforrapidprototypinganditeration.
Unityʹs extensive support for various VR hardware,
includingheadsets,controllers,andtrackingsystems,
ensures
compatibilityandeaseofintegrationwiththe
latest technologies. The platformʹs robust physics
engineandscriptingcapabilitiesenablethecreationof
realistic and interactive simulations, which are
essentialforaccurateandeffectivemaritimetraining.
Moreover,Unityʹsthrivingcommunityandextensive
documentation provide valuable resources and
support throughout the
development process.
Additionally,Unityʹscrossplatformcapabilitiesallow
for the deployment of the project on multiple
platformsanddevices,makingitaccessibletoawide
rangeofusers.
In summary, Unityʹs versatility, robust features,
and broad support for VR technologies make it the
ideal choice for developing the Fast
Rescue Boat
applicationandsimilarmaritimetrainingsolutions.
The process of developing a project in the Unity
engine typically follows a structured workflow that
combines both technical and creative elements. This
development process is essential for creating
immersive and accurate VR applications.
Collaboration with experts in the respective field
ensures
that the simulation reflects the appropriate
procedures, equipment, and environmental factors
necessaryforeffectivetraining.
1. Concept Development and Planning: The
development process begins with defining the
projectʹs objectives, scope, and desired outcomes.
Thisstageinvolvescreatingstoryboards,outlining
key features and interactions, and identifyingthe
necessaryassetsandresources.
Consultationwith
maritime experts ensures that the project
accurately represents reallife processes, industry
standards,andbestpractices.
2. Asset Creation and Acquisition: In this stage, 3D
models,textures,andanimationsareeithercreated
fromscratchorsourcedfromexistinglibraries.Itis
crucial to ensure that these assets are
accurate,
optimized for performance, and compatible with
the target VR platforms. Collaboration with
experts helps to validate the authenticity and
functionalityoftheseassets.
3. EnvironmentDesignandAssembly: UsingUnityʹs
builtin tools and features, developers create the
virtual environments, incorporating the assets,
environmental effects, and any required physics
simulations.
4. Interaction and Mechanics Implementation:
Developers create the necessary scripts and
program the logic for user interactions, controls,
and game mechanics using Unityʹs scripting
languages (e.g., C#). This stage involves
implementing features such as boat navigation,
equipmentusage,andperformancetracking.
5. Integration of VR Technologies: The project
is
tailored to support the chosen VR hardware,
including headsets, controllers, and tracking
systems. Developers optimize the application for
performance, ensuring a smooth and immersive
experienceacrossdifferentdevices.
6. Documentation and StepbyStep Manuals:
Developers create detailed documentation and
stepbystep manuals outlining the usage and
implementation of
the VR application. These
resources provide users with the necessary
guidance to navigate the virtual environment,
learn from the training experience, and correctly
performthesimulatedtasks.
7. Testing and Iteration: The project undergoes
rigorous testing and evaluation to identify any
bugs, performance issues, or inaccuracies.
Feedbackfromexpertsand
usersiscollected,and
improvements are made iteratively to refine the
application and ensure it meets its intended
objectives.
8. Deployment and Distribution: Finally, the VR
applicationispackagedanddistributedacrossthe
targetplatforms,makingitaccessibletoendusers
fortrainingpurposes.
3.3 Modularity
Figure2.ModularityinDevelopment
Amodularapproach(Figure2)inVRreferstothe
development of virtual reality applications using
interchangeable and reusable components, also
knownasmodules.Thismethodallowsforincreased
flexibility, scalability, and adaptability in VR
development, making it easier to create customized
training scenarios, expand the applicationʹs
capabilities,oradapt
thesystemtovarioususerneeds
andrequirements[5].Somekeyaspectsofamodular
approachinVRinclude:
Modular Assets: Designing and organizing 3D
models, textures, animations, and sounds as
separate, interchangeable modules allow
developers to easily swap, combine, or modify
these assets to create a variety of
environments,
objects, and interactions. This results in more
efficient development, simplified asset
management,andincreasedcreativepossibilities.
Modular Functionality: Implementing core
functionalities, such as interaction systems,
navigation, and physics simulations, as
independent,reusablemodulesenabledevelopers
to quickly integrate these elements into different
projects or scenes. This approach reduces
development
timeandensuresconsistency across
variousapplicationsandscenarios.
CustomizableTrainingScenarios:Byemployinga
modular approach, VR applications can easily
generate various training scenarios using
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combinationsofprebuiltmodules.Thisflexibility
allows for the creation of tailored training
experiencestosuitspecificlearningobjectives,user
preferences,oroperationalrequirements.
Scalability: A modular VR system can easily be
expanded by integrating new modules or
upgradingexistingones.Thisadaptabilityensures
that the application remains
up to date with
evolving technologies, industry standards, and
userrequirements.
Interoperability: Modular VR applications can be
designed to work seamlessly with other systems
and platforms, enabling integration with existing
infrastructure, data sources, or thirdparty
applications. This interoperability enhances the
overallutilityandeffectivenessoftheVRsystem,
ensuringcompatibilitywithawiderangeoftools
andtechnologies.
Costeffectiveness: By reusing existing modules
and components across multiple applications or
scenarios, development costs and time can be
reduced.Additionally,amodularapproachmakes
iteasier toupdate,maintain,andsupporttheVR
system over its lifetime, resulting in
lower long
termcosts.
A modular approach in VR offers numerous
benefits,includingflexibility,scalability,adaptability,
costeffectiveness, and interoperability [5]. By
embracingthisapproach,developerscancreatehighly
customizedandversatileVRapplicationsthatcaterto
a diverse range of training requirements and user
needs, while also ensuring the
longevity and
compatibilityofthesystem.
3.4 DetailsandUsability
To ensure a comfortable and accessible user
experience within the Fast Rescue Boat application,
severalmeasureshavebeenimplementedtomitigate
motion sickness and enhance usability [6]. For
instance,theflowingmotionoftheshiponthewaves
anddynamiccontrols
havebeensimplified,reducing
the risk of disorientation and discomfort commonly
associatedwithcomplexmotioninVRenvironments.
To further prevent motion sickness, the application
adoptsteleportationmethodsfornavigation,allowing
userstomoveinstantlybetweenlocationsratherthan
moving continuously through the virtual
environment.
In addition to these motion
related adjustments,
otherusabilityenhancementshavebeenincorporated
toensureaseamlessandintuitivetrainingexperience.
For example, invisible walls have been strategically
placed to prevent participants from accidentally
throwingessentialtoolsoverboardorteleportingout
of bounds. These safeguards not onlyhelp maintain
the focus on the core training objectives
but also
minimizeuserfrustrationandpotentialdisruptionsto
thelearningprocess.
The Fast Rescue Boat training simulation
encourages trainees to learn from mistakes in a safe
and controlled environment, enhancing their
understandingoftheimportanceoffollowingproper
procedures.Forinstance,participantsmustremember
toturnonacog
tocoolthemotor;failuretodosowill
cause the motor to break down after approximately
halfaminute,requiringascenariorestart.Tosupport
thelearningprocess,multipleinformationsourcesare
available,suchasawhiteboardontheshipʹsdeckand
aninformationpanelontheboat(Figure
3),outlining
thenecessarysteps.Additionally,hoveringtextboxes
are strategically placed to guide users and offer
helpful tips. These features ensure trainees have
access to comprehensive resources, promoting
effectivelearningandpreparationforrealliferescue
situations.
Figure3.Informationdisplay
Byimplementingthesethoughtfuldesignelements
and functionality adjustments, the Fast Rescue Boat
applicationcreatesauserfriendlyVRexperiencethat
minimizes motion sickness and maximizes
engagement.The resultisanaccessibleand effective
maritimetrainingsolutionthataccommodatesawide
rangeofuserswhileprovidingasafe,immersive,and
interactive
learningenvironment.
4 EMSNCONNECT‐THESYSTEM
ARCHITECTURE
EMSN Connect is used to distribute the simulation
dataaswellasVoIP(VoiceoverIP)datainaseparate
shielded environment only accessible to the
participatingentities(EMSNPartnersorParticipants).
AstheEMSNpartnersarelocateddiverselyoverthe
graphical
region. The network has been established
withthehelpofIP(sub)networksandVPN(Virtual
PrivateNetworks)tunnels.
Figure4. Simulation sites are Connected through a VPN
tunneltoHub
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TheVPNtunnelsareestablishedbetweentheEMSN
participants (centers), providing confidential and
authenticated links with integrity over the public
internet.Thehubandspoketopology[7]oftheVPN
isusedinEMSN.Also,InEMSNonlyaSpoketohub
connection through a VPN tunnel is possible as
shown in Figure 4. The tunnel creates secure
connections between remote users and a private
EMSNnetwork.
The simulation management systems (inside the
Ship Handling Simulator (SHS)) are manufacturer
specific. Therefore, the Distributed Interactive
Simulation (DIS) protocol is used to provide the
distribution of simulation data over proprietary
simulationprotocols
[8].AnadditionalDISgatewayis
usedifanSHSdoesnotsupporttheDISprotocoland
viceversa.
Figure5.VoIPServerClientArchitecture
TheDISPDUs(ProtocolDataUnits)inEMSNare
distributed by User Datagram Protocol (UDP)
through multicast over VPN (Virtual Private
Networks) [8]. Moreover, Generic Routing
Encapsulation(GRE) is used to encapsulatethedata
[9] for more security.Thereafter, thedata is secured
by IPsec (Internet Protocol Security) in a VPN.
The
security appliance (SA) functions as a bidirectional
tunnel endpoint. The security appliance uses the
ISAKMP (Internet Security Association and Key
Management Protocol), and IPsec tunnelling
standardstobuildandmanagetunnels.ISAKMPand
IPsec accomplish various functionalities like
establishing tunnels, managing security keys,
encrypting,anddecryptingdata,andmanaging
data
transferacrossthetunnel.Itcanreceiveplainpackets
fromtheprivatenetwork,encapsulatethem,createa
tunnel,andsendthemtotheotherendofthetunnel
where they are unencapsulated and forwarded to
theirdestination.Thisfunctionalchaincomprisingthe
SHSandtheDISgateway is presentat
allsites.The
communication between different sites happens
throughthehubandspokesconfigurations(physical
devicesrouters).Theconfigurationsofthehuband
spokeroutersdefinefurtherinternalIPaddressesand
routingtocovertheotherneededfunctionalitywithin
asiteforinternaland externalcommunications,e.g.,
multicastgroups,
tunnelinterfaces,etc.
The audio communication between the centers is
distributedbyVoiceoverIP(VoIP).TheVoIPinVPN
is a standard protocol [10]. As shown in Figure 5, a
ServerClient architecture with TeamSpeak software
[11] is used for voice communication between the
participatingsites.
4.1 Dataexchangearchitecture
TheFraunhoferCMLdevelopment,DataTracker,can
handle the PDU packets and use them in
communication. The participatingsites can trackthe
databysendingandreceivingPDUsusingtheirown
toolgenerated Application ID. There are different
types of PDUs, that are used in communication
between the tracking applications
of each site. An
explanationof the different types of PDU packets is
out of the scope of this paper. But, for the
transmissionofsimulationparametersfromeachsite
to the tracking application the Data PDU is used.
Thereby, each simulation site sends a Data PDU for
each object entity
(objects createdinsidetheSHS)to
the Data Tracker at regular time intervals that
containsallrelevantparametersfortracking.TheData
TrackercancapturethesePDUsandtransferthedata
intoadatabase.Viceversa,theDataQueryPDUwill
be used to enable an information transfer from the
DataTrackertoallsites.
To comply with the applicable global GDPR
regulations, in addition to mutual consent, a further
necessaryconfirmationhasbeenprovidedinthedata
tracker,i.e.,ifacertainsitedoesnotwanttosendits
data to a certain other participating site, the data
trackerblocks
thetransmission.Thisisdoneonatwo
wayhandshakingprocess.Furthermore,thedatawill
notbeavailableinthedatabasefromthenonwilling
site.
The tracker tool can be used in planning the
exerciseandemulatingthedatareceivedfromthereal
ship (outside the virtual world). Below
are further
detailsonthefeaturesoftheDataTracker:
Monitor:Ahealthystatusindicatorallowingeach
simulatorsitetoindividuallytrackitsownandthe
participatingcenters,DISstates,andconnectivity.
Also,viewall theshipsinthe simulatornetwork
onanintegratedmap.
Datatracking:Transfer
ofinformationbetweenall
the sites. Takes care of the data encryption and
decryption part. Also, has a feature like
synchronousstopandstartexercisesinthewhole
simulationnetwork
DataStorage:ThetrackingtoolcancapturetheDIS
PDUs, decrypt them, and store them in the
database.These
altereddatasetsareplannedbythe
experts and can then be used for multiple
navigationalexercisesandtestpurposes.
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DIS Emulator: This tool can also mimic the
functionofthelargesimulator.Thistoolcancreate
its own ship and random traffic ships for a
particularsimulationsiteandsendthismessagein
the form of DIS PDU packets in the simulator
network. The featurealsosupports predefined
or
realtimeAIStrackswhichcanbeusedintesting.
The DIS emulator is also equipped with the
functionality of a plain SHS, used to mimic the
ship’smovementasinreallifescenarios.
Simulation Plotter: The data stored during the
exerciseinthedatabase(whichcanbe
accessedin
theformofasimulationid)canbereflectedinthe
integrated map of the tool. The graphs for the
performance parameters can be generated based
on the simulation run. The data can further be
investigated or analyzed with a visual
presentation.
4.2 VirtualRealityIntegrationwithEMSNConnect
For the seamless integration of the VR application
FRBApp into the EMSN Connect infrastructure,the
distributionofimportantinformationisimplemented
viaDISMessages.TheDataTrackerapplicationsends
via a dedicated UDP port (data port) decoded DIS
messages,whichareinterpretedintheVirtualReality
application. The instructor
can create ships through
theVirtualRealityenvironmentandcontrolthem.
The communication for the control commands is
throughadedicatedUDPport (commandport).The
Rudder and EOT commands from the VR will be
communicated through this UDP port.The data
trackerapplication(DISemulator)willthenmimicthe
movement
oftheshiplikealargesimulatoraccording
to the control commands from theVR (explained in
Figure6).
The DIS Emulator creates the scenario (generates
DIS packets) based on the control commands in the
simulation network or on the corresponding
simulator. The ship created inside the virtual reality
application
willalsobereflectedontheSHSasaship
object entity. Which are used in command motion
translation. The ship information is reflected on the
SHSorontheintegratedmapofthetrackertool,but
theVRapplicationlevelfeaturesarereflectedonthe
VRglasses.The Simulator, Data
Trackerapplication,
and VR environment work hand in hand inside the
simulation network to provide an immersive
experiencefortheparticipants.
Figure6.PhysicalIntegrationofEMSNwithVRApplication
5 THEVRAPPINASIMULATIONRUN
EachexerciseistermedaSimulationRun.Thedatain
the databases are stored based on these simulation
runs. In the simulator environment, the Fast Rescue
Boat VR application seamlessly integrates with the
EMSN network through the exchange of DIS
packages.Thisintegration
allowsuserstochoosefrom
the simulation which ships to follow based on
incoming DIS packages. The selected shipʹs
movements within the VR scene accurately mirror
those of its realtime counterpart in the simulation.
Furthermore, other ships present in the EMSN
network are also displayed within the Unity
scene,
providing users with a comprehensive and realistic
view of the surrounding maritime environment. By
maintaining a 1:1 scale for the distances between
ships, the application ensures spatial accuracy and
fostersagreatersenseofimmersion.TheFastRescue
Boat VR application also sends back DIS packages
into the EMSNnetwork,
so that every other
participantcandisplaytheFRBinitsownsimulation.
Figure7.ShipModelsintheVREnvironmentthroughDIS
packages
5.1 Exerciseplanning
Planning and execution of simulations are currently
managed by the instructors via the user interface of
their simulator. In EMSN Connect, a wide range of
vessels and objects are available with DIS entities,
whicharetransmittedviathenetwork.TheFRBApp
does not require any planning at
this stage, only a
vessel from which the Fast Rescue Boat is to be
launched or on which theʺperson overboardʺ sub
scenarioistobecarriedout.Theplannedexercisewill
thematicallyforceamanoverboardsituationatatime
x, which is to be handled by the crew.
The
communicationbetweenthebridgecrewandtheboat
crewistobecarriedoutasrequiredbytheapplicable
regulations. A voice recording or listening by the
instructorsispossibleatanytimethroughtheserver
clientarchitectureviaTeamSpeak.AssoonastheFast
Rescueboatisdetachedfrom
thevessel,itisassigned
itsownDISentitysothatitisclearlyvisibletoother
trafficparticipantsontheradar.Whentheboatislater
recovered,thisisswitchedtoinactiveagain.
Exercises of this specific type can be carried out
onsiteoratseveralseparatelocations.
5.2 Communication
Withinthesimulation environment, the FastRescue
Boat application facilitates seamless and realistic
communication between the participant in the VR
trainingandthesimulationbridgethroughVoIP.This
is achieved by integrating the VR headsetʹs voice
activationfeaturewithaTeamSpeakserver,wherethe
simulation bridge is also
connected. When the
participant holds the virtual radio device in the VR
environment,theirvoiceistransmittedtotheserver,
329
allowing for direct communication with the
simulation bridge. By mimicking reallife
communication methods, this feature enhances the
authenticity of the training experience and ensures
that participants develop effective communication
skillsessentialfor coordinatingandexecutingrescue
operationsinrealworldscenarios.
6 CONCLUSIONS
The development and implementation of the
Fast
Rescue Boot application fit seamlessly into the
philosophy of the EMSN Connect network. The
technical findings outlined here will soon be
presentedtoawiderrangeoftestpersonsforfurther
evaluation of the benefits of such technologies.
However,atthisearlystage,itisalreadyevidentfrom
smaller
test campaigns that VR applications in the
maritime sector are an asset as a consolidation of
theoretical knowledge and preparation for practical
experience.Incombinationwiththejointexercise,the
processes are internalized, and, in this context, the
necessarycommunicationstructuresarecreated.
Not only the experience of the application in
VR
through the immersive training an important point,
butthebridgecrew,whomustnowwaitforrealistic
times until certain actions have been realized, who
must actively provide support in the form of orders
butalsofortheprovisionofasafepositionoftheship
tolaunchand
recoverthefastrescueboat.
A solution purely in VR as a standalone training
wouldofcoursebeinterestingespeciallyforonboard
operations to ensure a constant refreshing of
knowledge and especially of the procedures for the
preparation for an emergency. Combinations with
real ship data wouldalsobe conceivable
so that the
ship would react in reality, and the respective
participant would see this data as a basis in his
environmentduringhisexerciseinvirtualreality.
In its final form, the implementation, in
combinationwithEMSNConnectoronitsown,keeps
various approaches open for further developments
andfarmorecomplexscenarios.Thecomplextraining
currently carried out in nautical schools could be
largelyimplementedinVRand,incombinationwith
the bridge crew, bring the training much closer to
reality. This would add value to the training of the
participants in terms of time and in terms
of the
process itself, but also for the evaluation of their
performance.
ACKNOWLEDGEMENTS
This work received funding from the FIPS2@Novia
researchplatform.
Further, the author would like to thank all participating
institutions of the EMSNConnect initiative for their trust
andcontributiontothisnetwork.
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