668
5 DISCUSSION
In this study we compared the VR and desktop
versions of the machine room simulator of a ship.
Although the underlying physical model of the
simulation is the same, the simulators provide
different FOV and interaction. Our hypothesis was
thattheimmersiveVRsimulator wouldhavehigher
perceived
self‐efficacy and skill development than
desktopsimulator.InVRthevirtua l sceneisupdated
continuously according to the head position of the
user while the user has to rotate the scene using a
joystickinthedesktopsimulator.Theinteractionsare
also more natural in VR as the users
have direct
manipulationofobjectsthroughahandheldcontroller
compared to joystick‐based interaction in desktop
simulator. However, our hypothesis was not
supportedbythefindings.Thelackoffamiliaritywith
VR and limitations in the VR simulator prototype
couldbea reasonforthis.Ourobservationsandexit
interviewswith
someoftheparticipantsrevealedthat
theystruggledtoreadsmallerlabelsandtagsinVR
simulator due to the resolution and font size.
According to those participants, although the
experiencewasimmersiveinVR,itwasannoyingto
not being able to read the labels. Regardless of this
short
coming, all participants found both the
simulators pleasant to use. Even without prior
familiarity with the VR concept, students found the
interaction in VR to be better than Desktop
simulators.
User acceptance is an important factor for
successfully adapting new technology in education.
Sincetheperceivedusefulnessscorewasveryhigh
for
VR simulator which is one of the key drivers for
technology acceptance among users. Another
important factor influencing user acceptance and
learningistheintrinsicmotivation.Inourstudy,the
students perceived the VR simulators to be more
enjoyableandfuntouseandlearn.Thisconfirmsour
findings
fromthepreviousdatacollection(Mallamet
al., 2019). VR simulators offer multiple advantages.
Theyarecompactandcosteffective,stillprovidevery
highrealismandfidelityofsimulations.VRmotivates
thestudentstolearnandwillbeeasilyaccessiblethan
traditionalsimulators.
The qualitative analysis of the notes from the
student’s exit interview provided additional insights
intopotentialuser’sperceptions.Usercommentsalso
indicated that being immersed in the VR simulator
providedthemtheopportunitytounderstandthesize
and layout of the engine room. This is particularly
important as most of the maritime students lack on
boardexperienceprior
tothestartoftheireducation.
VR simulators will enable them to experience and
preparethemforthelifeonboard.
6 CONCLUSIONANDFUTUREWORK
The study participants found both the desktop and
VRsimulatorstobeusefulfortheirskilldevelopment.
Thetechnologyacceptancewasveryhighamongthe
participants
for the new VR simulator. Participants
reported that the immersive simulations provided
realistic feel of being in the engine room and it
positively affected their self‐efficacy and perceived
skill development. It was observed that some
participantsstruggledtointeractwithsystemsinVR
simulatorsassomecomponentlabelswere
difficultto
read due to limitation of HMD resolution. This is a
limitation for VR to be successfully adapted for
simulatortraining,butthiswillimprovewithhigher
resolutionVRheadsetsinfuture.
Simulators based on immersive VR are an
innovativeandpowerfultoolformaritimeeducation.
In order to utilize
them to their fullest potential, a
constantdialoguemustbeheldbetweenthesimulator
instructors, developers, researchers and students to
continuallyimprovethem.Furtherstudiesontraining
transfer, knowledge/skill retention, long term effects
of prolonged usage of VR simulators should be
conducted.
ACKNOWLEDGEMENTS
The first three authors would like to thank the Research
Council of Norway for financial support of the research
project Innovating Maritime Training Simulators using
Virtual and Augmented Reality, InnoTraining (project
number:269424).
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