In this paper we introduce the virtual reality ship simulator we designed and the results of an experimental session, in which a manoeuvring task was proposed. In particular, we considered three conditions: (i) the kind of visualisation setup, i.e. a non-immersive system based on standard monitors and an immersive system using a head mounted display; (ii) the path users were instructed to follow, Elliptic or Eight shape path; (iii) the boat type, Slow and Fast. We analyzed three different aspects: performances, defined as the correctness of the followed path; cybersickness, assessed by the Simulator Sickness Questionnaire and physiological measurements (heart rate and skin conductance); sense of presence, determined through the Igroup Presence Questionnaire and the participants’ head rotation. In order to evaluate the proposed system from the point of view of experts, tests were conducted on 20 volunteer skilled users, specifically students of a naval academy. Results show that: (i) expert users are able to follow the predefined path in a quite accurate manner; (ii) both visualization systems do not introduce serious undesired effects or stress and the use of immersive virtual reality itself does not explain the increase of user malaise state; (iii) immersive virtual reality systems allow users to feel more involved and present in the simulation scenario; (iv) there are no appreciable differences with respect to the degree of knowledge of virtual reality systems, thus indicating that such simulator can be also used for training users without specific technological skills.

Virtual Reality System for Ship Handling Simulations: A Case Study on Nautical Personnel Performance, Observed Behaviour, Sense of Presence and Sickness

Bassano C.;Chessa M.;Solari F.;
2020-01-01

Abstract

In this paper we introduce the virtual reality ship simulator we designed and the results of an experimental session, in which a manoeuvring task was proposed. In particular, we considered three conditions: (i) the kind of visualisation setup, i.e. a non-immersive system based on standard monitors and an immersive system using a head mounted display; (ii) the path users were instructed to follow, Elliptic or Eight shape path; (iii) the boat type, Slow and Fast. We analyzed three different aspects: performances, defined as the correctness of the followed path; cybersickness, assessed by the Simulator Sickness Questionnaire and physiological measurements (heart rate and skin conductance); sense of presence, determined through the Igroup Presence Questionnaire and the participants’ head rotation. In order to evaluate the proposed system from the point of view of experts, tests were conducted on 20 volunteer skilled users, specifically students of a naval academy. Results show that: (i) expert users are able to follow the predefined path in a quite accurate manner; (ii) both visualization systems do not introduce serious undesired effects or stress and the use of immersive virtual reality itself does not explain the increase of user malaise state; (iii) immersive virtual reality systems allow users to feel more involved and present in the simulation scenario; (iv) there are no appreciable differences with respect to the degree of knowledge of virtual reality systems, thus indicating that such simulator can be also used for training users without specific technological skills.
2020
978-3-030-41589-1
978-3-030-41590-7
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11567/1012687
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