Because of the importance of maintaining safety at sea, great training efforts are required to ensure that operators act safely in any ship. In such context, ship manoeuvring simulators are used to ease operators' learning experience. On the one hand, it may assist in the education of new operators by simulating equipment interfaces in a controlled and predictable scenario; on the other hand, it may simulate non-conventional scenarios to train advanced operators under stresses. As modelling spurious phenomena that yields marine equipment malfunctions is significantly complex, low-fidelity solutions have been proposed to the task. Likewise, the current work is concerned with the development of a low-fidelity radar module to train experienced operators under non-typical conditions. Particularly, this paper describes the radar implementation from the TPN-USP Manoeuvring Simulation Center and presents how simple additional effects may be modelled with considerable simplifications to ensure real-time performance. The implementation may be replicated in any ship manoeuvring simulator based on the game engine Unity3D.
This study investigates the challenges and opportunities of using cloud-based simulators for training in maritime education and training (MET). The aim is to map bachelor students’ use and perspectives to inform educational design when implementing cloud simulation into the curricula. This study uses an ethnographic design approach in the tradition of Computer Supported Collaborative Learning (CSCL) and draws on video-recorded exercises and interviews (n=22) from 1st and 3rd-class maritime bachelor’s students engaged in navigation exercises on cloud simulation. The findings suggest that individual training with cloud-based simulators in MET can enhance the repetition of skills necessary for better performance in a full-mission simulator with current technology and rather straightforward instructional designs. However, the findings also emphasise that simulator exercises need to be more engaging for students in order to provide a meaningful learning experience. Hence, simulator software needs to provide the means for students to collaborate during exercises, and feedback provided by the system needs to be carefully aligned with the student’s previous knowledge in order to provide adequate scaffolding.
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