Conference Paper

VIRTUAL REALITY FOR HUMAN FACTORS ENGINEERING

Authors:
  • Knud E Hansen A/S
  • Stirling Labs
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Abstract

The ship building industry has always been at the forefront of using Computer Aided Design (CAD) tools, for example mathematical surface modelling for the complex geometry of ship hulls. Today an entire ship complete with all internal details can be created in a three-dimensional Virtual Reality Environment (VRE). In this paper the authors describe some of the current issues facing designers regarding Human Factor Engineering (HFE) in ship design and explore the use of the ShipSpaceTM Virtual Reality collaboration toolset and how the tools are being further developed and tested for this purpose.

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... The Head Mounted Display (HMD) has a FOV of typically 110 degrees. This amounts to 5 to 10 times more viewable area when considering a 2:1 horizontal to vertical FOV ratio [2] . ...
Article
Virtual reality (VR) is increasingly integrated into maritime design processes, and there is a need to better understand how it can support ship designers in their work. Through mapping and interviews, we investigated how VR was used in two design projects in the maritime industry. We explored two questions: What type of design activities and conversations were facilitated by VR as a collaborative medium? When VR was not selected, what other media were used instead, and for what reasons? We found that despite access to VR, most design conversations were facilitated by emails containing screenshots, visual interpretations, and text annotations. VR was used on a few occasions, together with executable files and flythrough videos made with real-time rendered models generated in a game engine, and a web-based 3D model-sharing tool. The use of VR as a collaboration medium was enabled by a variety of design activities ranging from field studies to 2D sketching and 3D modeling. The cases show how VR needed to be integrated with other forms of communication and was seen as a supplement and not the main communication channel for design. The cases also show that the pipeline required for VR scenes creation enabled other forms of collaboration across different supports, such as web-based online collaboration tools.
Chapter
Full-text available
Human input in virtual environments is mostly achieved through gesture-controlled input devices. Even though many of these devices are intuitive and easy to use, they cannot provide a fluent dialogue between the user and virtual environment. Natural interfaces extract more information from human output (speech, gestures, gaze) and use "cognitive" models to respond intelligently to a user's input. These models integrate parallel streams of information from speech, gesture, and gaze, and provide real-time semantic interpretation. The present discussion on multimodal input starts with a presentation of performance and limitations of input modalities. This will highlight the need for integration of input modalities in order to improve the interface. (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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