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95,540
2025-09-01 to 2026-03-31
Collaborative R&D
The development and use of zero- (low-) carbon fuels and new technologies to decarbonise shipping introduces new challenges on the skills and training for the crew, operators and designers of the future vessels. Vessel crew is unfamiliar to engine operation with alternative fuels, whereas new skills must be developed to safely handle both normal operations and emergencies. The development of new training frameworks based on advanced technologies from IN4.0 including virtual reality and digital twins can be employed to address the preceding challenges, hence support the maritime industry smooth transition to the net-zero carbon era. VRIVEN aims to propose an extended reality (XR)-based framework and develop innovative XR training solutions for the next-generation zero-emissions vessels. Although the framework and methods/tools employed to develop the XR training modules are applicable to several ship types, the case ship considered in VRIVEN is a next-generation Commissioning Support Offshore Vessel (CSOV), designed with methanol-fuelled generator-sets and battery-packs, achieving zero-emissions when operating green-methanol. VRIVEN commences with the identification of scenarios for the engine room normal operation in different modes and emergencies appraising their criticality by using hazard analysis. Physics-based modelling for power systems are employed to quantify the ship power system behaviour during normal operations, whereas methanol leakage and fire propagation in the engine room spaces will be investigated by detailed CFD tools facilitating the determination of effective mitigation measures and required crew actions. This information will be employed to extend the training framework for novel systems considering XR functionalities and capabilities, whilst identifying the gaps in the regulatory framework and develop training requirements. Subsequently, 3D models and innovative XR training modules for normal operation and methanol fire will be developed by using high-fidelity 3D modelling and the HoloHub distribution platform combined with advanced VR/XR technologies. Four trainees' groups will be identified considering their skills, expertise and qualifications to deliver pilot training, the feedback of which will be employed to finalise the developed XR training modules. Additionally, VRIVEN will develop plans to extend the XR training for other scenarios and emergencies and other ship types. The commercialisation and marketing plans for the developed XR technologies and tools will facilitate the effective post-project penetration to the market within 12 months.
83,372
2020-06-01 to 2020-11-30
Feasibility Studies
no public description
123,051
2019-04-01 to 2020-07-31
Collaborative R&D
"Virtual reality (VR) and augmented reality (AR), collectively known as immersive technologies, is thriving. The technology is currently being utilised in multiple industries, for example, gaming, social media, and training. However, when it comes to dealing with the enterprise, many challenges (experience, resources or costs) around security and policy prevent studios from servicing the B2B market. This results in a slower adoption of the technology and missed opportunity to exploit its benefits. Take the training industry for example; it has been well established that people learn best by doing. Practically carrying out a task means that learners are more engaged and will be more likely to retain information. Yet, getting real practice can be difficult, potentially dangerous, and financially constraining. This is where immersive technologies come in. With the use of virtual and mixed reality headsets, training has become more efficient, effective, and more real than ever before thought possible. **Immersive Learning (IL)** has the power to guide learners through instruction and exploration. These engaging experiences allow users to fail safely and repeat tasks as often as required. Currently, if businesses want to implement IL, they need to invest in the development of the content, and then try to manage and maintain that content within their business. The immersive learning industry is crying out for a platform that allows creators and businesses to buy, sell, distribute and manage immersive learning content. Holohub fills this gap by empowering businesses to embrace immersive learning solutions by giving them the platform to distribute training and track performance data across entire organisations. In addition, the Holohub platform includes a marketplace (Holostore) to help businesses procure content, where businesses can purchase industry certified training courses specific to their needs providing an additional customer channel for content publishers. Holohub is the enterprise solution for Immersive Learning content built to service the needs of Industry 4.0\."