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Maritime training involves the aspects of several seafarer operations that require strict attention to the details of the procedures and the guidelines involved in the training process. The training requires an individual to adhere to a rigorous regime associated with safety and harnessing before going on to the trials of the process. Maritime training courses help an individual to get acknowledged about the procedures involved during the stages of cruising on a ship. This training method helps in making the candidates under training understand various aspects of the subject in context. However some factors are needed to be considered in the process of conducting training, these key aspects are safety and efficiency. The jobs that are to be conducted involve working on ships and harbours and the tasks can often be fatally dangerous thus it requires careful efficiency. It demands thorough investigations of the accidents involved in the process and a deeper understanding of the human and technological errors involved to avoid future instances.
The training process involves several procedures that often lead to various accidents during the course of training therefore it is important that the training institutes implement modern technologies like Virtual reality and Augmented reality to guide the candidates in conducting safer operations and more effective training processes. A deep understanding and evaluation of the factors that lead to the cases of maritime accidents are crucial in preventing future losses. As opined by Kim et al. (2021), applications of modern technology like virtual reality (VR) and augmented reality (AR) are crucial these days to educate the candidates to various conditions that may arise during the job like bad weather, sudden crash down of equipment and rough water. All these factors are the crucial aspects associated with most maritime accidents. In the current digitised era, latest technologies are being used for enhancing the organisational capability through increased usage of latest technology. VR technologies are used by maritime engineers to promote and enhance job skills of the employees through provision of unique experience within realistic environment.
In today's time application of Augmented Reality and Virtual Reality has helped guide the work process in various fields of jobs. According to Makopoulos et al. (2019), these modern technologies and their diverse usages are significantly useful in considering the factors of safety and guidelines in association with the field of service. The maritime industry is one such industry that involves various risk factors in the opera sea. The field of work involves ships and harbors and an associative field of duties which involves various risk factors which are essential to be addressed and mitigated with immediate effect.
Modern vessels like dual-fuel LNG vessels have been introduced to curb carbon pollution. The LNG is stored at a temperature of around 163 degrees centigrade; needless to say, it requires high precision and skill to attend to those situations. Handling of ships equipment is taught in various other aspects that need to be considered out in the water requires a thorough understanding of the situations. The usage the gears in use need to be understood, to avoid accidents and assistance to understand the situations thoroughly it is essential to use the VR and AR (Markopoulous et al. 2020). Usage of a lightweight Oculus to understand various scenarios is far more efficient than the long foreign training in Singapore and Seoul, which takes a serious financial toll, as well as the recent days of the pandemic, raise concern for the health and safety of the individuals.
The usage of virtual reality and augmented reality is a far more cost-effective approach that also provides the candidates with a cooperative training session with their fellow team members. According to Balcita and Palaog (2020), the usage of these modern technologies gives them a realistic understanding of the equipment inside a ship and educates the candidates with various aspects of understanding regarding the applications of that equipment. As opined by Markopoulos et al. (2020), the usage of VR and AR in the training module will help the candidates improvise their muscle memory regarding the pieces of equipment and the ways to fix them in cases of several emergencies. According to Frossinis et al. (2021), the situations can be simulated to them along with various other possibilities. It will not only help them be more helpful and precise but will also be safe for the candidates involved in the training.
The application of VR and AR in the training process has been beneficial over time. According to Liu et al. (2020), it is essential that the candidates undergoing the training module know to think on their feet and act accordingly. The usage of the VR and AR would help them provide a somewhat real-time experience of the situations that would help in the assessment of the individuals and their associative response during the days of training.
The training process is immersive with the usage of these technologies, which has grasped the attention of many younger generations. Most importantly, usage of these technologies has been cost-effective and eco friendly at the same time which is important in recent times. The involvement of these technologies in the training process over time has proven to deliver quality content in the training process. In the future, it is likely to introduce gamification rather than traditional MCQ which will be more engaging to the students involved in the training process. It is safe to believe that the gradual progress in the technologies over time will further enhance the quality of maritime training and the associative skills of the students thereby mitigating cases of unfortunate maritime accidents.
Implementation of augmented and virtual reality is utilised in the maritime training process in recent times. It enhances the quality and avoids unnecessary accidents that have occurred in the past during the training stages. As opined by FROSSINIS et al. (2021), the usage of Modern technology such as AR/VR technology in recent times has enhanced the quality of the maritime training process as a whole. The costing however depends on the licensing process of the platforms and equipment used for the training process.
In this case, a customised virtual reality training content for maritime training ranges from $40,000 to $150,000. It is expected to pay around $500 to $1,000 to the vendors for headsets and complete set-up., with a complete setup. However, in recent times the cardboard headsets are proven to be more cost-effective which costs around $7.00 and $12.00 per set. These cardboard headsets are used for introductory training purposes. In the implication of a VR training module, it is necessary to use a proper management platform and thus an extended reality system is used which helps in the deployment, tracking and measurement of virtual reality training and it costs around $10- $20 monthly for each licence. The usage of augmented reality in the process of pilot training in the initial stages is beneficial to get accustomed to AR training with a lower investment; it costs around $12,000 to $15,000. Overall, maritime training on an average of 1000 employees through a complete set-up of AR/VR training saves up costs on foreign travels and incidents related to physical training. It will enhance the cost efficiency of training and give a return of above $100000 per year.
Usage of VR/ AR has been increasingly effective in various industries. As opined by Frossinis et al. (2021), VR and AR have been useful as an educational and informative tool to derive efficient outcome. It has been highly helpful in deriving effective results of the design involved and the mechanisms of a model of vehicle. It has been very cost-effective in the prototype designing process.
Over the years it has been useful in deriving elective results in the healthcare industry as well. The healthcare industry has derived efficient results from modeling simulation through VR and AR techniques before critical operations of patients across the world. The tourism industry has recently adapted the usage of VR and AR techniques. This technology helps in simulating the layout of cities and their previous layouts and design and several important events associated with the place (vrs, 2022). This has been beneficial in boosting the tourism sector of various places. Similarly, it has helped derive effective results in the process of urban planning considering the terrain and associative features of the immediate environment surrounding, thereby structuring effective infrastructural models.
VR and AR are crucial aspects of technological implications. VR stand for virtual reality whereas AR stands for augmented reality. Both VR and AR play a very important role in the context of technology where gaming is a top mentionable area of it. As suggested by Hildebrand et al. (20218), these digital technologies are widely popular and made to use in several places to gain the advantages of technological development. There are several fields of application of AR/VR like: As suggested by Kim et al. (2020), it is used in-classroom training for better teaching of children. As per the view of Hildebrand et al. (20218), the application of VR and AR is made into action they provide a beautiful experience of virtual exploration. Practical Tasks are another important aspect of VR/AR technology
In order to give a proper definition of VR is that it is a 3-dimensional environment that is virtual in nature. As opined by Gyftakis et al. (2018), it allows transporting one individual to another world of virtuality even though the person, in reality, stands still in his place. In this, there is an incorporation of a glass and a headset in a compact form that allows the stimulation of scenarios that are realistic in nature. As suggested by Hildebrand et al. (20218), the most interesting part of the application of AR and VR comes into play with the benefit of allowing the learner or the player to understand the outcome of the performance and also aid in the practising aspect of playing the game or learning through it.
It is observed among the student in a classroom that the learning and understanding of the student are more clear and prominent when there is an incorporation of the AR/VR installed in the classroom or even when they are away from the classroom. As per the view of Gao et al. (2020), this digitalisation has helped humans, and in many ways initiated Gaming and allowed making it a professional gamer. However, there are various hurdles associated with the utilisation of VR and AR. Overcoming the fear of the language barrier is also another application of VR/AR in modern times. According to a report, around 15% of young adults felt the language was a barrier. During the pandemic, the actual vitality of VR and AR is seen. The AR and VR provide a seamless education where there stands a very little chance of language acting as a barrier. Special learning opportunities can also be given to disabled students that are incapable of reaching out for education.
Technology is the most important part of today's lives. Where everything across the globe has been globalised and digitalised. As suggested by Gyftakis et al. (2018), ranging from medication, hotel booking, and education of children, food, shopping, and grocery can assessed using VR/ AR technologies. Basically, it can be said that you name it and you have the product or service available to you at the doorstep. As stated by Kim et al. (2020), however, there are various situations associated with the misery and hurdles of technology. In the context of VR and AR, it acts as the most promising aspect in giving value for education and experience to the students and the business developers. As suggested by Kim et al. (2020), knowledge is important in the operation of technology and due to the unavailability of that knowledge; people are witnessing hurdles in incorporating technologies into the daily lives of an individual.
Issues that are faced by a business person or a single user in the maintenance of the AR or VR technology in studies or organisation development are: As opined by Porathe et al. (2018), issues with the hardware system of the AR/VR. As per the view of Lehtola et al. (2019), the risk to the physical health of an individual can be assessed using these simulation technologies. In order to draw latency in the creation of new content
Latency drawing is one of the major issues faced in today’s world in context to the technological barriers to VR implementation. As per the view of Parviainen et al. (2018), there can be further implementation of instrumentalisation theory which deals with the two basic wheels of technology wherein one wheel is based on the originality or initiation of the technology. As per the view of Lehtola et al. (2019), the implementation of the technology in an effective manner so as facilitates the purpose of the creation of the technology. There is an important focus also laid on the designing of the technology in making sure of easy learning of the VR/AR technology.
The main purpose of enforcing a new technology is to define social constructivism. As per the view of Zhang et al. (2019), the other drawback or hurdle of AR is that it has lack privacy and makes it displayed on a public level. One of the most vital points of utilising AR or VR technology is that not every teacher is tech-savvy and has the knowledge of the maritime concept which acts as a potential barrier to the improvising of the VR and AR. As suggested by Parviainen et al. (2018), the conservative mentality of both the teacher and the student in using the technology is seen as a part of the education development.
It is evident in any given case study, that it comes with two different aspects on is the con and pros. There can be several segregations in this sector of technology of AR and VR. The learning points of the both the VR and AR are quite different from each other and they can be stated in the form of pros of VR makes the education system more comfortable of easy for the students. As per the view of Gao et al. (2020), AR allows to development of information and knowledge on a larger level. It has generated a source of earrings for the gamer. Some of the disadvantage s are As opined by Hamid et al. (2018), the accessibility of VR and AR are quite expensive in nature, thus it is difficult to implement in the daily lives of an individual. The price or valuation of installing the technology is too expensive Due to its high maintenance; the accessibility of VR/AR is less for the people.
Education is a very important part of one’s growth and development and due to the emergence of technology in the world, people made use of the concept to create something useful and beautiful that can actually serve the purpose of the people. However, there are different hurdles that can be faced by an individual that stops one to incorporate this impactful technology to make life easier. As stated by Hamid et al. (2018), the pros of AR are that it allows the real-life scenario and unfolding of that to make the process smooth. Another important pro of using an AR is that there is no further involvement of gear or headset is required while utilizing the product.
Cognitive overloading can be eliminated with the use of AR. The usability of the AR makes the experience of the user more magnified and extravagant in the process. As opined by Hasanspahi? et al. (2021), in context to the business profile, it can also be used to make the functioning of the corporate world easier and smoother. As suggested by Hasanspahi? et al. (2021), in this regard, there is further incorporation of competitive advantage that makes AR stand out from the rest. Finally, there is a different experience received by the user on the usability of the AR. The advantage of VR is that it makes the educational process a lot easier for the students. A best and quality visualisation is provided through the VR along with the Incorporation of the handset.
Some of the disadvantages of VR utilisation are that there is an incorporation of different accessories like gloves and headsets. As per the view of Hasanspahi? et al. (2021), the VR experience is more enjoyable than the reading aspect of an education module. The market regarding VR and AR is very fragmented. In the case of the demo class, a VR appears to be too slow in nature. VR might not be for everyone as the functioning of this is very isolating and is just a onetime experience.
The study incorporates the basic understanding of VR and AR that allows the development of human lives. It is observed that the eyes are a huge part of the body that wakens the time over excessive usage of VR and AR. Technology being an integral part of today's lives, there are constant up-gradations in this sector. However, different issues faced by people regarding the application of the technology. Through the case study, it is analysed that along with the usability and vitality of the great technology it also comes with some sets of cons to it.
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