8th IFAC Conference on Control Applications in Marine Systems Rostock-Warnemünde, Germany September 15-17, 2010 Virtual and augmented reality for the maritime sector – applications and requirements Uwe Freiherr von Lukas Fraunhofer IGD, Competence Center Maritime Graphics 18059 Rostock, Germany (Tel. +49 381 4024 150, e-mail: uwe.von.lukas@igd-r.fraunhofer.de ) Abstract: The maritime sector with its wide spectrum of ancillary conditions can benefit from advanced computer graphics in many ways. The paper presents several applications from marketing over design to training and maintenance that are based on virtual or augmented reality technology. Some of the technical challenges that arise from the ambitious environment are sketched and an outlook on future research and development is given. Keywords: Virtual reality, computer graphics, interactive programs, simulators. 1. MOTIVATION 2.1 The maritime sector offers a broad variety of applications for advanced computer graphics technology. Ranging from marketing and design over manufacturing support to familiarization, training and maintenance assistance, there is no phase in the lifecycle of a ship or seaborne structure that would not profit from 3D modelling, simulation, virtual/augmented reality or computer vision. Marketing Not only for the direct customer but also for informing citizens about future installations such as offshore wind parks, computer graphics plays an important role. Often in this phase, free interaction is not required but the virtual product is presented by predefined settings of viewpoints, lights and some animations. Figure 1 shows an example of the early days of offshore wind-parks in the Baltic Sea, where animations have been used to inform the public about these new installations. Compared to other industrial sectors we find some unique requirements and conditions that are exceptionally challenging. To name just a few of them we have to deal with limited-lot production, extremely complex products (> 1 Mio parts), operation in quite harsh environments and high economical and ecological risks – e.g. in the area of cruise liners or oil platforms. The paper uses several examples to illustrate the specific challenges and solutions for using virtual and augmented reality in the maritime sector. By this gives an overview over this vivid field of interdisciplinary applied research of naval architects, engineers, computer scientists and usability experts. 2. SELECTED APPLICATIONS Fig 1: Visualization of offshore installation procedures Ships and offshore installations are typical product in the maritime sector. This paragraph presents selected applications following the typical lifecycle of a product from idea over design to training and maintenance. 978-3-902661-88-3/10/$20.00 © 2010 IFAC 2.2 Design review Some of the leading shipyards in Germany are now in the process of integrating Virtual Reality into their standard design procedures (Mesing et al. 2008; Nedeß et al. 2009). Supported by national German research projects, they focus on using VR as a tool for review where participants of 196 10.3182/20100915-3-DE-3008.00045 CAMS 2010 Rostock-Warnemünde, Germany, Sept 15-17, 2010 various disciplines and/or stakeholders have a natural environment to inspect the current model and discuss several aspects of the design (ref. Figure 2). high degree of automation where the virtual world is directly derived from the CAD data. 2.4 Simulation-based training for operators Simulation based training is state of the art for pilots of aircrafts as well as nautical officers. It is even more important for a completely new kind of vessel such as a wing-in-ground craft which is quite difficult to handle and operates with high speed. Wing in ground crafts (WIG) are a good example for the type of vessels. Based on a MATLAB simulation and the mixed reality framework instantReality (Fellner et al. 2009), a scalable solution was implemented that mimics the behaviour of an 140 hm/h WIG craft (ref. Figure 4). One of the challenges here is to replace the complex equations of motion by approximations that are accurate enough but solvable in real-time. Fig 2: Virtual reality-based design review at Fraunhofer IGD’s Maritime Graphics lab in Rostock Research aspects in this context include the handling if the huge data sets in realtime, the efficient augmentation of the geometry data with meta data from external systems or functional behavior. 2.3 Game-based training for maritime security The gaming industry does not only influence industrial applications with affordable high-end graphics boards but also with powerful software platforms. The game engines combine handling and rendering of 3D objects with an efficient way to describe interaction and behaviour. This specific mixture of gaming and “serious” simulation offers interesting perspectives for interactive training (Wolfe and Crookall, 1998). Fig 4: WIG simulator with tiled display Such a Human-in-the-Loop approach (Smid and Cheok 1998) does not only serve for training purposes but also allows the optimization of the simulated vessel (Johnson and Fontaine 2001). Another challenge, where it is crucial to have well-trained personnel is for underwater vehicle operators (ref. Figure 5). Like in the case of WIG crafts, the real-time graphics and simulators can offer an extremely efficient and cheap approach for practicing the handling of a complex technical object (Ridao et al. 2004). Fig 3: Virtual fire-fighting application A serious game approach introduces new media in the training of ship crews as illustrated in Figure 3. It shows a PC-based shipboard virtual fire-fighting application that is part of a blended learning course for basic fire-fighting (Deistung et al. 2008). The authoring of such a training environment typically comprises a lot of manual work. Current research aims for a Fig 5: UV Simulator NEPTUNE (Source: University of Girona) 197 CAMS 2010 Rostock-Warnemünde, Germany, Sept 15-17, 2010 Beside the training aspect, those simulators play an important role in AUV or ROV development. They support the engineers in reviewing the behavior (such as maneuverability) of the designed vehicle. Some of them even serve as a basis for hardware in the loop, where virtual objects can be mixed with real objects (Song et al.2001). 2.5 Maintenance support Augmented reality denotes a technology, where digital content is combined with real objects – e.g. by mixing computer generated content with a live video stream of a scene (Azuma 1997). This approach can be extremely useful to support a ship crew with its limited resources and competencies by an assistance system for repair or maintenance operations. The system presents tools and/or procedures as an overlay to a real pump or filter to be repaired. Fig 7: Three-stage process for interactive graphics 3.1 In each and every phase of the lifecycle of a ship we find different 3D models. It starts with a concept model that roughly describes the later product and has a strong focus on marketing. It is followed by a detailed CAD model which forms the basis for the production. A third model is sometimes produced for explaining the product and training purposes. All those models are produced separately with specific tools and fulfill a specific task. Obviously this lack of a single universal model is an example of redundant work that could be eliminated by technical and organizational improvements. Fig 6: Adjustment of a ship engine governor with augmented reality (governor by courtesy of MAN Diesel) 3.2 In Figure 6 we see an example application where the engineer uses a head-worn display for hands-free operation. Even for clean and well-lighted situations, augmented reality is still in a research phase. The robustness of the tracking which computes the position of the user’s head by computer vision techniques as well as a natural way of mixing real objects and virtual objects with correct occlusion and shadows are currently in the focus of visual computing research. 3. Lack of universal 3D models Lightweight digitalization of real objects The digitalization of existing objects (plants, ships, platforms etc.) is feasible but expensive due to the size of those objects. The typical approach is semi-automatic and based on intermediate data of scanners or produced by photogrammetric systems. Those data models still need a high amount of manual work to deliver models that provide a good structure as well as a suitable level of detail and accuracy. Especially for large structures such as ships, this is a quite expensive approach. SUMMARIZING TECHNICAL CHALLENGES The technical challenges for implementing applications in the maritime sector are directly derived from the following common three-stage process for graphics applications (ref. Figure 7): 3.3 Efficient authoring Even if there is a good 3D model available, this is only one side of the coin. An interactive 3D environment also needs additional specifications including textures, animation paths, meta information (e.g. materials or weight) and a story book that guides the user through a scenario. Up to now, there is no “silver bullet” how to do this additional authoring in a standardized way. 198 CAMS 2010 Rostock-Warnemünde, Germany, Sept 15-17, 2010 3.4 standards, interfaces and processes of the maritime sector to really meet the demands of this important industry. Integrating 3D objects with behavior However, applications of virtual and augmented reality are not limited to harbours, ships and platforms. The next generation technologies will also be able to support the user in underwater scenarios. This makes especially computer vision and human computer interaction even more challenging. Inspecting the geometry of virtual objects is not enough to satisfy the end users anymore. Today it is also important to cover selected aspects of the behavior of those objects. This can be done by coupling the virtual environment with an external simulator which is in charge of computing (e.g. physical) behavior. However, finding adequate correspondences of objects in both virtual worlds (graphical representation and simulation) and additionally, meeting the real-time requirements of interactive graphics needs sophisticated concepts for the integration. ACKNOWLEDGEMENT The research work presented here was partly funded by Federal Ministry of Economics and Technology (BMWi) in context of the projects USE-VR, POWER-VR and MARSPEED. The author wishes to thank Eik Deistung, Benjamin Mesing, and Matthias Vahl for their implementation work. A radically new approach is presented for example in (Havemann et al. 2008) where geometry and semantics/behavior is not modeled and stored separately but in one code such as the Generative Modeling Language. This approach overcomes many of the limitations that current solution of semantics enrichment suffer from. 3.5 REFERENCES Scalability of applications Azuma, R. T. (1997) A Survey of Augmented Reality. In: Presence: Teleoperators and Virtual Environments, Vol. 6(4). During maintenance operation onboard the ship the worker needs a small portable device, but large display setups are required when performing a design review of whole sections. Those divergent needs are addressed by different display devices like smartphones on the one end and high-end virtual reality environments such as a CAVE or high-resolution power wall (e.g. HEyeWall, ref. Kresse et al. 2003) on the other end. instantReality, our platform for mixed reality applications is able to support this broad range of devices and helps a company to efficiently spread interactive 3D content in different departments and usage scenarios. 3.6 Deistung, E.; Lukas, U. von; Sedlacek, D.; Kucharzewski, H. (2008). Game-based training for individualized shipboard fire-fighting. In International Maritime Simulator Forum. Proceedings. CD-ROM: RostockWarnemünde/Germany Fellner, D.W., Behr, J., Bockholt, U. (2009). Instantreality - a framework for industrial augmented and virtual reality applications . In 2nd Sino-German Workshop "Virtual Reality & Augmented Reality in Industry" 2009. Invited Paper Proceedings. Participants Edition: 16.-17. April 2009, Shanghai, P.R. China. Shanghai: Shanghai Jiao Tong University. Interaction in 3D environments Not only the big variety of output devices but also the differences of the end users experiences and preferences have led to a plentitude of interaction devices and metaphors: FlyStick, game controller, 3D mouse and data glove are just a few examples of approaches to support 3D navigation and control in virtual environments. Current research is now dealing with usability aspects in these very specific setups where the specific requirements of maritime applications are taken into account. 4. Haveman, S.; Settgast, V.; Berndt, R. Eide, O.; Fellner, D. (2008) The Arrigo Showcase Reloaded –towards a sustainable link between 3D and semantics. In The 9th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VAST.. Johnson, E.; Fontaine, S (2001). Use of flight simulation to complement flight testing of low-cost UAVs: AIAA Modeling and Simulation Technologies Conference. SUMMARY AND OUTLOOK Kresse, W., Reiners, D., and Knöpfle, C. (2003). Color consistency for digital multi-projector stereo display systems: the HEyeWall and the Digital CAVE. In Proceedings of the Workshop on Virtual Environments 2003 EGVE '03, vol. 39. ACM, New York, . The given selection of application scenarios demonstrates that interactive graphics can support the maritime sector in many ways. Compared to other industry sectors we are still in a immature stage where additional research is necessary to gain the full potential of the technology. Additionally, the tools and processes must be optimized in terms of efficiency to really convince the end user. Mesing, B.; Vahl, M.; Lukas, U. von. (2008). The USE-VR platform - a framework for interoperability among different VR solutions. In Proceedings: 2nd International Workshop Virtual Manufacturing, VirMan 08, Torino, Italy. Various specific working fields have been highlighted. In all these areas we have to combine profound knowledge of computer graphics technology with the specific IT systems, 199 CAMS 2010 Rostock-Warnemünde, Germany, Sept 15-17, 2010 Nedeß, Chr.; Friedewald, A.; Schäfer, Chr.; Schleusener, S. (2009). Deploying Virtual Reality (VR) Technology in Shipbuilding by using a Construction Kit for VR Applications Focused on the Business Processes In: Bertram, V. (Ed.): Proceedings 8th International Conference on Computer and IT Applications in the Maritime Industries (COMPIT '09), Budapest. Ridao, P.; Batlle, E.; Ribas, D.; Carreras, M (2004) Neptune: a hil simulator for multiple UUVs. In OCEANS '04. MTTS/IEEE TECHNO-OCEAN '04, Vol. 1. Smid, G.E.; Cheok, K.C. (1998) Human integration in simulation. In Advanced Motion Control, 1998. AMC '98-Coimbra. Song, F. Folleco, A.; An, E. (2001) High fidelity hardwarein-the-loop simulation development for an autonomous underwater vehicle. In OCEANS, 2001. MTS/IEEE Conference and Exhibition. Wolfe, J.; Crookall, D. (1998): Developing a scientific knowledge of simulation/gaming. In: Simulation & Gaming: An International Journal of Theory, Design and Research, 29(1) 200