Supporting Decommissioning/Conversion of Offshore Structures Applying Innovative Technological Solution INSURE project

2021 ◽  
Author(s):  
Davide Speranza ◽  
Andrea Vignali ◽  
Andrea Pacini ◽  
Gian Gabriele Ori ◽  
Antonio Palucci

Abstract Companies that work in the decommissioning of platforms need tools to make smarter and informed business decisions, manage and analyse business data, increase the security of workers and operate under strict environmental protection regulations. INSURE aims at assessing the feasibility of a new service to support the decommissioning of offshore installations by means of technological innovation made available throughout each process’ step. In order to accomplish this, the project gathers high-impact Italian companies bringing together the best applicable technological and scientific know-how. INSURE foresees to combine these know-hows and create a novel tool at the service of the industry to promote a better and safer approach to the operations. Targets of the INSURE project are improving workers’ safety, enhancing environmental monitorings, increasing operations’ efficiency, reducing operational costs, offering a route for future sustainability. Project targets can be achieved through the realisation of an augmented virtual reality platform (AVRP) that will be operated in support of the decommissioning process where the data acquired/transmitted by a plurality of sensors will converge. A fleet control tool integrates information from sensors installed on autonomous aerial and underwater vehicles making use of the Global Satellite Navigation Systems (GSNS) and Satellite Communications (SatCom). The convergence of top-notch technologies (augmented/virtual reality, 3D, robotics, sensors, 5G and Satellite services), together with a cloud of infrastructure, enables a fast and complete access to real-time data at very high resolution. The proposal aims to bring the actual data and information access from the Internet of Things to the Internet of Knowledge paradigm. Confrontation with national and international possible end-users produced a set of user requirements guiding the design of a feasibility study for the realisation of one specific product. The study also includes the evaluation of economic, non-economic viability and possible regulatory constraints to its realisation. The INSURE feasibility study creates the intellectual background for the further step of the process: the realisation and development of a pilot project tailored for the purpose. This combined use of novel technologies represents an innovative integrated approach applied to the management of offshore structures undergoing decommissioning or reconfiguration for other purposes. In addition, it also involves the promotion of sustainable opportunities for commercial, social and educational exploitation of areas and assets (including, for example, the ambit of eco-tourism, renewable energies, carbon capture and storage).

2021 ◽  
pp. 135910452110261
Author(s):  
Sophie C Alsem ◽  
Anouk van Dijk ◽  
Esmée E Verhulp ◽  
Bram O De Castro

Evidence-based cognitive behavioral therapies (CBTs) for children with aggressive behavior problems have only modest effects. Research is needed into new methods to enhance CBT effectiveness. The aims of the present study were to (1) examine whether interactive virtual reality is a feasible treatment method for children with aggressive behavior problems; (2) investigate children’s appreciation of the method; and (3) explore whether children’s aggression decreased during the ten-session treatment. Six boys (8–12 years) participated at two clinical centers in the Netherlands. Newly developed weekly reports were collected on treatment feasibility (therapist-report), treatment appreciation (child report), and children’s aggression (child/parent report). Results supported treatment feasibility: therapists delivered on average 98% of the session content, provided more than the recommended practice time in virtual reality, experienced few technical issues, and were satisfied with their treatment delivery. Children highly appreciated the treatment. Parents reported decreases in children’s aggression over the treatment period (i.e., between week 1 and week 10), but children did not. The promising findings of this feasibility study warrant randomized controlled trials to determine whether interactive virtual reality enhances CBT effectiveness for children with aggressive behavior problems.


Author(s):  
Thiago Mazzoli Moraes ◽  
Ana Luiza Zaninotto ◽  
Iuri Santana Neville ◽  
Cintya Yukie Hayashi ◽  
Wellingson Silva Paiva

2019 ◽  
Vol 43 (4) ◽  
pp. 473-482 ◽  
Author(s):  
Hanan Khalil ◽  
Alham Al-Sharman ◽  
Khalid El-Salem ◽  
Alia A. Alghwiri ◽  
Duha Al-Shorafat ◽  
...  

2001 ◽  
Vol 5 (1) ◽  
pp. 167-184 ◽  
Author(s):  
Robert L. Williams II ◽  
Meng-Yun Chen ◽  
Jeffrey M. Seaton

This article describes a unique project using commercial haptic interfaces to augment the teaching of high school physics. Since force is central to the teaching of physics, we believe that the use of haptics in virtual reality physics simulations has the potential for deeper, more engaging learning. Software has been developed which is freely-available on the internet, and HTML tutorials have been developed to support these haptics-augmented software activities in the teaching and learning of high school physics. Pilot study results are reported, which yielded positive feedback and suggestions for project improvement from high school physics students and teachers.


Author(s):  
T. P. Kersten ◽  
F. Tschirschwitz ◽  
S. Deggim

In the last two decades the definition of the term “virtual museum” changed due to rapid technological developments. Using today’s available 3D technologies a virtual museum is no longer just a presentation of collections on the Internet or a virtual tour of an exhibition using panoramic photography. On one hand, a virtual museum should enhance a museum visitor's experience by providing access to additional materials for review and knowledge deepening either before or after the real visit. On the other hand, a virtual museum should also be used as teaching material in the context of museum education. The laboratory for Photogrammetry & Laser Scanning of the HafenCity University Hamburg has developed a virtual museum (VM) of the museum “Alt-Segeberger Bürgerhaus”, a historic town house. The VM offers two options for visitors wishing to explore the museum without travelling to the city of Bad Segeberg, Schleswig-Holstein, Germany. Option a, an interactive computer-based, tour for visitors to explore the exhibition and to collect information of interest or option b, to immerse into virtual reality in 3D with the HTC Vive Virtual Reality System.


Politeja ◽  
2019 ◽  
Vol 16 (4(61)) ◽  
pp. 131-148
Author(s):  
Joanna Talewicz-Kwiatkowska

Stereotypical perceptions of Roma people as those who like to walk along forest paths to camps, or stories about Gypsy fairies with crystal balls have nothing in common with such trendy and contemporary terms as new technologies. How can one imagine a stereotypical Roma who loves horses and campfires surfing the Internet? How do we discuss changes in men-women relations in the context of a patriarchal community in which women have no right to express their opinions and are literally captive? Undoubtedly, a lack of knowledge about Roma people, and with often the only alternative in the form of stereotypical information excludes them from the discussion on cultural changes related to technological development. At the same time media, including the Internet, are important not only in the context of activism of Roma leaders and organizations, but also with reference to people who want to fight against the negative image of Roma people in public space, regardless of membership or lack of membership in Roma organizations.


2021 ◽  
Vol 27 (5) ◽  
Author(s):  
Madelaine Ley ◽  
Nathan Rambukkana

AbstractThe last decade has seen rise in technologies that allow humans to send and receive intimate touch across long distances. Drawing together platform studies, digital intimacy studies, phenomenology of touch, and ethics of technology, we argue that these new haptic communication devices require specific ethical consideration of consent. The paper describes several technologies, including Kiiroo teledildonics, the Kissenger, the Apple Watch, and Hey Bracelet, highlighting how the sense of touch is used in marketing to evoke a feeling of connection within the digital sphere. We then discuss the ambiguity of skin-to-skin touch and how it is further complicated in digital touch by remediation through platforms, companies, developers, manufacturers, cloud storage sites, the collection and use of data, research, satellites, and the internet. Lastly, we raise concerns about how consent of data collection and physical consent between users will be determined, draw on examples in virtual reality and sex-robotics, and ultimately arguing for further interdisciplinary research into this area.


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