Virtual Training for Scuba Divers

Virtual Training for Scuba Divers

Anacleto Correia, Pedro B. Água
DOI: 10.4018/978-1-7998-7271-9.ch048
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Abstract

Virtual reality (VR) is a technology that is becoming more common for applications in the field of education and training. VR can be used to create simulated two- and three-dimensional scenarios, promoting interactions between the user and the environment, which allows experiencing virtual training situations very close to real actions. The aim of this text is to describe the development of a teaching and training tool using VR technology for scuba divers' operations within the aquatic context for enhancing critical thinking. To this end, a survey of requirements based on real procedures was carried out in order to transpose them into a synthetic environment. After the construction of the artefact, it was tested and evaluated by qualified users, and the results are promising.
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Background

Diving may be done for leisure, or professional reasons. Scuba diving is a dangerous and difficult activity, and because of that there are numerous safety procedures to be adequately followed. Scuba divers are qualified professionals specialised in diving operations, that are able to carry out maritime rescue missions among other tasks.

Key Terms in this Chapter

Serious Game: Games that have another purpose besides entertainment. They are entertaining, engaging, and immersive, combining learning strategies, knowledge and structures, and game elements to teach specific skills, knowledge, and attitudes.

Head-Mounted Display (HMD): A display device, worn on the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye (binocular HMD). An HMD has many uses including gaming, aviation, engineering, and medicine.

Scuba Diving: An underwater swimming activity involving the use of self-contained underwater breathing apparatus.

Usability: The quality of a user's experience when interacting with products or systems, including websites, software, devices, or applications. Usability is about effectiveness, efficiency, and the overall satisfaction of the user.

Augmented Reality (AR): An enhanced version of the real world that is achieved through the overlay of digital visual elements, sound, or other sensory stimuli delivered via technology.

Storyboard: A series of panels on which a set of sketches is arranged depicting consecutively the important changes of scene and action in a series of shots.

Gamification: The process of enhance systems, services, organizations, and activities to create similar experiences to those experienced when playing games in order to motivate and engage users.

Simulated Reality: The hypothesis that reality could be simulated to a degree indistinguishable from “true” reality.

Virtual Reality (VR): A simulated experience that can be like or completely different from the real world.

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