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Simulated Training for Lifeboat Launch Skills

This thesis examined the effect of simulated freefall lifeboat training on skill acquisition. Participants completed 24 simulated lifeboat launches under varying sea conditions. One group received pictorial feedback after each launch, while the other did not. Results showed that feedback did not significantly affect launch success rates or times. Wave height had the greatest impact on success, while visual clarity only affected time for the no-feedback group. Participants' sense of presence in the simulation was not correlated with performance measures and was not affected by feedback. The study suggests that simulated training can effectively build lifeboat launching skills even without feedback.

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Kaimul Bhuiyan
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100% found this document useful (1 vote)
92 views92 pages

Simulated Training for Lifeboat Launch Skills

This thesis examined the effect of simulated freefall lifeboat training on skill acquisition. Participants completed 24 simulated lifeboat launches under varying sea conditions. One group received pictorial feedback after each launch, while the other did not. Results showed that feedback did not significantly affect launch success rates or times. Wave height had the greatest impact on success, while visual clarity only affected time for the no-feedback group. Participants' sense of presence in the simulation was not correlated with performance measures and was not affected by feedback. The study suggests that simulated training can effectively build lifeboat launching skills even without feedback.

Uploaded by

Kaimul Bhuiyan
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Effect of Simulated Freefall Lifeboat Training on Launch Skill Acquisition

By

© Alan Dalton
A Thesis submitted to the
School of Graduate Studies
In partial fulfillment of the requirements for the degree of

Master’s of Science
School of Human Kinetics and Recreation
Memorial University of Newfoundland

May, 2015
St. John’s Newfoundland
Abstract

Freefall lifeboats (FFLB) are used worldwide as a means for evacuation and
escape. Currently, FFLB launch training is normally restricted to benign weather
conditions due to the inherent risk to personnel safety and asset integrity. Under such
circumstances, the coxswain cannot develop the heuristic techniques necessary for
launching under more likely dangerous and unpredictable evacuation and
environmental conditions. Simulators can provide enhanced training opportunities for
these conditions, so long as the simulation technologies and training paradigms
address the contextual, mathematical and behavior demands of the physical training.
A high level of fidelity should invoke a level of participant presence suitable
for performance-based learning and training objectives. The purpose of this research
was to determine the effect of post-launch feedback on the rate of skill acquisition of
novice participants performing simulated FFLB launches. Participants in two
independent groups each went through 24 consecutive simulated launches under
varying sea-states and visual conditions. One group was given pictorial feedback
about the quality of each launch. The rate of skill acquisition and time to launch of
this group was compared to a group that had no feedback.
Results show that: pictorial feedback did not affect launch success or time to
launch of our FFLB launching trials, wave height had the greatest affect on launch
success, visual clarity only had a significant affect on launch time in the no feedback
group, and sense of presence was not affected by the inclusion of feedback or
correlated to performance measures.

Key Words: Simulation, Presence, Free-Fall Lifeboat, Launch.

ii
Acknowledgements

I would first like to acknowledge Dr. Scott MacKinnon, whose patience,


understanding, and expertise have been an irreplaceable resource throughout my
thesis project. Without him, this thesis would not have been possible. Further, the
work of Brian Veitch and Antonio Simões Ré laid the groundwork for this study as
well as the help and support from Anthony Patterson and everyone at Virtual Marine
Technology Inc. All of your help and support has been truly appreciated. My gratitude
extends to the faculty and staff of the School of Human Kinetics and Recreation. I
have truly enjoyed working alongside such a fantastic group of people and
researchers.

I would also like to acknowledge the entire Virtual Environment for Knowledge
Mobilization Team, with special thanks to Jennifer Smith and Patrick Linehan for
their help and support through my project. Thank you to Steven Mallam for his help
in the pilot stages of this project as well as my data collection/analysis team of
Andrew Caines, Trevor MacNeil and Matthew Goldring.

To my mother Leslie and girlfriend Lauren, thank you for all of your love and support
through this degree. I wouldn’t have made it without you both at my side. Thank you
for believing in me.

To my fellow graduate students, I have enjoyed growing as a person and academic


mind beside you all. A very special thank you goes to Andrew Baker, who helped me
with literally every aspect of life as a graduate student at Memorial - Thank you for
sharing this journey with me.

Thank you to the participants who volunteered their time for this research. Without
your time and interest, this would not have been possible.

I would finally like to acknowledge the following institutions for their financial and
in-kind support throughout my research process: Research and Development
Corporation of Newfoundland and Labrador, Virtual Marine Technology Inc, The

iii
Atlantic Canada Opportunities Agency, Presagis, Petroleum Research Newfoundland
and Labrador, Defense Research and Development Canada, the National Research
Council Institute for Ocean Technology, and the Marine Institute.

iv
Table of Contents
Effect of Simulated Freefall Lifeboat Training on Launch Skill Acquisition ... i

Chapter 1 : Introduction ................................................................................................... 1


1.1: Background History ........................................................................................................... 1
1.2: Hypotheses ............................................................................................................................ 3

Chapter 2 : Review of Literature ................................................................................... 5


2.1: Free-Fall Craft ....................................................................................................................... 5
2.2: Escape, Evacuation and Rescue (EER) Concerns ...................................................... 6
2.3: Simulation Training ........................................................................................................... 7
2.3.1: Fidelity vs. Validity ................................................................................................................. 10
2.3.2: Use Of Simulators in STCW training ............................................................................... 12
2.4: Regulation and Training .................................................................................................13
2.4.1: STCW and Training ................................................................................................................ 14
2.4.2: SOLAS and Drills...................................................................................................................... 15
2.4.3: The Training Gap..................................................................................................................... 16
2.5: Launching and Set Back ..................................................................................................17
2.6: Simulation and Behaviour .............................................................................................17
2.7: Implementing the Simulation Alternative ...............................................................18
2.8: Presence ...............................................................................................................................19
2.8.1: Creating Presence ................................................................................................................... 21
2.8.2: Presence Questionnaires ..................................................................................................... 21
2.8.3: Witmer & Singer Presence Questionnaire (PQ) ......................................................... 22
2.8.4: Presence and Task Performance Measures ................................................................. 24
2.9: Feedback ..............................................................................................................................25
2.10: Assessment Problems and Issues .............................................................................26
2.11: Event-based measurement..........................................................................................27

Chapter 3 : Methodology ............................................................................................... 29


3.1: Participants .........................................................................................................................29
3.2: Equipment............................................................................................................................30
3.2.1: The Virtual Marine Technology (VMT) Survival Quest Simulator...................... 30
3.3: Experimental Design ........................................................................................................33
3.3.1: Lifeboat Launch Simulation ................................................................................................ 33

v
3.3.2: Landing Zones .......................................................................................................................... 35
3.3.3: Presence Questionnaire ....................................................................................................... 37
3.3.4: Performance Measures ......................................................................................................... 37
3.4: Analyses of Performance Measures............................................................................38

Chapter 4 : Results........................................................................................................... 39
4.1: Performance Data .............................................................................................................39
4.2: Presence Questionnaire ..................................................................................................42
4.3: Presence & Performance Score Relations ................................................................43

Chapter 5 : Discussion .................................................................................................... 45


5.1: Introduction ........................................................................................................................45
5.2: Wave Height performance .............................................................................................45
5.3: No difference in launch success as caused by visual clarity states or wave
direction........................................................................................................................................46
5.4: No difference in launch success between groups ..................................................46
5.5: Developments for Data Collection...............................................................................46
5.6: Pictorial Feedback ............................................................................................................47
5.6.1: Developing the Feedback..................................................................................................... 47
5.6.2: Shortfalls of the Feedback ................................................................................................... 48
5.7: Time as a metric.................................................................................................................50
5.8: Presence ...............................................................................................................................51
5.9: Moving Forward.................................................................................................................52
5.10: Real World Application ................................................................................................52
5.11: Perceived Improvement...............................................................................................53
5.12: Evaluating the Simulator .............................................................................................54
5.12.1: Realistic Aspects of Simulation....................................................................................... 54
5.12.2: Unrealistic Aspects of Simulation .................................................................................. 54
5.13: Future Directions............................................................................................................55
5.14: Performance Based Standards...................................................................................55
5.15: Presence Measures Did Not Correlate with Task Performance .....................56

Chapter 6 Conclusions ................................................................................................... 57

vi
List of Tables
Table 3-1: Table of Practice Conditions ...................................................................... 34
Table 3-2: Table of Experimental Conditions ............................................................. 35
Table 3-3: Performance Measures collected ................................................................ 37
Table 4-1: Performance measures by group assignment ............................................. 39
Table 4-2: Performance on each individual trial expressed by summed score and
average time to complete. .................................................................................... 39
Table 4-3: Mean landing zone performance and completion times based on trial order
of experience for the 'no feedback' and 'feedback' groups. .................................. 40
Table 4-4: Landing zone performance based on wave height and visual clarity state
expressed as a percentage. ................................................................................... 40
Table 4-5: Landing performance and completion time sorted by wave height. .......... 41
Table 4-6: Landing performance and completion time according to visual clarity state.
.............................................................................................................................. 41
Table 4-7: Landing performance and completion time according to wave direction. . 42
Table 4-8: Presence Questionnaire scale question results. .......................................... 43
Table 4-9: Presence Questionnaire additional feedback responses. ............................ 43
Table 4-10: Correlations between Presence Questionnaire scores and Performance
Measures. ............................................................................................................. 44

vii
List of Figures
Figure 3-1. Simulator and Instructor Station set up. .................................................... 30
Figure 3-2. Location of participant placement in the simulator................................... 31
Figure 3-3. Simulator navigation control panel complete with: steering wheel, inside
and outside light switches, throttle, radio, and emergency stop button. .............. 31
Figure 3-4. Simulator navigation control panel: the ignition switch and radio. .......... 32
Figure 3-5. MOOG Series 6DOF2000E Electric Motion Platform Actuator .............. 32
Figure 3-6. The Instructor’s Station. ............................................................................ 33
Figure 3-7. From Simões Ré, Pelley and Veitch (2003) - Setback and progressive
setback.................................................................................................................. 36
Figure 3-8. The four wave quartiles: Peak of a wave (Q1), the downslope running
from peak to trough (Q2), the trough (Q3), and the upslope running from trough
to peak (Q4). ........................................................................................................ 36
Figure 5-1: Feedback picture of a successful downslope landing of the FFLB into size
8 waves moving south. ......................................................................................... 48
Figure 5-2: Feedback picture of a peak landing of the FFLB into size 8 waves moving
southeast. .............................................................................................................. 49
Figure 5-3: Feedback picture of an upslope landing of the FFLB into size 8 waves
moving southwest. ............................................................................................... 49
Figure 5-4: Feedback picture of a successful downslope landing of the FFLB into size
5 waves from the southwest. ................................................................................ 50

viii
List of Abbreviations

AI……………………………………………..………………….Artificial Intelligence
ANOVA……………………………………..……………………Analysis of Variance
ARPA……………………………………..…………….Automatic Radar Plotting Aid
BST……………………………………..……………………..Basic Survival Training
CAPP ………………………………….Canadian Association of Petroleum Producers
CSA………………………………………...……………….….Canadian Shipping Act
CIS…………………………………………..…………………..Canadian Ice Services
CSV…………………………………………..…………...….Comma Separated Value
DNV……………………………………………..…………………Det Norske Veritas
EER…………………………………………...………Escape, Evacuation, and Rescue
FFLB……………………………………………..…………….…..Free-Fall Life Boat
HMD……………………………………….………..…………Head Mounted Display
HSE ………………………………………..…………..…Health and Safety Executive
HUET………………………………..……… Helicopter Underwater Escape Training
IMO…………………………………..…………..International Maritime Organization
ISM…………………………………..………..…….International Safety Management
ISO…………………………………….International Organization for Standardization
LCD……………………………………..……………………...Liquid Crystal Display
LSA ………………………………………..…………………...Life Saving Appliance
MOUs………………………………………….……………… Mobile Offshore Units
MPR………………………………………………...…..Marine Personnel Regulations
MSC …………………………………………………..…….Marine Safety Committee
OIM…………………………………………………..…Offshore Installation Manager
PAR-Q…………………………………....Physical Activity Readiness –Questionnaire
PBS………………………………………..……….……Performance Based Standards
PQ……………………………………………..………….……Presence Questionnaire
RNLI…………………………………………..…..Royal National Lifeboat Institution
SA………………………………………………..……………...Situational Awareness
SOLAS……………………………………………..……………..Safety of Life at Sea
SMEs………………………………………………..………….Subject Matter Experts
SSQ…………………………………………………Simulator Sickness Questionnaire
STCW…………………………....Standard Training, Certification, and Watchkeeping

ix
SUS…………………………………………………………...……..Slater-Usoh-Steed
TARGETs…………………....…Targeted Acceptable Responses to Generated Events
TEMPSC ………………………….Totally Enclosed Motor Propelled Survival Craft
US……………………………………………………………………….United States
UK…………………………………………………………………...United Kingdom
VE……………………………………………………………….Virtual Environment
VMT……………………………………………….Virtual Marine Technologies Inc

x
List of Appendices

Appendix A – Recruitment E-Mail…………………………………………………..67


Appendix B – Physical Activity Readiness Questionnaire…………………………..69
Appendix C – Consent Form…………………………………………………………72
Appendix D – Presence Questionnaire……………………………………………….80

xi
Chapter 1 : Introduction
1.1: Background History
Launching lifeboats during an emergency abandonment scenario is a critical
safety operation that generally will be undertaken in unfavorable conditions. The
success of a marine evacuation is dependent on several factors, including the safety
equipment itself, the people who have to use it, the nature of the hazard that initiates
the emergency response, the prevailing environmental conditions, and the interaction
of all these factors.
The importance of effective training in the overall safety management system
has led to the assessment of methods for training lifeboat operators. Most lifeboat
coxswains on ships and offshore installations learn how to operate survival craft
through formal, live-boat training courses that comply with an accepted minimum
standard, such as the International Maritime Organization’s Convention on Standards
of Training, Certification and Watchkeeping (STCW, IMO 1995). However, there are
practical limits to what can be accomplished in such a training environment,
particularly when the training itself can expose the trainees to risks of accident and
injury. In the case of Free-Fall Lifeboats (FFLBs), it is not practical to use live-boat
training for rough weather launches, as these operations are too dangerous to be
undertaken for novice operators.
Sea trials are a poor method of investigating human performance issues for
many reasons. Crisis situations cannot be safely replicated in live systems, and only a
limited number of people can participate in a sea trial, making the observed results
difficult to generalize to the entire marine community (Patterson, 2002). It is also
impossible to control for external variables, such as swirling winds, changing weather
and lighting conditions, and inconsistent swell heights which make it very difficult for
investigators to identify cause-and-effect relationships relating performance and
success. Having these factors controlled within a simulation environment allows us to
identify which aspects of the launch have the greatest effect on human performance,
and will allow trainers to effectively create training curriculum in these areas.
Researchers in the maritime safety field suggest that simulation training
become a part of the training process for lifeboat coxswains, including traditional and
other emerging methods (Barber, 1996). Patterson, McCarter, MacKinnon, Veitch, &

1
Simões Ré, (2011) highlight that lifesaving craft are used in scenarios that are
generally characterized by rapidly escalating situations and adverse weather
conditions. Simulation technology is being implemented to provide a safe means for
offshore personnel to acquire experience launching survival craft in harsh weather
conditions and under emerging hazard scenarios, such as low visibility and high sea
states. Immersive full mission simulators, complemented by simpler multi-task and
special-task simulation tools, have been developed to provide realistic, effective, and
safe training for lifeboat coxswains. While the risk to the trainee is minimal in a
simulation environment, the range of training experience can be increased beyond
what could ever be safely done otherwise, thereby enabling trainees to improve
situational awareness, develop skills, and practice procedures in order to elicit
appropriate response in the real world.
It has been proposed that simulation must be presented to a trainee in a
realistic manner in order to be accepted as an appropriate replacement for physical
training (MacKinnon, Evely, & Antle, 2009). Tichon (2007) notes in her paper on
training in virtual reality that “there is an important role for interactive simulators in
replicating critical events and establishing them as a core component to cognitive
skills training programs. Simulated environments provide safe, controllable
environments in which necessary skills can be repeatedly practiced and the ability to
demonstrate the effectiveness or otherwise of these applications rests on the
development of strong performance measures.”(p. 288).
In studying the performance measures of the launching phase of a FFLB
evacuation using a scale model, Simões Ré & Veitch (2007) found the setback due to
the boat’s initial encounter with an oncoming wave, along with the progressive
setback due to subsequent wave encounters were the most important factors in
determining overall launch success. Setback occurs as the FFLB touches down into
the water and the force of the oncoming waves push the FFLB back towards the
installation that it is trying to escape. The amount of setback that is incurred by the
lifeboat is determined mainly by two aspects of an oncoming wave; the phase of the
wave in which the boat touches down, and the steepness of the wave. This research
shows that when launching FFLB’s into heavy weather conditions, it is vitally
important to hit proper wave phases to maximize the boat’s chances of successful sail
away. As it would be too dangerous to practice this skill in live drills, offering a
simulation alternative to trainees could be an effective way to achieve competency.
2
The existence of training transfer from virtual environments to the real world
is not well documented. In early cases, those trained in the real world performed the
task better than those trained in virtual reality (Kozak, Hancock, Arthur, & Chrysler,
1993). In more recent cases, participants executing a simple spatial task (Rose, Attree,
Brooks, Parslow, Penn, & Ambihaipahan, 2000), performing aircraft maintenance
(Barnett, Perrin, Curtin and Helbing, 1998), or practicing to use forestry machinery
(Lapointe & Robert, 2000), there was no significant difference found between those
trained using the real world equipment, and those trained in VR. This research
indicates that VR may be as effective in training many tasks as real world training.
This could in part be due to the improvements in simulation and VR technology as a
result of computing technology advancements along with continued research into
making reliable and valid VR systems. These innovations may be beneficial for
training coxswains to launch into heavy sea states and low visibility as training in
virtual reality takes the risks and dangers out of the learning process.
This experiment simulated the launch sequence of a free-fall lifeboat in
various sea and visual clarity states using Virtual Marine Technology’s (VMT)
SurvivalQuest system and is particularly concerned with the performance measures
defining where the boat makes first contact with the waves and the amount of time the
participant takes to execute the launch the boat. The purpose of this research is to
examine which aspects of the launch environment have the greatest effect on novice
participant’s performance, and to see if launch performance improves over the course
of their training for extreme weather and high sea state launches. This will contribute
to the growing body of knowledge regarding the need for increased specialized
training for lifeboat coxswains.

1.2: Hypotheses
The Null Hypothesis for this experiment is that there will be no change in
either the number of successful launches, or the time taken to launch between the no
feedback and feedback groups. However, it is expected that the alternative hypothesis
of a significant increase in successful launches, and a significant change in launch
time by the feedback group as we predict they will be spend more time actively
thinking about the outcomes of their launches. A significant change in launch time
between the feedback and no feedback group may occur, as we predict that the
feedback may either decrease launch times by giving participants additional

3
confidence about their launches, or significantly increase launch times as they may
begin to evaluate waves segments more hesitantly waiting for optimal sail away
opportunities.

4
Chapter 2 : Review of Literature
2.1: Free-Fall Craft
In the early 1960s a departure from the conventional davit and fall launching
system was first explored, and the development of free-fall launch began (Serco,
2007). The first free-fall launching apparatus was installed in 1961, although the
system did not see widespread acceptance and use in the marine and offshore
industries until the 1990s. The concept, which necessitated a complete rethink of the
Temporary Enclosed Motor Propelled Safety Craft (TEMPSC) hull form and seating
arrangements, abandoned davits, falls and hooks altogether in favour of releasing the
craft and allowing it to ‘free-fall’ to the water.
Launching of free-fall craft is carried out in one of two ways; down an
inclined plane away from the structure’s side to induce some forward motion before it
falls free of the launching ramp, or being allowed to fall vertically, albeit with a bow
down attitude. The free-fall TEMPSC differs considerably in hull form from the
davit-launched craft because of the need to minimize hydrodynamic loads when it
enters the water. To ensure the TEMPSC remains intact on entering the water from
launch heights as great as 35 metres, as well as minimizing the decelerations on the
occupants, the bow and forward canopy are designed to be submerged during launch
and the hull’s deadrise is increased to facilitate water entry. Survivor seats are
ergonomically shaped and orientated to minimize shock loadings on survivors. In
many designs the seats face aft with high backs though in some craft they face
forwards: this is in comparison to the benches around the sides and on the centerline
of conventional craft (Serco, 2007).
Before entering the water, the craft may rotate slightly during the free-fall if
the loading is not balanced, but should have sufficient stored forward momentum to
clear the impact point and drift directly away from the vessel or installation. With the
craft’s engine running and propeller engaged shortly before launch the craft can
maneuver away seamlessly with reduced risk of backwash. However, depending on
the direction and strength of wind and waves there is a possibility the TEMPSC may
broach, set back, lie across the waves, or even capsize if conditions are severe
enough. Although these are very real concerns it appears that little research has been
undertaken into launch performance where the results are in the public domain. Even
if scale or full-scale research is carried out interpreting the results is difficult; because

5
the conditions existing at the moment of the craft’s impact with the water, in what is
an essentially a random seaway, are difficult to predict. Unfortunately this means
there are no known criteria for the maximum sea state or wave directions where a
good prospect of successful free-fall launch can be assumed (Serco, 2007).

2.2: Escape, Evacuation and Rescue (EER) Concerns


An examination of the various standards and regulations regarding lifesaving
equipment and training processes recognizes the lack of training, testing and drills for
adverse weather-related conditions. Totally Enclosed Motor Propelled Safety Craft
(TEMPSC) has been designed as a temporary safe haven in the EER process.
Research has shown that TEMPSC operations can be negatively affected by
environmental conditions (Robson, 2007), yet these findings have not necessarily
been considered when describing operational limits. In the majority of cases where
performance data from research are available the operability limits tend to be
expressed in terms of wind speed or the even broader measure of Beaufort force.
Although there is a rough correlation between Beaufort force or wind speed and sea
state there are a number of factors that affect both the significant wave height and,
more importantly for boat launching, the wave steepness. The duration of a storm, the
‘fetch’ and water depth all play a part in creating wave heights and steepness that
differ from place to place. Exposure to wind and wave conditions, along with
launching and navigating away from the vessel or installation through ice or debris, is
generally absent from international training standards.
Evacuation of offshore equipment can occur under a range of situations, from
a routine training exercise, to a precautionary partial evacuation, or an emergency.
The degree of stress and related human factors, and the degree of physical impairment
of the installation and personnel will be related to the type of situation. An evacuation
of healthy personnel carried out with well maintained equipment during a training
exercise in good weather is likely to be more successful than an emergency
evacuation of distressed and possibly injured personnel in foul weather with
equipment that might be damaged by the event that caused the emergency.
The marine community has acknowledged the dangers related with practical drills for
lifeboats that have resulted in injuries and casualties (Oil Companies International
Marine Forum 1994, Marine Accident Investigations Branch Safety Study 1/2001). In
light of this, regulations have been redefined for these drills through amendments to

6
SOLAS, and the requirement for launching full compliment lifeboats has been
removed for participant and asset risk reasons (IMO, 2006b). Responsibility of
performing lifeboat drills now lies with the Vessel Master or Offshore Installation
Manager (OIM), depending on the environmental conditions (Patterson, 2007). This,
along with the drastically decreased confidence of crews in the safety and
practicability of lifeboat drills, has contributed to a culture of fear and unease
surrounding them (Ross, 2006).
In some respects the historical approach to lifeboats/TEMPSC and other
aspects of the evacuation sequence has been through the provision of effective and
reliable EER equipment. This has been done at the expense of limited improvement,
understanding and making meaningful estimates of what the limits of the equipment’s
operability would be. To some extent this is understandable as the number of
incidents where installation evacuations are required is small and hence there is little
real experience to consider. Even where data from such sources are available, it may
be more subjective than that gathered by independent and verifiable means. Also,
carrying out trials in adverse weather, and in doing so potentially exposing those
involved to risk, may be morally difficult to justify. However, this leads to the
training and skill evaluation of those involved in FFLB launching almost impossible
to benchmark; even though it could have a profound impact on its success.
Training for TEMPSC operators is completed in harbours and sheltered ports
under relatively nonthreatening conditions, because conditions more representative of
extreme maritime environments (e.g. wind and waves) may pose unnecessary risk to
trainers, students, and assets (Veitch, Billard, & Patterson, 2008b). Current
regulations do not require operators, or duty holders, to demonstrate the capability of
evacuation system performance as a function of weather conditions.

2.3: Simulation Training


The IMO’s Marine Safety Committee (MSC) Circular. 1136 (2004) identifies
the unacceptably high level of risk related with lifeboat drills, while still recognizing
the importance of drills to gain experience in lifesaving system evacuation. In
particular, this document distinguishes the benefit of simulation training in providing
a realistic and safe environment for free-fall lifeboat training.
Simulated scale model experimentation allows for the investigation of
evacuation performance and generate reliable data for empirical modelling that would

7
otherwise be prohibitively dangerous to collect if done with full-scale manned
equipment under controlled conditions (Simões Ré Veitch, & Spencer, 2010). The
STCW Convention was revised in 1995, and changes were made to a number of
regulations and recommendations, including possible inclusion of simulator-based
training within the curriculum. Prior to 1995, little was published about the utility of
maritime simulators for skill acquisition and trainee assessment. This changed when
the United States and the United Kingdom brought position papers to the international
level for the purpose of information sharing (Drown, 1996). Most recently, the IMO
has introduced the 2012 Manila Amendments to the STCW Convention. These
amendments contain improved guidelines on modern educational methods, such as
distance and web-based learning.
There can be many reasons for advocating the use of simulation for training.
Prof Peter Muirhead (2003) believed that the inexperienced mariner is likely to make
errors of judgment early in any real ship training. The consequences of these errors
could be both costly and catastrophic. In simulators, a mariner can make multiple
errors, and receive extrinsic feedback to assist in improved performance onboard
ships. Rapid repetition of difficult situations allows a review of tactics until a
satisfactory conclusion is reached. Many situations cannot be experienced at sea.
Emergency procedures, as well as maneuvering in difficult conditions or geographical
locations are readily available only within simulator for safety reasons discussed
previously. More importantly, the first-hand learning environment created by
simulations is critical for enabling trainees to experience emotional arousal during
performance episodes, develop an understanding of the relationships among the
different components of the system, and integrate new information with their existing
knowledge with a naturalistic environment (Keys and Wolfe 1990; Zantow, Knowlton
and Sharp 2005; Cannon-Bowers and Bowers 2010).
An additional benefit of simulation training is the ability to provide refresher
or recurrent training on board vessels and installations, making it possible for students
to practice the skills they have gained (O’Hara, 1990). Simulator training is able to
assist in the development of behavior patterns that students can draw upon during an
emergency situation (Hytten, 1989) and expose them to important contextual
characteristics relevant to the performance domain (Schiflett Elliott, Salas, and
Coovert 2004). Muirhead (1996) defines “skill” in the simulator context as “the
combining of mental and physical dexterity in the face of audio and visual cues to
8
perform tasks to meet specific objectives” (p.259). The belief is that the skills and
behaviors learned in a simulator will translate into real life situations and
performance. The possibility of maintaining skill development and acquisition
through at-sea training could give trainees an opportunity to have more frequent and
recurrent training. Research suggests that continued skill development past the first
successful demonstration of a skill set can lead to a better grasp of the desired tasks
(Taber, 2010). Saus, Johnson, and Eid (2010) proposed that simulation training could
be used as a means of improving maritime safety. Their research demonstrated that
situational awareness (SA) could be improved through simulator training, especially
in novice operators. Poor SA contributes to stress levels in both low and high
workload situations, which in turn can cause more human errors. They advocate for
the design of training to improve SA, since this could lead to greater prevention of
human error. This supports their idea that simulation training can contribute to an
enriched work environment.
Some experts in maritime education believe that simulation training could
replace in-service training for seafarer certifications (Ali, 2007), with a month of sea
service being replaced by one week of simulator time that would further enhance
physical training (Drown, 1996). Yet, some experts (Muirhead, 1996) believe
simulator training can never replace the real experience of physical training. He also
reports that many watch keepers and senior maritime officers do not have the chance
to acquire key skills, due to both safety and operational factors, and thinks that
simulators may be able to aid in bridging this training gap.
Simulation training has emerged in a number of different areas as a potentially
safe and effective alternative to traditional training methods. Simulation training can
provide obvious training benefits, as such an environment can be used to assess
learning aspects such as the capacity for developing and measuring situational
awareness (Saus, Johnson & Eid, 2010), visual-spatial ability (Kewman, Seigerman,
Kintner, Shu, Henson, & Reeder, 1985), and time-performance gains (Aggarwal,
Black, Hance, Darzi & Cheshire,, 2006). However, the level of skill transfer to the
real world is the critical component in examining the effectiveness of simulation
training (Seymour, Gallagher, Roman, O’Brien, Bansal, Andersen, & Satava, 2002).
Rose Attree, Brooks, Parslow, Penn, & Ambihaipathan (2000) examined learning and
performance between virtual and real-time training; the results from this research
demonstrated that those who completed virtual task training were less likely to be
9
affected by unexpected interruptions than those who completed real task training. In a
separate study, Barnett, Perrin, Curtin, and Helbing (1998) also concluded that
training motor skills in VR and real-world environments yielded statistically similar
results. The near-equality of VR and real world training for specific tasks presents a
great advantage in training dangerous activities.
When properly used and supported by well trained and experienced
instructors, simulator training should contribute to a reduction in accidents at sea and
improve capability and efficiency of trainees, by providing them with the necessary
experience and self confidence to carry out their onboard roles, functions and tasks.

2.3.1: Fidelity vs. Validity


Simulating emergency situations can contribute to confidence in performance
and survival (Hytten, 1989). Although researchers differ on the level of fidelity
required for a simulator to deliver expected skill acquisition outcomes (Dahlstrom
Dekker, vanWinsen & Nyce, 2009), using a simulator to train for dangerous
emergency situations has been shown to give trainees an increased confidence and
competence towards future performance (Chopra, Gesink, DeJong, Bovill & Brand,
1994). Simulator training offers the benefit of delivering immediate performance
feedback, and also allows for repetitive exposure to stimulus (Scalese, Obeso &
Issenberg, 2007). Gallagher and colleagues (2005) further highlight the importance of
error feedback in simulation training, as a participant will know the results of their
actions immediately and experience realistic consequences associated with their
choices without any real harm sustained.
Ali (2006) proposes there is a relationship between fidelity and validity in
simulation training. Full mission simulators utilize the inclusion of the real world
elements, such as authentic controls, spatial design and sight lines to closely replicate
the real world environment. The inclusions of these elements also increase the
simulation’s training specificity, which has been researched and confirmed in many
disciplines, and also contributes to validity of skill acquisition. He states, it is not
appropriate to consider the ‘amount of fidelity’ as a substitute for validation of the
system; However, there is generally more confidence in a high-fidelity system than a
low-fidelity one (Ali, 2006). Fidelity can add to the validity of simulation; and
although in the past it could affect the cost considerably, this relationship has changed
with microprocessor development. However, it is necessary to study exactly what

10
fidelity is adding to the effectiveness of simulation (Ali, 2006). If a virtual
environment is accurately modeled after a real environment and possesses an increased
number of specific contextual cues relative to the training task when compared to a
desktop simulation of the same environment, the training conducted in such an immersive
environment should yield better retention of task knowledge than a desktop simulation of
the same environment (Jacquet, 2002). Some of the increased contextual cues in the
virtual environment would include the spatial relationships in the task environment, such
as the location of items in the work area with relation to each other and with oneself
(Jacquet, 2002). Instead of looking at a flat picture of an environment, the individual
immersed in a virtual environment can reach out and experience the spatial dimensions of
the world, and sense the spatial relationships between objects. Because this environment
contains more real world-like environmental cues, memories, and consequently learning,
from this task environment may be more readily activated when the individual encounters
the real world task environment in the future. Increased participant engagement should
lead to less time for task acquisition, and improved retention of task knowledge (Jacquet,
2002).
Validation is an ongoing process and therefore when components of a system
are changed they should be re-validated to ensure the fidelity level is consistent, if not
lost. For example, new motions may be “poor” motion representations. The accuracy
and fidelity of simulators can change dramatically from facility to facility. These
variances can be caused by the differences in mathematical models used to develop
the simulations, and facility operator modifications to models after installation. A
number of facilities use in-house staff to develop their own models, which creates
problems in reliably comparing data and results from one system to another.
To properly measure competency and proficiency in simulator training, as
prescribed in the STCW Code A, the simulators in question should be appropriately
validated for system performance, student performance (Muirhead, 1996), and
instructor assessment (Barber, 1996; Drown, 1996; Ali, 2007). Muirhead (1996)
suggests that outcomes must be based upon real world shipboard operations through
criterion-based goals (p. 263). Having a trained instructor and assessor is very
important to the delivery and validity of simulator instruction (Barber, 1996; Drown,
1996). Muirhead (1996) also proposes that those in charge of delivering simulation
instruction should have formal simulator training certification. It is for this reason that
institutions such as World Maritime University (Sweden), United States Coast Guard

11
(U.S.), and Transport Canada (Canada) continue the development of instructor
courses for simulation training (Ali, 2007; Patterson, 2007).
Industry has been the driving force for regulation, specification, and
classification of simulators in the last 10-15 years. Classification societies (such as
Det Norske Veritas) have taken it upon themselves to publish standards for simulators
(DNV, 2011) as one way to fulfill the requirements set out by the STCW code
(Muirhead, 2006, DNV, 2011). Konsberg, a Norwegian company, has begun a project
from a user-directed perspective that will examine simulation from a human factors
point of view. As reported in Safety at Sea International, the company believes that
aspects of human factors in simulation training are very important when examining
and assessing the effectiveness of the training (Safety at Sea (45), 2011). The
continued development of validation and certification processes for simulators and
simulations should be endorsed. The extent to which accuracy of a simulation needs
to be validated will depend on the proposed use of the simulation or the desired
training outcomes.

2.3.2: Use Of Simulators in STCW training


There is a dedicated section of STCW Convention which highlights the Use of
Simulators, as under;
Regulation-I/12-Use of Simulators.
Section A-I/12-Standards governing the Use of Simulators (Mandatory).
Section B-I/12-Guidance regarding Use of Simulators.

2.3.2.1:Regulation-I/12-Use of Simulators.
This regulation gives legal cover to the performance standards of marine
simulators being used for the training and assessment of seafarers and their
certification in compliance with STCW Convention.

2.3.2.2: Section A-I/12-Standards governing the Use of Simulators (Mandatory).


This section has two parts. The first part provides the performance standards
of the simulators that can be used for the training and assessment of seafarers. STCW
Convention desires physical and behavioural realism of the simulators appropriate to
the training and assessment objectives. Capabilities and limitations of the original

12
equipment along with possible errors should form part of the simulation. Simulators
should be able to produce the emergency, hazardous and unusual conditions for the
effective training value. The most important aspect of the performance standards in
STCW Convention is the requirement of simulators to provide the simulator instructor
with control and monitoring facilities along with recording equipment for effective
debriefing to the trainees.
The second part provides the provisions for training and assessment
procedures and discusses the simulator trainers and assessors standard conduct for
simulator training. The STCW Convention foresees briefing, planning,
familiarization, monitoring, and debriefing to be part of any simulator based exercise.
It also highlights the importance of guidance and exercise stimuli by the instructor
during simulation, and use of peer assessment techniques during the debriefing stage.
Simulator exercises are required to be designed and tested by the simulator instructor
to ensure their suitability for the specified training objectives.

2.3.2.3:Section B-I/12-Guidance regarding Use of Simulators.


STCW Convention has made only the RADAR / ARPA simulator training
mandatory for the seafarers and in this section, it gives the detailed guidance how to
use the RADAR / ARPA simulator for the training and assessment purposes.

2.4: Regulation and Training


The International Maritime Organization (IMO) is an international body that
provides support, guidance, and defines international regulations and
recommendations for member states on areas such as marine safety, security, and
environmental preservation. The IMO is an United Nations Agency formed in 1948 to
protect the lives of those who work at sea. Since then, IMO technical committees
have been formed to address safety issues through conventions and committee
reports. These committees are responsible for creating, updating and amending the
standards, rules, and regulations used to prescribe training requirements. This
international collaboration involves the participation of representatives from member
states working toward developing an international culture of safety surrounding
maritime industries around the globe.
The two primary Conventions established by the international community to
ensure that seafarers are prepared to evacuate a vessel in the event of an emergency

13
are the Seafarers’ Training, Certification and Watchkeeping (STCW) and the Safety
of Life at Sea (SOLAS) Conventions. STCW sets the requirements for initial and
refresher training while SOLAS sets the requirements for on-board drills.
Requirements for workers in the offshore oil and gas industry are contained in
guidelines issued by the International Maritime Organization (IMO) in Assembly
Resolution A.891(21) Recommendations on Training of Personnel on Mobile
Offshore Units (MOUs).

2.4.1: STCW and Training


Table A-VI/2-1 of the STCW Code outlines the minimum standard
competence for seafarers in the operation of survival craft and rescue boats. The table
lists five (5) core competencies that are further broken down into twenty (20) sub-
elements. Given the nature of operating survival craft, the standard demands a
practical demonstration of the competencies using real equipment.
Guidance for training providers is published by the IMO in the form of model
courses. Model courses are developed by member countries and are the template
courses for many countries when they approve their local training providers. The
Government of India developed Model Course 1.23 Proficiency in Survival Craft and
Rescue Boats other than Fast Rescue Boats and was published by the IMO in 2000.
While the IMO sets training standards, it is the duty of each individual country
to set regulations and enforce the standards inside their jurisdiction. Within Canada,
survival craft training is guided by the Canada Shipping Act, 2001 (CSA 2001), the
Marine Personnel Regulations (MPR), and the technical publication Marine
Emergency Duties Training Courses (TP 4957).
The CSA 2001 enables the Minister of Transport to make regulations
regarding the training and certification of seafarers (CSA 2001 Part 3, Section 100)
and requires Masters of Canadian ships to ensure that all crewmembers carry valid
certificates (CSA 2001 Part 3, Section 82.(1)). The MPR identifies the minimum
standard of training for officers and crews on board Canadian ships. MPR essentially
enacts the STCW Code in Canada, as well as incorporates A.891(21) into Canadian
legislation for the domestic offshore oil and gas industry. TP 4957 sets the detailed
training requirements for course providers accredited to issue Canadian training
certificates. TP 4957 incorporates much of Model Course 1.23, but also contains
some elements unique to Canada and its operational environment.

14
2.4.2: SOLAS and Drills
While the STCW ensures that crewmembers have demonstrated their
competence in the operation of survival craft, SOLAS ensures they develop and
maintain proficiency in operating the craft on their particular vessel. Until recently,
Regulation 19 under SOLAS Chapter III required that at least one lifeboat be lowered
each month with its operating crew (Sect. 3.3.1.5.), and that each lifeboat be lowered,
released and maneuvered by its crew at least once every three months (Sect. 3.3.3.).
Provisions have been made for free-fall lifeboats that only require a full launch every
six months or twelve months in the case where appropriate arrangements are made for
a simulated launch every six months (Sect. 3.3.4.).
In Canada, the provisions for on-board drills are contained in the Boat and
Fire Drill and Means of Exit Regulations. Section 18 of the regulations essentially
repeats the SOLAS provisions by requiring each davit launched lifeboat to be
launched and maneuvered in the water with its assigned crew at least once every three
months (Section 18.(2).e.) and every free-fall lifeboat to be launched and maneuvered
every six months (Section 18.(2).f.).
The need to periodically practice launching lifeboats with crew on board poses
some significant safety hazards. A study published by the United Kingdom’s Marine
Accident Investigation Branch (MAIB), in 2001, noted that sixteen percent (16%) of
the total lives lost over a ten (10) year period were due to practice launches and on-
board inspections (Review of Lifeboat Launch Systems’ Accidents). The MAIB
report has triggered significant changes in the regulatory environment. The IMO has
issued cautions about the risks involved with drills (See MSC.1/Circ.1206: Measures
to Prevent Accidents with Lifeboats), and has implemented revisions to SOLAS
Section 3.3.3 which no longer require that practice launches be conducted with crew
onboard.
The ability to conduct drills using real equipment is constrained with the new
SOLAS provisions. The decision to conduct a practice launch with crew onboard is
left up to the Master who must also take into account the occupational health and
safety implications of a crewed launch. Health and safety considerations, whether
required through onboard International Safety Management (ISM) procedures or
through national legislation (e.g.: Canada Labour Code), counter-balance the
perceived operational or training benefits associated with having the crew onboard for

15
a practice launch. In fact, mariner’s view the new requirements effectively ban
crewed launches during drills. While it may be feasible to conduct a practice in ideal
conditions (after a thorough risk assessment is done and after a test lowering of the
boat with no crew), it is unthinkable that a practice launch would occur in difficult
conditions such as high seas or low visibility.

2.4.3: The Training Gap


The requirement under the STCW Code for a practical demonstration of the
competence to operate survival craft immediately poses problems for those tasks that
are too hazardous to perform in a training environment. In particular, students cannot
demonstrate the “methods of launching survival craft into a rough sea”. The
prescribed training for rough weather launching is a lecture (See Model Course 1.23,
Element 6.5 and TP 4957, Paragraph 11.6, Section 13.1).
Scalese, Obeso, & Issenberg, (2007) argue that within the domains of
competence, we can assess learners at four different levels, according to the pyramid
model conceptualized by Miller (1990). These levels are:
a) knows (knowledge)—recall of basic facts, principles, and theories.
b) knows how (applied knowledge)—ability to solve problems, make
decisions, and describe procedures.
c) shows how (performance)—demonstration of skills in a controlled setting.
d) does (action)—behavior in real practice.

The inability to ‘practice’ or demonstrate skills in a controlled setting for


difficult launch conditions during onboard drills reinforces the gap in training where
difficult training launches are also avoided because they are too risky. As a result, the
only time that a seafarer will be able to practically demonstrate their competence in
rough weather launching is during an actual emergency.
The solution to the problem of safe but realistic training appears to lie within
simulated environments. Simulators are already used in the marine industry to train
ship’s officers to work under unusual and fault conditions that would be too
dangerous to practice using real equipment. This is another example of how
simulation technology could fill a training gap for coxswains.

16
2.5:Launching and Set Back
Immediately after being launched into the sea, a lifeboat is prone to being
pushed, or set back, by the advancing waves, particularly before it begins to make
way. The distance that a lifeboat is set back due to its first wave encounter is an
important performance measure. Previous tests have shown that set back distance
increases with weather conditions (Simões Ré & Veitch, 2001). For a given weather
condition, set back depends on the position on the wave that the boat is launched. The
least set back occurs when the boat is launched on a wave crest or downslope; the
most occurs when the launch occurs on the upslope, or face, of an advancing wave. In
the latter case, maximum set back has been found to be approximately twice the wave
height (Simões Ré & Veitch, 2001).

2.6: Simulation and Behaviour


Dr. Lochlan Magee, the head of simulation and modeling for the Canadian
military, believes that at its most basic function a simulator acts as a human factors
interface to a mathematical model. Dr. Magee’s description captures the two
fundamental requirements for a marine simulator defined by STCW, in that it must
possess sufficient physical and mathematical realism to provoke an appropriate
behavioral response (Patterson, 2007).
A simulator’s ‘realism’ is normally sub-divided into two separate elements:
mathematical realism and cueing realism (Veitch, Billard, & Patterson, 2008a).
Mathematical realism relates to how the real world is represented mathematically in
the simulator. Mathematical realism typically includes hydrodynamic properties of
the vessel, environmental properties (waves for example), and navigation sensor
properties. Key requirements for the mathematical models are that they must operate
in real-time and be objectively measured. Cueing realism, on the other hand, relates
to how the person using the simulator is cued to perceive the virtual world. Cueing
realism relates to sights, sounds, motions, smells, etc. Cueing realism cannot be
directly measured objectively and is evaluated subjectively, most often by
questionnaires (Veitch, Billard, & Patterson, 2008a).
Appropriate behavioral responses convey to how the student reacts to the
simulation. When the simulator cues a student, the student should react in the same
way as if a similar cue happened in real-life. The simulator must provide sufficient
cues for the student to recognize the situation and to take appropriate actions.

17
Simulators that trigger appropriate behavioral responses can be used by students to
learn and demonstrate the competencies necessary to perform tasks, when real
equipment is not a feasible training option.
Training simulators do not have to be an exact replica of the real world;
however they have to be realistic enough so that skills acquired in a simulator can be
used in the real world. Generally more complicated training requirements, require
more sophisticated simulators. Implementing simulation into a training program
requires matching realism to training objectives, and to strike a balance between
mathematical and cueing realism. For marine training simulators a commonly used
fidelity scale is: full mission (a high fidelity replica of the real-world intended for
advanced training); multi-task (a medium fidelity replica of the real-world intended
for operational training); limited-task (a partial replica of the real-world intended to
develop basic skills); and, special-task or single-task (specialized simulator to teach
particular skills) (Cross & Olofsson, 2000).

2.7: Implementing the Simulation Alternative


STCW envisions the use of simulators in a wide range of training applications
as long as the program is approved by the local Administration (Transport Canada in
the case of Canada). Individual Administrations determine if simulation is
appropriate for a given training program, usually after considering if the simulator
meets the functional requirements specified in Section A-I/12 of the STCW Code.
When the STCW deems simulation as a suitable method of demonstrating
competence they add the phrase “approved simulator training, where appropriate” in
column III, labeled “Methods of Demonstrating Competence” in the detailed
competency tables. Recently, the table that includes lifeboat launching: Table A-VI/2-
1 – was updated to include the simulation phrase so that simulators can be used to
train seafarers to launch lifeboats as long as they are approved and appropriate. The
Government of Canada had submitted the amendment for consideration at the 39th
Session of IMO’s Sub-Committee on Standards of Training and Watchkeeping
(STW) in March 2008.
Amending the STCW code to permit lifeboat simulation should trigger a
review of the existing IMO Model Course 1.23 to make the necessary amendments to
accommodate simulation-based training. In particular, practical demonstration of
heavy weather launching using a simulator should be recommended rather than a

18
lecture on launch technique. National training standards, such as TP 4957, should
also be reviewed to shift rough weather launch training from lectures to
demonstration in a simulator. Such revisions to the template training standards will
bring the training regimes into alignment with Table A-VI/2-1 of the STCW Code
that envisions practical demonstration for all aspects of lifeboat launching.
Once simulation is accepted as a training method for lifeboat crews,
Administrations will need to approve individual simulation based training programs.
Before approval, the Administration will need to be satisfied that the simulator meets
the functional requirements defined in STCW, especially the two core requirements of
physical and behavioral realism. Administrations can conduct their own assessment,
or in some cases, accept a certification from Det Norske Veritias (DNV) that the
simulator meets the requirements of guidance document 2.14 Certification of
Maritime Simulator Systems. In either event, the accreditation criteria for lifeboat
launch simulators do not currently exist and need to be developed. Memorial
University of Newfoundland is presently conducting research to identify appropriate
accreditation criteria.
SOLAS currently permits ‘simulated’ launches of free-fall lifeboats in lieu of
actual launches with crews. In the case of free-fall lifeboats, the simulation
envisioned is not a numerical simulation but rather a means to trap the boat and
prevent it from launching from the ship. Regulation 19 of SOLAS should be
amended so practice using a suitable numerical simulator would be accepted in lieu of
crewed launches. The simulator could be brought on board or to the ship’s side
during port visits. The use of numerical simulators for practice drills would certainly
outstrip current training scenarios; eliminate the critical safety issue of crewed
launches; and, significantly raise the preparedness of the crew to react to an
emergency.

2.8: Presence
In its most common usage in the Virtual Environment (VE) community, the
term “presence” refers to a person’s sense of physical location, that “of being” in a
particular place. There is no standard recognized definition for presence; most of the
literature, however, proposes something similar to the following: “Presence is the
subjective experience of being in one place or environment, even when one is
physically situated in another place or environment.” Barfield & Hendrix (1995)

19
define presence as “the participant’s sense of ’being there’ in the virtual
environment”. This concept is confusing as its definition is relative to the
understanding of the words ’sense’ and ’being’. Lombard & Ditton (1997) proposed
to interpret presence as “a perceptual illusion of non-mediation”; presence is what
happens when the participant ’forgets’ that his perceptions are mediated by
technologies. This media-oriented approach allows one to analyze the causes of
presence with objective variables: number and consistency of sensory outputs, visual
display characteristics, aural presentation characteristics, interactivity, obtrusiveness
of medium, and number of people involved. Witmer and Singer (1998), defined
presence as the subjective experience of being in one place or environment, even
when one is physically situated in another.
Defining presence has even become multidimensional in scope for some
researchers, including a physical or perceptual dimension as well as a social
dimension and co-presence. The physical dimension refers to the sense of being
physically located in a mediated space (Lombard & Ditton, 1997). The social
dimension is based on the perceived existence of others and the perceived possibility
of interaction. Youngblut (2003) defines co-presence as “the subjective experience of
being together with others in a computer-generated environment, even when
participants are physically situated in different sites.” There are several things to note
about this definition. First, like presence, co-presence is a subjective construct and the
definition explicitly supports distributed VE applications. Also, in using the term
“others,” we do not restrict ourselves to all the participants being human. Some may
be computer-generated (artificial intelligence – AI) agents.
Social presence in the context of computer-mediated communications is an
active area of research addressing issues in organizational communications, use of
teleconferencing systems, and the role of Internet-based virtual communities. Social
presence is a subjective phenomenon that depends on properties of the medium, the
concept was developed to measure the ‘quality’ of a means of communication or,
more specifically, to support comparisons between media for defined tasks. Most of
the current measures of social presence for VEs are based on this early work, but
some researchers have taken a different view. In this case, social presence goes a step
further than co-presence to address social psychological ideas of personal interaction.
Biocca (1997) believes “social presence occurs when users feel that a form, behavior,
or sensory experience indicates the presence of another individual. The amount of
20
social presence is the degree to which a user feels access to the intelligence,
intentions, and sensory impressions of another.” This addresses more than a
replication of face-to-face communication, reflecting awareness of another’s
intelligence and intentions, and some sensory impression of the other.

2.8.1: Creating Presence


Research interest in presence is associated with the advance of technologies of
communication, training, simulation, and entertainment. The aim of several research
programs in this field is to optimize the user experience. The more real and the more
engaging first-person experiences on virtual environments are, the greater the efficacy
of training and education technologies. Generally, a strong sense of presence is a goal
of most VE designers because of the assumption that with a greater sense of presence
comes better performance of the task for which the device is being used. In short there
is a pervasive belief that presence is causally related to performance. However, there
is no clear evidence about the nature of this relation between presence and
performance (Welch, 1999). Ma and Kaber (2006) did not find any relation between
objective presence and performance. However, Witmer & Singer, (1998) found VE
users frequently claim that they did better on a given task because of the strong sense
of presence they experienced. Clearly more research is required to develop construct-
valid measures of the presence concept.

2.8.2: Presence Questionnaires


Post-test questionnaires are the most frequently used measure of presence.
These vary widely in scope and appearance, as the conceptualization of presence and
context of its application has changed through differing studies. Some studies have
only one general item addressing presence, while others have tried to develop
questionnaires reflecting the multidimensional structure of presence.
There are several advantages of questionnaires. They generally have high face
validity, meaning that they appear to measure the intended concept. They are
relatively cheap, and easy to administer, analyze and interpret. Because they are
administered afterwards, they do not interrupt the experience. Several questionnaires
have been shown in studies to be sensitive to different levels of presence. The design
and experimental usage of questionnaires has often gone hand in hand with theoretical

21
development. By performing factor or cluster analyses, it is possible to identify
underlying dimensions of the measured construct.
A main disadvantage of questionnaires is that they are retrospective and
therefore rely on participant’s memories, which are an incomplete reflection of the
experience, and prone to several biases. For example, it seems likely that user’s
judgments will be more influenced by events near the end of the experience (recency
effect). Questionnaires are also sensitive to demand characteristics, for example, the
hints and cues in a research situation that may bias the participants’ responses. For
instance, Freeman, Avons, Pearson and IJsselsteijn (1999) have shown that simple
post-test presence ratings are sensitive to the effect of unrelated prior training
sessions.
Questionnaires have been shown to be sensitive enough to find differences in
presence when used to examine: mode of locomotion (Usoh Arthur, Whitton, Bastos,
Steed, Slater & Brooks, 1999), more sensory cues more presence (Dinh, Walker,
Song, Kobayashi, & Hodges., 1999), and narrow versus wide field of view (Arthur,
1999). However a study that examined whether questionnaires could show differences
in presence in participants that searched a real office as opposed to those who
searched a virtual office raised inconclusive results (Usoh, Catena, Arman, & Slater,
2000). This brings into question the usefulness of questionnaires when comparing
across different and/or no media, such as immersive virtual compared with real, and
desktop compared to head-mounted display. However the ITC-SOPI questionnaire
was designed to address this cross-media problem, though it is not yet widely used
(Lessiter, Freeman, Keogh, & Davidoff, 2000).

2.8.3: Witmer & Singer Presence Questionnaire (PQ)


Witmer and Singer (1998) identified involvement and immersion as conditions
for presence. Immersion is a psychological state characterized by perceiving oneself
to be enveloped by, included in, and interacting with an environment that provides a
continuous stream of stimuli and experiences. A VE that produces a greater sense of
immersion will produce higher levels of presence. Witmer and Singer (1998) suggest
that factors of immersion include isolation from the real world environment,
perception of self-inclusion in the VE, the use of natural modes of interaction, and the
perception of self-movement. Researchers including Slater and Wilbur (1997),
Draper, Kaber, and Usher (1998) and Bystrom, Barfield, and Hendrix (1999) believe

22
that immersion is based solely on the technological aspects of the system producing
the environment. In other words, to be immersive, a system must possess a high-
resolution display with a wide field of view. The system must also isolate the user
from real world sensations such as light and sound to allow the user to become a
participant in the VE, and not simply an observer of it.
Involvement is a psychological state experienced as a consequence of focusing
one’s attention on a coherent set of stimuli or meaningfully related activities and
events. Involvement depends on the degree of significance or meaning that the
individual attaches to the stimuli, activities, or events. In general, as users focus more
attention to the VE stimuli, they become more involved in the VE experience, which
leads to an increased sense of presence in the VE.
Witmer & Singer aimed to develop a measure of presence addressing factors
that influence involvement and immersion. Main categories of such factors were
derived from the work of Sheridan (1992) and Held & Durlach (1992):

- Control factors (degree, immediacy, anticipation, mode, and physical


environment modifiability)
- Sensory factors (modality, environmental richness, multimodal presentation,
consistency of multimodal information, the degree of movement perception,
and active search)
- Distraction factors (isolation, selective attention, and interface awareness)
- Realism factors (scene realism, information consistent with the objective
world, meaningfulness of the experience, separation, and
anxiety/disorientation).

Thirty-two items were designed based on the above factors and tested for
reliability. The final version of the PQ contained 19 items, rated on a seven point
rating scale with a midpoint anchor (e.g., 1= not compelling, 4 = moderately
compelling, 7 = very compelling).
The first version of the PQ was used in four experiments. In two experiments,
participants performed psychomotor tasks in a simple VE. In the other two
experiments participants learned complex routes through a virtual office.
Cluster analysis revealed three subscales: Involved/Control, Natural (in
regards to human interaction with the simulator, how well the controls match their
23
real world counterparts), and Interface Quality. PQ scores were then correlated with
measures for constructs associated with presence. PQ scores were significantly
correlated with the Simulator Sickness Questionnaire (SSQ) scores across
experiments (Van Baren & IJsselsteijn, 2004). Significant correlations with
performance of psychomotor tasks and spatial knowledge were found in some
experiments, but not in others. No significant effect of natural interaction (head
tracking) was found. A significant correlation was found with the Immersive
Tendency Questionnaire (Van Baren & IJsselsteijn, 2004).
Usoh, Catena, Arman, and Slater (2000) have argued that presence
questionnaires should be subject to a “reality test” where data obtained in a VE should
be compared to data obtained in the real world. In such a study (n=20, between-
subject design), they tested the PQ. It did not distinguish between real and virtual
experiences.
Youngblut and Perrin (2002) gave an extensive overview of research that has
been conducted with the PQ. The PQ gave consistent results (in two or more studies)
for the factors: display field of view, head tracking, task-related experience, and
gender. An experiment using the PQ and Slater-Usoh-Steed (SUS) questionnaire was
conducted to investigate the relation between presence and task performance.
Participants (n=40, between-subjects design) had to perform an aircraft maintenance
procedure in a virtual world. The amount of practice was varied. An effect of practice
was found only on the PQ Interface Quality subscale. The Involved/Control subscale
correlated negatively with the number of errors. A significant correlation (r=.51) was
found between the PQ and the SUS total scores, and also between all subscales. The
authors concluded that their data supported the argument that the PQ and the SUS
measured the same construct, but there was not enough evidence to draw conclusions
about their validity.

2.8.4: Presence and Task Performance Measures


It has been proposed that task performance measures can be used as objective
corroborative indicators of presence (Barfield & Weghorst, 1993). Though it is
generally assumed that higher levels of presence are associated with better task
performance, the exact relationship between presence and task performance remains
unclear. To date, there is no firm evidence indicating a causal link between the two
measures. Just as several characteristics of a VE can influence presence and task

24
performance, characteristics of the user, such as ability and motivation, will influence
task performance (Heeter, 2001). Task performance measures are only applicable in
media environments where there is a clear task that should be performed.
In past research, task performance measures used when examining presence
include completion time and error rate (Basdogan, Ho, Srinivasan, & Slater, 2000),
number of actions (Slater, Linakis, Usoh, & Kooper, 1996), secondary task
performance (Nichols, Haldane, & Wilson, 2000), and transfer to real world
(Younblut & Perrin, 2002)

2.9: Feedback
Simulator based training has the ability of providing a breadth of knowledge
which other wise could only be gained through years of real world experiences, or not
experienced at all in safe real world training. Realization of this potential, however,
depends upon the ability of simulator training program to take into account the special
cognitive needs of the trainees and ability of the instructor to properly provide
feedback to the trainees.
Feedback to the trainee regarding standard of performance is very important
for maintaining interest and morale while improving performance (Stephen, 1985).
With regards to effectiveness of the feedback provided to the trainees, Stephen said
that two factors are important to be considered while providing feedback. First, timing
of the feedback is very important. Some errors can change the subsequent run of the
exercise and need to be corrected immediately. While other errors may take a series of
trials to properly analyze their influence on performance. In these cases, it becomes
more practical for the instructor to delay the feedback so it encompasses the full scope
of the problem behaviour. Delayed feedback also helps the trainees with time to think
and analyze their actions and consequences. The other factor influencing the
performance feedbacks effectiveness is redundancy. Studies indicate that repetition of
same feedback may reduce interest and motivation of the trainees.
While discussing the process of training on simulators, feedback provided to
the trainees was divided by Stephen (1985) into three sub-categories;
1. Intrinsic feedback where trainee will come to know appropriateness of their
actions through consequences achieved. This is the simplest form of the
feedback and is always present in simulator-based training. It is duty of the

25
instructor to ensure trainee has the perception of high standards to compare his
performance.
2. Augmented feedback can be provided to the trainees through providing the
participant with an overview of their track followed and changes made. This
bird’s eye view will help them in understanding their successive inter-related
actions with regards to consequences, and will even improve the intrinsic
feedback’s quality.
3. Supplemental feedback is highest form of feedback that can be provided to
the trainee. When the participant is on task, their mind can become pre-
occupied with the new information and they can come under stress and be
unable to grasp new ideas or approaches. When the simulation is finished,
providing them with a debrief of the exercise will be of great value as the
trainee’s mind will be free for self-criticism and true analysis of the actions
taken during the simulator session.

Salas (2002) argues that performance in complex task simulations must be


decomposed into its essential constituents and represented within the performance
measurement. Doing this is critical for providing analytical feedback. For example,
evaluation of a trainee in a simulation can be broken into functions of knowledge (i.e.,
did the trainee know what to do?), skill (i.e., did the trainee know how to apply
knowledge of skills?), or motivation (i.e., did the trainee want to exhibit good skills?).
These three options and any combination thereof are possible, and all require different
feedback to correct the deficient competencies. It is very difficult to accomplish this
without developing separate measures for each competency, and once these measures
have been defined, it becomes important for the feedback to address them.

2.10: Assessment Problems and Issues


The Assessment process involves two concepts; Performance Measures
identify how a trainee’s performance is observed and recorded for evaluation by the
instructor. Performance Standard is the level of performance that is established as
acceptable and commensurate with the course objectives (Muirhead, 2003).
Both measures and standards can be subjective or objective. Objective
measures and standards rely upon equipment that is able to give consistent and

26
accurate measurement results. Subjective measures and standards rely primarily on
the examiner’s observation and interpretation of the performance.
Subjective evaluation and assessment of the trainee’s performance is very
delicate issue and needs special consideration. When using subjective measures and
standards, it is very important to have subject matter experts (SMEs) as assessors to
maintain validity and to use checklists and grading guidelines to maintain reliability.
A point to be noted here is that objective assessment was the traditional
conceptual approach and always looks attractive and reliable. But with new
requirements of competency based training and assessment, efforts to become more
and more objective reduces the validity proportionately. This problem can be
minimized by having qualified and experienced mariner as simulator instructor.
Muirhead (2006) describes the importance of monitoring and feedback to the
assessment process. He mentions the work of Hooper, Witt & McDermott (2000), a
pilot study utilizing hypertext and web tools to deliver exercise advice and feedback
in electronic format with future trials looking at embedded online assessments.
Muirhead also looks at Smith’s (2000) investigation into the development of
Instructorless Training, where a trainee can start, undertake and stop a simulator
exercise, without any referral to an instructor. He concludes that although these are
considered advances, Muirhead argues that such approaches place limitations on how
the final judgment of the performance against set criteria is made. Understanding the
varying levels of cognitive, affective and psychomotor skills that comprise the
measure of performance becomes paramount, and visual perception by an experienced
assessor must, or may, be mandatory. In most cases, determining competency to
perform tasks or functions should not rely solely on technology as the yardstick of
performance rather, it should be used as another supportive tool to the evaluation
process.

2.11: Event-based measurement.


Salas (2009) defines an event-based measurement as a general approach to
designing simulation scenarios and performance measurement tools that are
systematically linked to competencies targeted for training. Targeted Acceptable
Responses to Generated Events (TARGETs) (Fowlkes, Lane, Salas, Franz, & Oser.
1994) is an example of event-based performance measurement in simulation training.
This is a structured observation methodology in which participants are exposed to

27
scenarios consisting of contextually relevant exercises or tasks created by the
researcher/trainer. These scenarios contain cues for the participant to exhibit
behaviors that have been identified as important for that particular task. In addition to
defining the tasks considered desirable to observe, the researcher/trainer must
determine what an acceptable response to the scenario is a priori by means such as
SME interview, task analysis, or investigation of standard operating procedures.
Acceptable responses are determined in advance so that the observer can have a
checklist at the time of the observation. This significantly adds to the reliability of the
observational rating. Event-based measurement, such as the TARGETs methodology,
provides the opportunity to observe behaviors that have a low frequency of
occurrence in the real world and therefore are difficult to observe in a purely
naturalistic setting (Fowlkes, Dwyer, Oser, & Salas, 1998).

28
Chapter 3 : Methodology
3.1: Participants
Fifty-four participants (46 male, 8 female) with a mean age of 23.0 ±2.9 years
were recruited to participate in this study. Participants were recruited through the use
of verbal scripts as presented to undergraduate classes at Memorial University, as well
as written scripts that were e-mailed to possible participants by the research team
(Appendix A). Participants were required to have no previous experience operating
small marine crafts, and had to meet the following selection pre-requisites:
1. Not current holders of STCW (Standards of Training, Certification and
Watchkeeping) lifeboat training certification
2. Little sensitivity to motion sickness
3. No health conditions that could be aggravated by increased anxiety
4. Lack of pre-existing heart or lung conditions that impair physical activity
5. Lack of pre-existing muscle or skeletal conditions that limit mobility
6. No fear of enclosed spaces

Those who met the above criteria were then screened and deemed able to
participate by completing the Physical Activity Readiness Questionnaire (PAR-Q –
Appendix B), All participants gave their written informed consent and were given the
opportunity to discuss any concerns with the investigator(s) prior to participating in
the study (Appendix C). Ethical approval for this study was granted by the Human
Investigations Committee of Memorial University.

29
3.2: Equipment

Figure 3-1. Simulator and Instructor Station set up.

3.2.1:The Virtual Marine Technology (VMT) Survival Quest Simulator


The simulator represents the cockpit of a TEMPSC (totally enclosed motor
propelled survival craft) freefall lifeboat with all the operating controls to launch and
maneuver a lifeboat, including an ignition switch, battery switch, steering wheel,
compass, and radio (see Figures 3.3 & 3.4). The simulator was mounted on a MOOG
(Series 6DOF2000E Electric Motion Platform) actuator with six-degrees of freedom
motion (see Figure 3.5) that replicated the boats rotation during freefall, as well as
how the vessel would react to both hitting the water and the wave motions
experienced while in the water.
The instructor’s station gives the instructor the ability to apply a number of
different variables to the training scenario including time of day, visibility, weather,
seas state, and location (see Figure 3.6). The station also enables the instructor to
monitor what the participant sees, as well as control the simulation scenario.
The visuals for the simulator were presented to the user through four 82 cm
liquid crystal display (LCD) screens, consisting of four different views: two front
windows, and windows on the port and starboard sides.
The instructor station of the simulator recorded data from each trial. A video
camera and radio allowed for real time monitoring of the participant throughout the
trials. Data were obtained by analyzing lifeboat simulator time and position co-
ordinates during the simulation trials.

30
The dependent variables collected during this study include duration of each
trial, vessel position at the beginning and end of each trial, and vessel rotation in the
air.

Figure 3-2. Location of participant placement in the simulator.

Figure 3-3. Simulator navigation control panel complete with: steering wheel, inside
and outside light switches, throttle, radio, and emergency stop button.

31
Figure 3-4. Simulator navigation control panel: the ignition switch and radio.

Figure 3-5. MOOG Series 6DOF2000E Electric Motion Platform Actuator

32
Figure 3-6. The Instructor’s Station.

3.3: Experimental Design

3.3.1: Lifeboat Launch Simulation


Participants arrived at the Virtual Environments Laboratory of Memorial
University for one session lasting approximately 90-120 minutes. All participants
were provided with the same pre-experiment training and experimental conditions.
Participants received initial training, an overview of the simulator system, its
operations and the objectives for the experiment. Participants were then briefed on the
ideal launch orientation of the boat when it hits the waves, and potential real-life
consequences of poor landing orientation. This was demonstrated using experimenter
designed wave-quartile pictures (Figure 3.7) and viewing sample launch sequences of
the simulation program from the instructor station and discussing the timing
implication of proper launches.
The simulator launch trials for the practice and test phases were designed with
consistent time of day and calendar date, as well as the lifeboat itself always
launching in the north direction (0° compass bearing) to ensure that the only changes
in visibility and light were caused by instructor manipulation. The trials were
designed to provide the participant with various wave heights and directions, and
various visual clarity states.

33
SurvivalQuest software makes it possible to manipulate many variables in a
given trial. Wave heights can range from “0 – calm water” to “8 – moderately high
waves of 5.5m - 7.5m”, wave direction can be expressed by any compass bearing (0°
– 360°), precipitation of rain and snow can range from 0% to 100%, and visibility can
range from 0 ft. to 100,000 ft.
Our study included two virtual wave heights as set by the SurvivalQuest
software: “Size 5” waves (Moderate waves of 2-3m of swell) and “Size 8” waves
(Moderately high waves of 5.5-7.5m of swell). It included 4 wave directions: South
(180°), South-East (135°), South-West (225°) and North (0°). Finally, it contained
three visibility states that were made up of different precipitation and visibility scores:
“Clear” combined 0% precipitation with 100,000 ft. visibility, “Rain Storm”
combined 100% precipitation with 10,000 ft. of visibility, and “Heavy Rain Storm”
combined 100% precipitation with 500 ft. of visibility.
Participants were given a total of three practice launches into calm, moderate,
and moderately big sea state conditions, and differing visual clarity states (Table 3.1).
This mimics the STCW 1995 (Section A – VI/2, section 5.4 of the International
Maritime Organization Model Course 1.23: students must complete a minimum of 3
practical launch/recovery exercises). All participants were given immediate feedback
after each of the three launches by the instructor. After completing the practice
launches, the participant began the experimental trials.

Table 3-1: Table of Practice Conditions


Practice Condition Sea State Wave Direction Visual Clarity
1 0 - Calm N/A Sun
2 5 - Moderate South Rain Storm
3 8 - Moderately Heavy South‐East Heavy Rain Storm

Participants were divided into two experimental groups, Group I and Group II.
Both groups completed 24 experimental trial conditions (Table 3-2) in a randomized
order. Group I was not provided any feedback regarding the success of the launch
following each trial. Group II was provided with immediate feedback after each
launch. Feedback was given in the form of a still image of the lifeboat on first contact
with the wave. The picture was displayed on the starboard screen in the cabin of the
lifeboat for fifteen seconds following the completion of the launch.

34
Table 3-2: Table of Experimental Conditions
Experimental Conditions
Trial Wave Height Wave Direction Visual Clarity
1 5 South Sun
2 5 North Sun
3 5 South‐East Sun
4 5 South‐West Sun
5 5 South Rain Storm
6 5 North Rain Storm
7 5 South‐East Rain Storm
8 5 South‐West Rain Storm
9 5 South Heavy Rain Storm
10 5 North Heavy Rain Storm
11 5 South‐East Heavy Rain Storm
12 5 South‐West Heavy Rain Storm
13 8 South Sun
14 8 North Sun
15 8 South‐East Sun
16 8 South‐West Sun
17 8 South Rain Storm
18 8 North Rain Storm
19 8 South‐East Rain Storm
20 8 South‐West Rain Storm
21 8 South Heavy Rain Storm
22 8 North Heavy Rain Storm
23 8 South‐East Heavy Rain Storm
24 8 South‐West Heavy Rain Storm

3.3.2: Landing Zones


Landing zones were defined by research results from Simões Ré, Pelley and
Veitch (2003), specifically with regards to the performance measure of set back.
When launching a TEMPSC, it is prone to being pushed, or set back by advancing
waves before it begins to make way. The distance that a TEMPSC is set back due to
its first wave encounter is an important performance measure with regards to
successful sail away, which is illustrated in the top two panels of Figure 3.6. Set back
depends on the position on the wave that the boat is launched; with the least set back
occurring when the boat is launched on the peak or downslope of a wave, while the
most set back occurs when the boat is launched on the upslope of a wave. If a lifeboat
cannot begin to make way after initial set back (illustrated in panels 3 & 4 of Figure
3.6), then it should be deemed unseaworthy or incapable of being safely launched for

35
those weather conditions (Atlantic Canada Offshore Petroleum Industry Escape,
Evacuation and Rescue, 2010).

Figure 3-7. From Simões Ré, Pelley and Veitch (2003) - Setback and progressive
setback

3.3.2.1:Landing Zone Scoring


Landing zone scoring was conducted by dividing waves into four equal parts,
as illustrated in Figure 3.8.

Figure 3-8. The four wave quartiles: Peak of a wave (Q1), the downslope running
from peak to trough (Q2), the trough (Q3), and the upslope running from trough to
peak (Q4).

36
Each launch was evaluated by the wave quartile in which the boat landed. Q2
was determined to be the most successful launch outcome (score of 4 points),
followed by Q1 (score of 3 points), Q3 (2 points) and Q4 (1 point) respectively. Each
participant completed 24 launches in the Survival Quest FFLB simulator. Waves were
divided into four quartiles and participants were scored from 1-4 points according to
the section of wave on which they landed (1 “upslope”, 2 “trough”, 3 “peak”, 4
“downslope”). Therefore, performance scores for each participant could range from
24 (all upslope landings) to 96 (all downslope landings). As the FFLB contacted the
water ten evenly spaced points along the long axis of the boat collected wave height
information. A graphical analysis of these data was utilized to re-create the image of
the landing position of the free fall lifeboat on the wave. Total Landing scores were
calculated by summing each individual’s launch scores from their 24 launches. Time
to launch was recorded by the simulation program and was used to calculate mean
times to launch.

3.3.3:Presence Questionnaire
After the participant’s 24 experimental trials were completed each was
instructed to complete a modified Witmer and Singer Presence Questionnaire (1998)
that evaluated the quality of the simulated environment. Questions asked the
participant to quantify the quality, responsiveness and involvement of different
aspects of the simulator. Nine questions were graded on a scale from “0%” (not at all
responsive / not at all involved / not at all easy to anticipate) to 100% (fully
responsive / fully involved / very easy to anticipate), and three questions were open-
ended short answer questions asking about the strengths and shortfalls of the
simulated experience. Full questionnaire can be found in Appendix D.

3.3.4: Performance Measures


This experiment set out to examine if providing feedback will affect launch
success of simulated free fall lifeboat launch operations across varying environmental
conditions. Table 3.3 describes each metric of interest to this study.

Table 3-3: Performance Measures collected

37
Performance Measure Derived Variables Description
Position on Wave Wave quartile analysis Programmed recording of 
wave heights under boat 
as it hits the water, 
graphically plotted
Time Total time to launch Measured in seconds.
Presence Questionnaire Subjective measure of   Scoring different 
simulator's ability to  elements fo the 
replicate real life simulator with 
descriptive statistics.

3.4: Analyses of Performance Measures


The simulation program recorded wave position as the boat contacted the
water and time to launch. Each file was transferred to Microsoft Excel and to be
plotted and visually examined for the wave quartile and slope analysis. Analysis of
variance (ANOVA) tests were then run to view the differences in mean scores
between feedback/no feedback groups, wave height, wave direction, and visual clarity
using SPSS v. 17.0. P values < .05 will be considered to identify statistical
significance, while p < .10 will be considered approaching statistical significance as
interpretations of these data are conducted.
Analysis of performance on specific trials was obtained by summing results of
each participant’s landing. As there were 27 participants in each group, theoretical
scores can range from 27 (all upslope landings) to 108 (all downslope landings).
Higher scores indicate a higher success rate of launches on that specific trial.
Analysis of skill improvement was obtained by comparing mean landing quartile
scores, mean launch performance scores, and mean completion time of trials of each
participants first six trials, trials 7-12, trials 13-18, and 19-24 respectively. It should
be noted that because all participants completed their experimental trials in a random
sequence that these groupings were always different.

38
Chapter 4 : Results
4.1: Performance Data
Analysis of variance between the feedback and no feedback groups showed
there was no significant difference in mean landing scores (p = 0.137) or mean time to
launch (p = 0.269) between the feedback and no feedback groups. These data suggest
that the feedback was not sufficient in improving performance over the course of the
trials (see Table 4.1).

Table 4-1: Performance measures by group assignment


Performance Measures
No Feedback Feedback
Mean Score (St. D) 65.8 (6.8) 68.4 (5.8)
Mean Time to Launch (St. D) 20.4s (4.5s) 22.1s (6.1s)

Performance scores of specific trials are listed in Table 4.2 (see Table 4.2).

Table 4-2: Performance on each individual trial expressed by summed score and
average time to complete.
Performance by Individual Trial
No Feedback Feedback Combined Groups
Trial Wave Height Wave Direction Visual Clarity Mean Score Mean Time Mean Score Mean Time Mean Score Mean Time
1 5 South Sun 68 18 76 21 72 19.5
2 5 North Sun 78 21 73 25 75.5 23
3 5 South-East Sun 71 18 76 17 73.5 17.5
4 5 South-West Sun 71 18 65 22 68 20
5 5 South Rain Storm 71 19 76 22 73.5 20.5
6 5 North Rain Storm 61 22 75 28 68 25
7 5 South-East Rain Storm 58 20 61 21 59.5 20.5
8 5 South-West Rain Storm 70 21 80 22 75 21.5
9 5 South Heavy Rain Storm 77 22 74 28 75.5 25
10 5 North Heavy Rain Storm 65 27 78 29 71.5 28
11 5 South-East Heavy Rain Storm 67 19 70 21 68.5 20
12 5 South-West Heavy Rain Storm 67 20 69 20 68 20
13 8 South Sun 88 19 91 19 89.5 19
14 8 North Sun 69 21 69 24 69 22.5
15 8 South-East Sun 93 20 85 20 89 20
16 8 South-West Sun 82 19 82 20 82 19.5
17 8 South Rain Storm 74 21 94 23 84 22
18 8 North Rain Storm 79 21 58 24 68.5 22.5
19 8 South-East Rain Storm 72 20 77 18 74.5 19
20 8 South-West Rain Storm 85 21 92 24 88.5 22.5
21 8 South Heavy Rain Storm 80 20 94 21 87 20.5
22 8 North Heavy Rain Storm 71 22 57 23 64 22.5
23 8 South-East Heavy Rain Storm 84 20 89 20 86.5 20
24 8 South-West Heavy Rain Storm 75 22 85 20 80 21

Analysis of variance showed significant improvements in performance scores


and mean completion time as the trials progressed for the no feedback group (p = .036
& p = .018 respectively). Improvement in scores was caused by a significant decrease
in upslope landings as trials progressed from a mean of 30.1% over the first six trials
39
to a mean of 21.5% over the last six trials (p = .017). No significant changes in
performance or scores were seen in the feedback group. See Table 4.3.

Table 4-3: Mean landing zone performance and completion times based on trial order
of experience for the 'no feedback' and 'feedback' groups.
No Feedback
Upslope (1) Trough (2) Peak (3) Downslope (4) Mean Score Time to Complete
1st 6 Trials 8 5 5 9 68 21.8 s
2nd 6 Trials 7 5 4 11 73 20.0 s
3rd 6 Trials 4 6 5 12 80 20.5 s
4th 6 Trials 6 5 7 10 75 19.8 s
Feedback
Upslope (1) Trough (2) Peak (3) Downslope (4) Mean Score Time to Complete
1st 6 Trials 6 4 6 11 77 22.1 s
2nd 6 Trials 7 4 6 10 73 23.1 s
3rd 6 Trials 5 4 6 11 78 22.1 s
4th 6 Trials 6 5 5 10 74 20.8 s

Analysis on the effect of wave height, wave direction, and visual clarity were
conducted. Results are presented as a percentage of total landings in each wave
quartile for each condition (see Table 4.4).

Table 4-4: Landing zone performance based on wave height and visual clarity state
expressed as a percentage.
No Feedback
Sea State Visual Clarity Upslope (1) Trough (2) Peak (3) Downslope (4) Time to Complete
5 Sun 24.04% 20.19% 25.96% 33.65% 19s
5 Rain 34.62% 19.23% 23.08% 26.92% 21s
5 Heavy Rain 27.88% 19.23% 27.88% 28.85% 22s
8 Sun 16.35% 14.42% 18.27% 54.81% 20s
8 Rain 17.31% 25.96% 13.46% 47.12% 20s
8 Heavy Rain 17.31% 23.08% 19.23% 44.23% 21s
Feedback
Sea State Visual Clarity Upslope (1) Trough (2) Peak (3) Downslope (4) Time to Complete
5 Sun 18.27% 22.12% 37.50% 25.96% 21s
5 Rain 18.27% 23.08% 33.65% 28.85% 23s
5 Heavy Rain 24.04% 17.31% 28.85% 33.65% 24s
8 Sun 24.04% 7.69% 13.46% 58.65% 20s
8 Rain 21.15% 13.46% 16.35% 52.88% 22s
8 Heavy Rain 17.31% 18.27% 14.42% 53.85% 21s

Analysis of affect of wave height was obtained by comparing mean landing


quartile scores, mean launch performance scores, and mean completion time of trials
1-12 (size 5 waves) and 13-24 (size 8 waves) respectively. The no feedback group

40
mean performance scores were 15% better in size 8 waves when compared to size 5
waves (p = 0.001). There was also a significant increase in the amount of downslopes
hit between the two wave heights (48.72% for Size 8 waves as compared to 29.80%
for Size 5 waves) (p = .001), and a significant decrease in upslope and peak landings
(p = .001 and p = .047 respectively).
The feedback group performance scores approached significantly better scores
– an 11% increase, when comparing size 8 results to size 5 waves (p = .056). There
was also a significant increase in the amount of downslopes hit between size 8 waves
and size 5 waves (55.13% for Size 8 waves as compared to 29.48% for Size 5 waves
(p = .001), and a significant decrease in the number of trough (-7.7%) and peak
landings (-18.9%) (p = .039 and p = .001 respectively) (see Table 4.5).

Table 4-5: Landing performance and completion time sorted by wave height.
Performance By Waveheight
No Feedback Feedback Combined Groups
Score Average Time Average Score Average Time Average Score Average Time Average
Wave 5 68.67 20.42 72.75 23.00 70.71 21.71
Wave 8 79.33* 20.50 81.08** 21.33 80.21* 20.92

*Indicates significance at (p < 0.05)


**Indicates approaching significance (p < 0.1)

Analysis on the effect of visual clarity was obtained by comparing mean


landing quartile scores, mean launch performance scores, and mean completion time
of the sun, rainstorm and heavy rainstorm trials. The ANOVA indicated significant
increase in mean completion time in the no feedback group caused by visual clarity (p
= .048). However, visual clarity did not effect performance scores for either group, or
mean completion time in the feedback group (p= .335, p= .996, & p= .440
respectively) (see Table 4.6).

Table 4-6: Landing performance and completion time according to visual clarity state.
Performance by Visual Clarity
No Feedback Feedback Combined Groups
Score Average Time Average Score Average Time Average Score Average Time Average
Sun 77.50 19.25 77.13 21.00 77.31 20.13
Rain Storm 71.25 20.63* 76.63 22.75 73.94 21.69
Heavy Rain Storm 73.25 21.50* 77.00 22.75 75.13 22.13

*Indicates significance at (p < 0.05)

41
Analysis of the effect of wave direction was obtained by comparing mean
landing quartile scores, mean launch performance scores, and mean completion time
of trials grouped by wave direction. Mean completion times were significantly
affected in both no feedback and feedback groups by wave direction (p = .028 & p =
.002 respectively). North waves took the longest to complete with a mean time of
23.92s across all participants.
Wave direction also significantly affected the amount of upslope landings for
the feedback group (p = .010), which had an approaching significance effect on the
average scores of the feedback group (p = .070). See Table 4.7.

Table 4-7: Landing performance and completion time according to wave direction.
Performance by Wave Direction
No Feedback Feedback Combined Groups
Score Average Time Average Score Average Time Average Score Average Time Average
South 76.3 19.8 84.2 22.3 80.3 21.1
South West 75.0 20.2 78.8 21.3 76.9 20.8
South East 74.2 19.5 76.3 19.5 75.3 19.5
North 70.5 22.3 68.3 25.5 69.4 23.9

4.2: Presence Questionnaire


The following questions were examined for the participant’s responses on
different aspects of the simulation experience. Analysis of variance determined there
was no significant difference in mean response scores between the two experimental
groups. Higher scores indicate a better presence experience by the participant, with
the exception of question nine, which is inversely scored (see Table 4.8).

42
Table 4-8: Presence Questionnaire scale question results.
Presence Questionaire Results No Feedback Feedback
Scale Questions Mean (St. Dev.) Mean (St. Dev.)
1. How responsive was the simulated enviroment to actions you
83.1 (8.2) 81.5 (9.5)
initiated (or performed)?
2. How natural did your interactions with the simulated
76.3 (16.1) 75.8 (14.2)
environment seem?
3. How completely were all of your senses engaged? 74.3 (12.6) 71.9 (13.7)
4. How much did the visual aspects of the simulated
83.8 (12.6) 81.6 (8.4)
environment involve you?
5. How much did the auditory aspects of the simulated
64.9 (21.7) 68.2 (20.3)
environment involve you?
6. How much did the motion aspects of the simulated
83.7 (10.9) 87.3 (7.1)
environment involve you?
7. Were you able to anticipate what would happen next, in the
simulated environment, in response to the actions you 73.3 (20.0) 72.8 (16.7)
performed?
8. How involved were you in the simulated environment
81.3 (8.2) 80.7 (11.2)
experience?
9. How much delay did you experience between your actions
33.8 (23.7) 32.4 (23.4)
and expected outcomes?

Further presence feedback was obtained through three open-ended questions


about their simulation experience. Results are listed in Table 4.9.

Table 4-9: Presence Questionnaire additional feedback responses.


Presence Questionaire Results No Feedback Feedback
Short Answer Questions
1. The aim of each launch was to time the release of the boat so you entered 22/26 - Yes 23/28 - Yes
the downslope of the oncoming wave. Do you feel that you improved upon 1/26 - No 3/28 - no
your performance as the testing proceeded? 2/26 - Maybe 3/28 Maybe
20/31 - Motion 22/36 - Motion
2. Of the complete simulation, which aspect (i.e. motion, visuals or auditory)
did you find the MOST realistic? 10/31 - Visual 10/36 - Visual
1/31 Audio 4/36 - Audio
15/23 - Audio 17/29 - Audio
3. Of the complete simulation, which aspect (i.e. motion, visuals or auditory)
did you find the LEAST realistic? 6/23 - Visuals 6/29 - Visuals
1/23 - Motion 2/29 Motion

4.3:Presence & Performance Score Relations


Correlations between performance measures and presence questionnaire
responses were conducted to observe potential relations. Results are listed in Table 4-
10.

43
Table 4-10: Correlations between Presence Questionnaire scores and Performance
Measures.
Correlations
Measure Time PQ1 PQ2 PQ3 PQ4 PQ5 PQ6 PQ7 PQ8 PQ9 Score
Kendall's tau_b Time Correlation Coefficient 1 -0.101 -0.125 -0.046 -0.129 -0.058 -0.17 -0.16 -0.079 -0.066 0.048
Sig. (2-tailed) . 0.316 0.21 0.645 0.201 0.558 0.094 0.103 0.431 0.504 0.62
N 54 54 54 54 54 54 54 54 54 54 54
PQ1 Correlation Coefficient 1 .510** .269** .327** .302** .420** .283** .460** -0.09 -0.106
Sig. (2-tailed) . 0 0.009 0.002 0.003 0 0.005 0 0.377 0.294
N 54 54 54 54 54 54 54 54 54 54
PQ2 Correlation Coefficient 1 .434** .414** .341** .443** .288** .517** -0.128 -0.098
Sig. (2-tailed) . 0 0 0.001 0 0.004 0 0.201 0.327
N 54 54 54 54 54 54 54 54 54
PQ3 Correlation Coefficient 1 .340** .346** .223* .238* .410** -0.037 -0.034
Sig. (2-tailed) . 0.001 0.001 0.03 0.017 0 0.711 0.734
N 54 54 54 54 54 54 54 54
PQ4 Correlation Coefficient 1 .217* .439** .259* .454** -0.028 -0.19
Sig. (2-tailed) . 0.032 0 0.01 0 0.779 0.058
N 54 54 54 54 54 54 54
PQ5 Correlation Coefficient 1 .301** .223* .304** -0.026 0.03
Sig. (2-tailed) . 0.003 0.024 0.002 0.792 0.758
N 54 54 54 54 54 54
PQ6 Correlation Coefficient 1 0.144 .526** -0.023 0.001
Sig. (2-tailed) . 0.158 0 0.82 0.994
N 54 54 54 54 54
PQ7 Correlation Coefficient 1 .293** -0.046 0.005
Sig. (2-tailed) . 0.004 0.641 0.958
N 54 54 54 54
PQ8 Correlation Coefficient 1 -0.131 0.043
Sig. (2-tailed) . 0.193 0.666
N 54 54 54
PQ9 Correlation Coefficient 1 -0.164
Sig. (2-tailed) . 0.095
N 54 54
Correlations
Measure Time PQ1 PQ2 PQ3 PQ4 PQ5 PQ6 PQ7 PQ8 PQ9 Score
Spearman's rho Time Correlation Coefficient 1 -0.136 -0.167 -0.058 -0.169 -0.075 -0.23 -0.225 -0.092 -0.101 0.076
Sig. (2-tailed) . 0.327 0.226 0.679 0.222 0.592 0.095 0.102 0.507 0.466 0.586
N 54 54 54 54 54 54 54 54 54 54 54
PQ1 Correlation Coefficient 1 .634** .346* .429** .391** .521** .355** .566** -0.125 -0.126
Sig. (2-tailed) . 0 0.01 0.001 0.003 0 0.008 0 0.367 0.364
N 54 54 54 54 54 54 54 54 54 54
PQ2 Correlation Coefficient 1 .556** .539** .420** .542** .381** .658** -0.177 -0.114
Sig. (2-tailed) . 0 0 0.002 0 0.005 0 0.2 0.41
N 54 54 54 54 54 54 54 54 54
PQ3 Correlation Coefficient 1 .443** .442** .307* .312* .517** -0.051 -0.027
Sig. (2-tailed) . 0.001 0.001 0.024 0.022 0 0.714 0.846
N 54 54 54 54 54 54 54 54
PQ4 Correlation Coefficient 1 .275* .527** .339* .558** -0.048 -.270*
Sig. (2-tailed) . 0.044 0 0.012 0 0.731 0.048
N 54 54 54 54 54 54 54
PQ5 Correlation Coefficient 1 .385** .283* .371** -0.03 0.049
Sig. (2-tailed) . 0.004 0.038 0.006 0.829 0.727
N 54 54 54 54 54 54
PQ6 Correlation Coefficient 1 0.196 .646** -0.033 0.01
Sig. (2-tailed) . 0.155 0 0.812 0.94
N 54 54 54 54 54
PQ7 Correlation Coefficient 1 .388** -0.046 0.009
Sig. (2-tailed) . 0.004 0.739 0.95
N 54 54 54 54
PQ8 Correlation Coefficient 1 -0.175 0.077
Sig. (2-tailed) . 0.205 0.582
N 54 54 54
PQ9 Correlation Coefficient 1 -0.219
Sig. (2-tailed) . 0.111
N 54 54
**. Correlation is significant at the 0.01 level (2-tailed).
*. Correlation is significant at the 0.05 level (2-tailed).

44
Chapter 5 : Discussion
5.1: Introduction
The results presented provide benchmarks of completion time and success rate
of simulated FFLB launches into varying sea and weather states by novice operators.
Our experiments are concerned only with the launching phase of the FFLB evacuation
in an emergency response, which in real emergency procedures may also include an
escape before evacuation and rescue after it.
The performance of the evacuation systems in the tests did not include
mechanical issues, such as the reliability of the equipment, or launch failures due to
design and operational faults, and the boat from which the FFLB was launched was a
fixed object in the sea that was unaffected by wave swell.
This study set out to examine whether the addition of pictorial feedback post-
launch and landing would lead to better subsequent launches performance by novice
TEMPSC operators. It was hypothesized that those in the feedback group would
perform more successful landings through out their trials, as well as having a
significant change in launch time.
The most important findings from this study are:
 Wave height had the greatest effect on launch success.
 Pictorial feedback did not affect launch success or time to launch of our FFLB
launching trials.
 Visual clarity only had a significant effect on launch time in the no feedback
group.
 Sense of presence was not affected by the inclusion of feedback

5.2: Wave Height performance


Landing performance was significantly better for size eight waves than size
five waves (Table 4-5). This increase in performance was, however, not accompanied
by faster launch times. This may be due to increased visual cues presented with the
larger wave 8 size, along with generally longer wave periods that meant bigger
landing zones for the boat to touch down in than the smaller size 5 waves presented
by the SurvivalQuest software.
This will become important for training protocols as it appears that as the
operational limits of a FFLB (as determined by wave height) is reached, launching the

45
boat may not be as big of a concern as properly maneuvering it after launching. The
lower success rate in the size 5 wave launches indicate that when developing training
protocol, some focus must be placed on the relatively smaller waves that have the
potential to set back the FFLB into the installation it is trying to escape even though
managing the rest of the evacuation may be simpler.

5.3: No difference in launch success as caused by visual clarity states or wave


direction.
While there was a significant increase in launch time for the no feedback
group caused by the different visual clarity states, there were no overall difference in
launch success as a result of visual clarity states or wave direction (Tables 4-6 & 4-7).
While the decreased visibility states may have a greater effect on the coxswains
navigation of the FFLB to a designated safe area after launch, placing greater
emphasis on the use of the compass for direction, it does not appear to significantly
affect either launch time or success for launching into these wave types. Future testing
should investigate whether the different visual clarity states have an effect on the
boats navigation times and distances in the water. A study by Bradbury-Squires
(2013), found no difference between participant’s navigation time and distance
travelled through a multi-level oil platform virtual environment between a daytime
scenario and nighttime scenario. Further testing should be done in this area to confirm
if these results transfer to water navigation tasks.

5.4: No difference in launch success between groups


Analysis of the results shows that there was no difference between the
feedback and no-feedback groups in launch success and launch time between the
groups (Table 4-1). To further examine this finding we will look more closely at the
data collection tools used and feedback quality.

5.5: Developments for Data Collection


The research team developed many data collection tools that will aid further
research with this simulator. Many shortcomings can also be addressed in future
software versions. Comma Separated Value (CSV) files were used to collect the time
to launch and wave height data from each launch. Time was collected to the nearest
tenth of a second, while wave height information was collected by pulling the

46
mathematical wave information from directly underneath the FFLB at ten places
equally spaced along the boats long axis as it hit the water. This technique’s major
shortfall was that it could not properly record successful launches into barreling
waves as the parameters for success on those waves was different from all others
tested. Developers began work to improve data collection by also collecting three
points from the horizontal plane of the FFLB, but did not pass pilot testing while the
data collection for this study was taking place. Another improvement made to the
CSV file collection was pulling a second set of wave height data three-tenths of a
second after the boat hit the water. This allowed a further verification of the wave
phase for the boat’s landing when choppy waves made assessment difficult.
Pooling of each participant’s launching data were completed though the use of
a Microsoft Excel template that would calculate slope information from the wave as
well as graph it for experimenter evaluation of wave phase. This information could
then be easily sorted to allow for further statistical analyses for both launch scores by
situation, as well as launch scores improvements through trial progression.

5.6: Pictorial Feedback


Analysis of task performance in this study demonstrated that pictorial
feedback had no effect on the success rate of a FFLB launching simulation into heavy
sea states and various visual clarity conditions for novice operators. Hypotheses as to
why this was the case for this study will be discussed further in sections 5.6.1 and
5.6.2.

5.6.1: Developing the Feedback


The pictorial feedback for the SurvivalQuest system was developed by having
the software take a screenshot of an external view of the lifeboat perpendicular to the
long axis of the waves as it touched down in the water. This way, the participant
could best view the phase of the wave on which they landed, as their relation to the
wave would be most evident. The image was displayed on the starboard window
screen of the boat.
In the pilot stages, investigators and developers had hoped to use full video
feedback after each trial, however, this proved impossible, as the software script to
create waves, Vega Prime Marine by Presagis, could not be saved concurrently with
the rest of the aspects of the launch trial. Thus, the launch time could be recorded for

47
a given sequence, but the wave sequence that is randomly created at the start of each
trial would be different (for both the original trial and the feedback recording),
leaving the feedback unsatisfactory.
Text feedback was hoped to supplement the pictorial feedback with slope and
wave quartile information. However this too failed pilot testing as angled and
horizontal waves could not be read with enough reliability to produce accurate
feedback to the participant’s landing position.

5.6.2: Shortfalls of the Feedback


Relying solely on pictorial feedback put much of the influence on the quality
of the feedback on the visual aspects of the waves as they approached the FFLB. In
the case of size 8 waves, feedback was generally informative as it was easy to discern
the wave phase landed in and then reason what would be needed to fix subsequent
launches.

Figure 5-1: Feedback picture of a successful downslope landing of the FFLB into size
8 waves moving south.

48
Figure 5-2: Feedback picture of a peak landing of the FFLB into size 8 waves moving
southeast.

Figure 5-3: Feedback picture of an upslope landing of the FFLB into size 8 waves
moving southwest.

Figures 5.1, 5.2, and 5.3 illustrate three examples of the feedback provided
from the larger wave height. The white caps of the waves are easily viewed and
launching decisions can be easily made according to their position. However,
effective feedback for size 5 waves depended largely on spotting the wave crest break
line as other aspects of the wave period were not often clear enough to present

49
information to the participant. In some cases these lines were choppy or non-existent
in the feedback picture making it hard to tell if launches were successful in real time.

Figure 5-4: Feedback picture of a successful downslope landing of the FFLB into size
5 waves from the southwest.

When observing Figure 5.4, it could be argued that it looks as though the boat
is touching down directly between two wave crests in a trough. However, analysis of
the wave information provided by the CSV output revealed a downslope landing.
While the wave information points would be from before reaching the deepest point
of the trough (as that is where the nose is touching down), it would be hard for a
novice FFLB launcher to correctly evaluate this feedback as a successful launch.

5.7: Time as a metric


Providing a trainee with feedback requires the trainer to be able to objectively
assess performance through the use of metrics. The formulation of metrics requires
breaking down a task into its essential components (task deconstruction) and then
tightly defining what differentiates optimal from suboptimal performance. While the
task of launching a FFLB has been deconstructed well by Simões Ré & Veitch
(2007), the time aspect of launching needs more attention from the training and
simulation industry. While many VR simulators use time as a metric, as an
independent variable the use of time is at best a crude and at worst a dangerous

50
metric. For example, being able to launch an FFLB quickly does not give a full
indication of the quality of the launch. While evacuation is a time sensitive task, it is
unknown how much increased (or decreased) launch time could affect overall launch
and escape performance. The hypothesis that time to launch would significantly
decrease due to feedback was linked with the hypothesis that performance for the
feedback group would also be significantly different leading to a cause and effect
conclusion. In this case, if time to launch had increased with feedback, we could infer
the participants were more selective of the wave onto which they launched.
Conversely, if launch time decreased with better performance scores, we could infer
that feedback provided positive reinforcement and improved confidence over
sequential launches. It will be important as research moves forward to track the trend
between launch time and success to see what changes may occur between the two
measures. Ideally, as a coxswain gains experience launching, it would be expected
that the number of successful launches to trend upward while their time to launch
would have a decreasing trend. Further studies wishing to quantify the effect of
experience on launch time should include trial reoccurrence (as every launch situation
was only experienced once in our testing), as well as follow up sessions to evaluate
session-to-session changes.

5.8: Presence
Presence scores were generally high on their aspect scales and were not
significantly different between the groups. This indicates that participants perceived
presence during the trials was not affected by the inclusion of feedback.
Future studies can explore if these measures are consistent across other types
of presence questionnaires, and investigate how different questionnaire answers
correlate to physiological measures associated with presence throughout the
simulation experience as participants complete the trials either in the full mission
simulator or a desktop version of the SurvivalQuest system. These tests would further
investigate how presence and immersion could influence learning and retention of
FFLB launching skills.
In a study (Skalski et al, 2011) that compared realistic mapping controllers
(e.g. steering wheel) to other non-realistic mapping controllers (joystick, keyboard), it
was clear that a controller that replicated the real behaviors (steering wheel) in the
virtual environment led to increased levels of presence and enjoyment. Tamborini and

51
Skalski (2006) argue that this effect is related to the participant’s ability to access
mental models of the behavior more quickly and accurately using the realistic natural
mapping controllers.

5.9: Moving Forward


Current STCW training requires that certain competencies be achieved in both
classroom and practical settings. However, training opportunities in harsh maritime
environments are limited due to the inherent risks to the student, instructor, and
training assets. Currently, there is no regulatory standard in place for shipmasters to
demonstrate their competence in all-weather navigation. Technology has, and can
continue to facilitate advances in training, such as the development of TEMPSC
simulator as means to prove one’s competence for launching into heavy sea states
with limited visibility. These developments are promising for the field of maritime
training, as simulator training becomes more widely accepted as a suitable program
for skill acquisition, and as a means to achieve competency through skills developed
beyond the classroom setting. Beyond specific skill building, simulation training can
provide opportunities for building communication and teamwork, preparing for varied
environmental conditions, and dealing with emergency situations in which lifeboat
evacuation can occur.

5.10: Real World Application


Results from this study indicate that novice operators of FFLB launching
procedures are more successful in the bigger wave height. As wave height decreases
in simulation, visual characteristics of wave phases also decrease making it harder to
determine the proper time to launch. The cause of this decrease may have been
multifactorial. First, the motion bed was not activated in the pre-launch stages
because the boat from which it was launching was a fixed object in the sea - so it was
of no help in determining the given wave pattern. Also, the auditory cueing system
did not include waves crashing into the boat as part of their track, so another sense
was unable to assist in what was being depicted on the screen. Finally, there were
limitations to what could be clearly distinguished by the graphics – especially in the
rough weather conditions as white section of the wave crest was not always big
enough or clear enough to truly know onto which wave phase you were launching.

52
While escaping the area after launch may be relatively easier in these smaller waves,
the possibility of the FFLB being set back into the installation it is trying to escape is
still a principal concern and was limited by factors of the simulation design.
Future research should further explore the relationship of launching success
rate on different wave sizes. The scale model testing of Simões Ré, Pelley and Veitch
(2003) can be expanded to see if novice operators can launch a scale FFLB onto
proper wave phases for successful sail away. This may bring more insight as to how
the visual characteristics of all waves (not just the simulation visuals) contribute to the
success rate of launches. Research should also investigate if the inclusion of the
hydrodynamic effects upon the installation from which the FFLB is launching helps
the participants in timing the smaller wave launches, through kinesthetic or visual
feedback.

5.11: Perceived Improvement


Eighty-three percent of participants believed that their performance improved
as the testing proceeded as indicated by Short Answer Question #1 of the Presence
Questionnaire. Only eight percent believed that their performance did not improve,
while nine percent were not sure if they had improved or not.
However, the results indicate that there was no significant improvements in
launch scores over the sets of trials from either group. An experimental design aspect
of the study that could be confounding this data is the random order of trials for each
participant. In an attempt to make the trials a random practice task, every participant
experienced the test trials in a different order to see if progress could be found
independent of trial order. However, because or the significant difference in launch
success between size 5 and size 8 waves, the differing sequences may have had an
effect on the apparent rate of learning as shown by launch success. Also, because each
participant only experienced each specific trial once - we have no direct comparison
for performance scores as practice time increased. Future studies will be needed to
determine how to best evaluate and quantify improvements in launch success for
training purposes.

53
5.12: Evaluating the Simulator

5.12.1:Realistic Aspects of Simulation


Presence Questionnaire Short Answer Question #2 responses indicated that
participants believed the most realistic aspect of the simulation experience was the
motion cues created by the MOOG Series 6DOF2000E Electric Motion Platform
Actuator, as indicated by sixty-three percent of the total responses. Thirty percent of
responses believed that the visual aspects of the simulation were the most realistic,
while only seven percent believed the audio cues to be the most realistic.
While the long answer questions asked participants to: i) “state which aspect
of the simulation they found most realistic?” and ii) “why?”, the answers typically
did not include their explanation. Typical explanations referred to participants
previous experiences on boats or other floating crafts as being consistent with the
motions experienced, as well as how motions experienced matched the wave forms
depicted by the simulation on the cabin screens.
However, answers also identify the shortfalls both the visual and auditory
aspects of the simulation experience, which are further addressed in section 5.12.2.

5.12.2: Unrealistic Aspects of Simulation


Presence Questionnaire Short Answer Question #3 responses indicated that
participants believed that the least realistic aspect of the simulation experience was
the auditory cues, as indicated by sixty-two percent of total responses. Twenty-three
percent of responses believed that the visual aspects of the simulation were the least
realistic, while only six percent thought the motion cues were the least realistic.
These answers confirm the quality of the motion cues from short answer
question 2 (addressed in section 5.12.1)
Answers typically indicated they found the auditory cues to be the least
realistic because they were repetitive, unvarying, and some believed inaccurate with
regards to the environment. The audio cueing system had the track recordings of a
platform alarm, people screaming, and vomiting/retching noises. Participants were
presented with random combinations of these three tracks throughout their trials.
Several participants noted the screaming audio didn’t seem realistic because it
sounded like there were children present, which did not seem believable on the freight
ship that they were evacuating. Further, the syncronization of wind and wave noise

54
happening on the boat with the visual aspects of the simulation may lead to improved
scores in both domains - as that transfer of what was being depicted on the screen, and
what was being experienced in the simulator was one of the main reason subjects
scored the motion aspects of the simulation so high.
Feedback provided through SMEs further validated the need for improved
audio cueing. They noted that generally aside from the platform alarm, people inside
the FFLB before launching were very quiet to allow the coxswain to concentrate on
their task. Then, after hitting the water people would begin to make noises due to
impact injuries/strains and seasickness.

5.13: Future Directions


Simulation technology can fill the void left by impractical and unsafe real
world training by controlling all aspects of the environment surrounding a launch, as
well as recording all launching information in a controlled and safe environment.
These trials have the ability to become more comprehensive as after the launching
phase, the simulator system is also capable of tracking the time it takes to navigate to
a safe rescue area. These trials would be impractical to train in real world situations
but can be the source of invaluable experience for mariners faced with difficult
environmental conditions during EER situations.

5.14: Performance Based Standards


Serco (2007) argues that the recent Canadian approach to performance-based
standards (PBS) for evacuation, escape and rescue, follows the UK’s general ‘goal
setting’ regime. They argue it is imperative that consultations with all interested
parties are broad in scope as well as detailed as to implement an ill-considered set of
PBS could set back the process irrevocably.
However, in defining PBS difficulties still remain for those assessing the
suitability and robustness of proposed EER measures in relation to the standards. This
is because there is a general lack of empirical data on the escape process, particularly
that part of the process dealing with TEMPSC launch and sail away, meaning that the
assessment could become a somewhat subjective task. Greater levels of objectivity
and transparency could be achieved with a larger body of validated data to draw upon
and this data can be created through simulated trials (Serco, 2007). Perhaps this lack

55
of information could be aided by considering within TEMPSC design specifications
both a minimum speed for given sea-state and standards of maneuverability in waves.
A limited amount data exists in respect of ‘set back’ although clearly there is a need
for this to be expanded. Coupled with this is the need to better understand the
hydrodynamic principles of the problem, possibly through the use of further, more
robust mathematical modeling.

5.15: Presence Measures Did Not Correlate with Task Performance


This study investigated the relationship between presence and task
performance full mission FFLB VE. Inconsistent with our hypothesis, presence
measures did not correlate with task performance. The relationship between presence
and task performance is unclear, as 51% of the literature included in a review by
Youngblut (2003) did not find a correlation. Despite considerable face validity, a
relationship between presence and task performance is unsupported by the present
study. Further studies should investigate whether a full-mission simulator yields a
similar relationship between presence and task performance as a desktop or HMD
device. Another hypothesis is that presence and task performance are not related.
Slater (1997) argued that no such relationship exists since presence is concerned with
the similarities between behavior in a VE and a real-world environment and not with
task performance in an environment. Although presence may not be related to task
performance in a VE, Slater also states that it may be crucial for the transfer of skills
learned in VE’s to real-world environments.

56
Chapter 6 Conclusions

Through the continuing advances in technology, simulation training is


increasingly applicable to training coxswains the skills needed to operate in extreme
environmental conditions, and can serve as a safe and reliable complement to current
training regimes. This research demonstrates that simulation training can offer a host
of performance and psychometric skill building parameters that may be refined and
developed further with additional research.
It may be possible that this type of training can be translated into STCW
training for lifeboat coxswains, during their time onshore, as well as during their time
at sea, using either part-task or full mission simulators. This research provides
preliminary evidence with which to lobby national and international bodies to
formally include adverse weather launching in course requirements for lifeboat
coxswains. Simulator training would also be useful in filling the gap that often occurs
between standard training and drills, due to the high risk environment that survival
craft are meant for use in.
Current practices surrounding STCW Coxswain training allow for participants
to have between 30-72 minutes of hands-on physical training in the coxswain position
in order to demonstrate operational competencies, including launching, maneuvering,
recovering and transferring casualties, and steering by compass navigation (G. Small,
personal communications, June 10, 2011). Other competencies include operational
aptitude in a group setting including prelaunch checks, launch, towing, pacing,
casualty approach and recovery, recovery of the lifeboat, and full abandonment. In
this study, over a 90-minute period, participants were able to get acquainted with the
simulator, fulfill the prelaunch and launch procedures, and complete a number of
launch trials through varying wind and weather conditions. The simulator training
placed participants in challenging scenarios that would not be experienced during
typical training opportunities. According to Veitch, Billard, and Patterson (2008a),
this training offers trainees the opportunity to improve SA in FFLB launching, while
Taber (2010) believes that having the chance to practice a skill in a realistic situation
will enable them to better recall that skill in real life.
More research is necessary in this area to determine benchmarks for
performance standards at differing wave heights and visibility states. The findings in
this study communicate to regulators that they should continue to examine the current

57
STCW coxswain training standards for inclusion of adverse weather launching. This
evaluation is paramount for the safety of those onboard vessels and installations.
Although the effect of simulation training on coxswain performance is not yet fully
developed, this research allows parallels to be drawn with other the long established
simulation training programs from both the medical and aviation fields. Many facets
of medicine use simulation to educate students and to aid experts is maintaining and
developing skills. Similarly, the maritime environment could potentially benefit from
simulation training as a viable alternative or complement to current standard STCW
training.
These preliminary findings provide an opportunity for those with an interest in
bringing attention to the usefulness of simulators in training adverse weather
launching. It establishes a basis on which future research can be expanded upon.
Training through the use of simulators may allow regulators, institutions, and
companies the prospect of enhancing and supplementing current lifeboat coxswain
training standards.

58
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Appendix

Appendix A – Email recruitment


Hello

I am working as part of the Virtual Environments Project through the Major Research
Partnerships at MUN. I am currently running a study titled “The Effect of Simulation
Training Exposure on Skill Acquisition”.. It would be great if you would be able to
help me out and would like to participate in the study.

Participation in studies such as this are a great opportunity for students to learn more
about the research that is taking place at MUN, the types of research taking place in
the Health and Safety Industry, and represent a great opportunity for students to learn
more about the research process.

Introduction/Background to the Study:

Simulation technology is the imitation of a real thing, environment or process usually


generated by a computer system. It has application in many fields, including
rehabilitation, medical training, and training operators of road vehicles, aircrafts, and
marine vessels. This technology offers an effective medium for training that allows
for a variety of environmental and operational conditions that are impractical,
expensive or dangerous to train in real world.

The effectiveness of training in a simulator is influenced by the degree to which the


user believes the virtual environment matches the real world environment, a
perceptual situation referred to as ‘presence’. The realism of the simulation, mediates
the level of presence experienced by the operator.

The aim of this research is to determine if the addition of feedback to a lifeboat


simulation environment will increase successful launch trials when launching into
various sea, weather and visual clarity conditions.

66
Participants must:

 No lifeboat training certification


 Little sensitivity to motion sickness
 No health conditions that could be aggravated by increased anxiety
 Lack of pre-existing heart or lung conditions that impair physical activity
 Lack of pre-existing muscle or skeletal conditions that limit mobility
 No fear of enclosed spaces

All participants will receive initial training and overview of the simulator system, its
operations and objectives for the experiment (i.e. successfully launch the boat).
Participants will be briefed on the ideal launch orientation of the boat when it hits the
waves and potential real-life consequences of failure.

During the session, you will take part in various trials, under different parameters and
conditions, in which you will repeatedly launch a free-fall lifeboat simulator into
varying ocean and surrounding conditions. Following each trail, some of you will
receive feedback on the successfulness of your launch, in an attempt to improve
subsequent trials.

If you choose to participate in this research study, you will be asked to attend one, 90-
120 minute session in the Fluids Lab (EN 1035), Engineering Building, at MUN.

If you have any questions surrounding the research study, and/or participation in the
study, or are interested in participating, please respond to this email and we can book
your session time!

Thanks,

Alan Dalton & Andrew Caines

67
Appendix B: Physical Activity Readiness Questionnaire
PAR-Q & YOU
Physical Activity Readiness
Questionnaire - PAR-Q (revised 2002)
(A Questionnaire for People Aged 15 to 69)
Regular physical activity is fun and healthy, and increasingly more people are starting
to become more active every day. Being more active is very safe for most people.
However, some people should check with their doctor before they start becoming
much more physically active.
If you are planning to become much more physically active than you are now, start by
answering the seven questions in the box below. If you are between the ages of 15 and
69, the PAR-Q will tell you if you should check with your doctor before you start. If
you are over 69 years of age, and you are not used to being very active, check with
your doctor.
Common sense is your best guide when you answer these questions. Please read the
questions carefully and answer each one honestly: check YES or NO.

YES NO
___ ___ 1. Has your doctor ever said that you have a heart condition and that you
should only dophysical activity recommended by a doctor?
___ ___ 2. Do you feel pain in your chest when you do physical activity?
___ ___ 3. In the past month, have you had chest pain when you were not doing
physical
activity?
___ ___ 4. Do you lose your balance because of dizziness or do you ever lose
consciousness?
___ ___ 5. Do you have a bone or joint problem (for example, back, knee or hip)
that could be
made worse by a change in your physical activity?
___ ___ 6. Is your doctor currently prescribing drugs (for example, water pills) for
your blood
pressure or heart condition?
___ ___ 7. Do you know of any other reason why you should not do physical
activity?

68
If you answered YES to one or more of these questions:
Talk with your doctor by phone or in person BEFORE you start becoming much more
physically active or BEFORE you have a fitness appraisal. Tell your doctor about the
PAR-Q and which questions you answered YES.

• You may be able to do any activity you want — as long as you start slowly and
build up gradually. Or, you may need to restrict your activities to those which are safe
for you. Talk with your doctor about the kinds of activities you wish to participate in
and follow his/her advice.
• Find out which community programs are safe and helpful for you.

If you answered NO
If you answered NO honestly to all PAR-Q questions, you can be reasonably sure that
you can:
• start becoming much more physically active – begin slowly and build up gradually.
This is the safest and easiest way to go.
• take part in a fitness appraisal – this is an excellent way to determine your basic
fitness so that you can plan the best way for you to live actively. It is also highly
recommended that you have your blood pressure evaluated. If your reading is over
144/94, talk with your doctor before you start becoming much more physically active.

PLEASE NOTE: If your health changes so that you then answer YES to any of the
above questions, tell your fitness or health professional. Ask whether you should
change your physical activity plan.

Informed Use of the PAR-Q: The Canadian Society for Exercise Physiology, Health
Canada, and their agents assume no liability for persons who undertake physical
activity, and if in doubt after completing this questionnaire, consult your doctor prior
to physical activity.

NOTE: If the PAR-Q is being given to a person before he or she participates in a


physical activity program or a fitness appraisal, this section may be used for legal or
administrative purposes.
69
"I have read, understood and completed this questionnaire. Any questions I had were
answered to my full satisfaction."
NAME ______________________________________________________________
SIGNATURE_________________________________________________________
DATE______________________________________________________
SIGNATURE OF PARENT or GUARDIAN (for participants under the age of
majority)
_____________________________________________________________________
WITNESS ____________________________________________________________
Note: This physical activity clearance is valid for a maximum of 12 months from the
date it is completed and becomes invalid if your condition changes so that you would
answer YES to any of the seven questions.
HealthCanadaSantéCanada
© Canadian Society for Exercise Physiology

70
Appendix C – Consent Form
Small Craft Simulation Project,
c/o Faculty of Engineering of Memorial University of Newfoundland,
St. John’s, NL A1B 3X5
Consent to Take Part in Research

TITLE: The Effects of Motion Cues on Perception of Presence in a Lifeboat


Simulation Scenario.

INVESTIGATOR(S): Dr. Scott MacKinnon, Mr. Steven Mallam, Mr. Alan Dalton,
Dr. Brian Veitch, Ms. Jennifer Smith, Mr. Randy Billard, Cpt. Anthony Patterson

You have been invited to take part in a research study. It is up to you to decide
whether to be in the study or not. Before you decide, you need to understand what the
study is for, what risks you might take and what benefits you might receive. This
consent form explains the study.

The researchers will:


 discuss the study with you
 answer your questions
 keep confidential any information which could identify you personally
 be available during the study to deal with problems and answer questions

If you decide not to take part or to leave the study this will not affect your student
status [if applicable]

Introduction/Background:

Simulation technology is the imitation of a real thing, environment or process usually


generated by a computer system. It has application in many fields, including
rehabilitation, medical training, and training operators of road vehicles, aircrafts, and
marine vessels. This technology offers an effective medium for training that allows
for a variety of environmental and operational conditions that are impractical,

71
expensive or dangerous to train in real world. In addition to the cost and safety
factors, it has been suggested that new behaviors and operations can be trained in a
more time efficient manner using a combination of virtual environment (VE) and real
world training, rather than real world training alone.

The benefits of decreased expenses, risk, and time associated with training that can be
gained by a simulator mean nothing if the simulator cannot provide an effective
environment to properly train new behaviors and operations. The effectiveness of
training in a simulator is influenced by the degree to which the user believes the
virtual environment matches the real world environment, a perceptual situation
referred to as ‘presence’. The realism of the simulation, mediates the level of presence
experienced by the operator.

It has been shown that increased number of cueing systems (ex. visuals, audio, force
feedback, motion) present in a simulation environment can increase the perceived
presence. Thus, a simulation environment with visual, audio and motion cues should
be more realistic than a simulation environment with just visual cues. The aim of this
research is to determine if the addition of motion cues to a lifeboat simulation
environment will increase the perceived presence, which will ultimately increasing
the effectiveness of training in the simulator.

2. Purpose of study:

The purpose of this study is to investigate if the addition of physical movement from a
motion platform will increase the perceived presence in a lifeboat simulation
environment, which will ultimately increase the effectiveness of training in the
simulator.

3. Description of the study procedures and tests:

If you choose to take part in this experiment you will be asked to complete a PAR-Q
(physical activity readiness questionnaire) form and a pregnancy/vestibular disorder
questionnaire. You will be asked questions about any medical conditions you might
have that may restrict you from participating in this study.
72
You will be asked to attend one 2 hour session in the Fluids Lab (EN 1035),
Engineering Building, MUN. During their session you will be given an introduction
into the operation procedure of the lifeboat simulator. Once you are comfortable with
the operation procedure, you will be instructed to complete two trials, one with
motion and one without motion. Random selection will be used to determine the order
at which you will complete the trials. The motions will represent a moderate sea state.

Upon completion of each trial, you will be asked to complete the presence
questionnaire. In addition to the questionnaires, you will be asked to wear a heart rate
monitor with a chest strap and watch for the duration of the session. A five minute
baseline measure of your heart rate will be recorded prior to each trial.

In addition, a video camera may be used to capture your actions and reactions during
each trail and compared to determine if there were any differences between trials. The
video will be viewed only by the investigators for analysis.

4. Length of time:

You will be expected to come to the Memorial University Engineering Building for
one (1) session for approximately two (2) hours. Some testing might be performed
over weekends.

5. Possible risks and discomforts:

Risks:

Potential for slips, trips or falls resulting in physical bruising or injury. However,
since participants will be sitting and secured in a four point seatbelt at all times while
the motion bed is engaged, the risk of the slips, trips or falls will be minimal.
The use of LCD televisions to view computer generated graphics contains minimal
levels of risk, however participants may experience minimal eye strain.
73
The use of audio system may produce excessive sound levels that may cause
temporary hearing impairment. National guidelines for noise exposure will be
observed throughout the design and testing stages.

Discomforts:

 Possibility for motion-induced sickness (MIS), which includes symptoms such


as nausea and dizziness.
 Wearing a four point seatbelt while on the motion bed might be somewhat
restricting.
 (Potential for) physical fatigue during motion trials while attempting to
maintain postural control. In other words, there is a possibility that you will
become more tired because it is likely that you will use more muscles to
maintain your position in a moving environment than you would use in a static
environment.
 Being in a research-lab setting.
 Emotional distress and/or boredom may be experienced during the simulation
scenario.

Inconveniences:
Interruption of normal daily schedules (i.e. early mornings, late evenings, weekends,
etc.)

6. Benefits:

It is not known whether this study will benefit you.

7. Liability statement:

Signing this form gives us your consent to be in this study. It tells us that you
understand the information about the research study. When you sign this form, you
do not give up your legal rights. Researchers or agencies involved in this research
study still have their legal and professional responsibilities.

74
8. What about my privacy and confidentiality?

Protecting your privacy is an important part of this study. Every effort to protect your
privacy will be made. However it cannot be guaranteed. For example we may be
required by law to allow access to research records.

When you sign this consent form you give us permission to


 Collect information from you
 Share information with the people conducting the study
 Share information with the people responsible for protecting your safety

Access to records

The members of the research team will see study records that identify you by name.

Other people may need to look at the study records that identify you by name. This
might include the research ethics board. You may ask to see the list of these people.
They can look at your records only when one of the research team is present.

Use of records

The research team will collect and use only the information they need for this
research study.

Your name and contact information will be kept secure by the research team in
Newfoundland and Labrador. It will not be shared with others without your
permission. Your name will not appear in any report or article published as a result of
this study.

Information collected for this study will be kept for 5 years.

75
If you decide to withdraw from the study, the information collected up to that time
will continue to be used by the research team. It may not be removed. This
information will only be used for the purposes of this study

Information collected and used by the research team will be stored by Dr. Scott
MacKinnon and he is the person responsible for keeping it secure.

Your access to records

You may ask Dr. MacKinnon to see the information that has been collected about
you.

9. Questions:

If you have any questions about taking part in this study, you can meet with the
investigator who is in charge of the study at this institution. That person is: Dr. Scott
MacKinnon

Or you can talk to someone who is not involved with the study at all, but can advise
you on your rights as a participant in a research study. This person can be reached
through:

Office of the Human Investigation Committee (HIC) at 709-777-6974 or


Email: [email protected]

After signing this consent you will be given a copy.

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Signature Page

Study title: The Effect of Motion Cues on the Perception of Presence in a Lifeboat
Simulation Scenario.

Name of principal investigator: Dr. Scott N. MacKinnon

To be filled out and signed by the participant:

Please check as appropriate:


I have read the consent form Yes { } No { }
I have had the opportunity to ask questions/to discuss this study. Yes { } No { }
I have received satisfactory answers to all of my questions. Yes { } No { }
I have received enough information about the study. Yes { } No { }
I have spoken to Dr. MacKinnon, or member of the research team,
and he/she has answered my questions Yes { } No { }
I understand that I am free to withdraw from the study Yes { } No { }
at any time without having to give a reason without affecting my student status

I understand that it is my choice to be in the study and that I may not benefit.
Yes { } No { }
I agree to be video taped during the data collection Yes { } No { }

I agree to take part in this study. Yes { } No { }

___________________________________ __________________
Signature of participant Date

____________________________________ __________________
Signature of witness (if applicable) Date

To be signed by the investigator or person obtaining consent

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I have explained this study to the best of my ability. I invited questions and gave
answers. I believe that the participant fully understands what is involved in being in
the study, any potential risks of the study and that he or she has freely chosen to be in
the study.

Signature of investigator/person obtaining consent Date

Telephone number: _________________________

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Appendix D – Presence Questionnaire
PRESENCE QUESTIONNAIRE

Name: __________________ Date: ___________________

1. How responsive was the simulated environment to actions that you initiated (or
performed)?
0% 50% 100%

Not at all responsive Fully responsive

2. How natural did your interactions with the simulated environment seem?
0% 50% 100%

Not at all natural Fully natural

3. How completely were all of your senses engaged?


0% 50% 100%

Not at all Completely

4. How much did the visual aspects of the simulated environment involve you?
0% 50% 100%

Not at all involved Fully involved

5. How much did the auditory aspects of the simulated environment involve you?
0% 50% 100%

Not at all involved Fully involved

6. How much did the motion aspects of the simulated environment involve you?
0% 50% 100%

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Not at all involved Fully involved

7. Were you able to anticipate what would happen next, in the simulated environment,
in response to the actions that you performed?
0% 50% 100%

Not at all easy to anticipate Very easy to anticipate

8. How involved were you in the simulated environment experience?


0% 50% 100%

Not at all Involved Fully involved

9. How much delay did you experience between your actions and expected outcomes?
0% 50% 100%

No delay A lot of delay

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Additional Feedback

1. The aim of each launch was to time the release the boat so you entered the
downslope of the oncoming wave. Do you feel that you improved upon your
performance as the testing proceeded?

2. Of the complete simulation, which aspect (i.e. motion, visuals or auditory) did you
find the MOST realistic?

3. Of the complete simulation, which aspect (i.e. motion, visuals or auditory) did you
find the LEAST realistic?

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