A4 Refereed article in a conference publication
Eye tracking in maritime immersive safe oceans technology
Authors: Luimula Mika, Markopoulos Evangelos, Kaakinen Johanna K., Markopoulos Panagiotis, Laivuori Niko, Ravyse Werner
Editors: IEEE
Conference name: IEEE International Conference on Cognitive Infocommunications
Publisher: Institute of Electrical and Electronics Engineers Inc.
Publication year: 2020
Journal: IEEE International Conference on Cognitive Infocommunications
Book title : 11th IEEE International Conference on Cognitive Infocommunications CogInfoCom 2020: Proceedings September 23–25, 2020
Journal name in source: 11th IEEE International Conference on Cognitive Infocommunications, CogInfoCom 2020 - Proceedings
First page : 245
Last page: 250
ISBN: 978-1-7281-8214-8
eISBN: 978-1-7281-8213-1
ISSN: 2380-7350
DOI: https://doi.org/10.1109/CogInfoCom50765.2020.9237854(external)
Self-archived copy’s web address: https://discovery.ucl.ac.uk/id/eprint/10120654/(external)
This paper presents the integration of eye tracking in the MarSEVR (Maritime Safety Education with VR) technology to increase the precision of the trainee focus on delivering the learning episodes of the technology with enhanced impressiveness and user engagement. MarSEVR is part of the Safe Oceans concept, a green ocean technology that integrates several VR safety training applications to reduce maritime accidents that result into human casualties, sea pollution and other environmental damages. The paper indicates the research delivery architecture driven by Hevner's design science in information systems Research for usability, use experience (UX) and effectiveness. Furthermore, this technology integration is approached from a game design perspective for user engagement but also from a cognitive and neuroscience perspective for pedagogical use and purposes. The paper addressees the impact of the eye tracking technology in the maritime sector operations, training market, and competitive research. Lastly areas of further research are presented and the efforts to link and align finger tracking and hand recognitions technologies with eye tracking for a more complete VR training environment.