<table><thead><tr><th>LM-10</th><th>VM STEM</th></tr></thead><tbody><tr><td>Learning Objective</td><td><ul><li>Promotion of Virtual Reality</li><li>Learning through an experience that is immersive, interactive and engaging</li></ul></td></tr><tr><td>Target Audience</td><td><ol><li>Trainers/teachers STEM</li><li>Students STEM</li></ol></td></tr><tr><td>Content Type</td><td><ul><li>Pedagogical guide</li><li>A creation and user guide</li><li>A virtual museum (with 60 collections)</li></ul></td></tr><tr><td>Learning Outcomes</td><td><ol><li>Enhancing student engagement;</li><li>Improving their digital literacy.</li></ol></td></tr><tr><td>Key Concepts</td><td><ol><li>Virtual Museum Navigation</li><li>Science Exhibitions</li><li>Technological advancements</li><li>Contemporary Engineering</li><li>Hidden Mathematics</li><li>Pedagogical guide</li><li>Interactive lessons</li></ol></td></tr><tr><td>Interactive Elements</td><td>Interactive lessons</td></tr><tr><td>Media Assets</td><td><ul><li>Android</li><li>PC</li><li>VR glasses</li></ul></td></tr><tr><td>Accessibility Features</td><td>Text is included to give the necessary steps and directions.<br/>Text is included to describe some objects/features of the exhibitions.</td></tr><tr><td>Technical Requirements</td><td>Phone (android system); PC; VR glasses</td></tr><tr><td>Integration with LMS</td><td>All the training materials could be exported to an LMS platform, like Moodle, and be integrated into school practices.</td></tr><tr><th>LM-11</th><th>Principles of Augmented Reality Technologies</th></tr><tr><td>Learning Objective</td><td>In this module, the main technical aspects related to Augmented Reality techniques and applications are studied, with a focus on the specific case of ARinfuse. The module is structured in three parts: Computer Vision and Augmented Reality: This lecture introduces the core components of an augmented reality (AR) application. The following topics are introduced in this presentation: computer vision and computer graphics, tracking in computer vision, and visualization principles and AR. Device calibration and registration: This lecture explains the basics of camera calibration and the pose</td></tr></tbody></table>
<table><tr><td></td><td>estimation problem in computer vision.<br/>Augmented reality applications: AR solutions has been developed for many domains in the past years. In this lecture some of the applications and the challenges have been discussed. A background of technical aspects in AR is presented in the second part of the lecture, which includes general explanation about camera calibration and pose estimation.<br/>Finally we suggest the video of an ARinfuse workshop held in the context of the ASITA conference 2019 in Trieste, Italy.</td></tr><tr><td>Target Audience</td><td>Students, Managers, Planners and Newcomers to AR.</td></tr><tr><td>Content Type</td><td>AR Principles</td></tr><tr><td>Learning Outcomes</td><td>When completing this module, the learner should be able to describe the difference between computer graphics and computer vision, moreover they should be able to describe the very basics of augmented reality components. In more details, the learner should be able to illustrate tracking in computer vision and how it results to AR as an application.<br/>The module provides a general understanding of how AR can be beneficial and what technical aspects are tackled in research for AR and in the case of ARinfuse<br/>The learner should be able to explain what a pinhole camera is and how it forms images. They should be able to define the process known as camera calibration and pose estimation, and distinguish between them. A basic understanding of calibration methods is essential at the end.</td></tr><tr><td>Key Concepts</td><td>The module is made of 3 slide-based lectures and one video:<br/>1. Computer Vision and Augmented Reality<br/>2. Device calibration and registration<br/>3. Augmented reality applications<br/>4. Video: ARinfuse workshop in ASITA 2019</td></tr><tr><td>Interactive Elements</td><td>N/A</td></tr><tr><td>Media Assets</td><td>Video presentation</td></tr><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td>N/A</td></tr><tr><td>Integration with LMS</td><td>Moodle</td></tr><tr><td>LM-12</td><td>From spatial data to Augmented Reality</td></tr><tr><td>Learning Objective</td><td>In this module, a presentation of spatial database management systems and the related technologies is</td></tr></table>
<table><tr><td></td><td>given.<br/>The material mainly focuses on how the spatial database could be designed and how to query data efficiently as well as a rough description of spatial indexing techniques are presented. In addition, this training module establishes the connection between the spatial data and the AR tools and technologies.<br/>Material focuses on which attributes of GIS data are mandatory and why in order to be used by an AR software to produce a 3D scene of utilities networks.<br/>The first lecture of the module is intended to provide an introduction to the fundamentals of spatial database management systems. Participants will be able to understand the basic concepts related to the spatial database architecture. At the beginning basic definitions and concepts are introduced. During the presentation, the participant will be able to learn how to design a spatial database system as well query information in an efficient way by using spatial indexing techniques. Participants will have access to additional material related to spatial networks and spatial data mining techniques.<br/>In the last part of this module, the participant will be able to understand the connection between the spatial data and the AR technologies; more practical information will be provided in the second lecture.<br/>The second lecture is intended to provide a short guide of how the user should prepare the GIS data related to the utilities networks into data which can be consumed by an AR software. The main characteristics of the GIS data for an AR software are given along with some examples by using the ARinfuse tool which is implemented during the project period.</td></tr><tr><td>Target Audience</td><td>Managers, Planners and Newcomers to GIS, Geospatial Technologies and Geospatial Data. Specially those related to the utilities sector.</td></tr><tr><td>Content Type</td><td>AR applications</td></tr><tr><td>Learning Outcomes</td><td>When completing this module, the learner should be able to design and create a spatial database. In addition, it should be able to query information from a spatial database system. In addition, the learner will be able to understand concepts related to spatial indexing. Finally, the learner should be able to prepare</td></tr></table>
<table><tr><td></td><td>GIS data in the form which can be consumed by an AR software.</td></tr><tr><td>Key Concepts</td><td><ol><li>Definition & Applications of Spatial Database Management Systems</li><li>Architecture of Spatial Database System</li><li>Spatial Database Design</li><li>Spatial Query Languages - SQL</li><li>Spatial Indexing</li><li>Spatial data to AR</li><li>Spatial data & Utilities Networks</li><li>Spatial data & AR attributes</li><li>ARinfuse tool - Examples</li></ol></td></tr><tr><td>Interactive Elements</td><td>Self-test</td></tr><tr><td>Media Assets</td><td>PP slides</td></tr><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td>N/A</td></tr><tr><td>Integration with LMS</td><td>Moodle</td></tr><tr><td>LM-13</td><td><strong>Visualisation of underground utility networks in Augmented Reality</strong></td></tr><tr><td>Learning Objective</td><td><strong>Basic principles of cartographic representation (Lecture)</strong><br>Cartographic design projects emphasizing effective visual thinking and visual communication with geographic information systems. This course covers design principles and techniques for creating maps with contemporary mapping tools. Furthermore, this module explores the strategies used to design nice map layouts and different types of cartographic outputs.<br><br><strong>3D Cartographic Visualisation strategies (Lecture)</strong><br>The world around us is three-dimensional. However, in many geo-applications, this world is reduced -often for pragmatic reasons -to two dimensions only. Is this necessary? This module will demonstrate how the three dimensions world can be visualized without reducing the number of dimensions<br><br><strong>Exercise (Review Questions)</strong><br>In the course "3D Cartographic Visualization strategies", you learned techniques for visualizing data in 3D to identify patterns not apparent in 2D. In this questionnaire, you will check the knowledge you gain from this course.<br><br><strong>Fundamentals of BIM for AR (Lecture)</strong><br>This lecture provides an introductory overview of</td></tr></table>
<table><tr><td></td><td>Fundamentals of BIM for Augmented Reality (AR), which enables the co-location of digital and physical data in a single medium. AR enables the overlay of detailed, 3D BIM information onto the physical project site in real time and at full scale. AR can successfully support common field tasks such as intuitive visualizations of design models in context, identifying the location of concealed work, layout and installation, etc.</td></tr><tr><td>Target Audience</td><td>The expected audience of this module are university students in surveying engineering or professionals in the utility network sector.</td></tr><tr><td>Content Type</td><td>AR application</td></tr><tr><td>Learning Outcomes</td><td><strong>Basic principles of cartographic representation (Lecture)</strong><br>This course covers design principles and techniques for creating maps. Students will learn the basic cartographic theory to practical problems, with a focus on making optimal design decisions during tasks such as selecting visual variables, classifying and standardizing data, applying principles of color and contrast, and choosing the most effective type in map design for your data.<br>At the successful completion of this course, you will be able to:<br>1. Select and combine appropriate visual variables to clearly represent geospatial data and communicate map content;<br>2. Apply principles of color and contrast,<br>3. Discuss current trends in cartographic science & technology<br>4. Demonstrate mastery in map production for communication and research; analyze, critique, and share high-quality maps.<br><br><strong>3D Cartographic Visualization strategies (Lecture)</strong><br>In this course, you will learn techniques for visualizing data in 3D to identify patterns not apparent in 2D. The course will introduce the types of data that can be used in 3D. When completing this module, the learner is expected to know and understand the fundamental basics of a 3D Geovisualization and how these can be depicted using VR and AR environments. The learner will also be able to identify real and potential</td></tr></table>
applications of 3D geovisualizations.

At the successful completion of this course, the learner will also be able to:

1. Argue for the need for 3D graphic representation

2. Describe the difference between a 2d and 3d map

3. Differentiate between the kinds of (thematic) three-dimensional maps

4. Explain the application of depth cues and their different perceptions properties

5. Understand the requirements of the 3d viewing environment

6. List and describe data necessary for 3D Geovisualizations.

7. Perform techniques to visualize raster data in 3D.

8. Choose appropriate cartographic techniques to create 3D data.

9. How to author better 3D scenes for AR-VR

## Exercise-Questionnaire (Review Questions)

In this questionnaire, you will check the knowledge you gain from this course module 3D Cartographic Visualization strategies (Lecture)

## Fundamentals of BIM for AR (Lecture)

Upon completion of this lecture, the learner will have a basic understanding of the fundamentals of BIM process and concepts for Augmented Reality. The learner will be able to describe the methods/approaches for transformation of GIS/BIM data for 3D visualization in an AR application. As well, the learner will be able to describe the process of storing and managing data from a GIS and a BIM to be used in an Augmented reality application.

The structure of the modules is the following.

### Basic principles of cartographic representation (Lecture)

* Part 1: Symbolization and thematic representation of cartographic data.

* Part 2: Lettering & Layout

* Part 3: Thematic Visualization

* Part 4: Data Standardization and symbolisation

## Key Concepts
### 3D Cartographic Visualisation strategies (Lecture)

* Part 1: Introduction to 3D Visualization Theory

* Part 2: Creating 3D Data

* Part 3: 3D Cartographic Techniques

* Part 4: 3D Viewing environments

### Exercise (Review Questions)

The questionnaire is divided into four parts.

In the first part, you should define basic principles of cartographic process and three of the basic steps or processes that are useful to 3D visualization of geodata.

* In the second part, you will be examined in the Cartographic Data symbolization and Classification as well as in the way that 3D visualization is used to depict different kinds of features.

* The third part is dealing with the selection of the correct data type for specific 3D visualizations.

* Finally, in the fourth part, you will define a) which are the two basic types of 3D GIS data and b) what are the surface models that are used in GIS software.

### Fundamentals of BIM for AR (Lecture)

* Description of BIM and AR

* Approaches for transformation of GIS/BIM data for 3D visualization in an AR application

* Examples of 3D visualization

<table><tr><td>Interactive Elements</td><td>PP lectures and self-test</td></tr><tr><td>Media Assets</td><td>N/A</td></tr><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td>N/A</td></tr><tr><td>Integration with LMS</td><td>Moodle</td></tr><tr><td>LM-14</td><td><strong>Putting AR in operation</strong><br/>This module mainly deals with the motivation for implementing AR technologies in an organisation. Support may be required at different levels, such as upper management, operational management as well as among operators and other employees.<br/><strong>Important topics</strong> being covered are for instance<br/>1. Basic theories (business model canvas, business process modelling and notation</td></tr><tr><td>Learning Objective</td><td></td></tr></table>
<table><tr><td></td><td>(BPMN), usability testing, design patterns)<br>2. How to describe AR implementations (value proposition, technical solutions, organisational impact)<br>3. How to prepare a cost-benefit analysis (basic concepts of CBA, estimating costs and benefits, uncertainty analysis).<br>4. How to design pilot tests (metrics to be measured, System Usability Scale(SUS) questionnaire)<br>5. The module is a self-learning module</td></tr><tr><td>Target Audience</td><td>The expected audience of this module are university students in civil engineering or surveying engineering or professionals in the utility network sector.</td></tr><tr><td>Content Type</td><td>AR applications</td></tr><tr><td>Learning Outcomes</td><td>At the end of this module, the learner is expected to be able to:<br>1. Describe different AR implementations according to business model, technical solution and organizational impact.<br>2. Identify existing processes which may need improvement by AR technology<br>3. Identify new operational processes where AR may be used<br>4. Describe usages of AR technology, as reported by other organizations<br>5. Analyze why some AR implementations are successful<br>6. Compare different AR implementations and their outcome(s)<br>7. Outline new potential usages of AR technologies</td></tr><tr><td>Key Concepts</td><td>List of learning units (LU):<ul><li>LU 1: Putting AR in operation – Introduction (short lecture)</li><li>LU 2: Describing AR implementations (lecture)</li><li>LU 3: Describing business processes and values (exercise)</li><li>LU 4: Cost-Benefit Analysis (lecture)</li><li>LU 5: Designing AR processes (lecture)</li><li>LU 6: Designing pilot tests (lecture)</li><li>LU 7: Putting AR in operation – Summary (short lecture)</li><li>LU 8: Self-test</li></ul></td></tr></table>
<table><caption>Table 12 ALLIANCE4XR Learning Material for Structural Engineering and Construction</caption><tr><td>Interactive Elements</td><td>Exercise and self-test</td></tr><tr><td>Media Assets</td><td>Lectures with voice</td></tr><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td>N/A</td></tr><tr><td>Integration with LMS</td><td>Moodle</td></tr></table>

<table><tr><td>LM-15</td><td>Outdoor AR application for site instruction and real-scale anchoring</td></tr><tr><td>Learning Objective</td><td>1. Understanding the use of mixed reality in bridge engineering field.<br>2. Creation of augmented reality content and interact with it.<br>3. Collaborative discussion using AR simulation or emulator.</td></tr><tr><td>Target Audience</td><td>Students (BSc MSc PhD)</td></tr><tr><td>Content Type</td><td>1. AR simulation and emulator<br>2. AR application<br>3. MR interaction modules</td></tr><tr><td>Learning Outcomes</td><td><ul><li>The use of a game engine (Unity) to create the XR contents (3D model and automations)</li><li>Interact with the AR content directly or through the change of input data</li><li>Making real-scale simulation and mapping to the real bridge assets</li></ul></td></tr><tr><td>Key Concepts</td><td>1. Data-driven design<br>2. Spatial anchoring</td></tr><tr><td>Interactive Elements</td><td><ul><li>Basic interact with XR contents (pop-up 3D model and move, rotate, scale, check dimensions, assembly parts, tap for automations etc.)</li><li>Simulation of design changes according to different input data (.csv; .xls; etc.)</li><li>Interact with AR application through dashboard</li><li>Instruction for site work such as assembly of reinforcement or bridge structures</li><li>Real-scale dimensions checking for large-scale project (e.g., 300m pylon)</li></ul></td></tr><tr><td>Media Assets</td><td>1. 3D model of the bridges and machines<br>2. Video for outdoor application for site work instruction and real-scale anchoring</td></tr></table>
<table><caption>Table 13 ALLIANCE4XR Learning Material for Maritime Professions</caption><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td><ol><li>Microsoft HoloLens device (gen1 or gen2)</li><li>Unity game engine and MRTK</li><li>Azure Spatial anchoring library</li></ol></td></tr><tr><td>Integration with LMS</td><td>N/A</td></tr><tr><td>LM-16</td><td>In door AR application for bridge design</td></tr><tr><td>Learning Objective</td><td><ul><li>Understanding the use of mixed reality in bridge engineering field.</li><li>Creation of augmented reality content and interact with it.</li><li>Collaborative discussion using AR simulation or emulator.</li></ul></td></tr><tr><td>Target Audience</td><td>Students (BSc MSc PhD)</td></tr><tr><td>Content Type</td><td><ol><li>AR simulation and emulator</li><li>AR application</li><li>MR interaction modules</li></ol></td></tr><tr><td>Learning Outcomes</td><td><ul><li>The use of a game engine (Unity) to create the XR contents (3D model and automations)</li><li>Interact with the AR content directly or through the change of input data</li></ul></td></tr><tr><td>Key Concepts</td><td><ol><li>Data-driven design</li><li>Spatial anchoring</li></ol></td></tr><tr><td>Interactive Elements</td><td><ul><li>Basic interact with XR contents (pop-up 3D model and move, rotate, scale, check dimensions, assembly parts, tap for automations etc.)</li><li>Simulation of design changes according to different input data (.csv; .xls; etc.)</li></ul></td></tr><tr><td>Media Assets</td><td><ol><li>3D model of the bridges and machines</li><li>Video for indoor application</li></ol></td></tr><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td><ol><li>Microsoft HoloLens device (gen1 or gen2)</li><li>Unity game engine and MRTK</li></ol></td></tr><tr><td>Integration with LMS</td><td>N/A</td></tr></table>

<table><tr><td>LM-17</td><td>Design and construction of zero-emission vessels.</td></tr><tr><td>Learning Objective</td><td>Understand the principles and techniques involved in the design and construction of zero-emission vessels.</td></tr><tr><td>Target Audience</td><td><ol><li>Engineering students specialising in naval architecture, marine engineering, or</li></ol></td></tr></table>
<table><tr><td></td><td>sustainable transportation.<br/>2. Professionals in the maritime industry who are interested in zero-emission solutions.</td></tr><tr><td>Content Type</td><td><ul><li>Interactive XR simulation.</li><li>3D models of green vessel designs.</li><li>Infographics on emission reductions.</li></ul></td></tr><tr><td>Learning Outcomes</td><td><ol><li>Identify key components (propulsion arrangement, design characteristics) of vessel design.</li><li>Explain the environmental benefits of zero-emission vessels.</li><li>Evaluate the feasibility of implementing zero-emission technologies in maritime projects.</li></ol></td></tr><tr><td>Key Concepts</td><td><ul><li>Hydrodynamic design principles.</li><li>Propulsion arrangement for different types of vessels.</li><li>Propeller/rudder/fins design process and optimisation based on their effect on vessel performance.</li><li>Energy storage systems (connection arrangement of batteries, operation of fuel cells).</li><li>Visualisation of green shipping technologies (wind-assisted propulsion, solar panels).</li><li>Illustration of emissions reduction for different arrangements and compliance with regulatory standards.</li></ul></td></tr><tr><td>Interactive Elements</td><td><ol><li>Virtual walkthroughs of zero-emission vessels.</li><li>Simulation of green propulsion systems.</li><li>Illustration of energy flows of green shipping technologies.</li><li>Interactive quizzes on the principles of ship propulsion.</li><li>Assembling different technologies based on the vessel characteristics.</li></ol></td></tr><tr><td>Media Assets</td><td><ul><li>3D models of zero-emission vessels with improved quality.</li><li>Video interviews with industry experts on sustainable maritime technologies.</li><li>Infographics illustrating emission reduction strategies.</li></ul></td></tr><tr><td>Accessibility Features</td><td><ol><li>Text-to-speech functionality for audio descriptions.</li><li>Adjustable font sizes and contrast options.</li></ol></td></tr></table>
<table><tr><td></td><td>3. Alternative text for images and diagrams.<ul><li>Compatible with VR headsets (e.g., Oculus Rift, HTC Vive).</li><li>Accessible via web browsers for non-VR users.</li><li>Requires a stable internet connection for streaming media assets.</li></ul></td></tr><tr><td>Technical Requirements</td><td>1. Track user progress and completion rates within the XR modules.<br>2. Embed XR content directly into course modules within the LMS.<br>3. Enable discussion forums for students to engage with the XR materials.</td></tr><tr><td>Integration with LMS</td><td></td></tr><tr><td>LM-18</td><td><strong>Engine Room Operations</strong></td></tr><tr><td>Learning Objective</td><td>Explore the different machinery components of the engine room onboard a vessel to assess their proper operation.</td></tr><tr><td>Target Audience</td><td><ul><li>Marine and Mechanical engineering students.</li><li>Professionals in the shipping industry (e.g., engine manufacturers, engine & electro-technical officers, technicians) interested in engine room operations.</li></ul></td></tr><tr><td>Content Type</td><td>1. Interactive/Immersive XR simulation.<br>2. Virtual tours of onboard engine rooms during operation.<br>3. 3D models showcasing the assembly of different engine components and the early fault detection in the engine room.<br>4. 3D models illustrating the integration of new (emission control) technologies in the engine room, to identify/aid design and avoid conflicts with existing machinery for achieving optimisation of space, weight, etc.</td></tr><tr><td>Learning Outcomes</td><td><ul><li>Understand the operation of the engine components on board a vessel.</li><li>Examine the parameters that affect the efficiency, and therefore the fuel consumption and emissions of the engine.</li><li>Predictive maintenance training to identify faults within the engine room or misalignment of the propulsion system.</li><li>Familiarisation of the crew with existing and new (emission control) technologies on board.</li></ul></td></tr><tr><td>Key Concepts</td><td>1. Visualise the thermodynamic laws and cycles of marine engines (Carnot, Rankine, Otto,</td></tr></table>
<table><tr><td></td><td>Diesel, etc.).<br>2. Understand the fluid properties, statics and dynamics of the flow (Bernoulli) in pipes and channels (e.g., lubrication system, turbocharging system, exhaust system).<br>3. Identify the wear and faults in turbomachinery systems (bearings, pumps, compressors, and turbines).<br>4. Understand the principles of heat transfer (Conduction, convection, and radiation) of heat exchangers, boilers, coolers etc.<br>5. Perform on-board engine diagnostics (e.g. vibration analysis, thermography, stress analysis and noise to machinery parts).<br>6. Understand emission control technologies (catalytic converters, particulate filters, HVAC systems), their onboard arrangement and how their integration on existing systems can affect the proper operation of the engine room.<br>7. Visualise manufacturing processes for engine components (casting, forging, machining) and examine the properties of metals, ceramics, and composite materials used in engine components.<br>8. Understand the different injection/ ignition and combustion mechanisms of marine fuels (flame propagation and pollutants).<br>9. Perform the assembly of different engine components, identify faults and optimize weight to examine their operation.</td></tr><tr><td>Interactive Elements</td><td><ul><li>Virtual engine room tours.</li><li>Simulation of engine operation, flow in pipes and exhaust system, wear and faults in turbomachinery systems, heat transfer between surfaces, injection and combustion of marine fuels, and stress analysis on components.</li><li>Illustration of emission control technologies.</li></ul></td></tr><tr><td>Media Assets</td><td><ol><li>360-degree videos of the engine room in operation.</li><li>Infographics on the manufacturing and material of the different engine parts.</li><li>Interviews with engine and auxiliary equipment manufacturers discussing the</li></ol></td></tr></table>
<table><tr><td></td><td>long-term or short-term feasibility of new (emission control) technologies in maritime transportation.</td></tr><tr><td>Accessibility Features</td><td><ul><li>Audio descriptions for visual elements.</li><li>Closed captions and transcripts for videos.</li><li>Compatibility with screen readers for text-based content.</li></ul></td></tr><tr><td>Technical Requirements</td><td><ol><li>XR experience optimised for both VR headsets and standard desktop/mobile browsers.</li><li>High-speed internet connection for streaming multimedia content.</li><li>Compatibility with WebGL for 3D graphics rendering.</li></ol></td></tr><tr><td>Integration with LMS</td><td><ul><li>Seamless integration with course modules within the LMS for easy access by students.</li><li>Track learner progress and engagement with XR activities.</li><li>Provide assessments and quizzes related to the XR content within the LMS platform.</li></ul></td></tr><tr><td>LM-19</td><td>Shore Side Electricity (Cold-Ironing)</td></tr><tr><td>Learning Objective</td><td>Understand the concept of Shore Side Electricity (Cold-Ironing) and its significance in reducing emissions from ships while berthed.</td></tr><tr><td>Target Audience</td><td><ol><li>Maritime engineering students.</li><li>Port operators and managers.</li><li>Environmentalists and policymakers focusing on reducing port emissions.</li></ol></td></tr><tr><td>Content Type</td><td><ul><li>Immersive XR simulations of port facilities equipped with Shore Side Electricity systems.</li><li>Virtual tours demonstrating the connection process between ships and shore power.</li><li>3D models illustrating the infrastructure required for implementing Cold-Ironing.</li></ul></td></tr><tr><td>Learning Outcomes</td><td><ol><li>Explain the environmental benefits of Shore Side Electricity for reducing air pollution in ports.</li><li>Identify the technical requirements and challenges associated with implementing Cold-Ironing.</li><li>Analyse the economic implications and regulatory incentives driving the adoption of shore power solutions.</li></ol></td></tr><tr><td>Key Concepts</td><td><ul><li>Shore Side Electricity infrastructure.</li><li>Power distribution systems at ports.</li></ul></td></tr></table>
<table><caption>Table 14 ALLIANCE4XR Learning Material for Grids and Energy</caption><tr><td></td><td><ul><li>Compatibility with different types of vessels and power requirements.</li><li>Techno-economic and Socio-economic assessment of Cold-Ironing implementation.</li></ul></td></tr><tr><td>Interactive Elements</td><td><ol><li>Interactive demonstrations of the shore power connection process for different types of ships.</li><li>Simulation of energy consumption and emission reductions achieved through Cold-Ironing.</li><li>Scenario-based decision-making exercises on port infrastructure planning for Shore Side Electricity deployment.</li></ol></td></tr><tr><td>Media Assets</td><td><ul><li>360-degree videos of ports with Shore Side Electricity facilities in operation.</li><li>Infographics illustrating the environmental impact of Cold-Ironing.</li><li>Case studies showcasing successful implementation of shore power solutions in different ports worldwide.</li></ul></td></tr><tr><td>Accessibility Features</td><td><ol><li>Audio descriptions for visual elements.</li><li>Closed captions and transcripts for videos.</li><li>Compatibility with screen readers for text-based content.</li></ol></td></tr><tr><td>Technical Requirements</td><td><ul><li>XR experience optimised for both VR headsets and standard desktop/mobile browsers.</li><li>High-speed internet connection for streaming multimedia content.</li><li>Compatibility with WebGL for 3D graphics rendering.</li></ul></td></tr><tr><td>Integration with LMS</td><td><ol><li>Seamless integration with course modules within the LMS for easy access by students.</li><li>Track learner progress and engagement with XR activities.</li><li>Provide assessments and quizzes related to the XR content within the LMS platform.</li></ol></td></tr></table>

<table><thead><tr><td>LM-20</td><td>Energy3D</td></tr></thead><tbody><tr><td>Learning Objective</td><td><ol><li>Energy3D is a simulation-based engineering tool for designing green buildings and power stations that harness renewable energy to achieve sustainable development.</li></ol></td></tr></tbody></table>
<table><tr><td></td><td>2. Energy3D allows users to design and analyze renewable energy systems, including solar panels and wind turbines</td></tr><tr><td>Target Audience</td><td>Students, professionals</td></tr><tr><td>Content Type</td><td>VR simulations - Users can quickly sketch up a realistic-looking structure and then evaluate its energy performance for any given day and location</td></tr><tr><td>Learning Outcomes</td><td>Energy3D can rapidly generate time graphs (resembling data loggers) and heat maps (resembling infrared cameras) for in-depth analyses.</td></tr><tr><td>Key Concepts</td><td>Energy3D has been primarily developed to provide a simulated environment for engineering design to support science and engineering education and training.</td></tr><tr><td>Interactive Elements</td><td>Energy3D allows users to print it out, cut out the pieces, and use them to assemble a physical scale model.</td></tr><tr><td>Media Assets</td><td>3D models, videos</td></tr><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td>Compatible devices, software platforms</td></tr><tr><td>Integration with LMS</td><td>N/A</td></tr><tr><td>LM-21</td><td>VR Vision</td></tr><tr><td>Learning Objective</td><td>VR Vision provides innovative virtual reality training solutions. It specializes in two dynamic VR training modes: Interactive 360 Video and CGI Simulations.</td></tr><tr><td>Target Audience</td><td>Energy Companies</td></tr><tr><td>Content Type</td><td>Virtual reality training courses tailored for energy and utility companies</td></tr><tr><td>Learning Outcomes</td><td>Courses encompass a variety of levels, from basic walkthroughs and orientations to intricate multiplayer simulations. In these simulations, technicians can seamlessly engage in tasks such as operating vehicles, managing switchgear, and much more.</td></tr><tr><td>Key Concepts</td><td>Virtual reality training facilitates maintaining the functionality of grids and ensuring the continuous flow of electricity.<br/><b>Top Applications of XR Technology in Energy Sector Training:</b><br/>1. Electrical work<br/>2. Transmission and distribution<br/>3. Troubleshooting and maintenance</td></tr></table>
<table><tr><td></td><td>4. Walkthroughs and orientation<br>5. Wind Turbine Technician<br>6. Power Line Installers/Repairers</td></tr><tr><td>Interactive Elements</td><td>Interactive 360 video</td></tr><tr><td>Media Assets</td><td>3D environment, 3d video, Digital Twins</td></tr><tr><td>Accessibility Features</td><td>Trainees interact with virtual objects and environments, including how they navigate, manipulate objects, and interact with others.</td></tr><tr><td>Technical Requirements</td><td>Compatible devices, software platforms</td></tr><tr><td>Integration with LMS</td><td>N/A</td></tr><tr><td>LM-22</td><td>ThingLink - Fingrid example</td></tr><tr><td>Learning Objective</td><td>Virtual electricity power station environments for immersive, effective site safety training</td></tr><tr><td>Target Audience</td><td>Electricity power station staff, service providers and maintenance personnel</td></tr><tr><td>Content Type</td><td>Virtual learning environment to support site orientations.</td></tr><tr><td>Learning Outcomes</td><td>1. About 300 employees use these online learning training materials.<br>2. The virtual learning environment has solved what was previously a serious challenge, namely that orientation staff and new employees had to travel tens or hundreds of kilometers to the substation.</td></tr><tr><td>Key Concepts</td><td><ul><li>Cut down on the time and environmental impact of the onboarding training process</li><li>The main benefit of the Fingrid-ThingLink solution is that all materials are created and edited in-house, allowing organizations to have complete control over their content and updates, whilst still maintaining a high-quality materials with a professional look and feel.</li></ul></td></tr><tr><td>Interactive Elements</td><td>Videos, 360 photos, 3D models, virtual tours</td></tr><tr><td>Media Assets</td><td>Videos, 360 photos, 3D models, virtual tours, links and pictures of the instructions are combined into a clear whole.</td></tr><tr><td>Accessibility Features</td><td>1. New employees can practice navigating their way around virtual versions of the substation locations in the safest possible way.<br>2. Within the 360 images, essential information is presented in context using informational text and media tags, which can contain images, videos and even 3D models. Users are also</td></tr></table>
<table><caption>Table 15 ALLIANCE4XR Learning Material for Remote Collaboration and AR/VR/MR</caption><tr><td></td><td>directed to additional information via embedded links in other tags.</td></tr><tr><td>Technical Requirements</td><td>Compatible devices, software platforms</td></tr><tr><td>Integration with LMS</td><td>N/A</td></tr></table>

<table><thead><tr><th>LM-23</th><th>ITI VR CRANE SIMULATOR</th></tr></thead><tbody><tr><td>Learning Objective</td><td>Machinery operation training</td></tr><tr><td>Target Audience</td><td>Machinery operators for structural engineering</td></tr><tr><td>Content Type</td><td>Machinery operators for structural engineering</td></tr><tr><td>Learning Outcomes</td><td>Operators learn how to handle machinery through a variety of scenarios with customizable variables (like weather).</td></tr><tr><td>Key Concepts</td><td>Crane operating training</td></tr><tr><td>Interactive Elements</td><td>Hands-on activities in a variety of simulated scenarios</td></tr><tr><td>Media Assets</td><td>3D models</td></tr><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td>1. Portable desktop platform, or the immersive motion base platform<br>2. VR Headset</td></tr><tr><td>Integration with LMS</td><td>N/A</td></tr></tbody></table><table><thead><tr><th>LM-24</th><th>SimX</th></tr></thead><tbody><tr><td>Learning Objective</td><td>Virtual Reality Simulation for Nursing Education</td></tr><tr><td>Target Audience</td><td>Healthcare and nursing students</td></tr><tr><td>Content Type</td><td>VR Simulations</td></tr><tr><td>Learning Outcomes</td><td>1. Experiential learning, through virtual simulation of patient treatment<br>2. Applying theory in practice<br>3. Practicing empathy, compassion, communication, and other essential aspects of person-centered care</td></tr><tr><td>Key Concepts</td><td><ul><li>Conduct appropriate assessment</li><li>Gather patient history</li><li>Document all findings, interventions, and patient responses</li><li>Recognize abnormal findings and respond with needed interventions</li><li>Ensure patient safety</li><li>Communicate effectively with provider and patient</li></ul></td></tr><tr><td>Interactive Elements</td><td>1. Interactive sessions with patients</td></tr></tbody></table>
<table><tr><td></td><td>2. Interaction with medical equipment and drugs<br/>3. Virtual medical documents (patient history, important notes, etc)</td></tr><tr><td>Media Assets</td><td>3D models of virtual hospital rooms, patients and medical equipment</td></tr><tr><td>Accessibility Features</td><td>N/A</td></tr><tr><td>Technical Requirements</td><td><ul><li>Compatible VR headsets</li><li>Recommended system:<ul><li>OS: Windows 10</li><li>Processor: Intel Core i7-2300 | AMD FX-4350</li><li>Memory: 8 GB RAM</li><li>Graphics: Nvidia GeForce GTX 3060</li><li>DirectX: Version 11</li><li>Storage: 12 GB available space</li></ul></li></ul></td></tr><tr><td>Integration with LMS</td><td>SimX platform provides Assessment & Reporting Tools</td></tr><tr><td>LM-25</td><td>Industry 4.0 VR Hub</td></tr><tr><td>Learning Objective</td><td>To educate users about Industry 4.0 and the principles of the circular economy through immersive, hands-on VR experiences.</td></tr><tr><td>Target Audience</td><td><ol><li>Industry professionals</li><li>Students and educators in technical and vocational fields</li><li>Organizations looking to train their workforce on Industry 4.0 technologies and practices</li></ol>The project is permanently exhibited in 2 cities in Lithuania</td></tr><tr><td>Content Type</td><td><ol><li>VR simulations</li><li>Interactive VR training modules</li><li>360-degree video experiences<sup>45</sup></li></ol></td></tr><tr><td>Learning Outcomes</td><td><ul><li>Understanding of Industry 4.0 concepts and applications</li><li>Knowledge of circular economy principles</li><li>Practical skills in modern factory configuration, automatised production, and production line process optimization</li><li>Enhanced teamwork and communication skills through multiplayer interactions</li><li>Competence in technical tasks such as electrical vehicle repair and universal collaborative robot assembly and setup through realistic, hands-on training</li></ul></td></tr></table>

<footnote n="45">45 https://youtu.be/7ebOspiqqZ4</footnote>
<table><tr><td>Table 2 ALLIANCE4XR Learning Material</td><td>40</td></tr><tr><td>Table 3 ALLIANCE4XR Use Cases for Higher Education Institutions</td><td>133</td></tr><tr><td>Table 4 ALLIANCE4XR Use Cases for Vocational Education and Training</td><td>142</td></tr><tr><td>Table 5 ALLIANCE4XR Use Cases for Structural Engineering and Construction</td><td>152</td></tr><tr><td>Table 6 ALLIANCE4XR Use Cases for Maritime Professions</td><td>159</td></tr><tr><td>Table 7 ALLIANCE4XR Use Cases for Grids and Energy</td><td>175</td></tr><tr><td>Table 8 ALLIANCE4XR Use Cases for Remote Collaboration</td><td>185</td></tr><tr><td>Table 9 ALLIANCE4XR Use Cases for AR/VR/MR</td><td>190</td></tr><tr><td>Table 10 ALLIANCE4XR Learning Material for Higher Education Institutions</td><td>208</td></tr><tr><td>Table 11 ALLIANCE4XR Learning Material for Vocational Education and Training</td><td>212</td></tr><tr><td>Table 12 ALLIANCE4XR Learning Material for Structural Engineering and Construction</td><td>223</td></tr><tr><td>Table 13 ALLIANCE4XR Learning Material for Maritime Professions</td><td>224</td></tr><tr><td>Table 14 ALLIANCE4XR Learning Material for Grids and Energy</td><td>229</td></tr><tr><td>Table 15 ALLIANCE4XR Learning Material for Remote Collaboration and AR/VR/MR</td><td>232</td></tr></table>

## 9 FIGURES

<table><tr><td>Figure 1 How familiar are you with eXtended Reality (XR) technologies and their usage in your sector/domain?</td><td>76</td></tr><tr><td>Figure 2 What is your current sector/occupation or what industrial sector do you target?</td><td>76</td></tr><tr><td>Figure 3 How familiar are you with game engines such as Unity and/or Unreal?</td><td>77</td></tr><tr><td>Figure 4 Do you have any programming and/or 3D modeling skills?</td><td>77</td></tr></table>
Figure 18 To what extent do you believe XR technologies can enhance validation of skills and evaluation processes for the hiring process in operational contexts? 87

Figure 19 Rate the scalability of XR technologies for operational and training purposes 87

Figure 20 How satisfied are you with the level of data privacy and security measures implemented within XR technology platforms used for operational and training purposes? 88

Figure 21 Rate the degree of customisation and personalisation options available in XR learning experiences 89

Figure 22 How would you rate the usability of XR technologies for trainers with varying levels of technical expertise? 89

Figure 23 How would you rate the effectiveness of XR technologies in facilitating real-world simulations for industrial training purposes? 90

Figure 24 Rate the overall impact of XR technologies on the quality of training delivered within your institution/organisation 91

Figure 25 Are you aware of any companies within your sector using VR/AR as a training/operations platform? 91

Figure 26 Are you aware of any operations at your department that already use XR tools? 92

Figure 27 Are you aware of companies using XR training enhanced-learning experiences to train new hires or upskill experienced technicians? 93

Figure 28 Would you be interested in a solution that adopts XR technologies in your professional sector? 93

Figure 29 How confident would you feel in using XR technology at your workplace? 94

Figure 30 Are you familiar with the EU policy about green skills included in the "European Green Deal"? 94
Figure 31 Are you familiar with the EU policy about digital skills included in the "EU Digital Decade"? 95

Figure 32 Have you noticed any impact from the utilisation of XR technologies in decreasing carbon footprint and CO2 emissions? 96

Figure 33 Have you observed any influence of employing XR technologies in mitigating carbon footprint and CO2 emissions? 96

Figure 34 In your opinion, how significant do you believe it is for a candidate to possess fundamental XR skills during the hiring process? 97

Figure 35 How important is competence in XR technologies within the next 5 years for your institution? 97

Figure 36 What gender do you identify as? 98

Figure 37 What is your age? 98

Figure 38 What is the highest degree or level of education you have completed? 99

Figure 39 What is your current employment status? 99

Figure 40 In which country are you currently living? 100

Figure 41 Rail Signal screenshot 159

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