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Within the context of the Iliad project, the authors present early design mock-ups and resulting technical challenges for a 2D/3D/4D geo-data visualisation application focused on microparticle flows. The Iliad – Digital Twins of the Ocean project (EU Horizon 2020) aims to develop a ‘system of systems’ for creating cutting-edge digital twins of specific sea and ocean areas for diverse purposes related to their sustainable use and protection. One of the Iliad pilots addresses the topic of water quality monitoring by creating an application offering dynamic 2D and 3D visualisations of specifically identified microparticles, initially observed by buoys/sensors deployed at specific locations and whose subsequent flows are modelled by separate software. The main upcoming technical challenges concern the data-driven approach, where the application’s input data is completely obtained through external API-based services offering (near) real-time observed data from buoys/sensors and simulated data emanating from particle transport models
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Deliverable 6.7 describing the GeoViz application for GeoData visualisation, developed for the EU-funded project ILIAD.
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Within the context of the Iliad project, the authors present technical challenges and the first results of having valid 3D scenes of (non-)existing offshore wind farms procedurally and automatically generated within either the Unreal or Unity game engine. The Iliad – Digital Twins of the Ocean project (EU Horizon 2020) aims to develop a ‘system of systems’ for creating cutting-edge digital twins of specific sea and ocean areas for diverse purposes related to their sustainable use and protection. One of the Iliad pilots addresses the topic of offshore floating wind farm construction or maintenance scenario testing and validation using the Unity 3D game engine. This work will speed up the development of these scenarios by procedurally and automatically creating the Unity 3D scene rather than manually (which is done at present). The main technical challenges concern the data-driven approach, in which a JSON configuration file drives the scene creation. The first results show a base wind farm running in Unreal 5.1. The final product will be able to handle environmental conditions, biological conditions, and specific human activities as input parameters.
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Digital Twins of the Ocean (DTOs) are increasingly used in Maritime Spatial Planning (MSP), yet most remain limited to 2D representations and offer minimal stakeholder interactivity. These limitations reduce their effectiveness in capturing complex socio-ecological-technical dynamics and supporting exploratory what-if scenario planning in a 3D or 4D ocean space. This paper presents Immersive Ocean, a novel Virtual Twin platform developed within EU-ILIAD DTO initiative. Built with game engine and VR technologies, it supports procedural 3D world generation and interactive exploration in both desktop and immersive VR modes. Systematic performance validation demonstrated stable frame rates across both PC and VR platforms. Initial user evaluations (n=22) report high usability and engagement but also suggest areas for improvement in UI clarity and ecological model representation. These initial findings position Immersive Ocean as a promising Virtual Twin solution for an immersive, interactive, and data-integrated approach to MSP and ocean governance. Immersive Ocean is now being piloted with stakeholders in real-world MSP scenarios, including offshore wind farm planning.
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Digital Twins of the Ocean (DTO) are a rapidly emerging topic that has attracted significant interest from scientists in recent years. The initiative, strongly driven by the EU, aims to create a digital replica of the ocean to better understand and manage marine environments. The Iliad project, funded under the EU Green Deal call, is developing a framework to support multiple interoperable DTO using a federated systems-of-systems approach across various fields of applications and ocean areas, called pilots. This paper presents the results of a Water Quality DTO pilot located in the Trondheim fjord in Norway. This paper details the building blocks of DTO, specific to this environmental monitoring pilot. A crucial aspect of any DTO is data, which can be sourced internally, externally, or through a hybrid approach utilizing both. To realistically twin ocean processes, the Water Quality pilot acquires data from both surface and benthic observatories, as well as from mobile sensor platforms for on-demand data collection. Data ingested into an InfluxDB are made available to users via an API or an interface for interacting with the DTO and setting up alerts or events to support ’what-if’ scenarios. Grafana, an interactive visualization application, is used to visualize and interact with not only time-series data but also more complex data such as video streams, maps, and embedded applications. An additional visualization approach leverages game technology based on Unity and Cesium, utilizing their advanced rendering capabilities and physical computations to integrate and dynamically render real-time data from the pilot and diverse sources. This paper includes two case studies that illustrate the use of particle sensors to detect microplastics and monitor algae blooms in the fjord. Numerical models for particle fate and transport, OpenDrift and DREAM, are used to forecast the evolution of these events, simulating the distribution of observed plankton and microplastics during the forecasting period.
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International education is a relatively new field and until recently, there was no formal education to prepare practitioners. This means that people working in international education are a colourful and diverse group, coming from a wide range of disciplines, which definitely adds to the attraction of the field. I call international education a field rather than a discipline since it is composed of a variety of established disciplines, such as languages, educational sciences, psychology, business, anthropology, history and even, in my case, classical archaeology. For this lecture, I have chosen to return to my original discipline and discuss global learning as the stages of an archaeological excavation. Cutting though the subsequent layers represents a history of international education but also my own professional history. By digging deeper down, layer after layer, I hope to uncover the essence of global learning in order to make its benefits available for all our students. This lecture consists of four sections. In the first section, I want to go back to the time when archaeology was a new discipline and see what we can learn from the research conducted at that time. In the second section I will reveal the layers of internationalisation and global learning until we come to the layer that we are currently exploring. In the third section, I will look at some of the factors and trends that will have an impact on global learning in the years to come. This shows that circumstances are quite different from when the excavation started and that global education is therefore dynamic. Finally, I will discuss what research the Research Group Global Learning will conduct, how and with whom, in the coming years.
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