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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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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Alternative dispute resolution (ADR) is constantly gaining ground, both at domestic and international level. New forms of dispute settlement with a mix of public and private components are emerging in fields where this was not the case until recent times, as some contributions to this Zoom-out have attempted to demonstrate. In the field of investment law we have witnessed a somehow opposite trend. Traditionally, disputes in this field have been settled by means of arbitral tribunals established mostly on the basis of bilateral or multilateral investment agreements (IAs) under a variety of arbitration facilities, which are collectively referred to as investor-to-State dispute settlement (ISDS). Traditional ISDS presents many characteristics of ADR, starting from the strong role that private parties play in it (for example when it comes to the appointment of arbitrators). The practice has shown that the system has clear advantages but also undeniable disadvantages. The prevailing opinion in recent years has been that the latter considerably outweigh the former, resulting in what has been termed the backlash against investment arbitration in a volume appeared a few years ago. In this contribution, how-ever, I will not dwell on the details of the crisis that has affected investment arbitration, nor will I engage in a discussion of whether that backlash is entirely justified. My focus will be much more modest. One of the most tangible consequences of this growing dissatisfaction towards investment arbitration is the launch on the part of the EU of a court-like system to settle investment disputes –the now famous investment court system (ICS) –as a replacement to old-fashioned ISDS. The ICS now features in all EU IAs, and has become the standard position of the EU when it comes to dispute settlement in this field. Recently, the ICS has also received the green light of the European Court of Justice (ECJ),raising doubts as to whether traditional ISDS has conclusively been sent to oblivion, at least in the EU. From a political and policy perspective, it is undoubtful that there is a strong stance on the part of the EU and of its Member States against traditional ISDS. This article, however, will focus exclusively on the legal dimension, by examining whether the ECJ’s decision should be read as meaning that investment arbitration is incompatible with the EU legal system. While itis clear that Opinion 1/17 means that the ICS is compatible with EU law, it remains to be seen whether the Court’s finding allows an a contrario reading. Namely, whether it entails the incompatibility with EU law of traditional ISDS. The analysis will start with a brief summary of the events and developments that preceded the creation of the ICS and eventually led to the current situation (Section 2), followed by an examination of the relevant parts of Opinion 1/17 (Section 3). This part will be followed by an appraisal of the possible legal implications of the decision (Section 4). Some conclusions will be offered in the closing section (Section 5) in the attempt to look beyond the boundaries of EU law. Part of topic "The blurring distinction between public and private in international dispute resolution"
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Studies on city‐building games as educational tools show positive results in addressing different learning objectives, but also identify a missing link to reality, as they are mostly computer‐based. Given the differences between existing games and their capabilities, the exact function of these games in an urban planning curriculum is unclear. The city‐building game Cities: Skylines currently has three different versions (Digital, Tabletop, VR). Through an affordance analysis of the game’s three versions, this study analyses how the versions afford four primary knowledge dimensions, and in doing so identifies different educational applications for each version of Cities: Skylines in different planning disciplines. The results show that: (a) the board game is strong in fostering player participation and critical thinking more suited for the social and health studies, public policy, and citizen participation domains of urban planning; (b) the digital version functions as moddable simulator, ensuring familiarity with existing systems and monitoring their effects, useful in logistics and transportation planning; (c) the VR form viscerally involves players in the simulated processes, applicable in design‐focused segments of urban planning, such as sustainable design theory, housing, and land‐use management. The results of this study can help urban planning educators identify possible uses for different versions of Cities: Skylines.
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The aim of this paper is to show the benefits of enhancing classic Risk Based Inspection (without fatigue monitoring data) with an Advisory Hull Monitoring System (AHMS) to monitor and justify lifetime consumption to provide more thorough grounds for operational, inspection, repair and maintenance decisions whilst demonstrating regulatory compliance.
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Proceedings of the IASPM Benelux conference. Popular Music: Theory and Practice in the Lowlands.
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This module for Involving Anthropology presents an account of one of the plenary debates held at the International Union of Anthropological and Ethnological Sciences (IUAES) World Congress held at Manchester University, 5-10 August 2013. The module begins with a brief introduction to provide the context for the debate, which included two speakers for (Amita Baviskar and Don Nonini) and two speakers against (Helen Kopnina and Veronica Strang) the motion: ‘Justice for people must come before justice for the environment’. The introduction is followed by an edited transcript of John Gledhill’s welcome and introduction, the texts of the arguments made by each speaker for and against the motion (with the exception of Veronica Strang, whose presentation is being published elsewhere a summary of the comments and questions subsequently invited from the floor of the hall, and then a transcript of the responses of the presenters. https://doi.org/10.1080/00664677.2015.1102229 https://www.linkedin.com/in/helenkopnina/
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The promotor was Prof. Erik Jan Hultink and copromotors Dr Ellis van den Hende en Dr R. van der Lugt. The title of this dissertation is Armchair travelling the innovation journey. ‘Armchair travelling’ is an expression for travelling to another place, in the comfort of one’s own place. ‘The innovation journey’ is the metaphor Van de Ven and colleagues (1999) have used for travelling the uncharted river of innovation, the highly unpredictable and uncontrollable process of innovation. This research study began with a brief remark from an innovation project leader who sighed after a long and rough journey: ‘had I known this ahead of time…’. From wondering ‘what could he have known ahead of time?’ the immediate question arose: how do such innovation journeys develop? How do other innovation project leaders lead the innovation journey? And could I find examples of studies about these experiences from an innovation project leader’s perspective that could have helped the sighing innovation project leader to have known at least some of the challenges ahead of time? This dissertation is the result of that quest, as we do know relatively little how this process of the innovation project leader unfolds over time. The aim of this study is to increase our understanding of how innovation project leaders lead their innovation journeys over time, and to capture those experiences that could be a source for others to learn from and to be better prepared. This research project takes a process approach. Such an approach is different from a variance study. Process thinking takes into account how and why things – people, organizations, strategies, environments – change, act and evolve over time, expressed by Andrew Pettigrew (1992, p.10) as catching “reality in flight”.
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The Maritime Spatial Planning (MSP) Challenge simulation platform helps planners and stakeholders understand and manage the complexity of MSP. In the interactive simulation, different data layers covering an entire sea region can be viewed to make an assessment of the current status. Users can create scenarios for future uses of the marine space over a period of several decades. Changes in energy infrastructure, shipping, and the marine environment are then simulated, and the effects are visualized using indicators and heat maps. The platform is built with advanced game technology and uses aspects of role-play to create interactive sessions; it can thus be referred to as serious gaming. To calculate and visualize the effects of planning decisions on the marine ecology, we integrated the Ecopath with Ecosim (EwE) food web modeling approach into the platform. We demonstrate how EwE was connected to MSP, considering the range of constraints imposed by running scientific software in interactive serious gaming sessions while still providing cascading ecological feedback in response to planning actions. We explored the connection by adapting two published ecological models for use in MSP sessions. We conclude with lessons learned and identify future developments of the simulation platform.
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