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.
MULTIFILE
Coastal and marine cultural heritage (CMCH) is at risk due to its location and its often indefinable value. As these risks are likely to intensify in the future, there is an urgent need to build CMCH resilience. We argue that the current CMCH risk management paradigm narrowly focuses on the present and preservation. This tends to exclude debates about the contested nature of resilience and how it may be achieved beyond a strict preservationist approach. There is a need, therefore, to progress a broader and more dynamic framing of CMCH management that recognises the shift away from strict preservationist approaches and incorporates the complexity of heritage’s socio-political contexts. Drawing on critical cultural heritage literature, we reconceptualise CMCH management by rethinking the temporality of cultural heritage. We argue that cultural heritage may exist in four socio-temporal manifestations (extant, lost, dormant, and potential) and that CMCH management consists of three broad socio-political steering processes (continuity, discontinuity, and transformation). Our reconceptualisation of CMCH management is a first step in countering the presentness trap in CMCH management. It provides a useful conceptual framing through which to understand processes beyond the preservationist approach and raises questions about the contingent and contested nature of CMCH, ethical questions around loss and transformation, and the democratisation of cultural heritage management.
MULTIFILE
The interaction of stakeholders is regarded key in modern environmental and spatial planning. Marine/maritime spatial planning (MSP) is an emerging marine policy domain, which is of great interest worldwide. MSP practices are characterized by diverse approaches and a lack of transnational cooperation. Actors with various backgrounds have to identify mismatches and synergies to jointly aim towards coherent and coordinated practices. The ‘Living Q’ is a communication method to make actors aware systematically about their viewpoints in an interactive, communicative and playful environment, while it draws on results of a proceeding ‘Q Methodology’ study. Results from ‘Living Q’ exercises with international expert’s groups from European Sea basins show that the method is capable to foster communication and interaction among actors participating in ‘Living Q’ exercises, while having the potential to generate added value to planning processes by actor interaction in a collaborative setting.
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The Hereon team has expressed interest in the use of the PO platform for the virtualization of the (hydro)dynamic behavior of offshore wind farms, in particular regarding turbidity around wind turbines. BUas has developed the Procedural Ocean (PO) platform. The platform uses procedural content generation (AI) for data-driven 3D virtualization of complex marine and maritime environments, with elements such as geo-environment (bathymery, etc.), geo-physics (weather conditions, waves), wind farms, aquaculture, shipping, ecology, and more. The virtual and immersive environment in the game engine Unreal supports advanced (game-like) user interaction for policy-oriented learning (marine spatial planning), ocean management, and decision making. We therefore propose a joint pilot Research and Development (R&D) project to explore, demonstrate and validate how a gridded dataset provided by Hereon can show the dynmics around wind farm monopiles. Furthermore, we can explore interactivity with the engineering and design of the turbine and the multiplication of the turbine design to compose a wind farm. Client: Hereon (The Helmholtz-Zentrum Hereon is a non-profit making research institute )