The navigation simulator
and how it works
 

When the concept of the Rauma Maritime Museum was at the planning stage -the stereotype of how a museum is traditionally seen, came up many times: a building full of glass cases with dusty old things. The visitor quietly walks around the rooms and reads the small inscriptions. Before leaving, the visitor buys a postcard and nods his thanks at the door. The difference in atmosphere between a church and a museum seems to be only a slight one.

 

 

In the last decade many successful science centres have been built in Europe and the USA and their concepts have also been adapted by some museums. In Finland there are more than 1100 museums, meaning that the country has the highest density of museums per capita in the world. With this in mind - it would be a huge mistake to use old concepts and by doing so shut out many people from this world of knowledge and learning. We have to accept the fact that the old concept museums are not very enticing to a large part of our society.

The Rauma Maritime Museum has acknowledged two basic facts. The first is that the younger generation will not show an interest in museums unless they can in some way relate the museum to their everyday lives. The second is that the museum must be a pedagogic learning environment where the information is not overwhelming. The idea is that when the customer starts to get interested - she/he can get more information as the appetite grows. There will not be great piles of information to wade through, the visitor can take the information in at his own pace.


The navigation simulator design process

The idea of a full scale simulator for children was already launched during the first planning stages of the museum concept. But soon it became obvious that there was not enough space on the first floor. The board of the museum decided that the cold attic was to be converted into a warm area, where the auditorium and interactive space was being built alongside the simulator.

At the beginning the idea was largely criticised and investing in the young generation was seen as a mistake and as ruining the heritage of former generations. But when the first drawings were issued and people had time to accommodate them into the changing world - a new form of criticism arose. How could someone design a simulator where the inner height of the bridge was only 1,50 metres (< 5 ft) - this seemed to exclude adults where the physical dimensions were too small for them.

 

In this new changed situation, the design of the bridge was modified and the bridge floor now moves up and down. The simulator can now be used by navigators from 3 - 103 years of age.

The bridge resembles an old steamer from the 1930s and it has been built from real life materials. Inside the bridge is an old-fashioned rudder wheel (the wood originates from P&O:s Canberra). The compass and telegraph are real equipment. On the starboard side is the radar screen (LCD) and on the port side is the ECDIS (Electronic Chart and Information System).

The sea, landscape and other ships are visualised and projected on a 156 degree screen around the bridge structure's forepart. The illusion is very realistic. The software comes from the world leader Transas Ltd (www.transas.com).

 


How the simulator is used

Inside the bridge there is ample space for three navigators - master, mate and helmsman. The steering gear, radar and electronic sea chart work as in real life.

There are 15 different ships to choose from. The largest is a 320.000 ton VLCC and the smallest a rigid inflatable with a speed of 45 knots. The customers can also choose from cruise ships to fast ferries or try their navigation skills with a small patrol boat.

The practice areas are from around the world, like Dover, Sydney, San Francisco, Gibraltar, Helsinki and Rauma.

There will be six different skill levels. The first level is for navigators between 3 - 5 years old. This level was very easy to build - nothing is connected and the children can turn the wheel as much as they want - the ship continues to follow the programmed track regardless. The next levels are always based on the navigator's experience and when the highest level 6 is chosen - the simulator works like a training simulator in the Maritime Academy or Polytechnics.

On the bridge there is the rudder wheel, engine telegraph, chart table and all equipment for safe navigation. The compass is electronic and receives the information from the computer program. The paper chart has been replaced with an electronic chart and information system (ECDIS).

The bridge team has the master, mate and helmsman. The landscape (sea) is projected with three video projectors and covers 158 degrees. The instructor is needed only at the starting phase and all computers are located in the "radio room" located abaft the bridge.

How the simulator works.

The simulator is designed for different age groups and has six skill levels. The first level is for the youngest navigators and they can turn the wheel as they want - nothing is connected and the ship continues its safe journey. On the second level the program is still quite simple, but levels three and four can already be used in education. The navigators must consult the charts and follow the rules of the road. All seamarks must be passed on the safe side. On the fifth level there is very little "tolerance" left and this level will be used by yachtsmen, sea scouts etc. On the highest level there is no difference between the museum's simulator and the simulator in Rauma Polytechnic's Technology and Maritime Management.

   



Conclusion

The Rauma Maritime Museum's goal has been to create a new learning environment for different age groups and to broaden people's interest in this modern museum and science centre. The simulator will also promote safe navigation practices and respect of the mighty seas.