Digital Technologies in Expanding the Boundaries Through Immersive Spaces: Case Studies in Vessel and Yacht Design

  • Giuseppe Carmosino
  • Arianna Bionda
  • Silvia Piardi
  • Andrea RattiEmail author
Conference paper
Part of the Advances in Intelligent Systems and Computing book series (AISC, volume 1253)


New VR and AR environments have been gradually coming in the world of the pleasure maritime industry implying new possibilities of experiences for costumers. In this perspective, the paper investigates the potential role of digital technology in expanding or shifting the physical boundaries of a cruise vessel or a yacht. Through case studies analysis, the study presents a reflection on the state of the art of virtual, augmented and merged reality environments in the sector, highlighting both the key concept of convergence vs divergence between the physical and digital worlds, and the purposes in technology enhancing. The results point-out how new technologies are breaking down the barriers made up of a simple physical fitting, expanding the boundaries through the use of immersive experiences, even if future scenarios are still open in the cross sectorial purpose of VR, AR and MR technology use.


Vessel & Yacht design Digital technologies Immersive experiences 


  1. 1.
  2. 2.
    Papathanassis, A.: Cruise tourism management: State of the art. Tourism Rev. 72(1), 104–119 (2017). Scholar
  3. 3.
    Zaccagnino, V.: Storia delle crociere. Mursia, Milan (2014)Google Scholar
  4. 4.
    Parisi, S., Bionda, A., Ratti, A., Rognoli, V.: Design for ICS materials: a tentative methodology for interactive, connected, and smart materials applied to yacht design. In: International Conference IHSI. Springer, Cham (2019)Google Scholar
  5. 5.
    Navío-Marco, J., Ruiz-Gómez, L.M., Sevilla-Sevilla, C.: Progress in information technology and tourism management: 30 years on and 20 years after the internet. Tour. Manag. 69, 460–470 (2018)CrossRefGoogle Scholar
  6. 6.
    Scicchitano, M.: Immersività e virtualità: Emozioni in Rete e in gioco (2016). Accessed from:
  7. 7.
    Slater, M., Steed, A., Usoh, M.: The virtual treadmill: a naturalistic metaphor for navigation in immersive virtual environments. In: First Eurographics Workshop on Virtual Reality Eurographics Association (1993)Google Scholar
  8. 8.
    Guo, T., Zhou, X.: VR-based virtual test technology and its application in instrument development. In: Shumaker, R. (ed.) ICVR 2007. LNCS, vol. 4563, pp. 468–477. Springer, Heidelberg (2007)CrossRefGoogle Scholar
  9. 9.
    Clarens, A.R., Navarro, I.: Real-time dynamic lighting control of an AR model based on a data-glove with accelerometers and NI-DAQ. In: Shumaker, R. (ed.) VAMR 2013. LNCS, vol. 8021, pp. 86–93. Springer, Heidelberg (2013). Scholar
  10. 10.
    Milgram, P., Kishino, F.: A taxonomy of mixed reality visual displays. In: IEICE Transactions on Information and Systems (12) (1994)Google Scholar
  11. 11.
    Piardi, S.: Funny ships, fun design. In: Guerrini, L.: Design degli interni. Contributi al progetto per l’abitare contemporaneo, Franco Angeli (2007)Google Scholar
  12. 12.
    Piardi S. E., Pasina, I., Tieghi S.: Reflections on the sidelines of a shipwreck. In: NAV2012, 17th International Conference on Ship and Shipping Research (2012)Google Scholar

Copyright information

© The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Switzerland AG 2021

Authors and Affiliations

  • Giuseppe Carmosino
    • 1
  • Arianna Bionda
    • 2
  • Silvia Piardi
    • 1
  • Andrea Ratti
    • 1
    Email author
  1. 1.Design DepartmentPolitecnico di MilanoMilanItaly
  2. 2.Department of Management, Economics and Industrial EngineeringPolitecnico di MilanoMilanItaly

Personalised recommendations