Service of SURF
© 2025 SURF
Ship-source greenhouse gas (GHG) emissions could increase by up to 250% from 2012 levels by 2050 owing to increasing global freight volumes. Binding international legal agreements to regulate GHGs, however, are lacking as technical solutions remain expensive and crucial industrial support is absent. In 2003, IMO adopted Resolution A.963 (23) to regulate shipping CO2 emissions via technical, operational, and market-based routes. However, progress has been slow and uncertain; there is no concrete emission reduction target or definitive action plan. Yet, a full-fledged roadmap may not even emerge until 2023. In this policy analysis, we revisit the progress of technical, operational, and market-based routes and the associated controversies. We argue that 1) a performance-based index, though good-intentioned, has loopholes affecting meaningful CO2 emission reductions driven by technical advancements; 2) using slow steaming to cut energy consumption stands out among operational solutions thanks to its immediate and obvious results, but with the already slow speed in practice, this single source has limited emission reduction potential; 3) without a technology-savvy shipping industry, a market-based approach is essentially needed to address the environmental impact. To give shipping a 50:50 chance for contributing fairly and proportionately to keep global warming below 2°C, deep emission reductions should occur soon.
Planning of transport through inland shipping is complex, highly dynamic and very specific. Existing software support is focusing on road transport planning and/or is merely a visual representation of shipments to be manually assigned to particular vessels. As a result inland shipment planning is time-consuming and highly relies on the personal skills of the planner. In this paper we present a business rules based model that aims to further support inland shipping organizations in their shipment planning by identifying the characteristics and constraints that are of interest and the related explicated business rules. The model is derived from transport-related literature, explorative expert interviews and transport management software vendors. The usability and applicability of the model is subsequently successfully empirically tested using identified performance measures through a case study at a major European inland shipping broker
The authors present the design of the shipping simulation SEL and its integration in the MSP Challenge Simulation Platform. This platform is designed to give policymakers and planners insight into the complexity of Maritime Spatial Planning (MSP) and can be used for interactive planning support. It uses advanced game technology to link real geo- and marine data with simulations for ecology, energy and shipping. The shipping sector is an important economic sector with influential stakeholders. SEL calculates the (future) impact of MSP decisions on shipping routes. This is dynamically shown in key performance indicators (e.g. route efficiencies) and visualised in heat maps of ship traffic. SEL uses a heuristic-based graph-searching algorithm to find paths from one port to another during each simulated month. The performance of SEL was tested for three sea basins: the firth of Clyde, Scotland (smallest), North Sea (with limited data) and Baltic Sea regions (largest, with most complete data). The behaviour of the model is stable and valid. SEL takes between 4 and 17 seconds to generate the desired monthly output. Experiences in 20 sessions with 302 planners, stakeholders and students indicate that SEL is a valuable addition to MSP Challenge, and thereby to MSP.
The objective of Waterrecreatie Nederland is to improve water recreation in the Netherlands. One of the focus points that the foundation focuses on is strengthening sustainable water recreation. With this study, Waterrecreatie Nederland wants to map the current CO2 emissions of recreational shipping (here: sailing and motor boats), in order to be able to report and communicate about this, and also as a baseline measurement for future monitoring in this area.Societal IssueShipping has a substantial impact on several environmental systems, amongst others through air and water pollution, and its contribution to climate change. The role of recreational shipping in these issues is not well known, as measurements are scarce and often partly based on assumptions. Benifit to societyThis project tries to strengthen the knowledge base on the carbon (CO2) emissions of recreational shipping in the Netherlands, and to provide detail on fuel use, fuel types, distances, etc. That knowledge can help in making more informed choices on the future development of recreational shipping, with a lower impact on climate change.
Digishape is een open innovatieplatform van bedrijven, kennisinstellingen en overheden die breed en cross-sectoraal samenwerken om de grote potentie van digitalisering te benutten voor de watersector. Partijen werken samen aan vernieuwende oplossingen voor concrete opgaven door het inzetten van nieuwe digitale technieken. In april 2020 is BUas partner geworden in het Digishape consortium.In het kader van het innovatie koepelproject Digishape zijn er meerdere use cases aangewezen. Een van de use cases is de ontwikkeling van een Digital Twin voor de Noordzee. Samen met RWS, Deltares, Maris, Marin en anderen werkt BUas aan een Digitwin-Noordzee (NZ) editie in het MSP Challenge simulatieplatform (www.mspchallenge.info). Deze Digitwin-NZ editie is gerelateerd aan een Digitwin Browser applicatie die communiceert met data en modellen in de Cloud. Daarnaast is het de ambitie van de use case Digitwin-NZ om twee bestaande Virtual Reality (VR) proof of concept (POC) verder te ontwikkelen tot een serieuze applicatie die kan worden gebruikt voor MSP.
The textile industry contributes over 8% of global greenhouse gas emissions and 20% of the world's wastewater, exceeding emissions from international flights and shipping combined. In the European Union, textile purchases in 2020 resulted in about 270 kg of CO₂ emissions per person, yet only 1% of used clothes are recycled into new garments.To address these challenges, the Textile Hub Groningen (THG) aims to assist small and medium-sized enterprises (SMEs) and stakeholders in forming circular textile value chains, hence reducing waste. Designing circular value chains is complex due to conflicting interests, lack of shared understanding, knowledge gaps regarding circular design principles and emerging technologies, and inadequate tools for collaborative business model development. The potential key stakeholders in the circular textile value chain find it hard to use existing tools and methods for designing these value chains as they are often abstract, not designed to be used in a collaborative setting that fosters collective sense making, immersive learning and experimentation. Consequently, the idea of circular textile value chain remains abstract and hard to realize.Serious games have been used in the past to learn about, simulate and experiment with complex adaptive systems. In this project we aim to answer the following research:How can serious games be leveraged to design circular textile value chains in the region?The expected outcomes of this project are: • Serious game: Facilitates the design of circular textile value chains• Academic Publication: Publish findings to contribute to scholarly discourse.• Future Funding Preparation: Mobilize partners and prepare proposals for follow-up funding to expand the approach to other domains.By leveraging game-based collaborative circular value chain and business model design experiences, this project aims to overcome barriers in designing viable circular value chains in the textile industry.