Academic literature on the topic '080111 Virtual Reality and Related Simulation'

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Journal articles on the topic "080111 Virtual Reality and Related Simulation"

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Dong, Xiao Yan. "Research on the Virtual Reality Training Simulation Technology Based on Key Technology of Physical Simulation." Advanced Materials Research 791-793 (September 2013): 1208–13. http://dx.doi.org/10.4028/www.scientific.net/amr.791-793.1208.

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Through computer-related technologies, virtual reality allows the user to appreciate the induction of vision, auditory, tactile sensor and immersive feel in an interactive virtual environment. Because of the above-mentioned features, it has become one of the hot topics of the direction quickly. This paper discusses virtual reality simulation system, takes sports training simulation as an example, analyzes its key technologies and makes more people to understand the virtual reality simulation system. It provides some scientific ideas for the combination of virtual reality simulation with many other areas of development. The discussions about the key technology of virtual reality simulation system in this paper provide some reference for the development of many other cross-cutting areas combined with the virtual reality to a certain extent.
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Kim, Byeol, Warren Schwartz, Danny Catacora, and Monifa Vaughn-Cooke. "Virtual Reality Behavioral Therapy." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 356–60. http://dx.doi.org/10.1177/1541931213601081.

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Mental health and substance abuse patients face many challenges in receiving effective long-term outpatient behavioral therapies, including issues related to accessibility and personalized care. Mobile health technologies, particularly those integrating virtual reality (VR), are increasingly becoming more accessible and affordable, thus providing a potential avenue to deploy outpatient behavioral therapy. This paper proposes a method to address the aforementioned challenges by personalizing and validating VR simulation content for behavioral therapy. An initial demonstration will be performed for tobacco cessation, which is a critical public health treatment area for mental illness and substance abuse. The method empirically builds smoker personas from theoretically grounded survey content. The personas are then used to design and pilot VR simulation modules tailored to behavioral interventions, which will be tested in the patient population. The VR simulation will record a subject’s emotions and brain activities in real-time through subjective (surveys) and objective (neurophysiology) measures of emotional response. The overall goal of the study is to validate the VR content by demonstrating that significant differences are seen in emotional response when presenting content personalized for the patient.
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Cho, Yongjoo, and Kyoung Shin Park. "Designing Immersive Virtual Reality Simulation for Environmental Science Education." Electronics 12, no. 2 (January 7, 2023): 315. http://dx.doi.org/10.3390/electronics12020315.

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Recently, severe environmental changes, such as global warming, climate change and environmental pollution, have become expected, and thus environmental education is becoming essential. The purpose of environmental education is to instill awareness in students to recognize and solve environmental problems. Virtual reality provides students with a spatial and temporal experience similar to reality, and it can increase their understanding of knowledge through immersion and interaction compared to traditional learning. In previous studies, virtual reality for education has mainly focused on experience, but it is difficult to find examples for environmental education. Hence, this research proposed an immersive virtual reality simulation for environmental education based on the virtual ecosystem model. It also presented two applications developed based on this simulation. This research aims at encouraging students’ active participation and motivation to solve the environmental problems while experiencing the results of interaction related to environmental factors in a virtual environment.
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Xu, Yi Yi, Wei Long Li, and Zi Guang Sun. "Study on the Application of Virtual Reality in Transportation Traffic Problem." Advanced Materials Research 179-180 (January 2011): 925–29. http://dx.doi.org/10.4028/www.scientific.net/amr.179-180.925.

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The application of virtual reality in traffic simulation is the combination of the virtual world and real world. By feeling the traffic based on virtual reality people can understand the traffic in reality. Application of virtual reality technology to simulate traffic in reality can be used in the field of exercises and training of transport-related personnel. It can save a lot of human and financial resources by avoiding the on-site exercises and training.
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Yap, Hwa Jen, Chee Hau Tan, Sin Ye Phoon, Kan Ern Liew, and Sivadas Chandra Sekaran. "Process planning and scheduling for loop layout robotic workcell using virtual reality technology." Advances in Mechanical Engineering 11, no. 9 (September 2019): 168781401987832. http://dx.doi.org/10.1177/1687814019878326.

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The adoption of virtual reality in manufacturing system simulation had proved its effectiveness in bridging up to the gap between different areas of expertise, especially in product design and manufacturing. Virtual reality had enclosed human–machine interface by enabling the user to be immersed into the virtual environment and experience real-time interaction with the virtual objects. In this article, an implementation of virtual reality in cellular manufacturing system simulation is presented. By utilizing the features of visualization and real-time interaction of virtual reality technology, the manufacturing process of a product had been visualized while the real-time control on the product traveling path based on the user’s input was performed and the corresponding activities that related to the change of traveling path had been predicted in the virtual environment. Through the study, simulation of the manufacturing system in virtual reality showed its potential as a powerful decision support system in process planning and scheduling. Various process planning and schedules can be planned through the virtual environment, while the product traveling distance can be obtained from the developed system.
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Kim, Boram, Jeeheon Ryu, Seonmi Kim, and Namki Choi. "Perception Survey of Virtual Reality Simulation with Malocclusion Models." JOURNAL OF THE KOREAN ACADEMY OF PEDTATRIC DENTISTRY 48, no. 3 (August 31, 2021): 302–12. http://dx.doi.org/10.5933/jkapd.2021.48.3.302.

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The purpose of this study was to develop prototype of virtual reality(VR) simulation with malocclusion models and evaluate its applicability. Task abilities, task completion time, and a satisfaction survey were compared between dentist trainees and dental students. Participants were instructed to observe virtual malocclusion models and then performed three tasks to diagnose the type of malocclusion, determine clinical findings and develop treatment plans. Their satisfaction with the simulation experience were evaluated using a questionnaire containing five questions. Task abilities of trainees related to clinical features and treatment plans were significantly higher than that of students(<i>p</i> < 0.01). In both groups, the task completion time for the second case was significantly reduced compared to that for the first case(<i>p</i> < 0.01). The satisfaction survey showed high scores and positive responses for this simulation in both groups. If the prototype of VR simulation is continuously advanced, it will be applicable for orthodontic education in pediatric dentistry.
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Rangelova, Stanislava, and Elisabeth Andre. "A Survey on Simulation Sickness in Driving Applications with Virtual Reality Head-Mounted Displays." PRESENCE: Virtual and Augmented Reality 27, no. 1 (March 2019): 15–31. http://dx.doi.org/10.1162/pres_a_00318.

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This article discusses factors related to simulation sickness in virtual reality driving simulations with head-mounted displays. Simulation sickness is a well-known phenomenon that has physiological effects on users, such as disorientation, headache, and nausea. There are three major theories why simulation sickness arises. Previous research on this phenomenon has mostly concentrated on driving or flying simulators with standard computer displays. It is, therefore, possible to conclude that any simulated environment could have such an effect, and virtual reality should not be considered an exception to such problems. While virtual reality has had and will continue to have a positive impact on the development and testing of new automotive interior concepts, simulation sickness is a significant drawback. Despite the advances in technology, discomfort from using head-mounted displays has yet to be resolved. A review of these displays in the context of virtual reality driving applications over the recent years will be presented. Moreover, characterization and comparison of approaches to mitigate simulation sickness will be given in the text. Concluding suggestions for future work on the correlation between simulation sickness and a virtual driving environment will be provided.
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Picard-Deland, C., M. Pastor, E. Solomonova, T. Paquette, and T. Nielsen. "0088 Gravity Dreams Following a Virtual Reality Flight Simulation." Sleep 43, Supplement_1 (April 2020): A35—A36. http://dx.doi.org/10.1093/sleep/zsaa056.086.

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Abstract Introduction Flying is a prevalent but infrequent experience in dreams. Despite a broad interest in such unique dream experiences, there is still no experimental procedure for reliably inducing them. Our study aimed 1) to induce flying dreams in the laboratory using virtual reality (VR), 2) to examine phenomenological correlates of flying dreams, such as lucidity and emotions and 3) to investigate the dynamics of dreamed gravity imagery in relation to participant state and trait factors. Methods A total of 137 healthy participants (24.01±4.03 y.o.; 85 F; 52 M) took part in a custom-built immersive VR task in which they learn how to ‘fly’ as precisely and quickly as possible, engaging vestibular, motor and visuo-spatial systems. Dreams were collected a) from home dream journals for 5 days before and 10 days after the laboratory VR task and b) after a 90-min morning nap in laboratory. Dream reports were scored by 2 independent judges for flying and other gravity-related imagery. Linear mixed models statistics were used to compare dreams from this cohort with a separate control cohort (N=52) that followed a similar protocol in the same lab but did not undertake a virtual flying task. Results The VR task successfully increased the likelihood of experiencing flying in dreams from both the laboratory nap (7.1%) and the following night (10.6%) compared to baseline (1.3%) and the control cohort on those days (Lab: 2.4%; following night: 0%). In contrast, the occurrence of other gravity imagery showed no differences. Flying dreams were altered qualitatively, exhibiting higher levels of lucid-control and emotional intensity after VR exposure. Moreover, various factors such as sex, prior dream experiences and sensory immersion in VR differentially modulated flying dream induction. Conclusion Our findings provide both quantitative and qualitative insights into flying dreams that may facilitate understanding of these typical dream experiences and future developments in dream flight-induction technologies. Support Natural Sciences and Engineering Research Council of Canada
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Maura Dos Santos, Viviana, and Changwon Son. "Virtual Reality Simulation for Emergency Management teams – A Literature Review." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 66, no. 1 (September 2022): 1937–41. http://dx.doi.org/10.1177/1071181322661324.

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The objective of this review was to provide a summary of virtual reality (VR) simulation for emergency management (EM) teams and suggest future research agenda items. A systematic literature review was conducted using three databases: PsycINFO, Compendex (Engineering Village), and Web of Science. A total of five articles met inclusion criteria and thus were reviewed here. Our review identified four common aspects of VR-based EM team simulation: coordination, communication, decision-making, and situation awareness. Future research is recommended to investigate other aspects of team cognition and collective characteristics as to how these are related to team performance. The level of fidelity of the VR simulation was identified as an important factor to consider when designing VR simulations for different populations with varying experience level. The adoption of more immersive VR systems would be beneficial to improving ecological validity. Moreover, a deep analysis of fidelity and simulation effectiveness is recommended.
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Crawford-Holland, Sasha. "Virtual Healing: Militarizing the Psyche in Virtual Reality Exposure Therapy." Television & New Media 20, no. 1 (November 21, 2017): 56–71. http://dx.doi.org/10.1177/1527476417741199.

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This article analyzes the use of virtual reality exposure therapy (VRET) to treat combat-related posttraumatic stress disorder. In this therapeutic practice, patients wear a head-mounted virtual reality display and enter a simulation designed to incarnate their triggering memories. VRET visualizes the formerly invisible site of psychotherapy, achieving a medical aspiration that has been pursued since the turn of the twentieth century. This visualization subjects therapy to a mode of surveillance and mediates the conditions in which trauma is processed. In this article, I consider how VRET’s user interfaces produce feelings of agency that reconfigure how power is distributed at the scene of therapy. I situate this novel practice at the intersection of two technological histories: the industrial history of the military-entertainment complex that spawned VRET, and the theoretical history that unites psychoanalysis and computation in their mutual ambition to formalize thought. Contending that neither of these histories can be disarticulated from the violent projects they have sustained, I interrogate the politics of a practice that visualizes and virtualizes psychotherapy, arguing that VRET processes trauma according to a militarized worldview.
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Dissertations / Theses on the topic "080111 Virtual Reality and Related Simulation"

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Seevinck, Jennifer. "Emergence in interactive art." Thesis, University of Technology, Sydney, 2011.

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This thesis is concerned with creating and evaluating interactive art systems that facilitate emergent participant experiences. For the purposes of this research, interactive art is the computer based arts involving physical participation from the audience, while emergence is when a new form or concept appears that was not directly implied by the context from which it arose. This emergent ‘whole’ is more than a simple sum of its parts. The research aims to develop understanding of the nature of emergent experiences that might arise during participant interaction with interactive art systems. It also aims to understand the design issues surrounding the creation of these systems. The approach used is Practice-based, integrating practice, evaluation and theoretical research. Practice used methods from Reflection-in-action and Iterative design to create two interactive art systems: Glass Pond and +-now. Creation of +-now resulted in a novel method for instantiating emergent shapes. Both art works were also evaluated in exploratory studies. In addition, a main study with 30 participants was conducted on participant interaction with +-now. These sessions were video recorded and participants were interviewed about their experience. Recordings were transcribed and analysed using Grounded theory methods. Emergent participant experiences were identified and classified using a taxonomy of emergence in interactive art. This taxonomy draws on theoretical research. The outcomes of this Practice-based research are summarised as follows. Two interactive art systems, where the second work clearly facilitates emergent interaction, were created. Their creation involved the development of a novel method for instantiating emergent shapes and it informed aesthetic and design issues surrounding interactive art systems for emergence. A taxonomy of emergence in interactive art was also created. Other outcomes are the evaluation findings about participant experiences, including different types of emergence experienced and the coding schemes produced during data analysis.
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HUANG, SHIH-HAN, and 黃詩涵. "Compound Sediment-Related Disasters Situational Simulation and Virtual Reality Interactive Platform Construction." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/44dp24.

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碩士
國立臺北教育大學
社會與區域發展學系碩士班
107
In recent years, extreme weather events causing the public to lose their life and property, the purpose of the study is to investigate and analyze the erosion and deposition of the riverbed in the Taimali River Basin, and to predict the potential of compound sediment-related disaster after the typhoon Morakot. First, take the Jialan Village, which was seriously damaged by typhoon Morakot, as an example, and use the Unmanned Aircraft System (UAV) to take high-resolution images and build a 3D model. Then simulate the complex disaster situation and complete the simulation and verification of the typhoon Morakot. In order to predict the variously potential compound sediment-related disasters of the villages in Taimali River Basin in the future, the study intends to analyze and estimate the damage of Taimali riverbed and the JiaLan village, with the future typhoon rainfall data base from Taiwan Climate Change projection and adaption Information Platform (TCCIP). Moreover, the simulation analysis was carried out with FlO-2D to further explore the influence range of the compound sediment-related disaster. Estimating the most critical situation in JiaLan Village under the typhoon rain event in the future. The affected area of JiaLan Village is about 173,000 square meters, and the residential buildings and key facilities close to the river are almost affected. Finally, the virtual reality interactive platform of JiaLan Village will be built, which will display(1) the virtual reality before the disaster in Jialan Village; (2) the disaster situation simulation of the typhoon Morakot; (3) the disaster situation simulation of the TCCIP for 3D vision The results show that the general public and the professional field can communicate more effectively, achieve the purpose of disaster warning and disaster reduction, and provide reference for relevant disaster prevention units to make decisions.
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(5930549), Darius L. Bigbee. "Interactive 3-D Modeling in Virtual Reality." Thesis, 2019.

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Many applications have been developed for Virtual Reality (VR) during the new wave of VR technology. These new technologies make it possible to create 3D meshes in a virtual environment in real time. However, the usability of VR as a modelling tool is still a new area of research. This study’s research created a VR 3D modeling tool that will provide the user with tools to interactively generate and edit 3D meshes in real-time and teach the users how to create 3D models. The study had two groups of participants, one group used Autodesk Maya, and another used the VR modeling tool. All participants were from Purdue University and all data was collected in the Polytechnic Institute. Both groups were given a task to create a teacup with the time it took to complete it recorded. The VR tool was evaluated with a SUS (System Usability Scale). The participants provided feedback and rated how difficult it was to use the application. With the SUS, it was determined that the application did not meet the industry standard average score of 68. However, further analysis on users’ responses showed many areas to improve in the application. A few recommendations for future research include implementation of multi-selection, a undo and redo feature, and improvements of how the user interacts with the 3D meshes.
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(8755488), Daniel S. Andersen. "Effective User Guidance through Augmented Reality Interfaces: Advances and Applications." Thesis, 2020.

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Computer visualization can effectively deliver instructions to a user whose task requires understanding of a real world scene. Consider the example of surgical telementoring, where a general surgeon performs an emergency surgery under the guidance of a remote mentor. The mentor guidance includes annotations of the operating field, which conventionally are displayed to the surgeon on a nearby monitor. However, this conventional visualization of mentor guidance requires the surgeon to look back and forth between the monitor and the operating field, which can lead to cognitive load, delays, or even medical errors. Another example is 3D acquisition of a real-world scene, where an operator must acquire multiple images of the scene from specific viewpoints to ensure appropriate scene coverage and thus achieve quality 3D reconstruction. The conventional approach is for the operator to plan the acquisition locations using conventional visualization tools, and then to try to execute the plan from memory, or with the help of a static map. Such approaches lead to incomplete coverage during acquisition, resulting in an inaccurate reconstruction of the 3D scene which can only be addressed at the high and sometimes prohibitive cost of repeating acquisition.

Augmented reality (AR) promises to overcome the limitations of conventional out-of-context visualization of real world scenes by delivering visual guidance directly into the user's field of view, guidance that remains in-context throughout the completion of the task. In this thesis, we propose and validate several AR visual interfaces that provide effective visual guidance for task completion in the context of surgical telementoring and 3D scene acquisition.

A first AR interface provides a mentee surgeon with visual guidance from a remote mentor using a simulated transparent display. A computer tablet suspended above the patient captures the operating field with its on-board video camera, the live video is sent to the mentor who annotates it, and the annotations are sent back to the mentee where they are displayed on the tablet, integrating the mentor-created annotations directly into the mentee's view of the operating field. We show through user studies that surgical task performance improves when using the AR surgical telementoring interface compared to when using the conventional visualization of the annotated operating field on a nearby monitor.

A second AR surgical telementoring interface provides the mentee surgeon with visual guidance through an AR head-mounted display (AR HMD). We validate this approach in user studies with medical professionals in the context of practice cricothyrotomy and lower-limb fasciotomy procedures, and show improved performance over conventional surgical guidance. A comparison between our simulated transparent display and our AR HMD surgical telementoring interfaces reveals that the HMD has the advantages of reduced workspace encumbrance and of correct depth perception of annotations, whereas the transparent display has the advantage of reduced surgeon head and neck encumbrance and of annotation visualization quality.

A third AR interface provides operator guidance for effective image-based modeling and rendering of real-world scenes. During the modeling phase, the AR interface builds and dynamically updates a map of the scene that is displayed to the user through an AR HMD, which leads to the efficient acquisition of a five-degree-of-freedom image-based model of large, complex indoor environments. During rendering, the interface guides the user towards the highest-density parts of the image-based model which result in the highest output image quality. We show through a study that first-time users of our interface can acquire a quality image-based model of a 13m $\times$ 10m indoor environment in 7 minutes.

A fourth AR interface provides operator guidance for effective capture of a 3D scene in the context of photogrammetric reconstruction. The interface relies on an AR HMD with a tracked hand-held camera rig to construct a sufficient set of six-degrees-of-freedom camera acquisition poses and then to steer the user to align the camera with the prescribed poses quickly and accurately. We show through a study that first-time users of our interface are significantly more likely to achieve complete 3D reconstructions compared to conventional freehand acquisition. We then investigated the design space of AR HMD interfaces for mid-air pose alignment with an added ergonomics concern, which resulted in five candidate interfaces that sample this design space. A user study identified the aspects of the AR interface design that influence the ergonomics during extended use, informing AR HMD interface design for the important task of mid-air pose alignment.
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(8797649), Syed Faaiz Hussain. "A COMPARISON OF 3D SHAPE RECOGNITION IN COMPUTER AIDED DESIGN BETWEEN VIRTUAL REALITY AND CONVENTIONAL TWO DIMENSIONAL DISPLAYS." Thesis, 2020.

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The recent development of Virtual Reality technology, researchers are looking more into changing the way Virtual Reality is used in our daily lives in order to increase our productivity. One such application is the mapping of 3D spatial graphics in Computer Aided Design engineering where practitioners have been historically working on 3D models in a two dimensional environment. Researchers in Computer Graphics have proposed Virtual Reality as a more effective medium for CAD packages. This thesis carries out a user study to test whether or not 3D VR environments are more effective in relaying information to the users as compared to two dimensional displays such as computer screens by conducting a study to determine how users navigate and interact with complex CAD objects in the two different environments. The two environments make use of stereoscopic vision and monoscopic vision in order to compare the efficiency with which volunteers are able to notice subtle differences in objects. The motivation for this study stems from the fact that CAD in VR is largely an underdeveloped topic and the result of such a study could form a baseline and advocate for further research and development in this domain. The research question being addressed is “Does CAD in a three-dimensional Virtual Reality Environment(stereoscopic) allow for better understanding of shapes of complex assemblies as compared to CAD on two-dimensional (monoscopic) computer screens?” The findings of this study suggest that rather than just the display technique the kind of movements which objects undergo also contributes to the way users perceive the objects in 3D vs 2D spaces and uncover a set of directions which would be recommended for similar studies in the future.


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(5930819), Michael Saenz. "Task Performance with Space-time Cube Visualizations: Differences Between HoloLens and Desktop Users." Thesis, 2019.

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The researcher’s intent in this study was to understand users’ performance, specifically in terms of time, error and workload, in different display conditions while manipulating a space-time cube visualization. A convergent mixed-method design was applied to allow the researcher to better understand the research problems. In the study, time, error and perceived workload were investigated to test performance to detect if a display condition had a positive or negative influence on users’ abilities to perform a task. The qualitative data explored the differences in users’ experiences with the HoloLens and desktop
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(6858902), Shanmugam Muruga Palaniappan. "A USER-SPECIFIC APPROACH TO DEVELOP AN ADAPTIVE VR EXERGAME FOR INDIVIDUALS WITH SCI." Thesis, 2019.

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Patients with Spinal Cord Injury (SCI) have limited time with supervised therapy in rehabilitation hospitals. This makes it imperative for them to continue regular therapy at home so they can maximize motor recovery especially for performing Activities of Daily Living (ADL). However, physical therapy can be tedious and frustrating leading to a lack of motivation. A novel upper extremity movement measurement tool was developed using a commercial VR system to rapidly and objectively measure an individual’s range of motion, velocity of movement on an individual gesture basis, and frequency of movements in a three-dimensional space. Further, an exergame with varied and customizable gameplay parameters was developed. Through the analysis of participant interaction with the exergame, we identified gameplay parameters that can be adjusted to affect the player’s perceived and physiological effort. We observed that VR has a significant motivational effect on range of motion of upper limbs in individuals with tetraplegia. The motion data and kernel density estimation is used to determine areas of comfort. Moreover, the system allowed calculation of joint torques through inverse kinematics and dynamics to serve as an analysis tool to gauge muscular effort. The system can provide an improved rehabilitation experience for persons with tetraplegia in home settings while allowing oversight by clinical therapists through analysis of mixed reality videos or it could be used as a supplement or alternative to conventional therapy.

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(8803076), Jordan M. McGraw. "Implementation and Analysis of Co-Located Virtual Reality for Scientific Data Visualization." Thesis, 2020.

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Advancements in virtual reality (VR) technologies have led to overwhelming critique and acclaim in recent years. Academic researchers have already begun to take advantage of these immersive technologies across all manner of settings. Using immersive technologies, educators are able to more easily interpret complex information with students and colleagues. Despite the advantages these technologies bring, some drawbacks still remain. One particular drawback is the difficulty of engaging in immersive environments with others in a shared physical space (i.e., with a shared virtual environment). A common strategy for improving collaborative data exploration has been to use technological substitutions to make distant users feel they are collaborating in the same space. This research, however, is focused on how virtual reality can be used to build upon real-world interactions which take place in the same physical space (i.e., collaborative, co-located, multi-user virtual reality).

In this study we address two primary dimensions of collaborative data visualization and analysis as follows: [1] we detail the implementation of a novel co-located VR hardware and software system, [2] we conduct a formal user experience study of the novel system using the NASA Task Load Index (Hart, 1986) and introduce the Modified User Experience Inventory, a new user study inventory based upon the Unified User Experience Inventory, (Tcha-Tokey, Christmann, Loup-Escande, Richir, 2016) to empirically observe the dependent measures of Workload, Presence, Engagement, Consequence, and Immersion. A total of 77 participants volunteered to join a demonstration of this technology at Purdue University. In groups ranging from two to four, participants shared a co-located virtual environment built to visualize point cloud measurements of exploded supernovae. This study is not experimental but observational. We found there to be moderately high levels of user experience and moderate levels of workload demand in our results. We describe the implementation of the software platform and present user reactions to the technology that was created. These are described in detail within this manuscript.
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(11020239), Gina Marie Clepper. "Utilizing Haptic Interfaces for Information Transmission and Emotional Effect: Two Studies." Thesis, 2021.

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Haptic interfaces possess great potential for both transmitting information and affecting emotion. I present two studies exploring these two applications.

The first study investigates the ability to selectively attend to certain tactile stimuli while ignoring others. Understanding this ability is necessary when designing vibrotactile displays that present multiple simultaneous signals for information transmission. Participants in this study wore a tactile display on each arm. They were trained to identify nine stimuli varying in location and frequency and tested on stimulus identification under various conditions, depending on whether one or both arms were stimulated and whether one or both arms were attended to. The results provide empirical evidence for selective attention of vibrotactile stimuli and indicate that participants can selectively attend to three locations and two frequencies with high accuracy.

The second study explores whether haptics can enhance the perceived immersiveness, novelty, and creepiness of a haunted house. Vibrotactile stimuli inspired by natural phenomena were presented to the user’s palm, and concealed actuators rattled the user’s chair. Séance-themed audio and visuals provided narrative context. In a post-experience questionnaire, nineteen of twenty-two participants reported that haptic effects increased their sense of immersion. A follow-up experiment was conducted to compare the impact of using multiple, distinct haptic stimuli as opposed to repeating a single,
multiplex stimulus. The results demonstrate both the influence of context on stimulus interpretation, as well as the unique payoffs when stimuli are tailored for a particular context.
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Stafford, Aaron. "The God-like Interaction Framework: tools and techniques for communicating in mixed-space collaboration." 2008. http://arrow.unisa.edu.au:8081/1959.8/48842.

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This dissertation presents the god-like interaction framework, consisting of tools and techniques for remote communication of situational and navigational information. The framework aims to facilitated intuitive and effective communication between a group of experts and remote field workers in the context of military, fire-fighting, and search and rescue.
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Books on the topic "080111 Virtual Reality and Related Simulation"

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Center, Ames Research, ed. Reporter concerns in 300 mode-related incident reports from NASA's Aviation Safety Reporting System. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 1996.

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Center, Ames Research, ed. Reporter concerns in 300 mode-related incident reports from NASA's Aviation Safety Reporting System. Moffett Field, Calif: National Aeronautics and Space Administration, Ames Research Center, 1996.

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Book chapters on the topic "080111 Virtual Reality and Related Simulation"

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Ihemedu-Steinke, Quinate Chioma, Stanislava Rangelova, Michael Weber, Rainer Erbach, Gerrit Meixner, and Nicola Marsden. "Simulation Sickness Related to Virtual Reality Driving Simulation." In Lecture Notes in Computer Science, 521–32. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57987-0_42.

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Zavlanou, Christina, and Andreas Lanitis. "Virtual Reality-Based Simulation of Age-Related Visual Deficiencies: Implementation and Evaluation in the Design Process." In Advances in Intelligent Systems and Computing, 262–67. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25629-6_41.

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Kirner, Claudio, and Tereza G. Kirner. "Virtual Reality and Augmented Reality Applied to Simulation Visualization." In Virtual Technologies, 897–921. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch055.

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This chapter introduces virtual reality and augmented reality as a basis for simulation visualization. It shows how these technologies can support simulation visualization and gives important considerations about the use of simulation in virtual and augmented reality environments. Hardware and software features, as well as user interface and examples related to simulation, using and supporting virtual reality and augmented reality, are discussed, stressing their benefits and disadvantages. The chapter intends to discuss virtual and augmented reality in the context of simulation, emphasizing the visualization of data and behavior of systems. The importance of simulation to give dynamic and realistic behaviors to virtual and augmented reality is also pointed out. The work indicates that understanding the integrated use of virtual reality and simulation should create better conditions to the development of innovative simulation environments as well as to the improvement of virtual and augmented reality environments.
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Kirner, Claudio, and Tereza G. Kirner. "Virtual Reality and Augmented Reality Applied to Simulation Visualization." In Simulation and Modeling, 391–419. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-198-8.ch014.

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This chapter introduces virtual reality and augmented reality as a basis for simulation visualization. It shows how these technologies can support simulation visualization and gives important considerations about the use of simulation in virtual and augmented reality environments. Hardware and software features, as well as user interface and examples related to simulation, using and supporting virtual reality and augmented reality, are discussed, stressing their benefits and disadvantages. The chapter intends to discuss virtual and augmented reality in the context of simulation, emphasizing the visualization of data and behavior of systems. The importance of simulation to give dynamic and realistic behaviors to virtual and augmented reality is also pointed out. The work indicates that understanding the integrated use of virtual reality and simulation should create better conditions to the development of innovative simulation environments as well as to the improvement of virtual and augmented reality environments.
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Goel, Amit, William A. Rivera, Peter Kincaid, Michele Montgomery, Waldemar Karwowski, and Neal M. Finkelstein. "Ethics in Virtual World Environments Research." In Emerging Tools and Applications of Virtual Reality in Education, 258–76. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9837-6.ch012.

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With increased use of virtual worlds in education, training, military, arts, engineering, architecture, astronomy, medical, physical sciences, and many other fields, research in the field of distributed virtual world simulation environments has increased manifold in the last decade. This astounding growth has motivated us to think seriously about issues related to ethics in such research. Awareness of ethical issues is not only a responsibility of the researcher conducting research in virtual worlds, but also for ethics committees and institutional review board members. In this chapter we provide an overview of the past and current research attempting to identify ethics issues related to distributed virtual world simulation environments research. We raise questions related to virtual world research ethics that researcher and ethics committee members should ponder, and we provide several references for the reader to engage in thought provoking further study and discussion.
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Krumpholz, Alexander. "Building a Virtual Trainer for an Immersive Haptic Virtual Reality Environment." In Intelligent Assistant Systems, 264–79. IGI Global, 2007. http://dx.doi.org/10.4018/978-1-59140-878-9.ch012.

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This chapter describes the virtual trainer we developed for CSIRO’s temporal bone dissection simulator. This simulation software runs on an immersive haptic virtual reality environment. The prototype system uses a task model based on a finite state machine to describe the procedure and interactive landmarks to trace the user’s action in relation to vital structures. This gives the user situation related feedback based on user actions. The future virtual trainer would need to be based on research on intelligent tutoring systems to tailor feedback for the students and maximize their knowledge and skill acquisition. Various features for such a system are described.
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McColl, Ryan, Ian Brown, Cory Seligman, Fabian Lim, and Amer Alsaraira. "Haptic Rendering for Laparoscopic Surgery Simulation & Related Studies." In Encyclopedia of Healthcare Information Systems, 636–45. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-889-5.ch081.

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This project concerns the application of haptic feedback to a virtual reality laparoscopic surgery simulator. It investigates the hardware required to display haptic forces, and the software required to generate realistic and stable haptic properties. A number of surgery-based studies are undertaken using the developed haptic device. The human sense of touch, or haptic sensory system, is investigated in the context of laparoscopic surgery, where the long laparoscopic instruments reduce haptic sensation. Nonetheless, the sense of touch plays a vital role in navigation, palpation, cutting, tissue manipulation, and pathology detection in surgery. The overall haptic effect has been decomposed into a finite number of haptic attributes. The haptic attributes of mass, friction, stiction, elasticity, and viscosity are individually modeled, validated, and applied to virtual anatomical objects in visual simulations. There are times in surgery when the view from the camera cannot be depended upon. When visual feedback is impeded, haptic feedback must be relied upon more by the surgeon. A realistic simulator should include some sort of visual impedance. Results from a simple tissue holding task suggested the inclusion of haptic feedback in a simulator aids the user when visual feedback is impeded.
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Liu, Junying, and Feng Liang. "Research and Development of Virtual Simulation System for Mold Disassembly and Assembly Based on Unity3D." In Advances in Transdisciplinary Engineering. IOS Press, 2022. http://dx.doi.org/10.3233/atde221076.

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This virtual simulation system combines mixed reality (MR) technology with mold disassembly and assembly, and presents the mold disassembly and assembly training room as a virtual scene and mixed reality based on MR technology, including relevant virtual molds (typical injection molds, including typical two plate molds and typical three plate molds; typical cold punching dies, including guide pillar fixed unloading blanking die, guide pillar guided elastic unloading punching die, composite die, etc.; all molds are equipped with 3D data and two-dimensional assembly drawings at the same time). This system can use MR glasses to realize the whole process simulation of mold mechanism movement, and have observation functions such as mold perspective and rotation, and interactive demonstration of mold disassembly and assembly. It is mainly used for the teaching of mold disassembly and assembly technology and related post training in various colleges and enterprises, so as to achieve the purpose of reducing costs and risks, and solve the practical problems such as the lack of equipment and aging in the mold disassembly and assembly training room.
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Lopez Estrada, Veronica, Carmen Pena, and Denise Love. "Learning to Teach in Mixed-Reality Simulated Virtual Environments at a Hispanic Serving Institution (HSI)." In Handbook of Research on Developing a Post-Pandemic Paradigm for Virtual Technologies in Higher Education, 144–66. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-6963-4.ch008.

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As a result of the COVID-19 pandemic, faculty at a Hispanic serving institution shifted from face-to-face to totally online teaching. The authors describe two assignments for teacher candidates that required them to design and deliver lessons that focused on practicing two high-leverage practices utilizing Mursion, a mixed-reality simulation (MRS) software and platform. MRS sessions were delivered through Zoom video conferencing and were delivered asynchronously. Benefits, challenges, and limitations of using MRS in conjunction with Zoom in online courses were identified and discussed. Detailed logistics for planning, preparing, and executing MRS effectively were provided. The authors describe implications for remote learning as it related to teaching at an HSI located in one of the poorest areas of the U.S., with one of the most vulnerable populations.
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Aymerich-Franch, Laura. "Mediated Embodiment in New Communication Technologies." In Advanced Methodologies and Technologies in Artificial Intelligence, Computer Simulation, and Human-Computer Interaction, 563–74. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7368-5.ch042.

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Advanced communication technologies, such as virtual reality or certain types of robots, are able to induce the illusion of adopting a surrogate body as the own body. The sense of owning an artificial body, technologically mediated, in which one perceives to be located, is introduced as mediated embodiment. The concept has not been carefully conceptualized or clearly distinguished from other acceptations of embodiment, coming from a wide range of disciplines. A definition is provided which narrows the concept to accurately describe the experience of embodiment in new communication technologies. In addition, the text gathers the closest constructs related to embodiment in the communication literature, reviews the most important studies on mediated embodiment, provides potential approaches to its study, and outlines the direction that this field of study is taking.
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Conference papers on the topic "080111 Virtual Reality and Related Simulation"

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Chin-Teng Lin, Hong-Zhang Lin, Tzai-Wen Chiu, Chih-Feng Chao, Yu-Chieh Chen, Sheng-Fu Liang, and Li-Wei Ko. "Distraction-related EEG dynamics in virtual reality driving simulation." In 2008 IEEE International Symposium on Circuits and Systems - ISCAS 2008. IEEE, 2008. http://dx.doi.org/10.1109/iscas.2008.4541611.

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Götzelmann, Timo, and Julian Kreimeier. "Towards the inclusion of wheelchair users in smart city planning through virtual reality simulation." In PETRA '20: The 13th PErvasive Technologies Related to Assistive Environments Conference. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3389189.3398008.

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Banerjee, Amarnath, and J. Cecil. "A Virtual Reality Based Decision Support Framework for Manufacturing Simulation." In ASME 2003 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2003. http://dx.doi.org/10.1115/detc2003/cie-48296.

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In this paper, a virtual reality based decision support framework for manufacturing applications is discussed. The Decision Support Framework includes the use of an Enterprise Modeling Language (EML) and a Decision Support System. EML is used to create an information-oriented model of the processes and activities in a target domain, which provides a structured basis for understanding the activities and relationships in that domain. This understanding facilitates the creation of a virtual environment for manufacturing analysis. The Decision Support System is used to interface operations (process related) information in a real time control system with representations of objects in a virtual reality based environment.
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Braz da Silva, S., L. Gaspar da Silva, V. Halty Rivero, B. Lopes Xavier, L. Martins Demuner, and F. Ramstorfer. "Application of Virtual Reality Simulation as a Tool for Safety-Related Training in the Steel Industry." In AISTech 2022 Proceedings of the Iron and Steel Technology Conference. AIST, 2022. http://dx.doi.org/10.33313/386/006.

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Ramstorfer, Franz, Silvio Braz da Silva, Luis Gaspar da Silva, Virgnia Halty Rivero, Ingrid Moreira dos Santos, Bruno Lopes Xavier, and Leonardo Martins Demuner. "APPLICATION OF VIRTUAL REALITY SIMULATION AS A TOOL FOR SAFETY RELATED TRAINING IN THE STEEL INDUSTRY." In 75° Congresso Anual da ABM. São Paulo: Editora Blucher, 2022. http://dx.doi.org/10.5151/2594-5327-34814.

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Kelsick, Jason J., and Judy M. Vance. "The VR Factory: Discrete Event Simulation Implemented in a Virtual Environment." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/dfm-5747.

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Abstract Virtual reality (VR) refers to an immersive, interactive, multi-sensory, viewer-centered, three-dimensional (3D) computer generated environment and the combination of technologies required to build such an environment (Cruz-Neira, 1993). Related to problems of engineering design and manufacturing, this new technology offers engineers the ability to work with computer models in a three-dimensional, immersive environment. This paper describes a virtual reality application where the results of a discrete event simulation of a manufacturing cell are integrated with a virtual model of the cell to produce a virtual environment. The program described in this paper, the VR Factory, allows the user to investigate how various changes to the manufacturing cell affect part production. This investigation is performed while immersed in a computer generated three-dimensional representation of the cell. This paper describes the creation of the VR model of the manufacturing cell, the animation of the environment and the implementation of the results of the discrete event simulation.
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Tching, Loi¨c, Georges Dumont, and Je´roˆme Perret. "Haptic Assembly of CAD Models Using Virtual Constraint Guidance." In ASME 2010 World Conference on Innovative Virtual Reality. ASMEDC, 2010. http://dx.doi.org/10.1115/winvr2010-3707.

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In the context of virtual reality (VR) and of computed aided design (CAD), haptic simulations are used to perform assembly tasks between 3D objects. To help the user to perform the assembly of CAD objects, we propose a new method of interactive assembly that uses both kinematic constraints and virtual guiding fixtures. Modelling a haptic assembly task as a combination of mechanical joints, we focus on the guidance of objects and on the activation cues of kinematic constraints within physical simulation. In this article, we first outline the difficulties related to the haptic-assembly of CAD objects in VR simulation. Introducing the virtual constraint guidance (VCG), we present a new method for haptic guidance that decomposes a task in two independent steps: a guiding step which use geometries as virtual fixtures to position objects, and a functional step that use kinematic constraints to perform the assembly task while deactivating locally the collisions between objects. We finally present a complete application of our method on a insertion task and present our experimental results concerning the usability of our method.
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Rossmann, Jürgen. "eRobotics: The Symbiosis of Advanced Robotics and Virtual Reality Technologies." In ASME 2012 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/detc2012-70842.

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The research field of eRobotics is currently an active domain of interest for scientists working in the area of “eSystem engineering”. The objective is to effectively use electronic media — hence the “e” at the beginning of the term — to achieve the best possible advance in the development of their respective fields of use. Well known developments in this research area include eHealth and eMedicine, eLearning, eGovernment, eSecurity, eBusiness, eForensics and so on. The aim of developments in eRobotics is to provide a comprehensive software environment to address robotics-related issues. Starting with user requirements analysis of system design, support for the development and selection of appropriate robot hardware, robot and mechanisms programming, system and process simulation, control design, and encompassing the validation of developed models and programs, eRobotics requires a continuous and systematic computer support. In this way, the ever increasing complexity of current computer-aided robotic solutions will be kept manageable, and know-how from completed work is electronically preserved and made available for further applications. In the first place, this paper is intended to give an overview of the numerous applications of eRobotics that have already been realized und thus to promote the term eRobotics in the field of Virtual Reality and simulation.
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Bayona, Sofia, Jose Manuel Fernandez-Arroyo, Pilar Bayona, and Isaac Martin. "A Global Approach to the Design and Evaluation of Virtual Reality Medical Simulators." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5554.

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VR Simulators are a powerful alternative to traditional educational techniques in many domains; and in particular, in surgery. Although they offer new possibilities for learning, training and assessment, they still found difficult to be accepted and integrated into hospitals. In this paper, we explain what we consider the key issues to create successful VR simulators, and we present two methodologies: the guidelines for the simulator design and the evaluation of their validity. Research on VR surgical simulators should be interdisciplinary. It involves medicine, educational psychology, computer science, and engineering. Optimal interdisciplinary communication is difficult, and most projects in surgical simulation are strongly influenced by the engineering perspective, with little or no contributions from the others. This unbalance often leads to a premature end of the project or to simulators which are less practical for surgeons. A design methodology should be used as a guide in the process of creating VR simulators. A thorough description of the problem, the simulator’s role, and an exhaustive task analysis will lead to the identification of the requirements. For the technical implementation, decisions will be taken related to the hardware interface and the interaction that users will have with the virtual world; which will determine collision detection and response algorithms, and the behaviour of the 3D models. In addition to the technical testing, it is necessary to prove the validity of the simulator and design procedures to measure the user performance. We explain a methodology to evaluate the validity (face, content, and criterion-related validity), reliability and transfer of skills from a VR simulator to the real environment in a structured and rigorous way. Following this methodology, an evaluation experiment involving 19 orthopaedic doctors using a VR arthroscopy simulator was carried out. Results prove face and content validities, and inform about the factors and measures that are considered important for arthroscopic surgery. In order to consolidate the research results, we encourage the establishment of an intersectorial consortium with agents from the academic, healthcare and industrial sectors to ensure the long-term sustainability of research lines, additional funding, and to guarantee that simulators, once validated, can be widely available in hospitals. This paper presents a global approach including relevant guidelines and methodologies for designing and evaluating VR simulators. It can provide a solid structure for other researchers when facing those processes and contribute to the successful integration of VR simulators within the educational curriculum.
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Bruno, Fabio, Agostino Angilica, Francesco Cosco, Loris Barbieri, and Maurizio Muzzupappa. "Comparing Different Visuo-Haptic Environments for Virtual Prototyping Applications." In ASME 2011 World Conference on Innovative Virtual Reality. ASMEDC, 2011. http://dx.doi.org/10.1115/winvr2011-5533.

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The use of haptic devices in Virtual Reality applications makes the interaction with the digital objects easier, by involving the sense of touch in the simulation. The most widespread devices are stylus-based, so the user interacts with the virtual world via either a tool or a stylus. These kinds of devices have been effectively used in several virtual prototyping applications, in order to allow the users to easily interact with the digital model of a product. Among the several open issues related to these applications, there is the choice of the set-up and of the techniques adopted to combine the visual and the haptic stimuli. This paper presents the comparison of three different solutions specifically studied for virtual prototyping applications and in particular for usability assessment. The first is a simple desktop configuration where the user looks at a screen, and visual and haptic stimuli are presented in a de-located manner. The second is a HMD based set-up where the user has a more natural first-person immersive interaction. The third requires a video-see-trough HMD in order to augment the virtual scene with the visualization of the real user’s hand. The test realized with the users on these three different setups have been finalized to study the effect of two different factors that are crucial for the effectiveness and the user-friendliness of the interaction. One is the perception of the visual and haptic stimuli in a collocated manner; the other is the visualization of his/her own hand during the interaction with the virtual product.
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