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Journal articles on the topic 'Scene simulator'

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1

Sriram, Vinay, and David Kearney. "Towards A Multi-FPGA Infrared Simulator." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 4, no. 4 (October 2007): 343–55. http://dx.doi.org/10.1177/154851290700400404.

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High speed infrared (IR) scene simulation is used extensively in defense and homeland security to test sensitivity of IR cameras and accuracy of IR threat detection and tracking algorithms used commonly in IR missile approach warning systems (MAWS). A typical MAWS requires an input scene rate of over 100 scenes/second. Infrared scene simulations typically take 32 minutes to simulate a single IR scene that accounts for effects of atmospheric turbulence, refraction, optical blurring and charge-coupled device (CCD) camera electronic noise on a Pentium 4 (2.8GHz) dual core processor [7]. Thus, in IR scene simulation, the processing power of modern computers is a limiting factor. In this paper we report our research to accelerate IR scene simulation using high performance reconfigurable computing. We constructed a multi Field Programmable Gate Array (FPGA) hardware acceleration platform and accelerated a key computationally intensive IR algorithm over the hardware acceleration platform. We were successful in reducing the computation time of IR scene simulation by over 36%. This research acts as a unique case study for accelerating large scale defense simulations using a high performance multi-FPGA reconfigurable computer.
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Kennedy, Robert S., Kevin S. Berbaum, and Martin G. Smith. "Methods for Correlating Visual Scene Elements with Simulator Sickness Incidence." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 18 (October 1993): 1252–56. http://dx.doi.org/10.1177/154193129303701811.

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Simulator sickness occurs in a large number of Army, Navy, and Marine Corps simulators, and is most prevalent in moving-base, rotary-wing devices which employ cathode ray tube (CRT) video displays as opposed to fixed-wing, dome-display trainers with no motion base. Based on data from a factor analysis of over 1000 Navy and Marine Corps pilot simulation exposures, a new scoring procedure was applied to two helicopter simulators with similar rates of simulator sickness incidence. Based on the factor analytic scoring key, the two simulators showed slightly different sickness profiles. Preliminary work was begun to record the visual scene by video frame-by-frame decomposition and automated scoring algorithms were developed. The findings are discussed from the standpoints of (1) recommendations for future design and use of simulators, and (2) the metric advantages and other merits of the “field experiment” methodology to address human factors problems with simulator sickness.
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Sheppard, Daniel, Daniel Westra, and Gavan Lintern. "Simulator Design and Instructional features for Air-to-Ground Attack: Transfer Study." Proceedings of the Human Factors Society Annual Meeting 30, no. 10 (September 1986): 1038–42. http://dx.doi.org/10.1177/154193128603001022.

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A transfer-of-training experiment was conducted to provide guidelines for simulator design and training procedures for air-to-ground attack. Two levels of scene detail (complex day scene versus a low detail dusk scene), three levels of field of view (160H X 80V, 135H X 60V, 103H X 60V), and three levels of simulator training trials (24, 48, 72) were tested in the experiment. Student Naval Aviators (SNAs) were trained in the Visual Technology Research Simulator (VTRS) in 30-degree bombing prior to their standard weapon training phase. Other students, not pretrained in the VTRS, were used for control comparisons. Training in the VTRS helped SNAs use their weapons flight time in the TA-4J more effectively. Forty-eight simulator trials were recommended as adequate pretraining for 30-degree bombing. There was no evidence of differential transfer for the scene detail and field-of-view factors. The least expensive field of view option tested was recommended. However, there were methodological problems with the scene type comparison and the apparent transfer equivalence of the two scenes may not fully indicate their relative training effectiveness. Data from other VTRS experiments suggest the superiority of the day scene and it was recommended.
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WU Di, 武迪, 施蕊 SHI Rui, and 蔡本睿 CAI Benrui. "An IR scene/point target simulator." Optical Technique 41, no. 1 (2015): 48–51. http://dx.doi.org/10.3788/gxjs20154101.0048.

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5

Zhang, Xiangdong, Zhengwei Xu, and Chengke Wu. "A real time infrared scene simulator." International Journal of Infrared and Millimeter Waves 17, no. 11 (November 1996): 1987–95. http://dx.doi.org/10.1007/bf02069472.

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6

Li, Haijiang, Hongxiang Ren, Shaoyang Qiu, and Chang Wang. "Physics-Based Simulation of Ocean Scenes in Marine Simulator Visual System." Water 12, no. 1 (January 12, 2020): 215. http://dx.doi.org/10.3390/w12010215.

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The realistic simulation of ocean scenes is of great significance in many scientific fields. We propose an improved Smoothed Particle Hydrodynamics (SPH) framework to simulate the ocean scenes. The improved SPH combines nonlinear constant density constraints and divergence-free velocity field constraint. Density constraints adjust the particle distribution on position layer, so that the density is constrained to a constant state. The addition of the divergence-free velocity field constraint significantly accelerates the convergence of constant density constraint and further reduces the density change. The simulation results show that the improved SPH has high solution efficiency, large time steps, and strong stability. Then, we introduce a unified boundary handling model to simulate coupling scenes. The model samples the boundary geometry as particles by means of single layer nonuniform sampling. The contribution of the boundary particles is taken into account when the physical quantities of fluid particles are computed. The unified model can handle various types of complex geometry adaptively. When rendering the ocean, we propose an improved anisotropic screen space fluid method, which alleviates the discontinuity problem near the boundary and maintains the anisotropy of particles. The research provides a theoretical reference for the highly believable maritime scene simulation in marine simulators.
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Sheppard, Daniel J., Joyce Madden, and Sherrie A. Jones. "Simulator Design Features for Helicopter Shipboard Landings." Proceedings of the Human Factors Society Annual Meeting 31, no. 2 (September 1987): 233–37. http://dx.doi.org/10.1177/154193128703100222.

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The Vertical Takeoff and Landing Simulator (VTOL) at the Naval Training Systems Center's (NTSC) Visual Technology Research Simulator (VTRS) was used to study the effects of simulator design features on pilot performance in helicopter shipboard landings. The research was designed to evaluate the effects of current design features on the SH—60B Operational Flight Trainer (OFT) used to train helicopter shipboard landing and four proposed simulator design modifications. These were: (1) scene detail (SH—60B OFT scene versus an upgraded VTRS scene), (2) field-of-view (VTRS wide versus a smaller SH—60B OFT field-of-view), (3) dynamic seat cueing (on versus off), and (4) dynamic inflow (standard rotor model available in existing trainers versus an updated rotor model). These factors were tested across two levels of seastate. On the basis of the factors studied in the experiment, the wider field-of-view, the more detailed scene and the updated rotor model are recommended for use. The dynamic seat cueing evaluated in this study is not recommended at this time.
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Duh, Henry Been-Lirn, Donald E. Parker, and Thomas A. Furness. "An Independent Visual Background Reduced Simulator Sickness in a Driving Simulator." Presence: Teleoperators and Virtual Environments 13, no. 5 (October 2004): 578–88. http://dx.doi.org/10.1162/1054746042545283.

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Simulator sickness (SS)-virtual environment (VE) sickness is expected to become increasingly troublesome as VE technology evolves. This paper investigated using an independent visual background (IVB) to reduce SS and VE sickness. The IVB is a visual scene component that provides visual motion and orientation cues that match those from the vestibular receptors. In this study, the IVB was stationary, fixed with respect to inertial space. Two experiments were conducted. The first experiment examined the differences in visual motion-induced postural disturbance as a function of simultaneous exposure to an IVB. Subjects exhibited less balance disturbance when the IVB was presented. An expected statistically significant interaction between IVB presence-absence and visual scene motion oscillation frequency was observed. In the second experiment, subjects reported less SS when the IVB was presented during the VE exposure. We suggest that an IVB may alleviate disturbance when conflicting visual and inertial cues evoke SS.
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Duh, Henry Been-Lirn, James J. W. Lin, Robert V. Kenyon, Donald E. Parker, and Thomas A. Furness. "Effects of Characteristics of Image Quality in an Immersive Environment." Presence: Teleoperators and Virtual Environments 11, no. 3 (June 2002): 324–32. http://dx.doi.org/10.1162/105474602317473259.

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Image quality issues such as field of view (FOV) and resolution are important for evaluating “presence” and simulator sickness (SS) in virtual environments (VEs). This research examined effects on postural stability of varying FOV, image resolution, and scene content in an immersive visual display. Two different scenes (a photograph of a fountain and a simple radial pattern) at two different resolutions were tested using six FOVs (30, 60, 90, 120, 150, and 180 deg.). Both postural stability, recorded by force plates, and subjective difficulty ratings varied as a function of FOV, scene content, and image resolution. Subjects exhibited more balance disturbance and reported more difficulty in maintaining posture in the wide-FOV, highresolution, and natural scene conditions.
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10

Estock, Jamie L., Amy L. Alexander, Emily M. Stelzer, and Kathryn Baughman. "Impact of Visual Scene Field of View on F-16 Pilot Performance." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 51, no. 2 (October 2007): 75–79. http://dx.doi.org/10.1177/154193120705100205.

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The tremendous expense and inherent dangers of training in the aircraft have led to the increased use of simulators for practicing and maintaining air combat skills; However, the advantages and disadvantages of using high or low-fidelity simulators for such training must be specified. An experiment was conducted to examine the in-simulator performance differences between pilots flying lower-fidelity simulators compared to higher-fidelity simulators. The primary difference between the two simulators is the visual scene field-of-view. Sixteen U.S. Air Force F-16 pilots flew standard training missions as an integrated team of four (a “four-ship”) with two pilots flying in the high-fidelity simulators and two pilots flying in the lower-fidelity simulators. Various subjective and objective measures were collected to assess the pilots' ability to maintain a briefed formation. Overall, the results suggest that pilots who practice four-ship employment in the lower-fidelity simulators can perform at the same level as those who practice in the high-fidelity simulators. Future analyses should be conducted to examine the impact of simulator fidelity on other air combat skills and on training effectiveness.
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11

Hughes, L. H., S. Auer, and M. Schmitt. "INVESTIGATION OF JOINT VISIBILITY BETWEEN SAR AND OPTICAL IMAGES OF URBAN ENVIRONMENTS." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences IV-2 (May 28, 2018): 129–36. http://dx.doi.org/10.5194/isprs-annals-iv-2-129-2018.

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In this paper, we present a work-flow to investigate the joint visibility between very-high-resolution SAR and optical images of urban scenes. For this task, we extend the simulation framework SimGeoI to enable a simulation of individual pixels rather than complete images. Using the extended SimGeoI simulator, we carry out a case study using a TerraSAR-X staring spotlight image and a Worldview-2 panchromatic image acquired over the city of Munich, Germany. The results of this study indicate that about 55 % of the scene are visible in both images and are thus suitable for matching and data fusion endeavours, while about 25 % of the scene are affected by either radar shadow or optical occlusion. Taking the image acquisition parameters into account, our findings can provide support regarding the definition of upper bounds for image fusion tasks, as well as help to improve acquisition planning with respect to different application goals.
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12

Zahidi, Usman A., Peter W. T. Yuen, Jonathan Piper, and Peter S. Godfree. "An End-to-End Hyperspectral Scene Simulator with Alternate Adjacency Effect Models and Its Comparison with CameoSim." Remote Sensing 12, no. 1 (December 24, 2019): 74. http://dx.doi.org/10.3390/rs12010074.

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In this research, we developed a new rendering-based end to end Hyperspectral scene simulator CHIMES (Cranfield Hyperspectral Image Modelling and Evaluation System), which generates nadir images of passively illuminated 3-D outdoor scenes in Visible, Near Infrared (NIR) and Short-Wave Infrared (SWIR) regions, ranging from 360 nm to 2520 nm. MODTRAN TM (MODerate resolution TRANsmission), is used to generate the sky-dome environment map which includes sun and sky radiance along with the polarisation effect of the sky due to Rayleigh scattering. Moreover, we perform path tracing and implement ray interaction with medium and volumetric backscattering at rendering time to model the adjacency effect. We propose two variants of adjacency models, the first one incorporates a single spectral albedo as the averaged background of the scene, this model is called the Background One-Spectra Adjacency Effect Model (BOAEM), which is a CameoSim like model created for performance comparison. The second model calculates background albedo from a pixel’s neighbourhood, whose size depends on the air volume between sensor and target, and differential air density up to sensor altitude. Average background reflectance of all neighbourhood pixel is computed at rendering time for estimating the total upwelled scattered radiance, by volumetric scattering. This model is termed the Texture-Spectra Incorporated Adjacency Effect Model (TIAEM). Moreover, for estimating the underlying atmospheric condition MODTRAN is run with varying aerosol optical thickness and its total ground reflected radiance (TGRR) is compared with TGRR of known in-scene material. The Goodness of fit is evaluated in each iteration, and MODTRAN’s output with the best fit is selected. We perform a tri-modal validation of simulators on a real hyperspectral scene by varying atmospheric condition, terrain surface models and proposed variants of adjacency models. We compared results of our model with Lockheed Martin’s well-established scene simulator CameoSim and acquired Ground Truth (GT) by Hyspex cameras. In clear-sky conditions, both models of CHIMES and CameoSim are in close agreement, however, in searched overcast conditions CHIMES BOAEM is shown to perform better than CameoSim in terms of ℓ 1 -norm error of the whole scene with respect to GT. TIAEM produces better radiance shape and covariance of background statistics with respect to Ground Truth (GT), which is key to good target detection performance. We also report that the results of CameoSim have a many-fold higher error for the same scene when the flat surface terrain is replaced with a Digital Elevation Model (DEM) based rugged one.
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13

Kleiss, James A. "Properties of Computer-Generated Scenes Important for Simulating Low-Altitude Flight." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 1 (October 1993): 98–102. http://dx.doi.org/10.1177/154193129303700124.

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Previous research indicates two properties of real-world scenes are important to pilots for visual low-altitude flight: (a) vertical development mediated by presence or absence of hills and ridges, and (b) discrete objects exemplified by large objects or groups of objects. The present investigation sought to determine whether these scene properties can be represented with adequate perceptual fidelity in flight simulator visual scenes. The stimuli were sixteen computer-generated scenes exhibiting variation in both properties described above. Subjects rated the visual similarity of scenes with regard to properties useful for visual low-altitude flight. Ratings were analyzed using multidimensional scaling. A two-dimensional spatial configuration captured orderly variation in both scene properties. Unlike previous results using real-world scenes, discrete objects were relatively more important than vertical development in computer-generated scenes. Also, groups of trees were no more salient than randomly scattered trees in computer-generated scenes. Thus, properties important in real-world scenes can be effectively modeled in computer-generated scenes although some differences remain.
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Kleiss, James A. "Effect of Terrain Shape and Object Grouping on Detection of Altitude Change in a Flight Simulator." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 38, no. 1 (October 1994): 119–23. http://dx.doi.org/10.1177/154193129403800124.

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Multidimensional scaling (MDS) analyses of flight simulator visual scenes reveal that both the shape of the terrain surface as well as the spatial distribution of objects on the terrain are salient to pilots flying at low altitudes. MDS is based upon similarity ratings and it was deemed important to verify the relevance of these scene properties using a performance based task in a flight simulator. The task was an ascent/descent discrimination task similar to that used in other flight simulation research. Terrain shape and elements on the terrain (texture and objects) were factorially manipulated. Presence of hills as well as the spatial organization of objects on the terrain affected performance in some conditions. A positive effect of hills is noteworthy because hills did not extend above the horizon and therefore posed no vertical obstructions. Thus, they provide relevant information for perceiving altitude change apart from the role they may play in obstructing vision or navigation.
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Zhou, Jing Tao, Huai Guang Wang, and Liang Zhou. "Development of Driving Training Simulator of a Caterpillar Vehicle." Applied Mechanics and Materials 380-384 (August 2013): 2653–57. http://dx.doi.org/10.4028/www.scientific.net/amm.380-384.2653.

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Driving training simulator of a caterpillar vehicle is a simulation system which can simulate all kinds of training course and has the evaluation function, this system using VC++ 6.0 and Direct X software, which has solved the 3D modeling, model introduction, 3D scene modeling, view dynamic control, collision detection, communication control, special effects, sound control, and other key technical problems, it has meted effectively the new equipment teaching and training needs.
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Chapman, Q. H., L. S. Carr, M. J. Syrzycki, and B. Dufort. "Test vehicle for a wafer-scale thermal pixel scene simulator." IEEE Transactions on Components, Packaging, and Manufacturing Technology: Part B 17, no. 3 (1994): 334–41. http://dx.doi.org/10.1109/96.311782.

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Scannapieco, Antonio Fulvio, Alfredo Renga, and Antonio Moccia. "Indoor Operations by FMCW Millimeter Wave SAR Onboard Small UAS: A Simulation Approach." Journal of Sensors 2016 (2016): 1–13. http://dx.doi.org/10.1155/2016/4968476.

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A dedicated system simulator is presented in this paper for indoor operations onboard small Unmanned Aerial Systems (UAS) by a novel millimeter wave radar sensor. The sensor relies on the principle of Synthetic Aperture Radar (SAR) applied to a Frequency Modulated Continuous Wave (FMCW) radar system. Input to the simulator are both design parameters for Synthetic Aperture Radar (SAR), which should be able to cope with the stringent requirements set by indoor operations, and information about platform navigation and observed scene. The scene generation task is described in detail. This is based on models for point target response on either a completely absorbing background or fluctuating background and ray tracing (RT) techniques. Results obtained from scene processing are finally discussed, giving further insights on expected results from high-resolution observation of an assigned control volume by this novel SAR sensor.
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Li, Haijiang, Hongxiang Ren, Xingfeng Duan, and Chang Wang. "An Improved Meshless Divergence-Free PBF Framework for Ocean Wave Modeling in Marine Simulator." Water 12, no. 7 (June 30, 2020): 1873. http://dx.doi.org/10.3390/w12071873.

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It is a challenging work to simulate wind and waves in virtual scenes of marine simulators. In this paper, a divergence-free position based fluid (DFPBF) framework is introduced for ocean wave modeling in marine simulators. We introduce a set of constant density constraints and divergence-free velocity constraints to enforce incompressibility. By adjusting the position distribution of fluid particles, the particle density is forced to be constant. Constraining the divergence-free velocity field can keep the density change rate at zero. When correcting the position and velocity of particles, we introduced a relaxation correction scheme to accelerate the convergence of the framework. The simulation results show that as the scene scale expands and the number of fluid particles increases, this acceleration effect will be more significant. Secondly, we propose a novel particle-based three-dimensional stochastic fluctuating wind field. The Perlin noise is introduced to disturb the constant horizontal wind field to form a stochastic wind field. On this basis, a stochastic fluctuating wind field simulation framework is proposed. By adjusting the pulse period and pulse width, users can flexibly control the fluid turnover under the action of the wind field. This wind field framework can be easily integrated into the DFPBF model. Based on this wind field model, we simulated some typical wind wave scenarios, including interaction scenarios with lighthouse and lifebuoy, and verified the effectiveness of the wind field model.
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Hsu, C.-F., C.-T. Lin, T.-Y. Huang, and K.-Y. Young. "Development of multipurpose virtual-reality dynamic simulator with a force-reflection joystick." Proceedings of the Institution of Mechanical Engineers, Part I: Journal of Systems and Control Engineering 219, no. 2 (March 1, 2005): 187–95. http://dx.doi.org/10.1243/095965105x9452.

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The objective of this paper is to develop a multipurpose virtual-reality (VR) dynamic simulation system to meet the requirements of public security in the training of human operators. In this way, the operator can feel that he or she is controlling a real machine or vehicle to achieve the objective of real training. The developed VR dynamical simulation system in this paper mainly consists of three elements: a six-degree-of-freedom motion platform (Stewart platform), a force-reflection joystick, and an interactive VR scene. In the developed VR dynamic simulation system, the operator could sit on a Stewart platform to feel the velocity and orientation of motion, and could handle a force-reflection joystick to transfer the commands to the VR scene. Then, the operator will receive the force feedback from the Stewart platform and the joystick. Finally, a flight simulation scene is applied to illustrate the effectiveness of the developed VR dynamical simulation system. Experimental results demonstrate that the evaluation of the VR dynamical simulation system is comparatively good.
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Fang, Tae-Hyun, Jun-Hyuk Jang, Seung-Bin Oh, and Hong-Tae Kim. "Study on Simulator Sickness Measure on Scene Movement Based Ship Handing Simulator Using SSQ and COP." Journal of Navigation and Port Research 38, no. 5 (October 31, 2014): 485–91. http://dx.doi.org/10.5394/kinpr.2014.38.5.485.

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Zhang, Qiao Fen, Jian Bo Sun, Cai Qin Sun, and Cheng Jun Shi. "Marine Engine Simulation System for Crew Operation Examination Based on Virtual Reality." Applied Mechanics and Materials 441 (December 2013): 465–69. http://dx.doi.org/10.4028/www.scientific.net/amm.441.465.

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Aiming at the present deficiency of operation examination for marine engine, a simulation system of marine engine based on virtual reality is developed. In this paper, the virtual scene and 3D entity model of marine engine is constructed by 3DS MAX according to the actual situation of engine room and the specific operation requirements, and then the 3D model is driven by DirectX in the environment of Visual C++6.0 to achieve the functions of VR scene roaming, human-computer interaction and operation examination. The VR simulation system developed as a part of the whole marine engine simulator can supply an almost real environment for the crew operation examination, which will greatly improve the operation ability of crew, being of important significance for the reform of crew examination in China.
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Dong Jianing, 董家宁, 牟达 Mu Da, 徐春云 Xu Chunyun, 李全勇 Li Quanyong, and 王文生 Wang Wensheng. "Projection Optical System Design of Infrared Scene Simulator Based on DMD." Laser & Optoelectronics Progress 49, no. 12 (2012): 122202. http://dx.doi.org/10.3788/lop49.122202.

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Wang, Xiang, Yan Xuedong, Wang Jiangfeng, and Liu Dan. "Road Scene Modeling for Driving Simulator Based on Tile Library Concept." Information Technology Journal 11, no. 4 (March 15, 2012): 466–70. http://dx.doi.org/10.3923/itj.2012.466.470.

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Wang, Ming-Shyan, Jing Lee, and Jian-Hao Chen. "Remote Control of a Moving Platform and Its Applications." Proceedings of the Institution of Mechanical Engineers, Part I: Journal of Systems and Control Engineering 219, no. 8 (December 1, 2005): 539–50. http://dx.doi.org/10.1243/095965105x33653.

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The paper introduces a motion simulation, monitoring, and controlling system based on a three-degree-of-freedom (3DOF) motion platform, stereographic display, and network communication. Proportional-integral-derivative (PID) and fuzzy logic (FL) controllers are applied to control the motion platform and to compare their control qualities with each other. Two applications of the present system are demonstrated. One is a car simulator, in which the motion platform simulates the behaviour of a car running on the road. The other one is an animated virtual reality (VR) remote control system. By cooperating with real-time virtual scene reconstruction, users can remotely monitor and control the motion platform in real-time.
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Grassini, Simone, Karin Laumann, and Ann Kristin Luzi. "Association of Individual Factors with Simulator Sickness and Sense of Presence in Virtual Reality Mediated by Head-Mounted Displays (HMDs)." Multimodal Technologies and Interaction 5, no. 3 (February 24, 2021): 7. http://dx.doi.org/10.3390/mti5030007.

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Many studies have attempted to understand which individual differences may be related to the symptoms of discomfort during the virtual experience (simulator sickness) and the generally considered positive sense of being inside the simulated scene (sense of presence). Nevertheless, a very limited number of studies have employed modern consumer-oriented head-mounted displays (HMDs). These systems aim to produce a high the sense of the presence of the user, remove stimuli from the external environment, and provide high definition, photo-realistic, three-dimensional images. Our results showed that motion sickness susceptibility and simulator sickness are related, and neuroticism may be associated and predict simulator sickness. Furthermore, the results showed that people who are more used to playing videogames are less susceptible to simulator sickness; female participants reported more simulator sickness compared to males (but only for nausea-related symptoms). Female participants also experienced a higher sense of presence compared to males. We suggest that published findings on simulator sickness and the sense of presence in virtual reality environments need to be replicated with the use of modern HMDs.
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Mourant, Ronald R., and Zhuoyun Ge. "Measuring Attentional Demand in a Virtual Environments Driving Simulator." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 41, no. 2 (October 1997): 1268–72. http://dx.doi.org/10.1177/1071181397041002121.

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The measurement of drivers' attentional demand is of importance to highway designers as well as to human factors engineers concerned with in-vehicle navigational displays and their user interface. When attentional demand is great, older drivers in particular are subjected to information overload which may adversely affect their driving performance. In 1967, Senders, et. al. measured drivers' attentional demand using a visual occlusion device. They found that attentional demand increased with vehicle velocity, but their study was limited to off-road driving due to safety considerations. The present study focused on the establishment of baseline quantitative measures of attentional demand as a function of vehicle velocity, road curvature, and amount of oncoming traffic. Eight experienced drivers drove a virtual environments driving simulator while controlling the visibility of the forward scene via a foot switch. They were instructed to stay in their lane and obey all traffic regulations, while trying to keep the forward scene visible as little as possible. Attentional demand was calculated as the percent of time drivers viewed the forward scene during a run. While driving at 100 kph the average attentional demand (86%) was significantly higher (p < .01) then when driving at 33 kph (77%). The finding that an increase in vehicle velocity of 67 kph resulted in only a 9% increase in attentional demand was somewhat surprising. As expected, the attentional demand of drivers on curves (85%) was significantly higher (p < .05) then when driving on a straight road (81%). The effect of traffic versus no traffic on curves was also statistically significant. The attentional demand on curves with moderate on-coming traffic was 88% versus 80% when there was no traffic. This study demonstrated the feasibility of using a virtual environments simulator to measure drivers' attentional demand. Future research will study attentional demand using novice and older drivers.
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Li, Quan Yong, Da Mu, Yu Nan Du, and Bo Qi Wu. "Optical Projection System Design of the Infrared Dynamic Scene Simulator Based on DMD." Key Engineering Materials 552 (May 2013): 69–74. http://dx.doi.org/10.4028/www.scientific.net/kem.552.69.

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Infrared dynamic target simulator can simulate infrared scene practicality in the laboratory, and reduce the research cost of the optical electrical system and offer recycle experiment environments, which are used to evaluate and test the infrared imaging system performance. Infrared scene projection technology based on the digital micro-mirror device (DMD) has been developed and applied to infrared target simulator, whose infrared images were obtained by modulating the launch of infrared radiation. Compared with the traditional simulator, the infrared scene simulator based on digital micro-mirror device (DMD) has a high spatial resolution and high frame rate, no dead pixels and good uniformity of characteristics. Firstly, the basic structure and the principle of the digital-mirror device are briefly introduced, and the kind and the advantage of the DLP(Digital Light Procession) system based on digital micro-mirror device (DMD) are analyzed. The key technology of the DLP(Digital Light Procession) projection system when it used in infrared wave band is analyzed. Secondly, the design process of the projection system is detailed. According to the design index required and the size of the digital micro-mirror device (DMD), a projection system consisting of three lenses and the transmissive type and aspheric technology was designed by ZEMAX optical-design software. The work wave-band is 8~12μm.The MTF curve is close to the diffraction limited curve and the size of the spot diagram is smaller than the airy disk. The result indicates that the system satisfies the design requirement and the structure of system is good.
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Liu, Ke, Paul Green, and Yili Liu. "Traffic and Ratings of Driver Workload: The Effect of the Number of Vehicles and Their Distance Headways." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 2134–38. http://dx.doi.org/10.1177/1071181319631051.

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This experiment examined how variations in traffic affected driver workload. Some 24 subjects, 12 younger, 12 older, drove a driving simulator. There were eight scenarios that involved a lead vehicle, a following vehicle, and up to two vehicles in an adjacent lane, one ahead, one behind. Depending on the condition, the subject rated the workload of driving or the visual scene was periodically occluded (visible for 0.5 s after each button press). Ratings were obtained by showing looped clips of expressway scenes (anchors) below the center channel of the simulator. This paper only discusses the rating data, which were extremely stable and seemingly unaffected by age. The workload increased when distance headway (DHW) decreased. In terms of effect on workload, from greatest to least, they were: lead vehicle, vehicle in adjacent lane – ahead, vehicle in adjacent lane – behind, follow vehicle in the same lane.
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Tapiro, Hagai, Avinoam Borowsky, Tal Oron-Gilad, and Yisrael Parmet. "Where do older pedestrians glance before deciding to cross a simulated two-lane road? A pedestrian simulator paradigm." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 11–15. http://dx.doi.org/10.1177/1541931213601003.

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Knowing where to older pedestrians allocate their glances before deciding to cross the road can contribute to understanding the causes that lead them to make bad road crossing decisions. Research on older drivers suggest that they are over involved in crashes that involve navigation through intersections mainly because they focused on their travel path and rarely on other areas in the scene from where a hazard might appear. Yet, it is less known how older pedestrians spread their attention on their expected travel path. Eleven older participants (over 65) and ten younger adults were asked to make a road crossing decision in a simulated environment, while wearing an eye-tracker. Results exemplify significant differences between the younger and older adults; the older adults, in comparison to the younger, spent more time focusing on the central area of the scene and even less so in the last five seconds before making the crossing decision. These findings are consistent with older drivers’ behavior at intersections, suggesting that older pedestrians might be overly focused on their travel path.
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Zhao, Ding Xuan, Ying Jie Li, Guo Jun Yang, Qing Bo Hao, Gang Liu, and Miao Xu. "A Type of Fighter Dynamics Modeling and Simulation." Advanced Materials Research 466-467 (February 2012): 577–81. http://dx.doi.org/10.4028/www.scientific.net/amr.466-467.577.

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Dynamics model of fighter was proposed in order to drive on flight simulator virtually. The model took Lagrange equation as basis and simplified analysis of the force on fighter according to the real-time input state information from joystick. The dynamics equation was solved in real time using Runge-Kutta method (RK4). It was proved finally that the model and simulation algorithm had higher dependability through datum and simulation scene which was obtained with graphics engine OpenGVS and 3D visual modeling Software Multigen Creator.
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31

Bechtold, S., and B. Höfle. "HELIOS: A MULTI-PURPOSE LIDAR SIMULATION FRAMEWORK FOR RESEARCH, PLANNING AND TRAINING OF LASER SCANNING OPERATIONS WITH AIRBORNE, GROUND-BASED MOBILE AND STATIONARY PLATFORMS." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences III-3 (June 3, 2016): 161–68. http://dx.doi.org/10.5194/isprsannals-iii-3-161-2016.

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In many technical domains of modern society, there is a growing demand for fast, precise and automatic acquisition of digital 3D models of a wide variety of physical objects and environments. Laser scanning is a popular and widely used technology to cover this demand, but it is also expensive and complex to use to its full potential. However, there might exist scenarios where the operation of a &lt;i&gt;real&lt;/i&gt; laser scanner could be replaced by a computer simulation, in order to save time and costs. This includes scenarios like teaching and training of laser scanning, development of new scanner hardware and scanning methods, or generation of artificial scan data sets to support the development of point cloud processing and analysis algorithms. To test the feasibility of this idea, we have developed a highly flexible laser scanning simulation framework named &lt;i&gt;Heidelberg LiDAR Operations Simulator (HELIOS)&lt;/i&gt;. HELIOS is implemented as a Java library and split up into a core component and multiple extension modules. Extensible Markup Language (XML) is used to define scanner, platform and scene models and to configure the behaviour of modules. Modules were developed and implemented for (1) loading of simulation assets and configuration (i.e. 3D scene models, scanner definitions, survey descriptions etc.), (2) playback of XML survey descriptions, (3) TLS survey planning (i.e. automatic computation of recommended scanning positions) and (4) interactive real-time 3D visualization of simulated surveys. As a proof of concept, we show the results of two experiments: First, a survey planning test in a scene that was specifically created to evaluate the quality of the survey planning algorithm. Second, a simulated TLS scan of a crop field in a precision farming scenario. The results show that HELIOS fulfills its design goals.
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32

Bechtold, S., and B. Höfle. "HELIOS: A MULTI-PURPOSE LIDAR SIMULATION FRAMEWORK FOR RESEARCH, PLANNING AND TRAINING OF LASER SCANNING OPERATIONS WITH AIRBORNE, GROUND-BASED MOBILE AND STATIONARY PLATFORMS." ISPRS Annals of Photogrammetry, Remote Sensing and Spatial Information Sciences III-3 (June 3, 2016): 161–68. http://dx.doi.org/10.5194/isprs-annals-iii-3-161-2016.

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In many technical domains of modern society, there is a growing demand for fast, precise and automatic acquisition of digital 3D models of a wide variety of physical objects and environments. Laser scanning is a popular and widely used technology to cover this demand, but it is also expensive and complex to use to its full potential. However, there might exist scenarios where the operation of a <i>real</i> laser scanner could be replaced by a computer simulation, in order to save time and costs. This includes scenarios like teaching and training of laser scanning, development of new scanner hardware and scanning methods, or generation of artificial scan data sets to support the development of point cloud processing and analysis algorithms. To test the feasibility of this idea, we have developed a highly flexible laser scanning simulation framework named <i>Heidelberg LiDAR Operations Simulator (HELIOS)</i>. HELIOS is implemented as a Java library and split up into a core component and multiple extension modules. Extensible Markup Language (XML) is used to define scanner, platform and scene models and to configure the behaviour of modules. Modules were developed and implemented for (1) loading of simulation assets and configuration (i.e. 3D scene models, scanner definitions, survey descriptions etc.), (2) playback of XML survey descriptions, (3) TLS survey planning (i.e. automatic computation of recommended scanning positions) and (4) interactive real-time 3D visualization of simulated surveys. As a proof of concept, we show the results of two experiments: First, a survey planning test in a scene that was specifically created to evaluate the quality of the survey planning algorithm. Second, a simulated TLS scan of a crop field in a precision farming scenario. The results show that HELIOS fulfills its design goals.
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Gouvello, Alix de, Laurent Soulier, and Antoine Dupret. "From the radiance reflected by a scene to a digital picture : a compact model based simulator for image sensor design." Electronic Imaging 2020, no. 7 (January 26, 2020): 329–1. http://dx.doi.org/10.2352/issn.2470-1173.2020.7.iss-329.

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In order to explore the design space of a new, potentially unconventional, sensor or to optimize sensor characteristics for a given computer vision application, an image acquisition process simulator has been designed. Its aim is to be simple and modular, yet complete and accurate enough to match the physical phenomena involved. The approach has been described in this paper to highlight the different steps of the acquisition process and to explain the implementation choices and the hypotheses that were made. The simulator has been tested on images of point sources, on simulated test patterns and on real high definition pictures and has proven realistic.
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Her, Ming Guo, Long Jyi Yeh, Tsung Han Lee, Chien Cheng Huang, and Yen Chih Huang. "Design and Control of the Dual-Axis Dynamic Simulator and its Application on the Remote Control and Virtual Reality." Applied Mechanics and Materials 311 (February 2013): 32–36. http://dx.doi.org/10.4028/www.scientific.net/amm.311.32.

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Virtual reality systems are not limited by place and space, and with convenience and safety features. Besides, since virtual scenes are of high plasticity, there is a wide range of applications in virtual reality systems, such as entertainment, simulation training…etc. In this study, roller coaster games let operators enjoy indoor roller coaster excitement and could not accept more users experience the pleasure of high-stimulation. The purpose of this study is to develop a dual-axis dynamic simulator and a new generation of the sport platform in the use of the low-cost control circuit board and the AC reversible motor. In addition, use the Bluetooth signal may be exempted from the complex system of wiring, and allows you to load device for wireless remote control and one to many large-scale systems show purposes. Also, the dynamic feedback mode of the feeling type is first used to render virtual reality, so the scene can be changed by the demands of the operator.
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Zhaogan, Lu, and Wan Jinliang. "Design and Implementation of the Radio Detector Echo Simulator with Dynamic Scene." Journal of Software Engineering 8, no. 3 (June 15, 2014): 219–24. http://dx.doi.org/10.3923/jse.2014.219.224.

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36

Çetin, Yasemin, Erdal Yılmaz, and Yasemin Yardımcı Çetin. "Evaluation of visual cues of three-dimensional virtual environments for helicopter simulators." Journal of Defense Modeling and Simulation: Applications, Methodology, Technology 9, no. 4 (September 13, 2011): 347–60. http://dx.doi.org/10.1177/1548512911422240.

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Visual cues are an essential part of helicopter flight simulators. The required cues for hover are particularly large, due to closeness to the ground and small movements. However, the research on low-altitude helicopter flight is limited. In this research, the density and height of the three-dimensional (3D) objects in the scene are analysed to find their effect on hovering and low-altitude helicopter flight. An experiment is conducted using a personal computer-based flight simulator on 10 professional military pilots. The results revealed that 3D object density and 3D object height affect both horizontal and vertical hovering performance. In hover and low-altitude flight, altitude control is positively affected by smaller object height. Paradoxically, the pilots preferred the scenes composed of tall and mixture objects. Pilot distance estimation was significantly affected by the knowledge of both object density and object height, but these factors do not individually improve distance estimation.
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37

Pausch, Randy, Thomas Crea, and Matthew Conway. "A Literature Survey for Virtual Environments: Military Flight Simulator Visual Systems and Simulator Sickness." Presence: Teleoperators and Virtual Environments 1, no. 3 (January 1992): 344–63. http://dx.doi.org/10.1162/pres.1992.1.3.344.

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Researchers in the field of virtual environments (VE), or virtual reality, surround a participant with synthetic stimuli, The flight simulator community, primarily in the U.S. military, has a great deal of experience with aircraft simulations, and VE researchers should be aware of the major results in this field. In this survey of the literature, we have especially focused on military literature that may be hard for traditional academics to locate via the standard journals. One of the authors of this paper is a military helicopter pilot himself, which was quite useful in obtaining access to many of our references. We concentrate on research that produces specific, measured results that apply to VE research. We assume no background other than basic knowledge of computer graphics, and explain simulator terms and concepts as necessary. This paper ends with an annotated bibliography of some harder to find research results in the field of flight simulators: • The effects of display parameters, including field-of-view and scene complexity; • The effect of lag in system response; • The effect of refresh rate in graphics update; • The existing theories on causes of simulator sickness; and • The after-effects of simulator use Many of the results we cite are contradictory. Our global observation is that with flight simulator research, like most human-computer interaction research, there are very few “correct” answers. Almost always, the answer to a specific question depends on the task the user was attempting to perform with the simulator.
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38

Lai, Zhengchao, Fei Liu, Shangwei Guo, Xiantong Meng, Shaokun Han, and Wenhao Li. "Onboard Real-Time Dense Reconstruction in Large Terrain Scene Using Embedded UAV Platform." Remote Sensing 13, no. 14 (July 14, 2021): 2778. http://dx.doi.org/10.3390/rs13142778.

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Using unmanned aerial vehicles (UAVs) for remote sensing has the advantages of high flexibility, convenient operation, low cost, and wide application range. It fills the need for rapid acquisition of high-resolution aerial images in modern photogrammetry applications. Due to the insufficient parallaxes and the computation-intensive process, dense real-time reconstruction for large terrain scenes is a considerable challenge. To address these problems, we proposed a novel SLAM-based MVS (Multi-View-Stereo) approach, which can incrementally generate a dense 3D (three-dimensional) model of the terrain by using the continuous image stream during the flight. The pipeline of the proposed methodology starts with pose estimation based on SLAM algorithm. The tracked frames were then selected by a novel scene-adaptive keyframe selection method to construct a sliding window frame-set. This was followed by depth estimation using a flexible search domain approach, which can improve accuracy without increasing the iterate time or memory consumption. The whole system proposed in this study was implemented on the embedded GPU based on an UAV platform. We proposed a highly parallel and memory-efficient CUDA-based depth computing architecture, enabling the system to achieve good real-time performance. The evaluation experiments were carried out in both simulation and real-world environments. A virtual large terrain scene was built using the Gazebo simulator. The simulated UAV equipped with an RGB-D camera was used to obtain synthetic evaluation datasets, which were divided by flight altitudes (800-, 1000-, 1200 m) and terrain height difference (100-, 200-, 300 m). In addition, the system has been extensively tested on various types of real scenes. Comparison with commercial 3D reconstruction software is carried out to evaluate the precision in real-world data. According to the results on the synthetic datasets, over 93.462% of the estimation with absolute error distance of less then 0.9%. In the real-world dataset captured at 800 m flight height, more than 81.27% of our estimated point cloud are less then 5 m difference with the results of Photoscan. All evaluation experiments show that the proposed approach outperforms the state-of-the-art ones in terms of accuracy and efficiency.
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Duan, Xingfeng, Hongxiang Ren, and Haijiang Li. "Incompressible Fluids Simulation by Relaxing the Density-Invariant Condition in a Marine Simulator." Mathematical Problems in Engineering 2019 (February 3, 2019): 1–11. http://dx.doi.org/10.1155/2019/8971089.

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To achieve small-scale ocean scene simulation in a marine simulator, we present an incompressible SPH algorithm by relaxing the density-invariant condition for incompressible fluids. As there are larger density errors of the fluid particles near or on the boundary, more iteration numbers are required. Taking boundary handling to modify the density of the fluid particles, the relaxation method is used to optimize the iterative method to solve the density-invariant condition, which can reduce the iteration numbers and average density deviation and improve the accuracy. Our proposed approach can achieve incompressible SPH and solve the problem of the particle deficiency. While ensuring the stability, the approach can allow large time steps and control the density deviation below 0.01% and improve the efficiency by reducing the iteration numbers and optimizing the calculating procedure and the initial value selection.
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40

Dumessa, Nathan, and Leo Gugerty. "Improving hazard perception and tracking through part-task training." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (November 2019): 1565–69. http://dx.doi.org/10.1177/1071181319631419.

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Safe driving requires wisely allocating focal attention among multiple changing events and comprehending events that are attended to. Research suggests that attentional skills can be improved by training. In this experiment, we are using a low-fidelity driving simulator to train participants using part-task training on two attentional subskills: identifying (comprehending) and tracking potential hazards; and detecting and avoiding imminent hazards. Following initial familiarization with the driving simulator, each participant will receive training in one of these two attentional subskills. Scene comprehension probes train (and measure) identifying and tracking potential hazards by having participants watch a moving driving scenario and then select the vehicle that behaved hazardously during the scene. In hazard avoidance probes, participants must make driving responses to avoid imminent hazards without hitting nearby vehicles. After the training phase, there is a test phase measuring near transfer, to hazards similar to training, and far transfer, to untrained hazards. We hypothesize that the participants who receive part-task training on identifying and tracking hazards should perform better at scene comprehension probes than the hazard-avoidance training group in both near and far transfer conditions. We also hypothesize that the group trained on avoiding imminent hazards will perform better on hazard avoidance probes in both near and far transfer conditions.
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41

Gao, Kai, Xian Ming Shan, Yang Jun Liu, and Zhao Chun Tian. "Study on Key Technologies of One Radar Emulation System." Advanced Materials Research 718-720 (July 2013): 1599–602. http://dx.doi.org/10.4028/www.scientific.net/amr.718-720.1599.

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Visual emulation Technology is one of the important parts of VR systems. It takes charge of Vision issue in VR systems, and is the most important fact to affect the immersive of the system. To deal with the difficulties of one type artillery radar, such as limited training field, serious radar loss and expensive training outlay, a training simulator system is realized based on scene simulation technologies. Composition structure, function module and key technologies of the system are discussed first. This system is then developed with tools of Multigen-Creator, Vega, VC++6.0, and a living virtual battlefield environment is created. The emulation pictures are listed, the results show that the emulation system simulates operation process of artillery radar livingly and can meet the requirements of real time emulation.
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42

Jeguirim, Mejdi, Anne Muller, Frédéric Brenez, Philippe Fromy, François Demouge, and Jean-François Brilhac. "Reconstruction of an Arson Fire Scene in Accommodation Unit Using Fire Dynamic Simulator." Journal of Applied Fire Science 19, no. 2 (January 1, 2009): 133–51. http://dx.doi.org/10.2190/af.19.2.c.

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43

Chi, Jen-Hao. "Reconstruction of an Inn Fire Scene Using the Fire Dynamics Simulator (FDS) Program." Journal of Forensic Sciences 58 (October 15, 2012): S227—S234. http://dx.doi.org/10.1111/j.1556-4029.2012.02297.x.

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44

Jung, Moon-Ryul. "Three-dimensional graphic physically based simulator of rainbows together with the background scene." Applied Optics 54, no. 8 (March 4, 2015): 1926. http://dx.doi.org/10.1364/ao.54.001926.

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45

Lin, Cherng Shing, Te Chi Chen, and Tai Yi Lee. "Fire Computer-Simulated Fire Scene Verification of Entertainment Establishments." Applied Mechanics and Materials 372 (August 2013): 630–34. http://dx.doi.org/10.4028/www.scientific.net/amm.372.630.

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Entertainment establishments generally have a high volume of visitors and must pay special attention to enhance fire prevention and safety. In the past 30 years, many cases of serious fires have occurred in entertainment establishments in Taiwan, causing numerous casualties and significant property losses. Examples include the fire incidents at the Welcome Restaurant in Taichung City (64 people were dead) and at the Lunch in Restaurant and the Mythology World KTV in Taipei City (33 people were dead). Consequently, fire protection engineering research for entertainment establishments is extremely important. In this study, a specific bar-type entertainment establishment located in Taichung in 2011 was used as the research subject (9 people were dead).Field model-based fire dynamics simulator (FDS) software was used to reconstruct a numerical model for conducting a case study of the fire scene. Changes in the heat transfer, smoke flow, upper layer temperature, and CO concentration were investigated. This study also verified the fire field the evacuation of people. It is hoped that the results can provide a useful reference for fireproofing or prevention projects in similar entertainment establishments.
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46

Gong, Man, and Lei Xin Nie. "Nonlinear Modeling and Virtual Scene Simulation of the Z-Propeller Tug." Advanced Materials Research 902 (February 2014): 392–97. http://dx.doi.org/10.4028/www.scientific.net/amr.902.392.

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Ship maneuvering model and ocean scene are the core parts of navigation simulator, on the basis of MMGs model, the dual-engine and dual-propelling equipment of the Z-propeller tug were researched, the tugs mechanical model and propulsion model were established, speed, course and path of the tug were calculated with the Runge-Kutta method; virtual ocean was built at the meantime based on waves statistic spectrum and fast fourier transform; at last, data communication between different softwares was realized by means of UDP and ADO protocol, and virtual marine navigation system was established based on the Z-propeller tugs maneuvering model.
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Alsalemi, Abdullah, Len Tanaka, Mark Ogino, Mohammed Al Disi, Yahya Alhomsi, Fayçal Bensaali, Abbes Amira, and Guillaume Alinier. "A skills acquisition study on ECMOjo: a screen-based simulator for extracorporeal membrane oxygenation." Perfusion 35, no. 2 (July 13, 2019): 110–16. http://dx.doi.org/10.1177/0267659119859120.

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Background: Extracorporeal membrane oxygenation relies heavily on didactic teaching, emphasizing on essential cognitive skills, but overlooking core behavioral skills such as leadership and communication. Therefore, simulation-based training has been adopted to instill clinical knowledge through immersive experiences. Despite simulation-based training’s effectiveness, training opportunities are lessened due to high costs. This is where screen-based simulators come into the scene as affordable and realistic alternatives. Aim: This article evaluates the educational efficacy of ECMOjo, an open-source screen-based extracorporeal membrane oxygenation simulator that aims to replace extracorporeal membrane oxygenation didactic instruction in an interactive and cost-effective manner. Method: A prospective cohort skills acquisition study was carried out. A total of 44 participants were pre-assessed, divided into two groups, where the first group received traditional didactic teaching, and the second used ECMOjo. Participants were then evaluated through a wet lab assessment and two questionnaires. Results: The obtained results indicate that the two assessed groups show no statistically significant differences in knowledge and efficacy. Hence, ECMOjo is considered an alternative to didactic teaching as per the learning outcomes. Conclusion: The present findings show no significant dissimilarities between ECMOjo and didactic classroom-based teaching. Both methods are very comparable in terms of the learner’s reported self-efficacy and complementary to mannequin-based simulations.
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48

Di Martino, Gerardo, Antonio Iodice, Antonio Natale, and Daniele Riccio. "Time-Domain and Monostatic-like Frequency-Domain Methods for Bistatic SAR Simulation." Sensors 21, no. 15 (July 23, 2021): 5012. http://dx.doi.org/10.3390/s21155012.

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In recent years, an increasing interest has been devoted to bistatic SAR configurations, which can be effectively used to improve system performance and/or to increase the amount of physical information retrievable from the observed scene. Within this context, the availability of simulation tools is of paramount importance, for both mission planning and processing algorithm verification and testing. In this paper, a time domain simulator useful to obtain the point-spread function and the raw signal for the generic bistatic SAR configuration is presented. Moreover, we focus on the case of two bistatic configurations, which are of considerable interest in actual SAR applications, i.e., the translational invariant SAR and the one-stationary SAR acquisition geometries, for which we obtain meaningful expressions of the Transfer Functions. In particular, these expressions are formally equal to those obtained for the monostatic SAR configuration, so that the already available monostatic simulator can be easily adapted to these bistatic cases. The point-target raw signals obtained using the (exact) time domain simulator and the (approximated) frequency domain one are compared, with special attention to acquisition geometries that may be of practical interest in Formation-Flying SAR applications. Results show that the phase difference between raw signals simulated with the two approaches is, in all cases, smaller (and often much smaller) than about 10 degrees, except that at the very edge of the raw signals, where however, it does not exceed about 50 degrees.
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Marchand, Y., B. Vallet, and L. Caraffa. "EVALUATING SURFACE MESH RECONSTRUCTION OF OPEN SCENES." International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2021 (June 28, 2021): 369–76. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2021-369-2021.

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Abstract. This paper addresses the evaluation of algorithms reconstructing a watertight surface from a point cloud acquired on an open scene. The objective is to set a rigorous protocol measuring the quality of the reconstruction and to propose a quality metric that is informative with respect to the various qualities that such an algorithm should have, and in particular its capacity to interpolate and extrapolate accurately. Our approach aims at being more informative and rigorous than previous works on this topic. In addition, we use publicly available data and our implementation is open-source. We argue that a rigorous evaluation of surface reconstruction of open scenes needs to be performed on synthetic data where a perfect continuous ground truth surface is available, so we developed our own LiDAR simulator of which we give a description in the present paper.
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Jenness, James W., Raymond J. Lattanzio, Maura O'Toole, Nancy Taylor, and Christina Pax. "Effects of Manual versus Voice-Activated Dialing during Simulated Driving." Perceptual and Motor Skills 94, no. 2 (April 2002): 363–79. http://dx.doi.org/10.2466/pms.2002.94.2.363.

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We measured driving performance (lane-keeping errors, driving times, and glances away from the road scene) in a video driving simulator for 24 volunteers who each drove alone on a 10.6-km multicurved course while simultaneously placing calls on a mobile phone subscribed to a voice-activated dialing system. Driving performance also was measured for the same distance while participants manually dialed phone numbers and while they drove without dialing. There were 22% fewer lane-keeping errors ( p<.01) and 56% fewer glances away from [he road scene ( p<.01) when they used voice-activated dialing as compared to manual dialing. Significantly longer driving times in both of the dialing conditions as compared to the No Dialing condition are discussed in terms of the hypothesis that drivers decrease driving speed to compensate for the demands of the secondary phone tasks.
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