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1

Ramsey, Amanda Doreen. "Virtual Reality induced symptoms and effects : a psychophysiological perspective." Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287329.

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2

Chen, Wei. "Effects of navigation velocities in fore-and-aft, lateral, yaw axes on cybersickness caused by exposure to a virtual environment /." View abstract or full-text, 2006. http://library.ust.hk/cgi/db/thesis.pl?IELM%202006%20CHEN.

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3

Nichols, Sarah. "Virtual Reality Induced Symptoms and Effects (VRISE) : methodological and the theoretical issues." Thesis, University of Nottingham, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.287192.

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4

Penhallegon, William James. "Effects of display type, age, and gender on driving performance and simulator-induced sickness in a medium-fidelity driving simulator." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/43717.

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This study investigated the link between age and gender susceptibility to simulator-induced sickness in conjunction with display type. Simulator-induced sickness and ataxia were measured before and after exposure to a medium-fidelity driving simulator. Participants in four age and gender categories (older and younger males and females) operated the simulator with a consumer-grade head-mounted display (HMD), and then with a large screen, direct-view plasma display.

This study set out to recommend a particular display type that would be appropriate for use with particular age/gender groups in a general-purpose driving simulator. Unfortunately, practice effects affected the simulator-induced sickness and driving performance results for display type, which precludes making recommendations regarding the appropriate use of each display. Despite this, several important discoveries were made, including: 1) older participants did experience significantly increased simulator-induced sickness discomfort than the younger participants - regardless of display type; and 2) there was no significant difference found between genders in either simulator-induced sickness or driving performance; although females generally expressed a subjective preference for the direct-view display.

Display type was not found to affect the degree of ataxia experienced by participants; however, this study did find that although older participants exhibited significantly higher rates of simulator-induced sickness discomfort than the younger participants, they recovered their postural equilibrium significantly faster. This indicates that the older participants had greater difficulty adapting to the simulation environment than younger persons. It also suggests that younger persons are at greater risk during immediate post-simulation activities such as driving. Although it is likely that this effect would disappear over time, it has implications for agencies such as the Department of Motor Vehicles or drivers education schools that are considering the use of a driving simulator device before an on-road skills test.
Master of Science

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5

Draper, Mark. "The adaptive effects of virtual interfaces : the vestibulo-ocular reflex and simulator sickness /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7069.

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6

Drexler, Julie. "IDENTIFICATION OF SYSTEM DESIGN FEATURES THAT AFFECT SICKNESS IN VIRTUAL ENVIRONMENTS." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3239.

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The terms "simulator" and "VR" are typically used to refer to specific types of virtual environments (VEs) which differ in the technology used to display the simulated environment. While simulators and VR devices may offer advantages such as low cost training, numerous studies on the effects to humans of exposure to different VEs indicate that motion sickness-like symptoms are often produced during or after exposure to the simulated environment. These deleterious side effects have the potential to limit the utilization of VE systems if they jeopardize the health and/or safety of the user and create liability issues for the manufacturer. The most widely used method for assessing the adverse symptoms of VE exposure is the Simulator Sickness Questionnaire (SSQ). The method of scoring the symptoms reported by VE users permits the different sickness symptoms to be clustered into three general types of effects or subscales and the distribution or pattern of the three SSQ subscales provides a profile for a given VE device. In the current research, several different statistical analyses were conducted on the SSQ data obtained from 21 different simulator studies and 16 different VR studies in order to identify an underlying symptom structure (i.e., SSQ profile) or severity difference for various types of VE systems. The results of the research showed statistically significant differences in the SSQ profiles and the overall severity of sickness between simulator and VR systems, which provide evidence that simulator sickness and VR sickness represent distinct forms of motion sickness. Analyses on three types of simulators (i.e., Fixed- and Rotary-Wing flight simulators and Driving simulators) also found significant differences in the sickness profiles as well as the overall severity of sickness within different types of simulator systems. Analyses on three types of VR systems (i.e., HMD, BOOM, and CAVE) revealed that BOOM and CAVE systems have similar sickness profiles, which are different than the HMD system profile. Moreover, the results showed that the overall severity of sickness was greater in HMD systems than in BOOM and CAVE systems. Recommendations for future research included additional psychophysical studies to evaluate the relationship between various engineering characteristics of VE systems and the specific types of sickness symptoms that are produced from exposure to them.
Ph.D.
Department of Industrial Engineering and Management Systems
Engineering and Computer Science
Industrial Engineering and Management Systems
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7

Duh, Been-Lirn. "Use of an independent visual background to alleviate simulator sickness in the virtual environments that employ wide-field displays /." Thesis, Connect to this title online; UW restricted, 2001. http://hdl.handle.net/1773/10681.

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8

Otten, Edward W. "The Influence of Stimulus Complexity and Perception-action Coupling on Postural Sway." Miami University / OhioLINK, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=miami1218562177.

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9

Le-Ngoc, Luan. "Augmenting low-fidelity flight simulation training devices via amplified head rotations." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/14441.

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Due to economic and operational constraints, there is an increasing demand from aviation operators and training manufacturers to extract maximum training usage from the lower fidelity suite of flight simulators. It is possible to augment low-fidelity flight simulators to achieve equivalent performance compared to high-fidelity setups but at reduced cost and greater mobility. In particular for visual manoeuvres, the virtual reality technique of head-tracking amplification for virtual view control enables full field-of-regard access even with limited field-of-view displays. This research quantified the effects of this technique on piloting performance, workload and simulator sickness by applying it to a fixed-base, low-fidelity, low-cost flight simulator. In two separate simulator trials, participants had to land a simulated aircraft from a visual traffic circuit pattern whilst scanning for airborne traffic. Initially, a single augmented display was compared to the common triple display setup in front of the pilot. Starting from the base leg, pilots exhibited tighter turns closer to the desired ground track and were more actively conducting visual scans using the augmented display. This was followed up by a second experiment to quantify the scalability of augmentation towards larger displays and field of views. Task complexity was increased by starting the traffic pattern from the downwind leg. Triple displays in front of the pilot yielded the best compromise delivering flight performance and traffic detection scores just below the triple projectors but without an increase in track deviations and the pilots were also less prone to simulator sickness symptoms. This research demonstrated that head augmentation yields clear benefits of quick user adaptation, low-cost, ease of systems integration, together with the capability to negate the impact of display sizes yet without incurring significant penalties in workload and incurring simulator sickness. The impact of this research is that it facilitates future flight training solutions using this augmentation technique to meet budgetary and mobility requirements. This enables deployment of simulators in large numbers to deliver expanded mission rehearsal previously unattainable within this class of low-fidelity simulators, and with no restrictions for transfer to other training media.
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10

Tu, Fu Keung. "Smooth locomotion in VR : Comparing head orientation and controller orientation locomotion." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20239.

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Background. Virtual reality (VR) technology has evolved to a stage where affordable consumer devices are available. Still, there are limitations to technology which causes compromises to be made. One of the big problems in VR is locomotion, especially regarding immersion and comfort. There are two common ways for locomotion in VR, Teleportation and smooth continuous locomotion. Smooth locomotion is often considered superior for immersion but commonly causes simulation sickness.Objectives. This paper is comparing two different methods of smooth locomotion, one based on head orientation and the other based on controller orientation. The objective is to determine which method is preferred regarding comfort, immersion and ease of use.Methods. To identify the strength and weaknesses of each method, a VR experiment was designed which simulates tasks common in video games. A comparative study was made with fifteen subjects.The fifteen participants performed tasks involving exploring a VR environment and using the VR controller to shoot at targets. After using each of the methods the subjects then answered questionnaires about the usability and the simulations sickness caused by the method. Other data was collected on how well the task was performed such as number of targets hit.Results. The users ranked controller orientation locomotion higher for perceived naturalness and likeability and was ranked lower for items relating to restrictiveness and difficulty. No significant difference was found regarding simulator sickness and performance.Conclusion. Controller orientation locomotion ranked at least as good or better than head orientation locomotion in all categories. This shows that it is the preferred orientation method in this use case where the application is similar to a first person shooter game.
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11

Kolasinski, Eugenia M. "Prediction of simulator sickness in a virtual environment." Doctoral diss., University of Central Florida, 1996. http://digital.library.ucf.edu/cdm/ref/collection/RTD/id/19166.

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University of Central Florida College of Arts and Sciences Thesis
Sickness induced by Virtual Reality (VR) devices poses a genuine threat to the viability of this new technology and its potential products. If the occurrence or severity of sickness could be successfully predicted based on characteristics of an individual, at-risk users could be identified, properly warned, and, perhaps, trained in some way to reduce their risk. A Personal Computer-based VR system was used to address the prediction of simulator sickness. Phase I investigated four characteristics of an individual - age, gender, mental rotation ability, and pre-exposure postural stability - which were hypothesized to be predictive of sickness. Sickness measured as a function of the Total Severity score from the Simulator Sickness Questionnaire (SSQ) was successfully modeled on these characteristics using linear regression techniques, leading to three major findings. First, sickness - as measured by the SSQ - did, in fact, occur in association with exposure to VR. for 35% of the participants, this sickness involved lingering effects and/or possible delayed after-effects. Second, sickness was successfully modeled on characteristics of the individual. The developed model indicated a complicated relationship between predicted sickness and gender, age, mental rotation ability, and pre-exposure postural stability. Third, based on the model developed, sickness is not predicted to differ for gender directly but, rather, gender interacts with mental rotation ability in its effects on sickness. Phase II investigated the occurrence of ataxic decrements in postural stability. No such decrements were found to be associated with the 20-minute exposure. Thus, ataxic decrements do not appear to be associated with short exposures to low-end VR. This finding, however, may be limited to VR tasks of the type used in this study. Practical implications and areas for future research are discussed.
Ph.D.;
Psychology;
Arts and Sciences;
143 p.
xi, 143 leaves, bound : ill. ; 28 cm.
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12

Flanagan, Moira. "Sex and Virtual Reality: Posture and Motion Sickness." ScholarWorks@UNO, 2005. http://scholarworks.uno.edu/td/302.

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It is well established that exposure to virtual motion environments (VME) can elicit postural instability (PI) in addition to motion sickness (MS). While research has found sex differences in motion sickness, the results of experimental studies are equivocal regarding these differences, and previous studies utilizing VME have failed to address the factor of sex differences in terms of hormonal fluctuations, which may also be instrumental in behavioral responses to VME, such as PI. The intent of this investigation was to determine whether exposure to VME, during various phases of the menstrual cycle (premenstrual, permenstrual, ovulation) would reveal sex differences in MS and PI during some phases, but not others. The first experiment involved men and women completing Daily Living Logs for a period of 40 days to provide a baseline for any sex differences (and for women, menstrual phase differences) in motion related activity and symptomatology. The second experiment involved 24 participants (6 men) viewing a rotating Archimedes spiral for a period of twenty minutes. Exposures were timed to place each woman in three phases of her menstrual cycle; men were exposed by yoking their exposure time to a female counterpart. Multiple measures of PI and MS were recorded before, after and during exposure. Results of the first experiment found no significant effects of sex or phase upon symptomatology, revealing no support for the theory of a reporting bias as influencing sex differences in MS or PI elicited in the laboratory. The second experiment found no significant effect of sex of phase upon any of the PI measures, but found significant interaction effects of sequence and phase, as well as sequence and sex, upon reported magnitude ratings of illusory self-motion perception. There were also significant effects of sex found upon measures of MS, with women reporting more discomfort to exposure to motion stimulation, as compared to men. There were no significant effects of phase upon any of the MS measures. While these findings show no support for a reporting bias influencing the sex differences found experimentally induced MS, it yields no evidence to support a hormonal influence on these differences.
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13

Sherman, Vadim. "Validation of a virtual reality surgical simulator." Thesis, McGill University, 2006. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=101795.

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The introduction of minimally invasive surgery has resulted in revolutionary changes in the process of surgery. As a consequence, surgeons have had to adopt an entirely new skill set, one which requires additional training. To this end, surgical simulators have been developed, (physical simulators and virtual reality based simulators). We endeavored to validate the LapSim virtual reality simulator and assess its potential in the learning and acquisition of basic and complex laparoscopic skills. A series of studies were undertaken to provide evidence for the simulator's validity. They include the formulation of metrics, transference of basic skills to more complex laparoscopic tasks, and the transference of skills acquired using the simulator to the in vivo model. Through these studies, it is demonstrated that the virtual reality simulator is effective in enhancing laparoscopic skills in novices in both in vitro and in vivo environments.
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14

Jain, Dhruv S. M. Massachusetts Institute of Technology. "Immersive scuba diving simulator using virtual reality." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106054.

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Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2016.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 75-79).
We present Amphibian, a simulator to experience scuba diving virtually in a terrestrial setting. Amphibian is novel because it simulates a wider variety of sensations experienced underwater compared with to existing diving simulators that mostly focus on visual and aural displays. Users rest their torso on a motion platform to feel buoyancy. Their outstretched arms and legs are placed in a suspended harness to simulate drag as they swim. An Oculus Rift head-mounted display (HMD) and a pair of headphones delineate the visual and auditory ocean scene. Additional senses simulated in Amphibian are breathing-induced motion, temperature changes, and tactile feedback through various sensors. Twelve experienced divers compared Amphibian to real-life scuba diving. We analyzed the system factors that influenced the users' sense of being there while using our simulator. We present future user interface improvements for enhancing immersion in Virtual reality diving simulators.
by Dhruv Jain.
S.M.
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15

Kuroda, Yoshihiro. "A study on virtual reality based palpation simulator." 京都大学 (Kyoto University), 2005. http://hdl.handle.net/2433/144808.

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16

Walker, Alexander D. "The role of head movements in simulator sickness generated by a virtual environment." Connect to this title online, 2008. http://etd.lib.clemson.edu/documents/1211387072/.

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17

Qi, Jiakang. "The Effect of Frequency on Visually Induced Motion Sickness (VIMS) through Virtual Reality (VR) Stimulus." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1504803460291897.

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18

Yuen, Sze Luk. "Effects of scene complexity in virtual environments on the levels of cybersickness /." View Abstract or Full-Text, 2002. http://library.ust.hk/cgi/db/thesis.pl?IEEM%202002%20YUEN.

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Thesis (M. Phil.)--Hong Kong University of Science and Technology, 2002.
Includes bibliographical references (leaves 82-89). Also available in electronic version. Access restricted to campus users.
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19

Strom, Mark W. "The Forward Observer Personal Computer Simulator (FOPCSim) 2." Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/1970.

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Due to declining budgets and decreases in ammunition allowances, the opportunity to conduct live fire artillery training has been greatly reduced. The available simulation trainers are either outdated, require specialize contractor support, or are not deployable. FOPCSim was developed at no cost, is freely available, takes advantages of modern 3D graphics, eliminates costly contractor support, and will run on laptops in support of deploying units. The simulator provides users with real-time performance feedback based on the Marine Corps Training and Readiness standards and was designed according to a cognitive task analysis of the call for fire procedures. To evaluate how well FOPCSim trains the call for fire procedures, an experiment was conducted at The Basic School in Quantico, Virginia. FOPCSim was used in place of the current simulation: Training Set, Fire Observation (TSFO) to evaluate its training effectiveness. By eliminating the overhead associated with most simulators, FOPCSim allows users to perform the call for fire procedures with a high degree of repetitiveness which is needed to train this type of task.
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20

Zhao, Jidong. "A virtual reality simulator for the UBC powered upper limb orthosis." Thesis, University of British Columbia, 2011. http://hdl.handle.net/2429/36965.

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An orthosis, an assistive device to be worn by the user, has been proposed as an option for regaining arm function necessary for performing high priority daily living tasks. Since the 1960s, researchers and engineers have been developing assistive devices in a variety of different forms to help people with weak or flail arms. The goal of the UBC Powered Upper Limb Orthosis (PULO) is to design a highly functional orthotic device to support and restore arm function to one entire arm of a person who has severe weakness or paralysis in both upper limbs. A significant quantity of research work was conducted previously by researchers and students under the supervision of Dr. Douglas Romilly. Currently, a prototype exists, but requires further optimization in both the mechanical and control systems. The objective of this research is to model, test and optimize the current UBC PULO control system via the development of a virtual simulator. To accomplish this goal, required tasks include software selection, Simulink-based modeling of the current control system, physical modeling of the mechanical component and creation of a virtual scene. The developed simulator allows the user to provide input commands through the newly developed user interface devices, with the output motion of the prototype orthosis displayed in a Virtual Reality (VR) environment. The specifically designed simulation has indicated a high level of potential suitability of using the virtual simulator for testing and optimizing the current control system, screening and training of potential users for the UBC PULO.
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21

De, Novi Gianluca <1975&gt. "Soft tissue modeling for virtual reality surgery simulator with haptic feedback." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2011. http://amsdottorato.unibo.it/3702/.

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22

Prothero, Jerrold D. "The role of rest frames in vection, presence, and motion sickness /." Thesis, Connect to this title online; UW restricted, 1998. http://hdl.handle.net/1773/7057.

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23

Drazdauskas, Laurynas. "Virtual Reality as a Phenomenon of Art." Thesis, Linköping University, Department of Philosophy, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-7645.

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In this essay results are developed on two different levels. First, it is shown in demonstration that a phenomenological analysis on the lines of Roman’s Ingarden’s study of works in literature can be applied to Virtual Reality works, such as professional-simulators and video-games. In particular it can then be pointed out that: i) sound is separable from the scene, but using sound VR becomes enriched; ii) the main role in literature is left for the imagination, while in VR we find richness in concretization.

Second, it is argued in discussion that works in VR can be qualified as works of art. These electronic works may have all the aesthetical qualities (based on the phenomenology of Roman Ingarden) of the works of art in the traditional sense. So, that paper has two objectives: an analysis of VR and the search for the status of VR in art.

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24

Palmqvist, Tor. "Night Vision in an Unreal Engine 4-Based Virtual Reality Flight Simulator." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166650.

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Att utnyttja simuleringsteknologi är både ett effektivt och sparsamt sätt att träna piloter utan att utsätta sig själv eller andra för fara. Flygsimuleringar i Virtual Reality blir mer och mer eftersökta tack vare sin unika nivå av immersion. Detta arbete undersöker, utvärderar och visar hur night vision implementeras i Unreal Engine 4. Undersökningen kommer fram till sex specificerade nyckelfaktorer att följa för att korrekt kunna simulera night vision och visar hur detta uppnås huvudsakligen genom att konfigurera post process-effekter. Dessutom utvärderas implementationens prestanda baserat på frame time. Arbetet resulterar i en fullt fungerande night vision-effekt som uppnår alla sex nyckelfaktorer. På grund av den höga prestandakostnaden av Depth of Field uppnås inte en acceptabel nivå prestandamässigt, men genom att minska skärmupplösningen när night vision är aktivt uppnås även prestandamålet utan att kvalitén på implementationen påverkas märkbart.
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25

Powell, Jaemin. "Hardware design for an electro-mechanical bicycle simulator in an immersive virtual reality environment." Thesis, University of Iowa, 2017. https://ir.uiowa.edu/etd/5981.

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Roughly 50,000 people are injured in bicycle collisions with motor vehicles each year. The Hank Bicycle Simulator provides a virtual environment to study and reduce this tragic loss by safely investigating the interaction of bicycle riders and traffic, particularly for bicyclists crossing streets. The bicycle simulator design focuses on the bicycle and rider inertia, the predominant dynamic element for riders moving from a stopped position. The Hank Bicycle Simulator’s flywheel provides instantaneous inertial response while a servomotor provides simulated wind resistance to pedaling. This work describes the simulator design and a validation experiment that compares the simulator performance to theoretical predictions. The Hank Bicycle Simulator achieved initial acceleration with less than 0.20% error at realistic rider weights. The observed terminal velocity achieved less than 3.75%, with smaller errors for heavier riders. This allows the rider to cross a street with about a 60 ms time difference between the simulator and a real-life rider pedaling at a constant propulsive force. The Hank Bicycle Simulator was also validated through various physical experiments measuring the system inertia, the time delay of the electrical components, and the overall system performance. Such careful system validation for a mechanical feedback system is relatively rare in simulation research and is unique among previous reports of bicycle simulators.
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Frösslund, Lukas, and Johannes Karlsson. "Rörelsehastighetens påverkan på Virtual Reality Sickness i en mobilapplikation som simulerar en berg- och dalbana." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-244760.

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As Virtual Reality grows larger as a commercial product for private use, Virtual Reality Sickness emerges as an increasingly common issue. The knowledge about this type of motion sickness has been around for a long time, and there is no shortage of research on the subject, but in many cases it is based on technology that is fundamentally different from today's. This study aimed at investigating the impact of velocity on Virtual Reality Sickness through tests performed in a simulation of a rollercoaster optimized for use with Samsung Gear VR. A quantitative survey was performed where 21 participants tested the simulation at three different velocities on three separate days in which the level of motion sickness was estimated using standardized forms during all test periods. The results indicate a difference between the different velocities ability to induce Virtual Reality Sickness, however, the evidence was not sufficient to prove that this was not due to chance. Analysis, on the other hand, indicates that there is a positive correlation between Virtual Reality Sickness and presence, the feeling of being in a certain environment, though physically being elsewhere.
I takt med att Virtual Reality växer sig större som en kommersiell produkt för privat bruk så träder Virtual Reality Sickness fram som ett allt mer utbrett problem. Vetskapen om denna typ av åksjuka har funnits länge och det råder ingen brist på forskning i ämnet, men i många fall är den byggd på teknik som är fundamentalt annorlunda än dagens. Denna studie ämnade att undersöka rörelsehastighetens påverkan på Virtual Reality Sickness genom tester utförda i en simulering av en berg- och dalbana optimerad för användning med Samsung Gear VR. En kvantitativ undersökning utfördes där 21 deltagare fick testa simuleringen i tre olika hastigheter under tre separata dagar i vilken nivån av åksjuka uppskattades med hjälp av standardiserade formulär under samtliga testtillfällen. Resultaten tyder på en skillnad mellan de olika hastigheternas förmåga att framkalla Virtual Reality Sickness, dock var inte underlagen tillräckliga för att bevisa att detta inte berodde på slumpen. Analys tyder däremot på att det finns en positiv korrelation mellan Virtual Reality Sickness och presence, känslan av att befinna sig i en viss miljö fast att man fysiskt är någon annanstans.
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27

Lu, Dongsheng. "Virtual Reality sickness during immersion: An investigation ofpotential obstacles towards general accessibility of VR technology." Thesis, Uppsala universitet, Institutionen för informatik och media, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-327184.

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People call the year of 2016 as the year of virtual reality. As the world leading tech giants are releasing their own Virtual Reality (VR) products, the technology of VR has been more available than ever for the mass market now. However, the fact that the technology becomes cheaper and by that reaches a mass-market, does not in itself imply that long-standing usability issues with VR have been addressed. Problems regarding motion sickness (MS) and motion control (MC) has been two of the most important obstacles for VR technology in the past. The main research question of this study is: “Are there persistent universal access issues with VR related to motion control and motion sickness?” In this study a mixed method approach has been utilized for finding more answers related to these two important aspects. A literature review in the area of VR, MS and MC was followed by a quantitative controlled study and a qualitative evaluation. 32 participants were carefully selected for this study, they were divided into different groups and the quantitative data collected from them were processed and analyzed by using statistical test. An interview was also carried out with all of the participants of this study in order to gather more details about the usability of the motion controllers used in this study. The results of this study has validated several existing frameworks for VR. And in conclusion, this study has also shown that both previous motion sickness experiences and gender factors weren’t significant in terms of general accessibility issues on PCVR platforms. There are hints showing that the VR technology on PC platform could be universal accessible, since both of the quantitative and qualitative results has provided some evidences supporting this finding. However, more similar studies need to be carried out in order to identify more possible factors that would give an impact on user experiences in VR. The results of this study has also given implications of that today’s VR technology is developing on the right track and it could slowly become adopted by the mainstream and mass-market in the future.
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28

Cosimato, Pasquale. "A COMPARISON OF VISUALISATION TECHNIQUES FOR A BICYCLE SIMULATOR." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10715.

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In this project, the perception of distance and the degree of immersion in a game, with two different visualisation techniques, have been evaluated. A bicycle simulator was used, and the game has been tested in a non-immersive virtual reality, by projecting the game on a screen, and using an immersive virtual reality by Oculus Rift. The study provides a preliminary investigation that focuses on how humans can perceive the distance, an overview of the term immersion and how to quantify this component.Regarding the study of the perception of distance, to subjects who have tested the game has been asked their perceptions of distance with respect to a given object. The immersion was studied and evaluated using a questionnaire given to each subject.The results showed an underestimation of distance in both the visualisation of the game, precisely a greater underestimation respect to real distance when the screen was used was found.The degree of immersion did not detect large differences between the two visualisation techniques.
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29

Chi, Ying. "Segmentation and deformable modelling techniques for a virtual reality surgical simulator in hepatic oncology." Thesis, Imperial College London, 2008. http://hdl.handle.net/10044/1/4350.

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Liver surgical resection is one of the most frequently used curative therapies. However, resectability is problematic. There is a need for a computer-assisted surgical planning and simulation system which can accurately and efficiently simulate the liver, vessels and tumours in actual patients. The present project describes the development of these core segmentation and deformable modelling techniques. For precise detection of irregularly shaped areas with indistinct boundaries, the segmentation incorporated active contours - gradient vector flow (GVF) snakes and level sets. To improve efficiency, a chessboard distance transform was used to replace part of the GVF effort. To automatically initialize the liver volume detection process, a rotating template was introduced to locate the starting slice. For shape maintenance during the segmentation process, a simplified object shape learning step was introduced to avoid occasional significant errors. Skeletonization with fuzzy connectedness was used for vessel segmentation. To achieve real-time interactivity, the deformation regime of this system was based on a single-organ mass-spring system (MSS), which introduced an on-the-fly local mesh refinement to raise the deformation accuracy and the mesh control quality. This method was now extended to a multiple soft-tissue constraint system, by supplementing it with an adaptive constraint mesh generation. A mesh quality measure was tailored based on a wide comparison of classic measures. Adjustable feature and parameter settings were thus provided, to make tissues of interest distinct from adjacent structures, keeping the mesh suitable for on-line topological transformation and deformation. More than 20 actual patient CT and 2 magnetic resonance imaging (MRI) liver datasets were tested to evaluate the performance of the segmentation method. Instrument manipulations of probing, grasping, and simple cutting were successfully simulated on deformable constraint liver tissue models. This project was implemented in conjunction with the Division of Surgery, Hammersmith Hospital, London; the preliminary reality effect was judged satisfactory by the consultant hepatic surgeon.
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Grychtol, Bartlomiej. "A virtual reality electric oowered wheelchair simulator : a research platform for brain computer interface experimentation." Thesis, University of Strathclyde, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.549419.

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Kostrova, Marina, and Victoria Yuri-Andersson. "Designing with Sound to Reduce Motion Sickness in VR." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414404.

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Motion sickness has been a significant obstacle for the development of Virtual Reality technology since the beginning of its existence. Research has shown that audio can be used to reduce motion sickness in VR. It has also been proven that binaural ambisonic audio can enhance a player’s feelings of immersion and spatial presence, which is known to correlate negatively with motion sickness. This study aims to determine if the application of spatialized binaural ambisonic audio in VR environments can make users feel less motion sick, by enhancing the feeling of presence, compared to environments that utilize regular stereo sound. To validate our hypothesis, two versions of the same VR environment were created: one with binaural ambisonic audio, and another with regular stereo audio. The data was collected with surveys that included both motion sickness-related and experience-related questions. The results indicate that binaural ambisonic audio helped to reduce motion sickness compared to regular stereo audio, even though testers did not show any clear preference for one type of sound over another.
Rörelsesjuka har utgjort ett allvarligt hinder för utveckling av virtual reality-teknologi  (VR) från dess tidigaste utvecklingsfas. Forskning har visat att ljud kan användas för reducering av rörelsesjuka i VR. Det har också påvisats att binauralt ambisoniskt ljud kan förstärka spelarens känsla av immersion och spatial närvaro, som har en negativ korrelation med rörelsesjuka. Denna studies syfte är att avgöra om  användning av spatialt binauralt ambisoniskt ljud i VR-miljö kan reducera användarens rörelsesjuka, genom att förstärka känslan av närvaro, till skillnad från miljöer där rådande stereoteknologi används. Hypotesen testades genom att två  versioner av samma VR-miljö skapades: ett med binauralt ambisonisk ljud och ett  med vedertaget stereoljud. Insamlad data genom ett frågeformulär inkluderade även frågor rörande rörelsesjuka och tidigare erfarenhet av VR. Resultatet indikerar att binauralt ambisoniskt ljud reducerar rörelsesjuka, till skillnad från stereoljud, trots att testpersonerna inte visade på en tydlig preferens för den ena eller den andra ljudtypen.
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Lundgren, Kristoffer. "VR Museum Experience." Thesis, Luleå tekniska universitet, Institutionen för system- och rymdteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-80669.

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Museum Anna Nordlander is a part of Skelleftea Museum and focuses on the artist Anna Nordlander. ˚ The goal of the project was to develop a VR Experience centered around Anna Nordlander and one of her paintings. The content for the experience was provided and recorded by the people at Museum Anna Nordlander. The purpose was to create a playable demo with features like audio playback, interactable objects, and a modular approach to the code which would allow future additions to the project. This paper investigates how some of the design choices affects the user experience. Specifically, how our choices affect the users physically, how prevalent certain symptoms common in VR are in the product. To gather the necessary data both the Oculus GO and the Oculs Qust were tested. The user tests showed that room scale tracking is an important feature to reduce user discomfort and nausea, and teleportation style movement is not a good solution while using the Oculus GO. The end result is a playable demo containing all the content provided to the developers and all the requested features. The demo is also intended to be modular and easy to expand upon in the future.
Museum Anna Nordlander är en del av Skellefteå Museum och är inriktat på konstnären Anna Nordlander. Målet med projektet var att utveckla en VR upplevelse centrerad kring Anna Nordlander och en av hennes konstverk. Innehållet i upplevelsen spelades in och skickades till utvecklarna från Museum Anna Nordlander. Syftet var att skapa ett spelbart demo med funktioner som ljuduppspelning, interagerbara objekt, och en modulärt tillvägagångssätt vilket skule tillåta framtida tillskott till projektet. Denna artikel använder sig också av användartester för att undersöka hur några av designvalen påverkar användarupplevelsen. Specifikt sett hur våra val påverkar användarna fysikt, hur prevalent vanliga VR-symptom är i produkten. För att samla in den nödvändiga datan gjordes tester med både Oculus GO och Oculus Quest. Användartesterna visade att room-scale tracking är en viktig function för att minska obehag och illamående bland användarna, och att rörelse genom teleportering inte är en bra lösning för Oculus GO. Resultatet är ett spelbart demo som innehåller allt innehåll som utvecklarna fick samt alla funktioner som efterfrågades. Projektet är också tänkt att vara modulärt och lätt att fortsätta arbeta på i framtiden.
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Sanderson, Elizabeth Anne. "Evaluating the Use Of A Virtual Reality Patient Simulator an An Educational Tool In An Audiological Setting." Thesis, University of Canterbury. Communication Disorders, 2013. http://hdl.handle.net/10092/10368.

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There is currently an international shortage of Audiologists (McIntyre, 2010). Audiology is a professional degree undertaken at a postgraduate level at most universities around the world. Students have training in anatomy and physiology, hearing aids, cochlear implants, electrophysiology and acoustics; combined with a clinical component to the course. The clinical component is undertaken throughout the entirety of the course and involves a mixture of observation and supervised clinical practice in a variety of settings. Clinical training often begins with students crowded around a single piece of equipment, such as an audiometer for testing puretone-hearing thresholds or by pairing up and simulating a hearing loss. This process creates time and access constraints for students as it restricts their ability to practice performing audiometry, particularly if there is a shortage of equipment, and also limits their exposure to a wide variety of hearing loss pathologies. The potential for universities worldwide to use Virtual Reality and Computer Based Simulations to provide Audiology students with basic clinical skills without relying on extensive support from external clinics warrants further investigation. In particular, it needs to be determined whether Audiology students value these simulations as a useful supplement to their clinical training, and whether the use of these simulations translates into measurable improvements in student abilities in real clinical placements. A computer based training program for Audiology students developed at the Human Interface Technology Lab (HITLAB) New Zealand is evaluated in this study as an educational tool at the University of Canterbury, New Zealand. The present study aims to determine if a sample of twelve first year Audiology students felt their interactions with Virtual Patients improved their ability to interact with clients and perform masking which is often part of a basic audiometric assessment for a patient with hearing loss. The study measures the students’ competency in performing masking in puretone audiometry on the Virtual Patient and then on a patient in a real-world setting to see whether the Audiology Simulator training tool improved the student’s basic audiometry skills (a training effect) and whether these skills were maintained after a period of four weeks (a maintenance effect). Statistical analysis is applied to determine any training and maintenance effects. Students also gave subjective feedback on the usefulness of the simulator and suggestions for ways in which it could be improved. Results indicated that there was no statistically significant training effect between students that had used the Audiology Simulator and those that hadn’t. Once all students had used the Virtual Patient there was an overall maintenance effect present in that student’s scores stayed the same or improved even for those students who had not used the Virtual Patient for a period of time. Students overall reported that they found the Virtual Patient to be ‘Moderately Useful’ and had many recommendations for ways in which it could be improved to further assist their learning.The present study indicates that computer based simulation programs like the Virtual Patient are able to present and simulate realistic hearing losses to an acceptable level of complexity for students studying in the field of audiology and that the Audiology Simulator can be a useful and complementary training tool for components of audiological clinical competence, such as puretone audiometry and masking.
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Fowler, Matthew R. "Testing and Evaluation of a Novel Virtual Reality Integrated Adaptive Driving System." Scholar Commons, 2010. https://scholarcommons.usf.edu/etd/1634.

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Virtual simulators have proven to be extremely effective tools for training individuals for tasks that might otherwise be cost-prohibitive, dangerous, or impractical. One advantage of using a virtual simulator is that it provides a safe environment for emergency scenarios. For many years the United States military and NASA have used simulators, including those affixed with drive-by-wire (DBW) controls, effectively and efficiently to train subjects in a variety of ways. A DBW system utilizes electrical circuits to actuate servo motors from a given input signal to achieve a desired output. In DBW systems the output is not directly mechanically connected to a control surface (steering, acceleration, deceleration, etc.); usually, the input controller is linked by electrical wires to a localized servo motor where direct control can be given. This project is aimed at developing a novel simulator for a future training program using DBW systems that caters specifically to individuals who currently use or will be using for the first time vehicle modifications in order to drive and maintain their independence. Many of these individuals use one or a combination of powered steering, acceleration, braking, or secondary DBW controls to drive. The simulator integrates a virtual training environment and advanced electronic vehicle interface technology (AEVIT) DBW controls (4-way joystick, gas-brake lever/small zero-effort steering wheel). In a 30 participant study of three groups (able-bodied individuals, elderly individuals, and individuals with disability), it was found that training with a DBW joystick steering system will require more instruction and simulator practice time than a gas-brake lever/small steering wheel combination (GB/S) to obtain a similar level of competency. Drivers using the joystick completed predetermined driving courses in longer times, at slower speeds, with more errors than the other DBW system. On average, the reaction time to a stopping signal was fastest with the gas-brake lever at 0.54 seconds. Reaction times for the standard vehicle controls and the joystick were 0.741 and 0.677 seconds respectively. It was noted that reaction times using DBW controls were shorter overall. When driving in traffic, drivers committed 4.9, 5.1, and 8.3 driving infractions per minute using standard vehicle controls (No Drive by Wire, (NDBW)), the gas/brake and steering system, and joystick system respectively. Most drivers felt that the GB/S system was easier to learn, easier to operate, safer, and more reliable than the joystick system.
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Tudor, Sarah Marie. "The Development of an Adaptive Driving Simulator." Scholar Commons, 2015. https://scholarcommons.usf.edu/etd/5597.

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The ability to drive a car is an important skill for individuals with a spinal cord injury to maintain a high quality of life, particularly their freedom and independence. However, driving with a physical disability often requires the installation of an adaptive driving system to control steering, gas, and braking. The two main types of adaptive driving controls are mechanical and electrical, also known as drive by wire (DBW). DBW controls work by converting electric signals to mechanical actuators. Driving simulators are useful tools for adaptive driving systems because they allow users to test different control devices, to practice driving without the dangers of being on the road, and can be used as a safe way to evaluate disabled drivers. This study focused on the development of a dynamic driving simulator using DBW controls because many studies focus on mechanical controls and not DBW controls and often use static simulators. The simulator was developed using the Computer Assisted Rehabilitation Environment (CAREN) virtual reality system. The CAREN system (Motek Medical, Amsterdam, Netherlands) includes a six degree of freedom (DOF) motion base, an optical motion capture system, a sound system, and a 180-degree projection screen. The two DBW controls, a lever device to control the gas and brake and a small wheel device to control steering, sent an electric signal to a Phidget microcontroller board, which interfaced with the CAREN system. Several different driving scenarios were created and imported into CAREN's D-Flow software. A program was developed in D-Flow to control the scene and motion of the platform appropriately based on the DBW controls via the Phidget. The CAREN system dynamically controlled the motion platform based on the user's input. For example, if the user applied the brake suddenly, the user felt a deceleration from the motion platform moving backwards. Human testing was performed and through the use of a survey, feedback about the system was obtained. Changes were made to the simulator using the feedback obtained and further testing showed that those changes improved the simulator. The driving simulator showed the capability to provide dynamic feedback and, therefore, may be more realistic and beneficial than current static adaptive driving simulators. The dynamic adaptive driving simulator developed may improve driving training and performance of persons with spinal cord injuries. Future work will include more human testing. The dynamic feedback provided through the system's moving platform and virtual camera movement will be optimized in order to perform similarly to a real car. Testing will also be completed with and without the dynamics from the moving platform to see how this type of feedback affects the user's driving ability in the virtual environment.
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TSUCHIDA, Nuio, Shigeru OKUMA, Tatsuya SUZUKI, Soichiro HAYAKAWA, Yoshimichi MATSUI, and Jong-Hae KIM. "Acquisition and Modeling of Driving Skills by Using Three Dimensional Driving Simulator." Institute of Electronics, Information and Communication Engineers, 2005. http://hdl.handle.net/2237/14989.

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37

Toledo-Ramirez, Rommel. "Design of an object oriented and modular architecture for a naval tactical simulator using Delta3D's game manager." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2006. http://library.nps.navy.mil/uhtbin/hyperion/06Sep%5FToledo%5FRamirez.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation (MOVES))--Naval Postgraduate School, September 2006.
Thesis Advisor(s): Perry L. McDowell, Rudolph P. Darken. "September 2006." Includes bibliographical references (p. 59-60). Also available in print.
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Jarvio, Andre, Thantida Wolf, and Martin Hardin. "Barriers of Virtual Reality Products : A study of launching a walking simulator into the US B2B market." Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-76319.

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Virtual reality is a rapidly growing innovation that has many real-world applications inengineering, healthcare, education and much more. More startups are emerging, and someof these companies are developing virtual reality simulators that allows the user toimmerse themselves completely in the virtual world with the use hardware devices.Companies like Infinadeck and Omnifinity have developed one such hardware known asthe walking simulator. This paper studied virtual reality and the barriers that occur whenlaunching a virtual reality walking simulator in the US for the entertainment industry. Theresearch was conducted on B2B companies that manufacture and use virtual realitywalking simulators with the addition of an industry outside of the entertainment industryto allow for comparison of the barriers. This study was a qualitative and comparativestudy based on a theoretical framework combined with empirical findings gathered fromeleven interviews with individuals from the manufacturers, entertainment center and themilitary. By analyzing and comparing the findings throughout this study, the authors canconclude that there are several barriers that can occur and affect launching a virtual realitywalking simulator process negatively. The barriers identified were price, hesitation to tryand reliability. These findings when analyzed with the theoretical framework identified that the emergence of these barriers was due to VR being such advanced technology. Thecustomers understanding of the value it creates is a determining factor when deciding tomake the purchase which showed to be highly complex with the VR walking simulator.The study also offers suggestions that can be taken for future research.
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Park, Borinara. "Development of a Virtual Reality Excavator Simulator: a Mathematical Model of Excavator Digging and a Calculation Methodology." Diss., Virginia Tech, 2002. http://hdl.handle.net/10919/29801.

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Virtual Reality (VR) simulators have become popular because of two distinctive merits. One is the capability to transfer data and information to users in an intuitive way by means of 3-D high-quality graphics output and real input devices. The other is the capability to represent physical systems in mathematical models so that meaningful responses of the systems can be predicted. Previous efforts in VR excavating machine simulator development, however, showed a lack of balance between the fidelity of the model of the physics and the visual representation of the simulated equipment. In order to ensure that a VR construction excavator simulator provides convincing operating results to users, the focus of simulator development needs to be shifted to interaction of physically valid soil and the excavator machine. This research aims to contribute to the development of a VR construction excavator simulator system by proposing a mathematical model of excavator digging and a calculation methodology. The mathematical model of excavator digging provides physically meaningful soil-bucket interaction information to a simulator. The calculation methodology provides systematic and efficient computation methods to ensure the seamless integration of the excavator digging model with a VR simulator system as well as adequate system speed. As a result, the simulator is realized as an engineering process tool equipped with real-time interactivity.
Ph. D.
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40

Källström, Reidar. "Construction, Validation and Application of a Virtual Reality Simulator for the Training of Transurethral Resection of the Prostate." Doctoral thesis, Linköpings universitet, Kirurgi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-54466.

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The fundamental of surgical training is the traditional apprenticeship method introduced by William Halsted which has been used for the last 100 years. It is based on learning in the operating room (OR) where the resident is guided by an experienced surgeon and gradually and methodically exposed to surgery. The continuous development of surgical methods together with the growing awareness of medical errors and ethical considerations have made the Halsted method outdated and there is an obvious need to be able to learn the skills of surgery without risking patient safety. New methods such as laparoscopy and endoscopy demand specific skills and abilities that may not be met by everyone. At the same time, the physical limitations of these new methods have made it possible to construct virtual reality (VR) simulators to practise and learn the skills necessary. This study is about the construction and evaluation of a VR-simulator for the training of transurethral resection of the prostate (TURP). It also concerns the specific abilities needed to become a good surgeon. A simulator for training TURP was developed after a face validity study where 17 experienced urologists gave their opinion of the specific content necessary for the training of this procedure. After a content validity study by nine experienced urologists and application of necessary improvements, a group of 11 medical students and nine experienced urologists performed a construct validity test where the urologists showed significantly higher levels of both skill and effectiveness compared to the inexperienced students when performing a simulated TURP procedure. The students showed a positive learning curve, but did not reach the levels of the urologists. The results of the experienced urologists were used as the minimal criterion level when 24 urology residents practised the procedure. Training took place while on a course on benign enlargement of the prostate and its treatment options, with emphasis on the “gold standard” treatment – TURP. During the course they performed three guided and video-taped TURP-procedures each on selected patients. Between two of the procedures they performed criterion-based training in the simulator. This VR-to-OR study showed improvement in operative skills with the same patient outcome as in the normal clinical situation. It also showed that simulator training improved their skills even more. During their time on the course their personality traits (TCI) and cognitive abilities (Rey complex figure and recognition trial, tower of London, WAIS-III) were tested. The results showed that a better learning curve in the OR was associated with a better simulator learning curve and a good visuospatial memory. The associated personality traits were high levels of goal directedness, impulse control, responsibility, anticipation of harmful events and a balanced attachment style. In conclusion, we have demonstrated that it was technically possible to construct a useful simulator for the training of TURP (PelvicVision®) which may now be considered clinically validated for this purpose. Novice training and performance in the simulator improves the learning curve and predicts the resident’s performance in the OR. The results support the implementation of validated simulation technology in a criterion-based training curriculum for residents. Furthermore, the results showed preliminary data on personality traits and visuospatial abilities that are important for learning a complex surgical procedure.
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41

Ng, Toi Ying. "Sense-of-presence in virtual and real environments showing similar content : questionnaire development and relationships among sense-of-presence, performance, and cybersickness /." View Abstract or Full-Text, 2002. http://library.ust.hk/cgi/db/thesis.pl?IEEM%202002%20NG.

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Thesis (M. Phil.)--Hong Kong University of Science and Technology, 2002.
Includes bibliographical references (leaves 139-146). Also available in electronic version. Access restricted to campus users.
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42

Eliasson, Carl, and Alexander Hedberg. "VR-flygsimulatorer, för ökad upplevelse och som läroverktyg i flygutbildningar." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-35667.

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Virtual reality (VR) är ett begrepp som blivit allt mer välkänt de senaste åren. VR kan beskrivas som en datorgenererad virtuell omvärld som användaren omsluts av. VR-miljön upplevs genom människans sinnen såsom syn, hörsel och känsel.Syftet med examensarbetet är att undersöka hur realistisk en kommersiellt tillgänglig VR-flygsimulator upplevs av piloter och undersöka om VR-teknik kan vara ett användbart läroverktyg för t.ex. flygskolor. VR-tekniken har under de senaste åren utvecklats väldigt mycket vilket gjort att många av de implementations svårigheter som VR-tekniken inneburit till stor del lösts. Nya helintegrerade head mounted displays (HMD) med inbyggd kompatibilitet gör att integreringsproblemen nästan helt försvunnit. Eftersom VR-tekniken nu är mer tillgänglig och lätthanterlig ligger det helt rätt i tiden att undersöka hur VR-teknik kan användas inom flygbranschen.Metoden för examensarbetet inleddes med informationsinsamling om VR-teknik och traditionella flygsimulatorer. Utifrån denna information skapades sedan en undersökning som bestod av två delar. Den första delen var ett experiment med en VR-flygsimulator och den andra delen var en intervju som utfördes direkt efter experimentet. Sju stridspiloter deltog i undersökningen.Resultaten av undersökningen visar att VR-flygsimulatorer upplevs som mer realistiska jämfört med traditionella flygsimulatorer. Undersökningen tyder också på att VR-teknik kan vara ett bra läroverktyg om de problem som identifierats lösts på ett tillfredsställande sätt.
Virtual reality (VR) is a rising phenomenon that has skyrocket in popularity the past year. VR is often referred to as a computer generated virtual environment the user gets immersed in. The VR environment is experienced through different types of sensory stimuli.The purpose of this thesis is to examine how realistic a commercially available VR flight simulator is being perceived by real pilots as well as examine if VR technology could be a viable educational tool for flight schools. The motivations of this thesis are the facts that the VR-technology has advanced in a quick phase. Many of the past difficulties with implementing VR technology have been addressed with new fully integrated head mounted displays therefor capability issues are no longer a big problem. Because of the simplicity of new VR-systems it’s a good time to investigate VR uses and how it compares to traditional flight simulator techniques.The method used for the thesis started with collecting information about VR technology and traditional flight simulators. With that information a survey consisting of two parts was created. The first part was an experiment with a VR flight simulator, and the second part was an interview conducted directly after the experiment. Seven jet fighter pilots participated in the survey.Our results show that a VR flight simulator is perceived as more realistic compared to a traditional flight simulator. It is also shown that VR technology could be a good educational tool if some of the issues that were found are resolved or improved upon.
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43

Novotný, Miroslav. "VR interaktivní aplikace." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363828.

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The goal of this thesis is to learn about virtual reality and the aspects of the development for this platform. The next goal is to find well suited development environment for the application and test the capabilities and limits of them both. The thesis will be completed by designing, implementing and then testing the aplication using knowledge learnt.
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44

Masotti, Nicola. "Progettazione e sviluppo di un RVE (Reconfigurable Virtual Environment) per applicazioni nei settori dell’ingegneria industriale." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2013. http://amslaurea.unibo.it/5225/.

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Il presente elaborato descrive la realizzazione, presso il Laboratorio di Realtà Virtuale e Simulazione della Seconda Facoltà di Ingegneria, di un RVE (Reconfigurable Virtual Environment), per applicazioni nei settori dell’ingegneria industriale. La tesi ripercorre la fase di progettazione del sistema basato sull'integrazione di componenti COTS. E' definito, inoltre, un insieme di applicazioni target nei settori dell'ingegneria industriale di cui si valuta la compatibilità con il Virtual Environment. L'elaborato si conclude con la presentazione dei risultati e dei possibili sviluppi futuri.
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45

Stevens, Jonathan. "A Program Manager's Dilemma: Measuring the Effect on Performance of Different Visual Modalities in Mixed Reality Aerial Door Gunnery." Doctoral diss., University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6363.

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The United States Army continues to develop new and effective ways to use simulation for training. One example is the Non-Rated Crew Member Manned Module (NCM3), a simulator designed to train helicopter crewmembers in critical, high risk tasks such as crew coordination, flight, aerial gunnery, hoist and sling load related tasks. The goal of this study was to evaluate visual modalities' effect on performance in mixed reality aerial door gunnery. There is a strong belief in the United States Army that the greater the degree of immersion in a virtual simulation, the more effective that simulation is. However, little scientific research exists that supports this notion. In fact, the true goal of training simulation is to optimize the degree of transfer to the trainee - not to create the most immersive experience possible. As a result, the Army Program Manager frequently faces trade-off dilemmas during the simulation design phase, balancing user desires with cost and schedule constraints. One of those trade-off predicaments, and the unscientific manner in which it was resolved, served as the motivation for this research. A review of the literature was conducted in order to investigate the benefits of simulation for training. The taxonomy of reality, as well as the training efficacy of virtual and mixed reality simulation, were examined. Major concepts, applications and components of virtual and mixed reality simulation training were studied. Prior visual modality research was reviewed and discussed. Two discrete groups of subjects, expert (n = 20) and novice (n = 76), were employed in this study. Participants were randomly assigned to one of two visual modality treatments (Liquid Crystal Display (LCD) flat panel screen or Head-Mounted Display (HMD)) and executed three aerial door gunnery training scenarios in the NCM3. Independent variables were visual modality, trial, immersive tendency and simulator sickness questionnaire scores. Dependent variables included performance, presence and simulator sickness change scores. The results of the study indicate no main effect of visual modality on performance for the expert population while a main effect of visual modality on performance was discovered for the novice population. Both visual treatment groups experienced the same degree of presence and simulator sickness. No relationship between an individual's immersive tendency and their performance and level of presence was found. Results of this study's primary objective are conflicting, by expertise group, and thus both support and challenge the commonly held notion that higher immersive simulation leads to better performance.
Ph.D.
Doctorate
Graduate Studies
Engineering and Computer Science
Modeling & Simulation
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46

Jiang, Yuanyuan. "Full-body joint action in pedestrian road crossing virtual environments." Diss., University of Iowa, 2018. https://ir.uiowa.edu/etd/6441.

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The recent leaps in virtual reality (VR) technology have unleashed revolutionary potential for applications in a wide variety of areas, including education, training, psychological-therapy, etc. As part of the effort on understanding how users interact with VR, I focused on studying full-body joint action using a road crossing task which involves perception, decision-making, action, and joint action. I have been heavily involved in the design, implementation, and construction of two large-screen, room-like stereoscopic virtual environment (VE) simulators. Using this system, I developed a three-part research plan with a series of studies to examine how people engage in full-body joint-action with a partner under three scenarios: 1. two people who are physically present in a co-occupied virtual environment; 2. one person who shares a virtual environment with a computer-generated agent (CG agent); 3. two people who share the same virtual environment remotely in physically separate places where each person is motion tracked and presented in the environment as a graphic avatar. The behaviors of participants were recorded and processed through a customized pipeline that captures important performance metrics, such as how participants pick crossable gaps and time their movements. The VE system, user study designs, and findings are introduced in this dissertation.
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Howland, Sarah Caroline. "Immersive education: virtual reality in clinical audiology: a pilot study of the effectiveness of a new patient simulator program on audiology students’ performance on case history tasks." Thesis, University of Canterbury. Communication Disorders, 2012. http://hdl.handle.net/10092/7263.

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Purpose: Hearing loss is a common problem worldwide, and there is an ever- increasing need for more audiologists to be trained. Unfortunately, audiology students cannot always get the clinical experience they need during training. Virtual reality involving computer-based simulation of real-life training experiences is one way of compensating for this. While there are several virtual audiometers available for student use, few of these include the vital case history component. This study sought to develop an interactive virtual patient that includes this component, and to objectively measure the effect of training with this software on student performance. Method: Development of the Patient Simulator Program (PSP) took place in two phases – Phase One involved development of audiometric information and a brief case history summary for 25 patient cases, and Phase Two involved development of comprehensive case histories for these and identification of triggering phrases and keywords for eliciting each piece of information from the virtual patient. Twelve first year audiology students were recruited from the University of Canterbury and divided into matched groups based on their pre-test scores. An alternating treatment design across groups was used to evaluate participants on their verbal and written accuracy, experience, confidence, and efficiency scores on case history tasks. Results: A significant difference was found in verbal accuracy scores between groups at the mid-way assessment point (following simulator training), but not for written accuracy. Differences between groups were not significant at all assessment points for efficiency and experience measures. Confidence gains were greater for the second group to train with the simulator than the first, while performance gains were greater for the first group. Conclusion: These findings support the evidence that simulation training can enhance student’s skills, and provide the first objective evidence for the benefits of training for case history tasks with an interactive virtual patient. While the effect size was small, these findings are a promising springboard for future research into this area. While the PSP is not adequate to replace real clinical encounters, it has potential as an adjunct to the current training program.
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48

Todd, Catherine Angela. "A clinically valid simulator with tactile sensing to train specialists to perform cochlear implantation." Access electronically, 2006. http://www.library.uow.edu.au/adt-NWU/public/adt-NWU20070208.171637/index.html.

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49

Andrade, Tiago Martins. "Locomoção em Realidade Virtual." Master's thesis, 2017. http://hdl.handle.net/10316/83272.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia
Novos equipamentos de realidade virtual têm trazido um novo entusiasmo, do público em geral, pela utilização desta tecnologia. Também as possibilidades para a sua aplicação em vários domínios da ação humana têm surgido de forma exponencial, tais como em áreas relacionadas com medicina, arquitetura, marketing, ou treino de competências.A realidade virtual é uma tecnologia que permite simular/recriar no utilizador sensações reais em ambientes gerados digitalmente, eliminando situações que possam apresentar-se como perigosas, bem como recriar mundos imaginários, possibilitando o treino de novas competências ou novas formas de entretenimento. Apesar de esta tecnologia ter grandes avanços em termos de realismo e facilidade de utilização, ela apresenta ainda alguns constrangimentos, nomeadamente sensação de enjôo de movimento, dificuldades de locomoção no ambiente virtual, e custos demasiado elevados para o consumidor em geral, entre outros.Assim, foi realizado um estudo experimental para o qual se desenvolveu um ambiente virtual e três tipos de deslocação. Para cada tipo de deslocação foi definido um atributo específico: velocidade, aceleração e rotação. Neste âmbito foram recolhidos dados de 45 participantes relativos à cinetose, através do Simulation Sickness Questionnaire (SSQ), que permitiram verificar e apurar quais os melhores valores para cada parâmetro.Após análise dos dados e reflexão sobre os mesmos, estruturou-se um conjunto de recomendações a ter em linha de conta no desenvolvimento futuro de aplicações/jogos de VR.
New virtual reality devices have generated a growing enthusiasm for the use of this technology among the general public. Furthermore, the possibility for its application in various domains of human actions has increased exponentially in areas such as medicine, architecture, marketing, tourism, web browsing or skills training.Virtual reality is a type of technology that allows users to simulate real sensations in digitally generated environments. Moreover, it eliminates dangerous situations by creating an imaginary world that enables new skills training and new forms of entertainment. Thus, this technology presents great advances in terms of realism and easy-to-use interfaces. However, it still has some constraints such as motion sickness, locomotion difficulties in virtual environments and a high cost for the general public.This dissertation aims to conduct an experimental study in which a virtual environment and three types of locomotion were developed. For each type of locomotion, a specific attribute was defined: velocity, acceleration and rotation. Data were collected from 45 volunteers regarding levels of motion sickness through the Simulation Sickness Questionnaire (SSQ), which allows to check and determine which are the best values for each parameter.After analysing and reflecting on the collected data, a set of recommendations was created for future development of VR applications/games, giving a solid starting point for development and help to reduce the symptoms of motion sickness.
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50

Mehlitz, Marcus. "Aufbau eines medizinischen Virtual Reality-Labors und Entwicklung eines VR-gestützten neuropsychologischen Testsystems mit einer präklinischen und klinischen Evaluationsstudie." Doctoral thesis, 2004. http://hdl.handle.net/11858/00-1735-0000-0006-B1B0-1.

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