Academic literature on the topic 'Virtual CRASH'

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Journal articles on the topic "Virtual CRASH"

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Faught, Edward. "Real Spikes Crash Virtual Cars." Epilepsy Currents 16, no. 6 (November 2016): 378–79. http://dx.doi.org/10.5698/1535-7511-16.6.378.

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Hoxha, Gezim, Ahmet Shala, and Rame Likaj. "Vehicle Speed Determination in Case of Road Accident by Software Method and Comparing of Results with the Mathematical Model." Strojnícky casopis – Journal of Mechanical Engineering 67, no. 2 (November 1, 2017): 51–60. http://dx.doi.org/10.1515/scjme-2017-0017.

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AbstractThe paper addresses the problem to vehicle speed calculation at road accidents. To determine the speed are used the PC Crash software and Virtual Crash. With both methods are analysed concrete cases of road accidents. Calculation methods and comparing results are present for analyse. These methods consider several factors such are: the front part of the vehicle, the technical feature of the vehicle, car angle, remote relocation after the crash, road conditions etc. Expected results with PC Crash software and Virtual Crash are shown in tabular graphics and compared in mathematical methods.
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Chen, Zhi, Xiao Qin, Renxin Zhong, Pan Liu, and Yang Cheng. "Predicting Imminent Crash Risk with Simulated Traffic from Distant Sensors." Transportation Research Record: Journal of the Transportation Research Board 2672, no. 38 (August 12, 2018): 12–21. http://dx.doi.org/10.1177/0361198118791379.

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The aim of this research was to investigate the performance of simulated traffic data for real-time crash prediction when loop detector stations are distant from the actual crash location. Nearly all contemporary real-time crash prediction models use traffic data from physical detector stations; however, the distance between a crash location and its nearest detector station can vary considerably from site to site, creating inconsistency in detector data retrieval and subsequent crash prediction. Moreover, large distances between crash locations and detector stations imply that traffic data from these stations may not truly reflect crash-prone conditions. Crash and noncrash events were identified for a freeway section on I-94 EB in Wisconsin. The cell transmission model (CTM), a macroscopic simulation model, was applied in this study to instrument segments with virtual detector stations when physical stations were not available near the crash location. Traffic data produced from the virtual stations were used to develop crash prediction models. A comparison revealed that the predictive accuracy of models developed with virtual station data was comparable to those developed with physical station data. The finding demonstrates that simulated traffic data are a viable option for real-time crash prediction given distant detector stations. The proposed approach can be used in the real-time crash detection system or in a connected vehicle environment with different settings.
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Masseria, Frédéric, André Berger, and Benjamin Kaiser. "Virtual Composite Manufacturing Simulation Chain." Materials Science Forum 825-826 (July 2015): 671–76. http://dx.doi.org/10.4028/www.scientific.net/msf.825-826.671.

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Composite materials have been introduced in the 90’s in the car racing, naval and aeronautic sectors for weight reduction purposes. In the automotive industry, the introduction of composite materials to reduce also the weight of the vehicles leads to additional challenges for Virtual Prototyping on top of difficulties already encountered with metallic structures modeling. The impact of manufacturing on product performance is critical for composites, as the imperfections from the process may greatly affect the statics and crash performance of the final composite component. The paper will describe the state of the art of ESI Composite Solution on global composite manufacturing simulation chain (Forming, Injection, Curing, and Distortion) and how it couples to Structure/Crash through selected industrial examples.
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Chen, Ke, Xue Feng Tong, and Xin Fang Wang. "Simulation and Analysis on Vehicle Frontal Crash Based on Virtual Proving Ground." Applied Mechanics and Materials 128-129 (October 2011): 1222–25. http://dx.doi.org/10.4028/www.scientific.net/amm.128-129.1222.

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Based on the vehicle crash finite element theory and the virtual proving ground (VPG), vehicle frontal crash is simulated. Under the VPG environment, the unit element meshes are determined for the entire vehicle CAD model, whereas the element types and material parameters, together with welding nodes, contacts and constraints are defined. According to the ECER94 safety regulations, a rigid wall model, along with initial crash conditions is established. By calling the LS-DYNA, the simulation model is calculated and the stress distribution, vehicle body aberration nephogram, energy and acceleration curves are attained. Afterwards, the vehicle crash safety performance is obtained through simulation. Therefore, this approach sets a reference for vehicle mass assessment.
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Young, Emma. "‘Crash-tested’ virtual skulls reveal clues to animal extinctions." New Scientist 198, no. 2651 (April 2008): 22–23. http://dx.doi.org/10.1016/s0262-4079(08)60911-2.

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Ciunel, Stefanita, Dragos Laurentiu Popa, George Gherghina, Mihaela Liana Bogdan, and Dragos Tutunea. "Human Head-Neck System Behavior during Virtual Impact Automotive Simulations." Applied Mechanics and Materials 659 (October 2014): 177–82. http://dx.doi.org/10.4028/www.scientific.net/amm.659.177.

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The paper presents the studies made on a similar biomechanical system composed by neck, head and dummy body components. The models were defined in a CAD environment which includes Adams algorithm for dynamic simulations. After simulation was obtained the entire mechanical behavior based on data tables or diagrams. That virtual model composed by neck and head was included in complex system (as a car system) and supposed to impact simulations (virtual crash tests). This paper presents issues concerning the use of CAD systems in modern technology virtual prototyping, in this case a complex virtual model for a car system used for impact simulations. Virtual prototyping is a process that uses a virtual prototype instead of the physical prototype for testing and evaluating specific elements of the designed product. Virtual prototype is created on the computer closer to the actual characteristics and operating conditions so as to allow the simulation to perform the role for which it was designed. The three-dimensional model has been exported into simulation software able to perform kinematics simulations and finite element analysis, at the same time. With that virtual model were analysed different situations similar with car crash. Results of simulations have been analysed and can be compared with measurements made on the experimental device (under construction).
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Ciunel, Stefanita, Dragos Laurentiu Popa, and Nicolae Dumitru. "Studies about Movement Biofidelity of a Dummy Neck Used in an Impact Testing Device." Applied Mechanics and Materials 371 (August 2013): 539–43. http://dx.doi.org/10.4028/www.scientific.net/amm.371.539.

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The paper presents the studies made on a similar biomechanical system composed by neck, head and thorax bones. The main movements analyzed were: axial rotation (left-right), lateral bending (left-right) and flexion-extension movement. After simulation was obtained the entire mechanical behavior based on data tables or diagrams. The models were defined in a CAD environment which includes Adams algorithm for dynamic simulations. The virtual models were obtained starting with CT images made on a living human subject. That virtual model composed by neck and head can be included in complex system (as a car system) and supposed to impact simulations (virtual crash tests). Also was developed a mathematical model based on Lagrange equations for a frontal impact testing cervical system. Our research team built main components of a testing device for dummy car crash neck-head system using anatomical data.
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Fiolana, Farrady Alif, Fajar Yumono, and Muhammad Yusuf Ari Anggara. "Virtual Drum Based Image Processing System." JTECS : Jurnal Sistem Telekomunikasi Elektronika Sistem Kontrol Power Sistem dan Komputer 1, no. 1 (January 1, 2021): 59. http://dx.doi.org/10.32503/jtecs.v1i1.688.

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Drum/drumset adalah gabungan dari beberapa alat perkusi yang dimainkan oleh satu atau dua orang pemain. Bagian drum sendiri biasanya terdiri dari hihat, tom, crash, dan bass kick. Image processing dapat menjadikan bagian tersebut praktis dan mudah dibawa dengan membuat program pendeteksi gerakan ujung stik yang berbentuk lingkaran menggunakan HSV dan hough circle. Hasil deteksi digunakan untuk pengambilan keputusan jenis suara yang dikeluarkan terhadap koordinat drum yang telah di tentukan. Terdapat 3 posisi drum dalam frame yang menentukkan jenis suara yang berbeda.
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Demyanushko, I. V., I. A. Karpov, P. S. Mikheev, and A. A. Mukhametova. "Virtual modelling of the crash cushion operation with projected destruction." IOP Conference Series: Materials Science and Engineering 1129, no. 1 (April 1, 2021): 012002. http://dx.doi.org/10.1088/1757-899x/1129/1/012002.

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Dissertations / Theses on the topic "Virtual CRASH"

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Křižák, Michal. "Využití počítačové podpory při řešení předstřetového pohybu vozidel." Master's thesis, Vysoké učení technické v Brně. Ústav soudního inženýrství, 2012. http://www.nusl.cz/ntk/nusl-232640.

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Thesis deals with comparison of influence of chosen solution method on pre crash movement of vehicles in one simulation program and on differences between calculations for one method in different programs. Compared solution methods are kinematics and dynamics solutions of pre crash movement, compared programs are Virtual CRASH and PC-Crash.
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Vaněček, Michal. "Měření polohy těžiště motocyklu." Master's thesis, Vysoké učení technické v Brně. Ústav soudního inženýrství, 2012. http://www.nusl.cz/ntk/nusl-232692.

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My diploma thesis deals with measuring the center of gravity (CG) the motorcycle. The first part is outlined with legislation and the types of motorcycle division. I mention the theoretical types of measuring the CG the motocycle there too. These methods are applied to the issue of motor vehicles. The chosen one way of measuring the center of gravity which is used for practical measurements of gravity the motocycle. The practical part included the weighing of the different types of motorcycles with a different occupancy. These values are then processed and the resulting CG are calculated for each motorcycle. The values of CG were compared by experiment with the program for the analysis of road accidents and reconnoitred the measured results with this program results. In the last chapter is the evaluation of individual CG motorcycle and the influence of changes in occupancy due to a motorcycle.
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Kunovský, Martin. "Vliv polohy těžiště vozidla na jeho postřetový pohyb." Master's thesis, Vysoké učení technické v Brně. Ústav soudního inženýrství, 2012. http://www.nusl.cz/ntk/nusl-232690.

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This diploma thesis analyses the influence of the change to the vehicle’s center of gravity on its after-impact movement. The theoretical part of the thesis describes the basic methods which are used in investigation of the transverse, lengthwise and height position of center of gravity or the influence of center of gravity’s vehicle position to its stability and handling. Next part of the thesis deals with basic division of the road accidents and briefly describes the methods used in its analysis. Problematic maneuvers and everyday road traffic situations are stated in this thesis. Chosen situations were simulated in Virtual CRASH and PC crash programmes. Influence of the transverse, lengthwise and height position of center of gravity was investigated in these programmes with regards to the after-impact behaviour of vehicle. The obtained results were evaluated in the final chapter.
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Colonna, Gabriele. "Principi e tecniche di gamification: una mobile app per la tutela della fauna selvatica." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2020.

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La tesi presenta un’analisi dello stato dell’arte della gamification, fenomeno che usa le dinamiche e le meccaniche del gioco per orientare le scelte delle persone coinvolte che diventano parte attiva di un sistema. Viene definito il fenomeno e viene affrontato un percorso di approfondimento teorico delle motivazioni psicologiche alla base della gamification. Si espongono i fondamenti costituiti da engagement, loyalty e status. Viene illustrato l’MDA Framework riguardante le meccaniche, le dinamiche e l’estetica proprie del gioco utilizzate nella progettazione di sistemi gamificati, applicati a diversi ambiti della vita reale. Tale analisi è finalizzata alla realizzazione di una mobile app per la tutela della fauna selvatica in collaborazione con il CRAS di Ravenna che aveva bisogno di uno strumento che supportasse gli operatori nel recupero degli animali in difficoltà. Essa ha l’obiettivo di sviluppare un progetto di crowdsourcing con il coinvolgimento e la collaborazione di una community impegnata nel conseguimento dello stesso scopo. Gli utenti attraverso l’app inviano al CRAS segnalazioni dettagliate del ritrovamento di esemplari feriti ricevendo badge come riconoscimento e gratificazione, avanzando nella classifica e ottenendo visibilità e follower. Il progetto incentiva il virtual volunteering e rappresenta uno strumento di e-learning attraverso i manuali di primo soccorso a disposizione degli user. Esso contribuisce allo sviluppo di una strategia di smart city rendendo l’ambiente più sicuro per l’uomo e per gli animali poichè permette di individuare le aree con il maggior numero di incidenti stradali per il posizionamento di dissuasori e consente di realizzare attraversamenti alternativi per la fauna selvatica. Del progetto è stato implementato il client lato utente con le meccaniche di gamification e la relativa parte del server; mentre il client lato operatore è stato progettato, ma verrà sviluppato in futuro. Infine sono stati simulati due scenari d’uso.
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Li, Weng-Chi, and 黎韋志. "Earlier Study of Enterprise Crash – Case Study of Virtual Work Flow." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/4ah387.

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"Design of an Immersive Virtual Environment to Investigate How Different Drivers Crash in Trolley-Problem Scenarios." Master's thesis, 2019. http://hdl.handle.net/2286/R.I.53880.

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abstract: The Autonomous Vehicle (AV), also known as self-driving car, promises to be a game changer for the transportation industry. This technology is predicted to drastically reduce the number of traffic fatalities due to human error [21]. However, road driving at any reasonable speed involves some risks. Therefore, even with high-tech AV algorithms and sophisticated sensors, there may be unavoidable crashes due to imperfection of the AV systems, or unexpected encounters with wildlife, children and pedestrians. Whenever there is a risk involved, there is the need for an ethical decision to be made [33]. While ethical and moral decision-making in humans has long been studied by experts, the advent of artificial intelligence (AI) also calls for machine ethics. To study the different moral and ethical decisions made by humans, experts may use the Trolley Problem [34], which is a scenario where one must pull a switch near a trolley track to redirect the trolley to kill one person on the track or do nothing, which will result in the deaths of five people. While it is important to take into account the input of members of a society and perform studies to understand how humans crash during unavoidable accidents to help program moral and ethical decision-making into self-driving cars, using the classical trolley problem is not ideal, as it is unrealistic and does not represent moral situations that people face in the real world. This work seeks to increase the realism of the classical trolley problem for use in studies on moral and ethical decision-making by simulating realistic driving conditions in an immersive virtual environment with unavoidable crash scenarios, to investigate how drivers crash during these scenarios. Chapter 1 gives an in-depth background into autonomous vehicles and relevant ethical and moral problems; Chapter 2 describes current state-of-the-art online tools and simulators that were developed to study moral decision-making during unavoidable crashes. Chapters 3 focuses on building the simulator and the design of the crash scenarios. Chapter 4 describes human subjects experiments that were conducted with the simulator and their results, and Chapter 5 provides conclusions and avenues for future work.
Dissertation/Thesis
Masters Thesis Mechanical Engineering 2019
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Books on the topic "Virtual CRASH"

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Stephenson, Neal. Snow crash. New York: Bantam Books, 2008.

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Stephenson, Neal. Snow Crash. New York: Random House Publishing Group, 2003.

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Stephenson, Neal. Snow crash. Harmondsworth: Penguin, 1993.

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Stephenson, Neal. Snow Crash. New York: Bantam Books, 1992.

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Stephenson, Neal. Snow crash. New York: Bantam Books, 1993.

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Stephenson, Neal. Snow crash. New York: Bantam Books, 2000.

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Stephenson, Neal. Snow Crash. London: Penguin (ROC imprint), 1993.

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Minecraft - The Crash. New York, U.S.A.: Del Rey (Random House), 2018.

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Stephenson, Neal. Snow Crash (Bantam Spectra Book). New York, USA: Spectra, 2000.

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3DO Games Secrets: Book Two. Maui, HI: Sandwich Islands Publishing, 1996.

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Book chapters on the topic "Virtual CRASH"

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Maneia, Gian Mauro, and R. Papalia. "Crash structure design, modelling, virtual sign-off for physical crash testing." In Proceedings, 1089. Wiesbaden: Springer Fachmedien Wiesbaden, 2016. http://dx.doi.org/10.1007/978-3-658-13255-2_80.

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Denami, Maria, and Pascal Marquet. "Fancy or Efficiency?" In Handbook of Research on Operational Quality Assurance in Higher Education for Life-Long Learning, 336–60. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1238-8.ch014.

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With the democratization of informatics technologies, there is a new demand for more advanced Virtual Learning Environments (VLE) and also fancy training devices that integrate technologies like Augmented Reality (AR) or Virtual Reality (VR). The fact that these solutions are now affordable makes the learning managers dream about having realistic simulations for training. When delivered, sometimes customers are not satisfied because the software is often complex, not user-friendly enough, or not compatible with the computer fleet of the company. Consequently, professionals show a preference for the old training solution. In this chapter, the crash case of a French university commissioning a simulator on VR for training operators on the production of anti-cancer drugs will be presented. The authors will highlight the reasons that made this training not adapted to the field in which the training takes place, then, explain which guidelines an effective instructional designer should take into consideration while developing the training solution.
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Bentley, Peter J. "Your Life in Binary Digits." In Digitized. Oxford University Press, 2012. http://dx.doi.org/10.1093/oso/9780199693795.003.0008.

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Your ideas, money, memories, and entertainment are dreams in the minds of computers. But the thoughts of each computer are not simple, they are layered like our own minds. Their lowest, most primitive layers are the instincts of the machine. Middle layers perform more general functions of its silicon mind. Higher layers think about overall concepts. Unlike us, the computer has languages for every layer. We can teach it new ideas by changing any one or all of its layers of thought. We can tell it to consider vast and convoluted concepts. But if we make a single mistake in our instructions, the mind of our digital slave may crash in a virtual epileptic fit. When our silicon students are so pedantic, how can we engineer their thoughts to make them reliable and trustworthy assistants? And if their thoughts become more complicated than anything we can imagine, how can we guarantee they will do what we want them to? . . . Light poured in through the large windows of the lecture room. The sound of scratching pens from nearly thirty distinguished engineers and scientists accompanied every word spoken by John Mauchly. One fellow by the name of Gard from the Wright Field’s Armament Laboratory seemed to be especially diligent, writing hundreds of pages of notes. It was Monday morning, a warm mid-summer day of 1946, some three years after his stimulating tea-time discussions with Turing. Claude Shannon was three weeks into the eight-week course at the Moore School of Electrical Engineering, in the University of Pennsylvania. It had been an honour to be one of the select few invited to hear lectures on designing electronic digital computers. This was the first ever course to be taught on computer science, and Shannon was finding many of the ideas highly stimulating. He’d recently learned a new word from Mauchly: ‘program’ used as a verb. To program an electronic computer was an interesting concept. He was also hearing about some of the politics: apparently two of the lecturers, Mauchly and his colleague Eckert, had resigned from the university just four months ago because of some form of disagreement.
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Conference papers on the topic "Virtual CRASH"

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Chang, Jian, Jian J. Zhang, and Rehan Zia. "Fast Vehicle Crash Modelling for Games." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.14.

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Lee, Jeong Keun, Kang Wook Lee, and Byung Jae Ahn. "Virtual Development Process of the Integrated Safety System for the Frontal Crash." In SAE 2011 World Congress & Exhibition. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2011. http://dx.doi.org/10.4271/2011-01-0021.

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Bashetty, Sai Krishna, Heni Ben Amor, and Georgios Fainekos. "DeepCrashTest: Turning Dashcam Videos into Virtual Crash Tests for Automated Driving Systems." In 2020 IEEE International Conference on Robotics and Automation (ICRA). IEEE, 2020. http://dx.doi.org/10.1109/icra40945.2020.9197053.

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Thorbole, Chandrashekhar K., and Stephen A. Batzer. "Occupant Protection via Frontal Crash Testing Analysis." In ASME 2008 International Mechanical Engineering Congress and Exposition. ASMEDC, 2008. http://dx.doi.org/10.1115/imece2008-68658.

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During frontal collisions, two central characteristics that define a vehicle’s crashworthiness are the occupant compartment deceleration magnitude and the level of occupant compartment intrusion. The deceleration severity determines seat belt loading for restrained occupants and the severity of secondary impacts of occupants against interior structures. Occupant compartment intrusion diminishes the survival space and increases the probability of individual occupants receiving worst injuries. Proper evaluation of a vehicle’s crashworthiness requires full scale crash testing as per standards defined by FMVSS 208, and this physical testing could be supplemented by virtual testing. The 208 standard specifies performance requirements for the vehicle in order to reduce the number and severity of the occupant injuries. FMVSS 208 crash testing involves rigid barrier impact tests at 30 mph, and the vehicle must be certified for all impact angles from −30 to +30 degrees. Allowance is made for the manufacturer to substitute engineering judgement for actual testing at each angle. The agreement of the vehicle to the test requirements ensures a reasonable degree of occupant safety. This study investigates virtual frontal testing to replicate severe crashes resulting in occupant compartment intrusion. The study is conducted using a validated FEA model of a 1998 Chevrolet S-10 standard cab pickup truck. It details simulation results from a variety of impact angles and velocities in order to determine the best potential test procedure for a frontal crash scenario. The results of this computational analysis demonstrate the offset frontal MDB (vehicle-to-vehicle) impact test procedure to be rigorous and capable of evaluating both the aspect of crashworthy performance of the vehicle. This test procedure resulted significant cabin intrusion along with cabin deceleration severity comparable to frontal rigid barrier 30 mph full width test.
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Macalalag, Engr Ray Adrian, and May Ann Sta. Lucia. "3A.002 Rapid assessment of vulnerability of philippine local governments to road crash." In Virtual Pre-Conference Global Injury Prevention Showcase 2021 – Abstract Book. BMJ Publishing Group Ltd, 2021. http://dx.doi.org/10.1136/injuryprev-2021-safety.63.

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Jain, Ritesh Kumar, and Manish Sharma. "Correlation between Virtual and Physical Test for Offset Deformable Barrier Crash for SUV." In SIAT 2011. 400 Commonwealth Drive, Warrendale, PA, United States: SAE International, 2011. http://dx.doi.org/10.4271/2011-26-0091.

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Ahuja, Richa, and Geetam Tiwari. "4B.004 Time series spatial analysis framework to identify prominent crash locations: Case study Delhi." In Virtual Pre-Conference Global Injury Prevention Showcase 2021 – Abstract Book. BMJ Publishing Group Ltd, 2021. http://dx.doi.org/10.1136/injuryprev-2021-safety.103.

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Smart, Gary, Amrit Banstola, Raju Raut, Krishna Ghimire, Elisha Joshi, Sunil Kumar Joshi, and Julie Mytton. "3D.001 Post-crash trauma care: first-responder training for the traffic police in Makwanpur, Nepal." In Virtual Pre-Conference Global Injury Prevention Showcase 2021 – Abstract Book. BMJ Publishing Group Ltd, 2021. http://dx.doi.org/10.1136/injuryprev-2021-safety.77.

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Ali, Asrar, Adnan Hyder, Uzma Rahim Khan, and Muhammad Ashar Malik. "8A.002 Cost of motorcycle crash victims at a public tertiary healthcare facility in Karachi, Pakistan." In Virtual Pre-Conference Global Injury Prevention Showcase 2021 – Abstract Book. BMJ Publishing Group Ltd, 2021. http://dx.doi.org/10.1136/injuryprev-2021-safety.184.

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Pressley, Joyce C., Michael Bauer, Emilia Pawlowski, Sabana Bhatta, and Leah Hines. "8A.004 MV crash characteristics and medical charges: front-and rear-seated restrained and unrestrained adults." In Virtual Pre-Conference Global Injury Prevention Showcase 2021 – Abstract Book. BMJ Publishing Group Ltd, 2021. http://dx.doi.org/10.1136/injuryprev-2021-safety.186.

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