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1

Holden, Maureen K., and Thomas Dyar. "Virtual Environment Training." Neurology Report 26, no. 2 (2002): 62–71. http://dx.doi.org/10.1097/01253086-200226020-00003.

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Mourant, Ronald R., and Lily Parsi. "Training in a Virtual Stereoscopic Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 46, no. 26 (2002): 2206–9. http://dx.doi.org/10.1177/154193120204602622.

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This study investigated transfer-of-training for a pick-and-place task in monoscopic, stereoscopic, and real-world environments. Ten training trials were given to 30 subjects in the three environments (10 subjects each). The averages of task completion time in the stereoscopic and real-world environments were less than those in the monoscopic environment. In a post-training real-world trial, there were no differences due to the training environment (including another group of 10 subjects who received no training). Subjects, who had training in the stereoscopic or real-world environments, were
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Mason, Lee L., Tae Jeon, Peter Blair, and Nancy Glomb. "Virtual Tutor Training." International Journal of Gaming and Computer-Mediated Simulations 3, no. 1 (2011): 51–67. http://dx.doi.org/10.4018/jgcms.2011010104.

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In this study, the experiences and beliefs of volunteer tutors using a multi-user virtual environment to teach literacy instruction are examined to get a better understanding of the benefits and challenges of learning within this environment. Literacy tutors who were teaching adults with poor reading skills served as participants. During the study, participants delivered direct instruction reading lessons to researchers in Second Life and adult learners during live face-to-face tutoring sessions. Immediately following each session in Second Life, tutors were provided with corrective feedback o
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Mateas, Michael, and Scott Lewis. "A MOO-Based Virtual Training Environment." Journal of Computer-Mediated Communication 2, no. 3 (2006): 0. http://dx.doi.org/10.1111/j.1083-6101.1996.tb00190.x.

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5

Wasfy, Ayman, Tamer Wasfy, and Ahmed Noor. "Intelligent virtual environment for process training." Advances in Engineering Software 35, no. 6 (2004): 337–55. http://dx.doi.org/10.1016/j.advengsoft.2004.04.005.

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Koritnik, Tomaz, Tadej Bajd, and Marko Munih. "Virtual environment for lower-extremities training." Gait & Posture 27, no. 2 (2008): 323–30. http://dx.doi.org/10.1016/j.gaitpost.2007.04.015.

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Elchishcheva, T. F. "Architect’s Training in 3D-Modeling Virtual Environment." Voprosy sovremennoj nauki i praktiki. Universitet imeni V.I. Vernadskogo, no. 4(58) (2015): 146–54. http://dx.doi.org/10.17277/voprosy.2015.04.pp.146-154.

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Schatz, Sae, Robert Wray, Jeremiah Folsom-Kovarik, and Denise Nicholson. "Adaptive Perceptual Training in a Virtual Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 56, no. 1 (2012): 2472–76. http://dx.doi.org/10.1177/1071181312561503.

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Yavich, Roman, and Boris Starichenko. "Design of Education Methods in a Virtual Environment." Journal of Education and Training Studies 5, no. 9 (2017): 176. http://dx.doi.org/10.11114/jets.v5i9.2613.

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The purpose of the presented article is to review existing approaches to modern training methods design and to create a variant of its technology in virtual educational environments in order to develop general cultural and professional students’ competence in pedagogical education. The conceptual modeling of a set of methods for students’ training in the conditions of an information-and-communication saturated environment was carried out by means of a subject-design method within the framework of prescriptive theory. This allowed us to allocate the stages in designing the methods of student tr
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Shubeck, Keith T., Scotty D. Craig, and Xiangen Hu. "Live-action mass-casualty training and virtual world training." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (2016): 2103–7. http://dx.doi.org/10.1177/1541931213601476.

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Live-action training simulations with expert facilitators are considered by many to be the gold-standard in training environments. However, these training environments are expensive, provide many logistical challenges, and may not address the individual’s learning needs. Fortunately, advances in distance-based learning technologies have provided the foundation for inexpensive and effective learning environments that can simultaneously train and educate students on a much broader scale than live-action training environments. Specifically, intelligent tutoring systems (ITSs) have been proven to
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Waller, David, Earl Hunt, and David Knapp. "The Transfer of Spatial Knowledge in Virtual Environment Training." Presence: Teleoperators and Virtual Environments 7, no. 2 (1998): 129–43. http://dx.doi.org/10.1162/105474698565631.

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Many training applications of virtual environments (VEs) require people to be able to transfer spatial knowledge acquired in a VE to a real-world situation. Using the concept of fidelity, we examine the variables that mediate the transfer of spatial knowledge and discuss the form and development of spatial representations in VE training. We report the results of an experiment in which groups were trained in six different environments (no training, real world, map, VE desktop, VE immersive, and VE long immersive) and then were asked to apply route and configurational knowledge in a real-world m
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Ariali, Sunita, and Bernd Zinn. "Adaptive Training of the Mental Rotation Ability in an Immersive Virtual Environment." International Journal of Emerging Technologies in Learning (iJET) 16, no. 09 (2021): 20. http://dx.doi.org/10.3991/ijet.v16i09.18971.

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Virtual Reality (VR) opens new possibilities for the investigation and train-ing of Mental Rotational Ability (MRA), which is an important factor in the development of technical skills in several fields. Adaptive designs of MRA training environments realised by virtual technology could offer promising potentials and is investigated in this study. For the evaluation of effective-ness, the adaptive training environment is compared with the adequate ran-domised environment by assessing mental rotation ability in both conditions before and after training. As a dependent variable, the performance a
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Champney, Roberto K., Kay M. Stanney, Laura Milham, Meredith B. Carroll, and Joseph V. Cohn. "An examination of virtual environment training fidelity on training effectiveness." International Journal of Learning Technology 12, no. 1 (2017): 42. http://dx.doi.org/10.1504/ijlt.2017.083997.

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Beadle, Sarah, Randall Spain, Benjamin Goldberg, et al. "Virtual Reality, Augmented Reality, and Virtual Environments: Demonstrations of Current Technologies and Future Directions." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 2119–23. http://dx.doi.org/10.1177/1071181320641514.

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Virtual environments and immersive technologies are growing in popularity for human factors purposes. Whether it is training in a low-risk environment or using simulated environments for testing future automated vehicles, virtual environments show promise for the future of our field. The purpose of this session is to have current human factors practitioners and researchers demonstrate their immersive technologies. This is the eighth iteration of the “Me and My VE” interactive session. Presenters in this session will provide a brief introduction of their virtual reality, augmented reality, or v
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Starichenko, Boris, Elena Antipova, Alexander Slepukhin, and Irina Semenova. "Design of Teaching Methods Using Virtual Educational Environment." SHS Web of Conferences 50 (2018): 01176. http://dx.doi.org/10.1051/shsconf/20185001176.

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The purpose of the presented article is the review of approaches to design of modern methods of training developed and creation of design technology option of training methods in the conditions of using the virtual educational environment for formation of common cultural and professional competences of students of majoring in pedagogical education. Within the prescriptive theory by means of a subject and design method, conceptual modeling of a set of methods of students’ training in the conditions of using information-communication saturated environment was carried out. The modeling allowed on
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YOSHIKAWA, Hidekazu, Tetsuo TEZUKA, Ken-ichiro KASHIWA, and Hirotake ISHII. "Simulation of Machine-Maintenance Training in Virtual Environment." Journal of the Atomic Energy Society of Japan / Atomic Energy Society of Japan 39, no. 12 (1997): 1078–89. http://dx.doi.org/10.3327/jaesj.39.1078.

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Piron, Lamberto, Paolo Tonin, Francesco Piccione, Vincenzo Iaia, Elena Trivello, and Mauro Dam. "Virtual Environment Training Therapy for Arm Motor Rehabilitation." Presence: Teleoperators and Virtual Environments 14, no. 6 (2005): 732–40. http://dx.doi.org/10.1162/105474605775196580.

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Enhanced feedback provided by a virtual reality system has been shown to promote motor learning in normal subjects. We evaluated whether this approach could be useful for treating patients with motor deficits following brain lesions. Fifty subjects with mild to intermediate arm impairments due to stroke were selected for the study. The patients received treatment daily for one month, consisting of an hour of virtual-environment therapy with enhanced feedback. Before and after the therapy, we assessed the degree of motor impairment and autonomy in daily living activities using the Fugl-Meyer sc
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Reagan, Louise, Katherine Pereira, Vanessa Jefferson, et al. "Diabetes Self-management Training in a Virtual Environment." Diabetes Educator 43, no. 4 (2017): 413–21. http://dx.doi.org/10.1177/0145721717715632.

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Diabetes self-management training (DSMT) improves diabetes health outcomes. However, low numbers of patients receive DSMT. Using virtual environments (VEs) for DSMT is an innovative approach to removing barriers for patients. The purpose of this paper is to describe the experience of health professionals and diabetes educators establishing and teaching DSMT in a VE, Diabetes LIVE© (Learning in Virtual Environments), and the implications for future use of VEs in DSMT. It was found that providing DSMT in a VE preserves real-time interaction between patients and educators. To facilitate ongoing p
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19

Tichon, Jennifer Gay. "Using Presence to Improve a Virtual Training Environment." CyberPsychology & Behavior 10, no. 6 (2007): 781–88. http://dx.doi.org/10.1089/cpb.2007.0005.

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20

Kaber, David B., Jennifer M. Riley, Mica R. Endsley, Mohamed Sheik-Nainar, Tao Zhang, and Donald R. Lampton. "Measuring Situation Awareness in Virtual Environment-Based Training." Military Psychology 25, no. 4 (2013): 330–44. http://dx.doi.org/10.1037/h0095998.

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21

Catanzaro, Jean M., Mark W. Scerbo, Frederic McKenzie, Mark A. Phillips, Nathan R. Bailey, and R. Bowen Loftin. "A Virtual Environment for Training Military Checkpoint Guards." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 47, no. 19 (2003): 2074–78. http://dx.doi.org/10.1177/154193120304701913.

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22

STANNEY, KAY M., JUI LIN CHEN, BRANKA WEDELL, and ROBERT BREAUX. "Identification of metaphors for virtual environment training systems." Ergonomics 46, no. 1-3 (2003): 197–219. http://dx.doi.org/10.1080/00140130303521.

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23

John, Nigel W., Nicholas I. Phillips, Llyr ap Cenydd, et al. "A Tablet-Based Virtual Environment for Neurosurgery Training." Presence: Teleoperators and Virtual Environments 24, no. 2 (2015): 155–62. http://dx.doi.org/10.1162/pres_a_00224.

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The requirement for training surgical procedures without exposing the patient to additional risk is well accepted and is part of a national drive in the UK and internationally. Computer-based simulations are important in this context, including neurosurgical resident training. The objective of this study is to evaluate the effectiveness of a custom-built virtual environment in assisting training of a ventriculostomy procedure. The training tool (called VCath) has been developed as an app for a tablet platform to provide easy access and availability to trainees. The study was conducted at the f
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24

Morris, D., F. Barbagli, K. Salisbury, and S. Girod. "A virtual training environment for mandibular distraction procedures." International Congress Series 1281 (May 2005): 1375. http://dx.doi.org/10.1016/j.ics.2005.03.368.

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25

McCarthy, L., R. Stiles, W. L. Johnson, and J. Rickel. "Human-systems interaction for virtual environment team training." Virtual Reality 4, no. 1 (1999): 38–48. http://dx.doi.org/10.1007/bf01434993.

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26

Gulec, Ulas, Murat Yilmaz, Veysi Isler, Rory V. O’Connor, and Paul M. Clarke. "A 3D virtual environment for training soccer referees." Computer Standards & Interfaces 64 (May 2019): 1–10. http://dx.doi.org/10.1016/j.csi.2018.11.004.

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27

Deaton, John E., Charles Barba, Tom Santarelli, et al. "Virtual environment cultural training for operational readiness (VECTOR)." Virtual Reality 8, no. 3 (2005): 156–67. http://dx.doi.org/10.1007/s10055-004-0145-x.

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28

García, Luis A., José J. Castro, Anisia Méndez, and Javier M. Ramírez. "Familiasenred: a Virtual and Family Participation Environment." European Journal of Investigation in Health, Psychology and Education 3, no. 2 (2013): 99–111. http://dx.doi.org/10.1989/ejihpe.v3i2.27.

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The platform Familiasenred.es emerged as one strategy within Canary Training Plan for the Family, which offers an alternative to parents training through ICT. Mounted in a Moodle in 2009, 168 training activities (62 online, 30 semi and 76 face) have been offered in 2012, activities that result in more than 1680 hours of training on different topics related to family and children education. The objective of the study will be to compare the results obtained in the study of García, Castro, Junco and Hernández (2011) about the influence of student participation on the levels of satisfaction, with
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García, Luis A., José J. Castro, Anisia Méndez, and Javier M. Ramírez. "Familiasenred: a Virtual and Family Participation Environment." European Journal of Investigation in Health, Psychology and Education 3, no. 2 (2013): 99–111. http://dx.doi.org/10.3390/ejihpe3020009.

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The platform Familiasenred.es emerged as one strategy within Canary Training Plan for the Family, which offers an alternative to parents training through ICT. Mounted in a Moodle in 2009, 168 training activities (62 online, 30 semi and 76 face) have been offered in 2012, activities that result in more than 1680 hours of training on different topics related to family and children education. The objective of the study will be to compare the results obtained in the study of García, Castro, Junco and Hernández (2011) about the influence of student participation on the levels of satisfaction, with
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LoJacono, Chanel T., Ryan P. MacPherson, Nikita A. Kuznetsov, Louisa D. Raisbeck, Scott E. Ross, and Christopher K. Rhea. "Obstacle Crossing in a Virtual Environment Transfers to a Real Environment." Journal of Motor Learning and Development 6, no. 2 (2018): 234–49. http://dx.doi.org/10.1123/jmld.2017-0019.

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Obstacle crossing, such as stepping over a curb, becomes more challenging with natural aging and could lead to obstacle-related trips and falls. To reduce fall-risk, obstacle training programs using physical obstacles have been developed, but come with space and human resource constraints. These barriers could be removed by using a virtual obstacle crossing training program, but only if the learned gait characteristics transfer to a real environment. We examined whether virtual environment obstacle crossing behavior is transferred to crossing real environment obstacles. Forty participants (n =
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Annaz, Fawaz. "UAV Testbed Training Platform development using Panda3d." Industrial Robot: An International Journal 42, no. 5 (2015): 450–56. http://dx.doi.org/10.1108/ir-01-2015-0017.

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Purpose – The paper aims to report the development of an Unmanned Aerial Vehicle (UAV) Testbed Training Platform (TTP). The development is to enable users to safely fly and control the UAV in real time within a limited (yet unconstrained) virtually created environment. Thus, the paper introduces a hardware–virtual environment coupling concept, the Panda3D gaming engine utilization to develop the graphical user interface (GUI) and the 3D-flying environment, as well as the interfacing electronics that enables tracking, monitoring and mapping of real-time movement onto the virtual domain and vice
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Brelsford, John W. "Physics Education in a Virtual Environment." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 37, no. 18 (1993): 1286–90. http://dx.doi.org/10.1177/154193129303701818.

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A study is directed at a comparison of Virtual Reality as an educational tool in physics instruction with standard, teacher-organized, or computer-aided learning. Findings generally indicated that virtual reality-based learning is superior to lecture-based control conditions. The dependent variable was a residualized knowledge of physics measure obtained from subjects four weeks following termination of training. As a training method, virtual reality was superior to the control condition at the four-week retention period. Such a finding supports cognitive theorists who argue that the lack of o
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Spain, Randall, Benjamin Goldberg, Pete Khooshabeh, et al. "Applications of Virtual Environments in Human Factors Research and Practice." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 63, no. 1 (2019): 2308–12. http://dx.doi.org/10.1177/1071181319631393.

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Virtual reality, augmented reality, and other forms of virtual environments have the potential to dramatically change how individuals work, learn, and interact with each other. A key objective of human factors research and practice is to determine how these environments should be designed to maximize performance efficiency, ensure health and safety, and circumvent potential human virtual environment interaction problems. This session will demonstrate some of the distinct and diverse uses of virtual reality, mixed reality, and virtual environments in an alternative format. The session will begi
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Parker, Jason A., Alexandra D. Kaplan, William G. Volante, Julian Abich, and Valerie K. Sims. "Exploring the Encoding Specificity Principle and Context-Dependent Recognition in Virtual Reality." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 64, no. 1 (2020): 1481–85. http://dx.doi.org/10.1177/1071181320641353.

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A virtual reality (VR) training system’s effectiveness is determined by how well the knowledge-and skills-gained in the virtual environment transfers to real-world performance. The purpose of this study was to examine the efficacy of virtual reality training by comparing semantic memorization in congruent (e.g., memorization task in VR and recognition task in VR) versus incongruent environments (e.g., memorization task in VR and recognition task in the real word). In the present study, we semi replicated Godden and Baddeley’s 1980 study on context-dependent recognition memory by using a photor
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35

Bloomfield, Aaron, and Norman I. Badler. "Virtual Training via Vibrotactile Arrays." Presence: Teleoperators and Virtual Environments 17, no. 2 (2008): 103–20. http://dx.doi.org/10.1162/pres.17.2.103.

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What is often missing from many virtual worlds and training simulations is a physical sense of the confinement and constraint of the virtual environment. We present a method for providing localized cutaneous vibratory feedback to the user's right arm. We created a sleeve of tactors linked to a real-time human model; the tactors activate to apply sensation to the corresponding body area. The hypothesis is that vibrotactile feedback to body areas provides the wearer sufficient guidance to assume correct body configurations and ascertain the existence and physical realism of access paths. We pres
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Rogage, Kay. "Virtual training environments for major incident response planning in UK gas infrastructure." International Journal of Disaster Resilience in the Built Environment 9, no. 2 (2018): 130–44. http://dx.doi.org/10.1108/ijdrbe-01-2017-0007.

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Purpose This paper aims to evaluate a virtual training environment for testing UK gas pipeline emergency response plans. Design/methodology/approach Interviews, observations and desk research were used to identify current methods for testing plans. A virtual training environment was developed and evaluated with industry experts by using participatory design techniques. Key themes relating to both the current methods for testing plans and for a virtual training environment were identified using thematic analysis. Findings Improved training performance, remote participation and evidence of decis
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Tendick, Frank, Michael Downes, Tolga Goktekin, et al. "A Virtual Environment Testbed for Training Laparoscopic Surgical Skills." Presence: Teleoperators and Virtual Environments 9, no. 3 (2000): 236–55. http://dx.doi.org/10.1162/105474600566772.

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With the introduction of minimally invasive techniques, surgeons must learn skills and procedures that are radically different from traditional open surgery. Traditional methods of surgical training that were adequate when techniques and instrumentation changed relatively slowly may not be as efficient or effective in training substantially new procedures. Virtual environments are a promising new medium for training. This paper describes a testbed developed at the San Francisco, Berkeley, and Santa Barbara campuses of the University of California for research in understanding, assessing, and t
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Strauss, Glenn H., Dennis Gulasy, and Jeremie Allard. "Development of a virtual training environment to enhance live cataract surgical training." Medical Devices & Sensors 1, no. 3 (2018): e10017. http://dx.doi.org/10.1002/mds3.10017.

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YANG, XIAOLI, and YOUN K. KIM. "HAND MANIPULATION TRAINING IN HAPTIC VIRTUAL ENVIRONMENTS." International Journal of Information Acquisition 05, no. 03 (2008): 269–81. http://dx.doi.org/10.1142/s021987890800165x.

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Continuing advances in virtual reality (VR) technology with respect to the new addition of force and touch feedbacks have enhanced VR realism and led to the development of many useful and accessible VR systems. One of the emerging research fields is in rehabilitation training. This paper introduces a virtual reality-based hand manipulation training system with three applications: virtual writing, virtual painting and virtual dialing. The system is mainly for training hand movement precision, speed, force, and direction control. A haptic device — PHANTOM Premium 1.0 is used to give the user imm
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Gout, Laurent, Alexander Hart, Charles-Henri Houze-Cerfon, Ritu Sarin, Gregory R. Ciottone, and Vincent Bounes. "Creating a Novel Disaster Medicine Virtual Reality Training Environment." Prehospital and Disaster Medicine 35, no. 2 (2020): 225–28. http://dx.doi.org/10.1017/s1049023x20000230.

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AbstractIntroduction:Disasters are high-acuity, low-frequency events which require medical providers to respond in often chaotic settings. Due to this infrequency, skills can atrophy, so providers must train and drill to maintain them. Historically, drilling for disaster response has been costly, and thus infrequent. Virtual Reality Environments (VREs) have been demonstrated to be acceptable to trainees, and useful for training Disaster Medicine skills. The improved cost of virtual reality training can allow for increased frequency of simulation and training.Problem:The problem addressed was t
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Tezuka, Tetsuo, Ken-ichiro Kashiwa, Takuya Mitani, and Hidekazu Yoshikawa. "Development of Machine-Maintenance Training System in Virtual Environment." IFAC Proceedings Volumes 28, no. 15 (1995): 687–92. http://dx.doi.org/10.1016/s1474-6670(17)45312-2.

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Bridge, P., E. Giles, A. Williams, A. Boejen, R. Appleyard, and M. Kirby. "International audit of Virtual Environment for Radiotherapy Training usage." Journal of Radiotherapy in Practice 16, no. 4 (2017): 375–82. http://dx.doi.org/10.1017/s146039691700022x.

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AbstractIntroductionThe Virtual Environment for Radiotherapy Training (VERT) is a high-fidelity simulation hardware and software resource that replicates the expensive and high-pressure clinical environment of a radiotherapy treatment machine. The simulation allows students to gain confidence with clinical techniques in a safe and unpressured academic environment before clinical placement. The aim of this study was to establish the current and future role of VERT and explore the potential for collaborative resource development and research.MethodsAn anonymous online survey was made available t
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Cherepashkov, Andrey A., Valeriy N. Voronin, and Anastasiya G. Sharaukhova. "Target training of technologists in a virtual enterprise environment." IOP Conference Series: Materials Science and Engineering 971 (December 1, 2020): 032070. http://dx.doi.org/10.1088/1757-899x/971/3/032070.

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Veber, Mijta, Gregorij Kurillo, Tadej Bajd, and Marko Munih. "Assessment and training of hand dexterity in virtual environment." Journal Européen des Systèmes Automatisés 41, no. 2 (2007): 219–38. http://dx.doi.org/10.3166/jesa.41.219-238.

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Mastaglio, T. W., and R. Callahan. "A large-scale complex virtual environment for team training." Computer 28, no. 7 (1995): 49–56. http://dx.doi.org/10.1109/2.391041.

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46

Huegel, Joel C., Ozkan Celik, Ali Israr, and Marcia K. O'Malley. "Expertise-Based Performance Measures in a Virtual Training Environment." Presence: Teleoperators and Virtual Environments 18, no. 6 (2009): 449–67. http://dx.doi.org/10.1162/pres.18.6.449.

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This paper introduces and validates quantitative performance measures for a rhythmic target-hitting task. These performance measures are derived from a detailed analysis of human performance during a month-long training experiment where participants learned to operate a 2-DOF haptic interface in a virtual environment to execute a manual control task. The motivation for the analysis presented in this paper is to determine measures of participant performance that capture the key skills of the task. This analysis of performance indicates that two quantitative measures—trajectory error and input f
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Vedamurthy, Indu, David C. Knill, Samuel J. Huang, et al. "Recovering stereo vision by squashing virtual bugs in a virtual reality environment." Philosophical Transactions of the Royal Society B: Biological Sciences 371, no. 1697 (2016): 20150264. http://dx.doi.org/10.1098/rstb.2015.0264.

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Stereopsis is the rich impression of three-dimensionality, based on binocular disparity—the differences between the two retinal images of the same world. However, a substantial proportion of the population is stereo-deficient, and relies mostly on monocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereo-deficient owing to strabismus and/or amblyopia in a natural visuomotor task—a ‘bug squashing’ game—in a virtual reality environment. The subjects' task was to squash a virtual dichoptic bug on a slanted surface,
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Ruffaldi, Emanuele, Alessandro Filippeschi, Benoît Bardy, et al. "Training Rowing with Virtual Environments." BIO Web of Conferences 1 (2011): 00078. http://dx.doi.org/10.1051/bioconf/20110100078.

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Arthur, E. J., and P. A. Hancock. "Navigation Training in Virtual Environments." International Journal of Cognitive Ergonomics 5, no. 4 (2001): 387–400. http://dx.doi.org/10.1207/s15327566ijce0504_2.

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Çakiroğlu, Ünal, and Seyfullah Gökoğlu. "A Design Model for Using Virtual Reality in Behavioral Skills Training." Journal of Educational Computing Research 57, no. 7 (2019): 1723–44. http://dx.doi.org/10.1177/0735633119854030.

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Abstract:
This study suggests a design model for developing virtual reality (VR)-based learning environments which can be used for basic behavioral skills training. VR-Based Fire Safety Training Environment (VR-FST) was designed considering the principles of the persuasive technology. Following the suggested model, VR-FST was setup by integrating head-mounted display and joysticks on the Second Life. Evaluations through participants’ perspectives indicated that the VR-FST environment designed through the proposed model framework can provide high presence and the participants who use the environment perc
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