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Dissertations / Theses on the topic 'Virtual reality simulation'

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1

Neugebauer, R., P. Klimant, and M. Witt. "Realistic Machine Simulation with Virtual Reality." Universitätsbibliothek Chemnitz, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-qucosa-151993.

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Today highly complex components are manufactured on NC-controlled machine tools. The NC programs, controlling these machines, are usually automatically generated by CAM software. This automatic processing is often erroneous. The VR-based realistic machine simulation, presented in this paper, extends the usual content of a machine simulation, like material removal and collision detection, by various new aspects. The coupling of a real NC unit allows the recognition and elimination of all process- as well as controller-caused errors. The integration of the multi-body simulation enables the consi
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2

Masciocchi, Christopher Michael. "Evaluation of virtual reality snowplow simulation training." [Ames, Iowa : Iowa State University], 2007.

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3

Spantidi, Ourania. "Emergency Evacuation Training in Virtual Reality." OpenSIUC, 2018. https://opensiuc.lib.siu.edu/theses/2441.

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Emergencies that require immediate evacuation should be encountered with effective preparedness. With over 14 billion dollars in damages and 3,000 people killed each year, fire emergency preparedness is of critical importance. Fire drills aim to prepare and educate people on how to react properly, in order to avoid as many casualties possible. Fire drills can be expensive and time consuming to conduct, and in most cases lack the level of realism to properly educate the trainees. In this thesis, a virtual reality (VR) emergency evacuation training platform is presented. With VR, we aim to elimi
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4

Garrido, Randy A. "A real-time rope model suitable for game engine usage." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FGarrido.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, Sept. 2004.<br>Thesis advisor(s): Michael J. Zyda. Includes bibliographical references (p. 59). Also available online.
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5

Färber, Matthias. "Entwicklung eines Virtual-Reality-Frameworks zur Simulation von Punktionseingriffen." Lübeck Zentrale Hochschulbibliothek Lübeck, 2010. http://d-nb.info/1000926265/34.

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6

Daqaq, Mohammed F. "Virtual Reality Simulation of Ships and Ship-Mounted Cranes." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/32305.

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We present a virtual simulation of ships and ship-mounted cranes. The simulation is carried out in a Cave Automated Virtual Environment (CAVE). This simulation serves as a platform to study the dynamics of ships and ship-mounted cranes under dynamic sea environments and as a training platform for ship-mounted crane operators. A model of the (Auxiliary Crane Ship) T-ACS 4-6 was built, converted into an OpenGL C++ API, and then ported into the CAVE using DiverseGL (DGL). A six-degrees-of-freedom motion base was used to simulate the actual motion of the ship. The equations of motion of the ship a
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7

Hilton, David. "Virtual reality and stroke rehabilitation : a mixed reality simulation of an everyday task." Thesis, University of Nottingham, 2008. http://eprints.nottingham.ac.uk/13252/.

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This thesis is about the process of designing a computer simulation as a treatment tool for stroke rehabilitation. A stroke is a debilitating disease that is characterised by focal neural damage usually leading to physical and cognitive impairments. These impairments may severely compromise the stroke survivor's ability to perform everyday tasks of self-care such as dressing, washing and preparing meals. Safety issues are also an important consideration for the rehabilitation of the stroke survivor. Some everyday tasks can be hazardous, particularly when electrical equipment or hot liquids are
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Berton, Florian. "Immersive virtual crowds : evaluation of pedestrian behaviours in virtual reality." Thesis, Rennes 1, 2020. http://www.theses.fr/2020REN1S056.

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La réalité virtuelle (RV) est devenu un outil de plus en plus utilisé afin d'étudier le comportement humain. En effet, son utilisation permet d'avoir un contrôle absolu sur les conditions expérimentales et de reproduire le même stimulus pour tous les participants. Dans cette thèse, nous utilisons la RV pour étudier le comportement piétons dans les foules afin par la suite d'améliorer les simulateurs de foules. En particulier nous nous intéressons à l'analyse couplée de la marche et du regard pour pouvoir comprendre et modéliser le voisinage d'interaction lors de la navigation. Dans nos premier
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9

Huang, Jing Ye. "Visual Simulation in virtual abdominal surgery." Thesis, University of Macau, 2012. http://umaclib3.umac.mo/record=b2586278.

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10

Eriksson, Gustav, and Anton Engberg. "Automating the CAD to Virtual Reality Pipeline for Assembly Simulation." Thesis, Linköpings universitet, Maskinkonstruktion, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166894.

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Virtual reality is emerging as a valuable tool in the manufacturing industry, as it allows engineers to place themselves in a virtual environment in which they can inspect and evaluate their 3D designs, providing a sense of scale not available through a 2D screen. Siemens Industrial Turbomachinery AB currently uses physical prototypes to assess whether their designs work from an assembly perspective, which can be expensive and time consuming to make and are often downscaled. Therefore, an interest in exploring the possibility of using virtual reality as a tool for simulating and evaluating ass
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11

Gain, James Edward. "Virtual sculpting : an investigation of directly manipulated free-form deformation in a virtual environment." Thesis, Rhodes University, 1996. http://hdl.handle.net/10962/d1006661.

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This thesis presents a Virtual Sculpting system, which addresses the problem of Free-Form Solid Modelling. The disparate elements of a Polygon-Mesh representation, a Directly Manipulated Free-Form Deformation sculpting tool, and a Virtual Environment are drawn into a cohesive whole under the mantle of a clay-sculpting metaphor. This enables a user to mould and manipulate a synthetic solid interactively as if it were composed of malleable clay. The focus of this study is on the interactivity, intuitivity and versatility of such a system. To this end, a range of improvements is investigated whic
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12

Rorke, Michael. "Designing and implementing a virtual reality interaction framework." Thesis, Rhodes University, 2000. http://hdl.handle.net/10962/d1006491.

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Virtual Reality offers the possibility for humans to interact in a more natural way with the computer and its applications. Currently, Virtual Reality is used mainly in the field of visualisation where 3D graphics allow users to more easily view complex sets of data or structures. The field of interaction in Virtual Reality has been largely neglected due mainly to problems with input devices and equipment costs. Recent research has aimed to overcome these interaction problems, thereby creating a usable interaction platform for Virtual Reality. This thesis presents a background into the field o
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Chan, Mei-mei Amy, and 陳美美. "An integrated system for virtual simulation and visualization of rapidprototyping." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2002. http://hub.hku.hk/bib/B30502135.

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14

Onder, Murat. "Locomotion in virtual environments and analysis of a new virtual walking device." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2005. http://library.nps.navy.mil/uhtbin/hyperion/05Mar%5FOnder.pdf.

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Thesis (M.S. in Modeling, Virtual Environments and Simulation)--Naval Postgraduate School, March 2005.<br>Thesis Advisor(s): Rudolph Darken. Includes bibliographical references (p. 59-61). Also available online.
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Chan, Mei-mei Amy. "An integrated system for virtual simulation and visualization of rapid prototyping /." Hong Kong : University of Hong Kong, 2002. http://sunzi.lib.hku.hk/hkuto/record.jsp?B23829655.

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16

Färber, Matthias [Verfasser]. "Entwicklung eines Virtual-Reality-Frameworks zur Simulation von Punktionseingriffen / Matthias Färber." Lübeck : Zentrale Hochschulbibliothek Lübeck, 2010. http://d-nb.info/1000926265/34.

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17

Gustafsson, Anders. "Use of head mounted virtual reality displays in flight training simulation." Thesis, Linköpings universitet, Programvara och system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-154016.

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The purpose of this thesis was to evaluate currently commercially available head mounted virtual reality displays for potential use in pilot training simulators. For this purpose acommercial simulator was modified to display the virtual environment in an Oculus RiftDK2 headset. A typical monitor based setup was used to provide a set of hardware requirements which the VR implementation had to meet or exceed to be considered potentially usable for pilot training simulators. User tests were then performed with a group of users representative of those normally using pilot training simulators, inclu
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Kume, Naoto. "Distributed massive simulation for haptic virtual reality based surgical skill transfer." 京都大学 (Kyoto University), 2006. http://hdl.handle.net/2433/135940.

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19

Nugraha, Bahar Yudi. "Representation of thermal building simulation in virtual reality for sustainable building." Thesis, Dijon, 2014. http://www.theses.fr/2014DIJOS016/document.

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La sobriété énergétique du bâti devient aujourd’hui un élément clé en phase de conception. L’intégration en amont d’outils numériques, notamment la réalité virtuelle (RV). Nous a conduit, dans cette recherche, à nous concentrer sur les résultats de simulations thermiques visualisées dans un environnement virtuel. La contribution est portée sur la représentation et la perception dans un EV de ces données issues de simulation. Nous nous limitons à la caractérisation de l’efficacité énergétique en processus de conception. Cette étude vise la prédiction des performances thermiques dans des système
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20

Glines, Madison. "Virtual Reality and Analysis Framework for Studying Different Layout Designs." Wright State University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=wright155964613452999.

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21

Bangay, Shaun Douglas. "Modelling parallel and distributed virtual reality systems for performance analysis and comparison." Thesis, Rhodes University, 1997. http://hdl.handle.net/10962/d1006656.

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Most Virtual Reality systems employ some form of parallel processing, making use of multiple processors which are often distributed over large areas geographically, and which communicate via various forms of message passing. The approaches to parallel decomposition differ for each system, as do the performance implications of each approach. Previous comparisons have only identified and categorized the different approaches. None have examined the performance issues involved in the different parallel decompositions. Performance measurement for a Virtual Reality system differs from that of other
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22

Yuen, Ka-kei, and 源嘉祈. "A full-immersive CAVE-based VR simulation system of forklift truck operations." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2011. http://hub.hku.hk/bib/B46974477.

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23

Bangay, Shaun Douglas. "Parallel implementation of a virtual reality system on a transputer architecture." Thesis, Rhodes University, 1994. http://hdl.handle.net/10962/d1006687.

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A Virtual Reality is a computer model of an environment, actual or imagined, presented to a user in as realistic a fashion as possible. Stereo goggles may be used to provide the user with a view of the modelled environment from within the environment, while a data-glove is used to interact with the environment. To simulate reality on a computer, the machine has to produce realistic images rapidly. Such a requirement usually necessitates expensive equipment. This thesis presents an implementation of a virtual reality system on a transputer architecture. The system is general, and is intended to
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24

Hoang, Roger Viet. "Wildfire simulation on the GPU." abstract and full text PDF (UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1460762.

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25

Tanner, Mark B. "Creating digital environments for multi-agent simulation." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2003. http://library.nps.navy.mil/uhtbin/hyperion-image/03Dec%5FTanner.pdf.

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Thesis (M.S. in Modeling, Virtual Environments, and Simulation)--Naval Postgraduate School, December 2003.<br>Thesis advisor(s): Wolfgang Baer, David W. Laflam. Includes bibliographical references (p. 61-63). Also available online.
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Phillips, Jesse D. "Scripted artificially intelligent basic online tactical simulation." abstract and full text PDF (free order & download UNR users only), 2008. http://0-gateway.proquest.com.innopac.library.unr.edu/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1453606.

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27

Heise, Bettina. "Prognose des Absatzpotentials innovativer Produkte unter Anwendung virtual-reality-basierter Produktvisualisierungen /." Hamburg : Kovač, 2009. http://d-nb.info/996716351/04.

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28

McDermott, Scott Daniel. "Development of a haptically enabled disassembly simulation environment." Thesis, Georgia Institute of Technology, 1999. http://hdl.handle.net/1853/15966.

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29

Allport, Christopher Samuel. "Mission planning and remote operated vehicle simulation in a virtual reality interface." Morgantown, W. Va. : [West Virginia University Libraries], 1999. http://etd.wvu.edu/templates/showETD.cfm?recnum=635.

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Thesis (M.S.)--West Virginia University, 1999.<br>Title from document title page. Document formatted into pages; contains vii, 122 p. : ill. (some col.). Includes abstract. Includes bibliographical references (p. 38-39).
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30

Martinsson, Tobias. "Evaluation of solutions for a virtual reality cockpit in fighter jet simulation". Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-157432.

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Virtual Reality has become widespread in areas other than gaming. How this type of technology can be used in, for example, flight simulation still needs to be discovered. In this thesis virtual reality technology and free-hand interactions are examined in the context of a fighter jet cockpit. Design principles and visualization techniques are used to examine how a virtual reality cockpit and interactions can be designed with high usability. From user test sessions, and accompanying questionnaire, some guidelines for how this type of interaction should be designed are gathered. Specifically, ho
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Moltó, Caracena Teófilo. "Simulation of Portable Gamma Radiation Detectors for Virtual Reality based Training applications." Doctoral thesis, Universitat Politècnica de València, 2016. http://hdl.handle.net/10251/61301.

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[EN] This thesis focuses on the development of a simulator of a gamma radiation portable detector. The aim is to determine the feasibility of such a software tool in a virtual reality (VR) based application, with the purpose of using it in training tasks in the framework of nuclear safeguards and security activities. The work starts with the definition of the series of technical requirements which are necessary to achieve a working prototype of an application of the kind aforementioned. In order to achieve these requirements, a series of incremental prototypes of a VR based simulator are devis
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夏炯 and Jiong James Xia. "Three-dimensional surgical planning and simulation system for orthognathic surgery in virtual reality environment." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1998. http://hub.hku.hk/bib/B3123950X.

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33

He, Xuejian, and 何學儉. "Haptic modeling for virtual manufacturing." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2008. http://hub.hku.hk/bib/B40987978.

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34

Tsagarakis, N. G. "Integrated haptic interface : tactile and force feedback for improved realism in VR and telepresence applications." Thesis, University of Salford, 2000. http://usir.salford.ac.uk/26946/.

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Virtual Reality is a powerful tool for training, simulation, and computer aided design. The sensation of being in a real environment, while interacting with VR simulation is usually referred as sense of presence or sense of immersion. In most of the current applications the focus has been in providing a good visual and sound feedback to the user. However, the lack of mechanoreception/touch and proprioception/force feedback, or in other words, the impossibility of really touching the virtual objects makes the interaction unreal and more difficult. The rapid advances in VR and the development of
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35

Lejdbring, Pierre. "Psychosis simulated in virtual reality - attitudes pre and post exposure." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20425.

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Studier har påvisat att de negativa attityder som en stor del av befolkning uppvisar mot mental ohälsa är en bidragande faktor till de stigma som omger många av dessa sjukdomar. Denna uppsats ställer två frågor: hur kan en simulering av psykos konstrueras för VR och på vilket sätt kan en sådan simulering påverka attityderna gentemot tillståndet psykos. I ett försök att besvara dessa frågor byggdes en prototyp med Unity3D och Google Resonance audio. Denna prototyp användes sedan i kombination med två enkäter för att besvara frågan gällande attitydförändringar. Resultaten kom att visa att det är
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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
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Current, Daniel C. "Language Learning Through Contextual Input in a Virtual Reality Enviroment." University of Toledo / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1341613840.

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38

Walsha, Timothy. "The application of virtual reality to the simulation of mine fires and explosions." Thesis, University of Nottingham, 1999. http://eprints.nottingham.ac.uk/11525/.

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Despite significant improvements in mine safety, underground mine fires and explosions are responsible for a significant number of deaths world-wide each year. The training of personnel in safety procedures has had a significant impact on reducing the frequency of injuries and fatalities. This thesis presents an innovative virtual reality simulation, 'Fire-VR', designed to enhance the visualisation of a mine ventilation system. Fire-VR incorporates existing ventilation network analysis procedures with a graphical front-end and offers considerable potential for user interactivity in training sc
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Akpan, Ikpe Justice. "An empirical study of the impacts of virtual reality on discrete-event simulation." Thesis, Lancaster University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.440409.

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40

Hossain, Abu. "Virtual reality simulation modeling for tele-surgery and tele-haptic class of applications." Thesis, University of Ottawa (Canada), 2006. http://hdl.handle.net/10393/27252.

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The incorporation of Haptic interfaces in Collaborative Virtual Environments (CVE) suffers from setbacks due to an inherent technical problem that occurs when the users are geographically distributed. The main causes of such discrepancies are network delay, a lack of view of individual participants' activities, and haptic feedback . Although some strategies exist for dealing with these concerns, they do not adequately address reality, causality, or the sense of co-presence in CVEs during closely coupled haptic tasks. In this thesis, an approach based on both decorators and prediction to compen
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Arora, Asit. "An evaluation of emerging technologies in ENT : virtual reality simulation & robotic surgery." Thesis, Imperial College London, 2014. http://hdl.handle.net/10044/1/28894.

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Virtual reality (VR) simulation and robotic surgery represent two focus areas for research and development in Otolaryngology-Head & Neck Surgery. This thesis was driven by a desire to deliver improvements in surgical training and patient care. The development and long-term prospective clinical evaluation of three novel robotic applications in Head & Neck surgery were investigated. The results suggest that robotic assisted thyroidectomy and robotic assisted parathyroidectomy are safe, feasible alternatives to conventional surgery. The primary advantage is the avoidance of a neck scar. The appro
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42

Farra, Sharon L. "Effects of Disaster Training With and Without Virtual Simulation." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1330024525.

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43

Rodrigues, Fábio Luiz Doreto. "Sistema de realidade virtual para simulador visual de passadiço." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-28022011-164713/.

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Sistemas de Realidade Virtual são ferramentas comumente usadas no treinamento de procedimentos complexos e de alto risco. Neste trabalho é apresentada a proposta de um simulador visual de passadiço seguindo os conceitos e tecnologias de realidade virtual, descrevendo um ambiente de realidade mista que recria a sensação de presença em uma embarcação real por meio da composição de elementos cenográficos com elementos virtuais. Uma descrição da implementação do sistema de treinamento desenvolvido para a Marinha do Brasil analisando-se as diferenças entre a proposta ideal e o resultado do projeto
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44

Anibas, Judith. "A study of virtual simulation in a truck driver training program." Online version, 2008. http://www.uwstout.edu/lib/thesis/2008/2008anibasj.pdf.

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Thesis PlanB (M.S.)--University of Wisconsin--Stout, 2008.<br>ONLINE VERSION INCOMPLETE: APPENDIX A, P. 51; APPENDIX B, P. 52; APPENDIX I, P. 59; & APPENDIS J, P. 6 MISSING. Includes bibliographical references.
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Cheung, Hoi-hoi, and 張凱凱. "A versatile multi-material virtual prototyping system." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2007. http://hub.hku.hk/bib/B3931988X.

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46

Covelli, Javier. "Field of View Effects on Reflexive Motor Response in Flight Simulation." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3108.

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Virtual Reality (VR) and Augmented Reality (AR) Head Mounted Display (HMD) or Head Worn Display (HWD) technology represents low-cost, wide Field of Regard (FOR), deployable systems when compared to traditional simulation facilities. However, given current technological limitations, HWD flight simulator implementations provide a limited effective Field of View (eFOV) far narrower than the normal human 200[degrees] horizontal and 135[degrees] vertical FOV. Developing a HWD with such a wide FOV is expensive but can increase the aviator's visual stimulus, perception, sense of presence and overall
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47

Wong, Jason. "Simulation of realistic leaf behavior and interaction with external forces for virtual reality landscapes." University of Western Australia. School of Computer Science and Software Engineering, 2009. http://theses.library.uwa.edu.au/adt-WU2009.0123.

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[Truncated abstract] Currently, one of the active areas of research in computer graphics is related to creating realistic images and animations that mimic the world we see around us. There has been significant work in modeling and simulating natural phenomena such as fire, clouds, water, and vegetation. Some of these works are employed in the entertainment industry, especially as special effects in cinematic films. Of particular interest is the area of vegetation, given the possible structural complexity and variation in different types of plants. This provides a challenge to develop methods a
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48

Xia, Jiong James. "Three-dimensional surgical planning and simulation system for orthognathic surgery in virtual reality environment /." Hong Kong : University of Hong Kong, 1998. http://sunzi.lib.hku.hk/hkuto/record.jsp?B20377824.

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49

Korzeniowski, Przemyslaw. "Modelling and simulation of flexible instruments for minimally invasive surgical training in virtual reality." Thesis, Imperial College London, 2015. http://hdl.handle.net/10044/1/58344.

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Improvements in quality and safety standards in surgical training, reduction in training hours and constant technological advances have challenged the traditional apprenticeship model to create a competent surgeon in a patient-safe way. As a result, pressure on training outside the operating room has increased. Interactive, computer based Virtual Reality (VR) simulators offer a safe, cost-effective, controllable and configurable training environment free from ethical and patient safety issues. Two prototype, yet fully-functional VR simulator systems for minimally invasive procedures relying on
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SINGH, ARUN K. "ELECTRONIC SIMULATION IN CONSTRUCTION." University of Cincinnati / OhioLINK, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1014666670.

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