The Experts below are selected from a list of 4344 Experts worldwide ranked by ideXlab platform
Rm Satava - One of the best experts on this subject based on the ideXlab platform.
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Virtual reality surgical simulator - The first steps
Surgical Endoscopy, 1993Co-Authors: Rm SatavaAbstract:The virtual-reality surgical simulator signals the beginning of an era of computer simulation for surgery. The surgical resident of the future will learn new perspectives on surgical anatomy and repeatedly practice surgical procedures until they are perfect before performing surgery on patients. Primitive though these initial steps are, they represent the foundation for an educational base that will be as important to surgery as the Flight simulator is to aviation. It is anticipated that the full development of the surgical simulator will take less than the 40 years which was required for Flight Simulators to become an indispensable ingredient of pilot training. As the system evolves, many new and yet-to-be-imagined applications will arise, but we must have understanding and patience as we wait for computer power to improve to a point where VR surgical simulation can emerge from its PacMan era.
Ullberg Oscar - One of the best experts on this subject based on the ideXlab platform.
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Mixed Reality for Gripen Flight Simulators
Linköpings universitet Tekniska fakulteten, 2021Co-Authors: Olsson Tobias, Ullberg OscarAbstract:This thesis aims to evaluate how different mixed reality solutions can be built and whether or not it could be used for Flight Simulators. A simulator prototype was implemented using Unreal Engine 4 with Varjo’s Unreal Engine plugin giving the foundation for the evaluations done through user studies. Three user studies were performed to test subjective latency with Varjo XR-1 in a mixed reality environment, test hand-eye coordination with Varjo XR-1 in a video see-through environment, and test the sense of immersion between an IR depth sensor and chroma key Flight simulator prototype. The evaluation was seen from several perspectives, consisting of: an evaluation from a latency perspective on how a mixed reality solution would compare to an existing dome projector solution, how well the masking could be done when using either chroma keying or IR depth sensors, and lastly, which of the two evaluated mixed reality techniques are preferred to use in a sense of immersion and usability. The investigation conducted during the thesis showed that while using a mixed reality environment had a minimal impact on system latency compared to using a monitor setup. However, the precision in hand-eye coordination while using VST-mode was evaluated to have a decreased interaction accuracy while conducting tasks. The comparison between the two mixed reality techniques presented in which areas the techniques excel and where they are lacking, therefore, a decision needs to be made to what is more important for each individual use case while developing a mixed reality simulator. The degree project is carried out at the Department of Science and Technology (ITN) at the Faculty of Science and Engineering, Linköping University.
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Mixed Reality for Gripen Flight Simulators
Linköpings universitet Tekniska högskolan, 2021Co-Authors: Olsson Tobias, Ullberg OscarAbstract:This thesis aims to evaluate how different mixed reality solutions can be built and whetheror not it could be used for Flight Simulators. A simulator prototype was implemented usingUnreal Engine 4 with Varjo’s Unreal Engine plugin giving the foundation for the evaluations done through user studies. Three user studies were performed to test subjectivelatency with Varjo XR-1 in a mixed reality environment, test hand-eye coordination withVarjo XR-1 in a video see-through environment, and test the sense of immersion betweenan IR depth sensor and chroma key Flight simulator prototype. The evaluation was seenfrom several perspectives, consisting of: an evaluation from a latency perspective on howa mixed reality solution would compare to an existing dome projector solution, how wellthe masking could be done when using either chroma keying or IR depth sensors, andlastly, which of the two evaluated mixed reality techniques are preferred to use in a senseof immersion and usability.The investigation conducted during the thesis showed that while using a mixed realityenvironment had a minimal impact on system latency compared to using a monitor setup.However, the precision in hand-eye coordination while using VST-mode was evaluated tohave a decreased interaction accuracy while conducting tasks. The comparison betweenthe two mixed reality techniques presented in which areas the techniques excel and wherethey are lacking, therefore, a decision needs to be made to what is more important for eachindividual use case while developing a mixed reality simulator
Mulder M. - One of the best experts on this subject based on the ideXlab platform.
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Use of simulator motion feedback for different classes of vehicle dynamics in manual control tasks
Delft University of Technology, 2015Co-Authors: Lu T., Pool D.m., Van Paassen M.m., Mulder M.Abstract:With the development of moving-based Flight Simulators in mind, a large number of researchers have considered human manual control behavior in tasks where the motion of the controlled vehicle can be felt by the pilots. While it is known that the dynamics of the controlled vehicle are a key factor that determines the usefulness of motion feedback, there is no systematic study of the use of motion feedback over a wide range of controlled dynamics. Therefore, this paper describes a human-in-the-loop yaw attitude compensatory tracking experiment that was conducted to evaluate the effects of motion feedback on task performance, as well as the open-loop crossover frequency and phase margin. A gain, a single integrator and a double integrator were selected as the different controlled elements in this experiment, respectively. For the double integrator controlled element, the results confirms the findings of previous studies that the motion feedback is crucial in improving task performance and increasing the open-loop phase margin for enhanced stability. However, for both the gain and single integrator controlled elements, the motion feedback is not helpful in the aspect of changing task performance, target crossover frequency and phase margin
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Use of simulator motion feedback for different classes of vehicle dynamics in manual control tasks
Delft University of Technology, 2015Co-Authors: Lu T., Pool D.m., Van Paassen M.m., Mulder M.Abstract:With the development of moving-based Flight Simulators in mind, a large number of researchers have considered human manual control behavior in tasks where the motion of the controlled vehicle can be felt by the pilots. While it is known that the dynamics of the controlled vehicle are a key factor that determines the usefulness of motion feedback, there is no systematic study of the use of motion feedback over a wide range of controlled dynamics. Therefore, this paper describes a human-in-the-loop yaw attitude compensatory tracking experiment that was conducted to evaluate the effects of motion feedback on task performance, as well as the open-loop crossover frequency and phase margin. A gain, a single integrator and a double integrator were selected as the different controlled elements in this experiment, respectively. For the double integrator controlled element, the results confirms the findings of previous studies that the motion feedback is crucial in improving task performance and increasing the open-loop phase margin for enhanced stability. However, for both the gain and single integrator controlled elements, the motion feedback is not helpful in the aspect of changing task performance, target crossover frequency and phase margin.Control and SimulationAerospace Engineerin
Olsson Tobias - One of the best experts on this subject based on the ideXlab platform.
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Mixed Reality for Gripen Flight Simulators
Linköpings universitet Tekniska fakulteten, 2021Co-Authors: Olsson Tobias, Ullberg OscarAbstract:This thesis aims to evaluate how different mixed reality solutions can be built and whether or not it could be used for Flight Simulators. A simulator prototype was implemented using Unreal Engine 4 with Varjo’s Unreal Engine plugin giving the foundation for the evaluations done through user studies. Three user studies were performed to test subjective latency with Varjo XR-1 in a mixed reality environment, test hand-eye coordination with Varjo XR-1 in a video see-through environment, and test the sense of immersion between an IR depth sensor and chroma key Flight simulator prototype. The evaluation was seen from several perspectives, consisting of: an evaluation from a latency perspective on how a mixed reality solution would compare to an existing dome projector solution, how well the masking could be done when using either chroma keying or IR depth sensors, and lastly, which of the two evaluated mixed reality techniques are preferred to use in a sense of immersion and usability. The investigation conducted during the thesis showed that while using a mixed reality environment had a minimal impact on system latency compared to using a monitor setup. However, the precision in hand-eye coordination while using VST-mode was evaluated to have a decreased interaction accuracy while conducting tasks. The comparison between the two mixed reality techniques presented in which areas the techniques excel and where they are lacking, therefore, a decision needs to be made to what is more important for each individual use case while developing a mixed reality simulator. The degree project is carried out at the Department of Science and Technology (ITN) at the Faculty of Science and Engineering, Linköping University.
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Mixed Reality for Gripen Flight Simulators
Linköpings universitet Tekniska högskolan, 2021Co-Authors: Olsson Tobias, Ullberg OscarAbstract:This thesis aims to evaluate how different mixed reality solutions can be built and whetheror not it could be used for Flight Simulators. A simulator prototype was implemented usingUnreal Engine 4 with Varjo’s Unreal Engine plugin giving the foundation for the evaluations done through user studies. Three user studies were performed to test subjectivelatency with Varjo XR-1 in a mixed reality environment, test hand-eye coordination withVarjo XR-1 in a video see-through environment, and test the sense of immersion betweenan IR depth sensor and chroma key Flight simulator prototype. The evaluation was seenfrom several perspectives, consisting of: an evaluation from a latency perspective on howa mixed reality solution would compare to an existing dome projector solution, how wellthe masking could be done when using either chroma keying or IR depth sensors, andlastly, which of the two evaluated mixed reality techniques are preferred to use in a senseof immersion and usability.The investigation conducted during the thesis showed that while using a mixed realityenvironment had a minimal impact on system latency compared to using a monitor setup.However, the precision in hand-eye coordination while using VST-mode was evaluated tohave a decreased interaction accuracy while conducting tasks. The comparison betweenthe two mixed reality techniques presented in which areas the techniques excel and wherethey are lacking, therefore, a decision needs to be made to what is more important for eachindividual use case while developing a mixed reality simulator
Jakub Schlenker - One of the best experts on this subject based on the ideXlab platform.
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Basic Piloting Technique Error Rate as an Indicator of Flight Simulators Usability for Pilot Training
International Review of Aerospace Engineering (IREASE), 2016Co-Authors: Vladimir Socha, Ivan Koblen, Lubos Socha, Lenka Hanakova, Andrej Lališ, Stanislav Kusmirek, Petr Mrazek, Radovan Soušek, Jakub SchlenkerAbstract:Flight simulator utilization for basic types of pilot training is restricted by regulations. Flight Simulators could contribute to improvements of training quality, especially for initial training to obtain pilot license and, last but not least, to increase Flight safety. The goal of this study was to evaluate Flight simulator usability for basic piloting technique training. For this purpose, piloting error rate for 35 subjects was evaluated. Within prescribed, continuous Flight simulator training consisting of 11 Flight hours, progress in piloting precision was monitored during four different manoeuvers. The paper further evaluates influence of the transition between simulated and real Flights with regard to progress or regress of executed manoeuvers precision. The results indicate, that during basic pilot techniques training on Flight simulator, continuous and statistically significant decrease of error rate during standard manoeuvers execution is achieved. For acquisition of the habits related to mastering basic piloting techniques, the current possibility to use 5 training hours on Flight simulator is insufficient. Habits acquisition is noticeable first during 11th Flight simulator hour. The study also indicates that the acquired Flight simulator habits related to piloting precision applying basic piloting techniques are not observable during the transition to real Flights.