Josh McCoy, Michael Mateas, Derek Hart et al. · OSTI OAI (U.S. Department of Energy Office of Scientific and Technical Information) · 2009
The object of the 'Enabling Immersive Simulation for Complex Systems Analysis and Training' LDRD has been to research, design, and engineer a capability to develop simulations which (1) provide a rich, immersive interface for participation by real humans (exploiting existing high-performance game-engine technology wherever possible), and (2) can leverage Sandia's substantial investment in high-fidelity physical and cognitive models implemented in the Umbra simulation framework. We report here on these efforts. First, we describe the integration of Sandia's Umbra modular simulation framework with the open-source Delta3D game engine. Next, we report on Umbra's integration with Sandia's Cognitive Foundry, specifically to provide for learning behaviors for 'virtual teammates' directly from observed human behavior. Finally, we describe the integration of Delta3D with the ABL behavior engine, and report on research into establishing the theoretical framework that will be required to make use of tools like ABL to scale up to increasingly rich and realistic virtual characters.
Cited by 1Open access
Andrej Jerman Blažič, Tanja Arh · ASCILITE Publications · 2013
Serious games have been demonstrated to provoke active learners' involvement through exploration, experimentation, competition and co-operation. As a part of serious games, business simulation games are considered as effective tools for the empowerment and mediation of business content learning. They act as serious games which contribute to learning through a simulation of real-life situations and business environments. The blending of designed simulation technology and content curricula offers participants (players, students) a risk-free opportunity to test out a range of relevant strategies to drive business results. By customizing computer-based business simulations, participants can integrate key strategic and financial priorities. This paper provides a brief review of business simulations that serve learning purposes. The first part presents a short introduction and description of business games and their evaluation properties, and the second part provides a brief evaluation and analysis of selected business simulation games.
Cited by 1Open access
Butty, VD, Summers, PE, Kollias, SS et al. · UCL Discovery (University College London)
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Haruna, Muhammad Jumare, Muhammad, Abdulazeez Hassan, Ahmad, Muhammad · Zenodo (CERN European Organization for Nuclear Research) · 2025
This chapter discusses the use of simulation, gamification, and immersive technologies as transformative tools in modern science education. It explains how virtual experiments, interactive games, and immersive digital environments promote active learning, motivation, and conceptual understanding, bridging the gap between theoretical knowledge and practical experience.
Cited by 0Open access
Roger Kneebone, Sonal Arora, Dominic King et al. · Medical Teacher · 2010
Distributed simulation (DS) is the concept of high-fidelity immersive simulation on-demand, made widely available wherever and whenever it is required. DS provides an easily transportable, self-contained 'set' for creating simulated environments within an inflatable enclosure, at a small fraction of the cost of dedicated, static simulation facilities. High-fidelity simulation is currently confined to a relatively small number of specialised centres. This is largely because full-immersion simulation is perceived to require static, dedicated and sophisticated equipment, supported by expert faculty. Alternatives are needed for healthcare professionals who cannot access such centres. We propose that elements of immersive simulations can be provided within a lightweight, low-cost and self-contained setting which is portable and can therefore be accessed by a wide range of clinicians. We will argue that mobile simulated environments can be taken to where they are needed, making simulation more widely available. We develop the notion that a simulation environment need not be a fixed, static resource, but rather a 'container' for a range of activities and performances, designed around the needs of individual users. We critically examine the potential of DS to widen access to an otherwise limited resource, putting flexible, 'just in time' training within reach of all clinicians. Finally, we frame DS as a 'disruptive innovation' with potential to radically alter the landscape of simulation-based training.
Cited by 123
Lasko-Harvill Ann, Blanchard Chuck, Lanier Jaron et al. · Studies in health technology and informatics · 1995
A fully immersive virtual reality simulation of an open abdomen cholecystectomy is described. Abdomen, biliary system and multiple surgical instruments are modeled in a virtual operating room environment. State machine interaction programming allows the user to perform an entire sequence of surgical tasks based on a task analysis of the operation.
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Haruna, Muhammad Jumare, Muhammad, Abdulazeez Hassan, Ahmad, Muhammad · Zenodo (CERN European Organization for Nuclear Research) · 2025
This chapter discusses the use of simulation, gamification, and immersive technologies as transformative tools in modern science education. It explains how virtual experiments, interactive games, and immersive digital environments promote active learning, motivation, and conceptual understanding, bridging the gap between theoretical knowledge and practical experience.
Cited by 0Open access
Wilhelm Burger, Matthew J. Barth, Wolfgang Stürzlinger · 2007
. Synthetic imagery has often been considered unsuitable for demonstrating the performance of vision algorithms and systems. We argue that #despite many remaining di#culties# simulation and computer graphics are at a pointtoday that make them extremely useful for evaluation and training, even for complex outdoor applications. This is particularly valuable for autonomous and robotic applications, where the lack of suitable training data and ground truth information is a severe bottleneck. Extensive testing in a simulated environment should become an integral part of the systems development and evaluation process to reduce the possibility of failure in the real world. We describe ongoing e#orts towards the development of an #ImmersivePerception Simulator" and discuss some of the speci#c problems involved. 1 Introduction Vision systems for autonomous and reactive robotic applications need to perform reliably under a varietyofconditions. Since these systems are quite complex, ...
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Patrick Elison, DJ van Manen, J OA Robertsson et al. · Geophysical Journal International · 2018
Seismic modelling and inversion often require the calculation of many closely related forward problems. If model perturbations are restricted to a small subvolume, a local wave solver can be an efficient alternative to a wave simulation performed on the entire model. We present a method for immersive wave simulation which, unlike previous methods, does not require explicit knowledge of reflectors in the background medium outside the simulated target area. The information about the background medium is contained in Green’s functions which provide the interactions of the wave simulation with its surrounding background. These Green’s functions are derived with the Marchenko scheme, using surface reflection data, a smooth velocity model and density information of the simulated area. Once they are available we can introduce arbitrary perturbations in the target area. This allows for an efficient simulation of a suite of models that differ in the target area, but are unchanged elsewhere. The wave simulation is fully coupled with its surroundings, including all orders of multiple scattering, but we assume preferential vertical wave propagation when using the Marchenko scheme. We can further use the Marchenko-derived overburden transmission response to calculate reflection responses measured at the acquisition surface with the perturbed target area. This calculation however requires availability of additional amplitude information.
Cited by 9Open access
2022
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Felix Newberry, Corey Wetterer-Nelson, John A. Evans et al. · Engineering With Computers · 2022
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David M. Gaba · 2016
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P Cummings, Arnold Lee Leonard · 2008
Abstract : This paper describes the development of an immersive multi-agent training simulation system that applies culturally realistic and highly variable behavior modeling in complex and critical decision-oriented social scenarios patterned after actual critical incidents gathered from the field. The simulation employs an experiential model of cultural and cognitive behavior to drive the actions of agents (e.g., simulated members of the civilian population) that interact, producing variable group behavior. In the proposed model, an agent's perception of an event is based on individual experience, personality (effectors), shared experiences, and agreement (belief) with other members of the population. Within the variable environment, discrete training tasks are evaluated by: (1) the ability to complete tasks within constrained parameters of the training objective; and (2) resultant effect on the population.
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Patrick Lynett, Sasan Tavakkol · Coastal Engineering Proceedings · 2018
In this presentation, we will discuss the development and application of a GPU-based Boussinesq-type wave model. The novelty of this approach is that it is meant to serve the primary purpose of being interactive – allowing the user to modify the boundary conditions and model parameters as the model is running, and to see the effect of these changes immediately. To accomplish this, the model is coded in a shader language environment, and our physical variables (e.g. ocean surface elevation, water velocity) are represented in the model as textures, which can be rapidly rendered and visualized via a GPU. This software can help scientists better understand nearshore wave dynamics as it allows them to observe wave interactions in real-time and modify the boundary conditions and model parameters as the model is running to see the effect of these changes immediately. The model is named “Celerisâ€, and is released under the GNU (open-source, open-access) license.
Cited by 1Open access
Antonieta Ângulo · 2014
The paper describes the implementation of “immersive simulation studios ” at Ball State University and their impact on architectural design education. This implementation is part of our on-going research efforts aimed to expand conventionally available digital design tools by including state-of-the-art virtual reality (VR) technology in design studios. Two consecutive immersive simulation studios were held during the academic year 2013-2014; we tested teaching/learning methodologies for effectively using the VR simulation to support the students in the design of architectural spaces. The results make reference to the learning outcomes from these implementations and the level of satisfaction of students using the tool.
Cited by 0
Antonieta Ângulo, Guillermo Vásquez de Velasco · 2013
The paper describes our research efforts seeking to assess the potential use of immersive simulation through virtual reality (VR) environments as a tool for aiding the design of architectural spatial experiences. By making use of a fully implemented HMD-based VR Environment in our school at Ball State University we conducted a controlled experiment with novice design students. After the evaluation of results of the experiment we have found evidence of the positive impact of the use of the system in design education. We will further investigate on the best practices to incorporate its pervasive use based on high-impact simplified methods.
Cited by 44Open access
Kriti Vaidya · 2023
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Jean‐Christophe Loubier, Christine Voiron‐Canicio, Dominique Genoud et al. · Revue internationale de géomatique · 2017
Cet article présente la démarche, et les premiers retours d’expérience, d’une recherche destinée à susciter les réflexions et les réactions de différents types d’acteurs sur les transformations futures de leur territoire de vie. La démarche se décompose en deux temps, tout d’abord, réalisation de différents scénarios de changements de l’occupation du sol, avec, associée à chacun d’eux, une représentation paysagère en 3D. Puis, travail en petits groupes dans un atelier participatif. La réflexion collective partagée porte sur les représentations paysagères en 3D des transformations de l’espace, choisies, testées, par les participants, à partir d’une application conçue à cet effet. Le territoire d’étude, situé sur le littoral des Alpes-Maritimes, est un territoire très menacé par l’urbanisation diffuse galopante.
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Guillaume Der Sahakian, Maxime de Varenne, Clément Buléon et al. · Medical Education Online · 2024
We trust that these guidelines will prove valuable to educators seeking to implement simulation-based education and contribute to the standardization of scenarios for healthcare students and professionals. This standardization aims to facilitate communication, comparison of practices and collaboration across different learning and healthcare institutions.
Cited by 8Open access
Anthony Nepomuceno, Inki Kim, Celeste M. Schultz et al. · 2024
This paper describes a new class of simulation experiences enabled by the integration of immersive virtual reality (VR) simulation and digital twin (DT), and its potential for transforming current nursing education and on-the-job training. The new approach allows nurturing of holistic knowledge in patient care. The paucity of research, methods, and tools for computer-based simulation-based training specifically aimed at improving experiential knowledge of nurses as a team has motivated this work. We pursue a new simulation modality that closes the loop with a care-provider team, patients, and their dynamic health conditions, all within a high-fidelity care environment. The proposed simulation approach, which leverages digital twins (DTs), interactive immersive VR simulation, and multiple-device network communication, allows a group of nurses to experience, in a virtual-world platform, high-fidelity care situations involving a wide variety of patient profiles and their dynamic pathophysiology, as well as environmental/institutional constraints. The new simulation approach built and tested here will serve as the first reference of clinical "experiential learning", which allows future users in virtual world to directly navigate through and learn from the high-fidelity instances of nursing practice in diverse DT instances.
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