Comparison Between Virtual Reality and Physical Flight Simulators for Cockpit Familiarization

2021 ◽  
Author(s):  
Stefan Auer ◽  
Jens Gerken ◽  
Harald Reiterer ◽  
Hans-Christian Jetter
Symmetry ◽  
2019 ◽  
Vol 11 (11) ◽  
pp. 1397
Author(s):  
Shuaihe Zhao ◽  
Mengyi Zhao ◽  
Shuling Dai

Multi-projector display systems are widely used in virtual reality, flight simulators, and other entertainment systems. Geometric distortion and color inconsistency are two key problems to be solved. In this paper a geometric correction principle is theoretically demonstrated and a consistency principle of geometric correction is first proposed. A new method of automatic registration of a multi-projector on a curved screen is put forward. Two pairs of binocular-cameras are used to reconstruct the curved screen. To capture feature points of the curved screen precisely, a group of red-blue coded structured light images is designed to be projected onto the screen. Geometric homography between each projector and the curved screen is calculated to gain a pre-warp template. Work which can gain a seamless display is illustrated by a six-projector system on the curved screen.


Author(s):  
Vladimír Modrák ◽  
Jozef Novák Marcincin

After applications of virtual reality (VR) in the realm of flight simulators and computer games a need to exercise these technologies in industry is rising significantly. Nowadays one of the typical domains of using a virtual reality is designing and prototyping in automotive and air industry. A practical solution for a virtual model is using a virtual reality modeling language (VRML) that supports the distribution of three-dimensional models over the Internet. Web based virtual reality technology offers possibilities for sharing virtual models for supporting collaborative work and concurrent engineering. There are more standardized tools for virtual reality technology distributing 3D models by VRML. Another possible solution for exploiting an Internet environment through VRML is using a non-standard software package on PC basis created for 3D simulation and programming of automated workplaces, robots and other peripheral devices. The article is describing procedures for implementation of VRML 2.0 into software ROANS, which has been created in another programming language than VRML versions.


2013 ◽  
Vol 853 ◽  
pp. 613-618 ◽  
Author(s):  
Jozef Novak-Marcincin ◽  
Miroslav Janak

Virtual reality provides an easy, powerful, intuitive way of human-computer interaction. The user can watch and manipulate the simulated environment in the same way we act in the real world, without any need to learn how the complicated user interface works. Therefore many applications like flight simulators, architectural walkthrough or data visualization systems were developed relatively fast. Later on, virtual reality has was applied as a teleoperating and collaborative medium, and in the entertainment area. Augmented reality system generates a complex view where the virtual areas are covered by real environment and offers the basic working place for the user. It is a reciprocal combination of the real scene observed by the camera and virtual scene generated by the computer logical core that mixture the both scenes. It is easy to say that possibilities of augmented reality find the utilization in many industrial spheres like as aeronautics, automobile industry, manufacturing etc.


2020 ◽  
pp. 151-159
Author(s):  
Volodymyr BABIICHUK

The article focuses on virtual reality attractions as a source of harming. Taking into consideration the rapid development of scientific and technological progress in the field of entertainment, virtual reality attractions are becoming increasingly popular. Along with exciting stories and fun special effects, virtual reality carries a lot of risks. Compensation for such damage is not regulated by the legislation of Ukraine. The author researched the historical background of entertainment in the field of virtual reality. It has been established that virtual reality dates back to the invention of the first stereoscopes in the 1830s. The second impetus in the development of virtual reality was received in the 1920s, during the invention of the first flight simulators. And in 1982, the world’s first laboratory was created to research and develop virtual reality devices. At the same time, the very term ‘virtual reality’ appeared. The features of the virtual attraction, which are inherent in it as entertainment, are highlighted. Using domestic and foreign dictionaries, the author analyzed etymological meaning by ‘virtual reality’ and ‘virtual reality attractions.’ The features of a virtual attraction, inherent in it as entertainment in the field of virtual reality, have been identified. The author examined how the virtual reality attractions affect the visitor’s mind. The article indicates the ventral and dorsal flows as systems of the brain that encode perceived visual information. The interaction of virtual reality with the human body is connected through these flows. The author identified vulnerable areas of the human body that may get harmed first by the virtual reality attraction. The article considers diseases of the central nervous system that can be provoked by virtual reality attractions that affect the visitor’s mind. The author identifies the injuries that can provoke functional diseases of the nervous system, namely neuroses, and injuries to the autonomic nervous system, such as migraine, Raynaud’s disease, Meniere’s disease.It is established that the virtual reality attractions is a source of harming. The author identified the characteristics of virtual reality attractions as a source of harming. It has been offered the definition of virtual reality attraction as sources of damage. The author summarises and highlights the most popular types of modern virtual reality attractions. The subject of liability for damage caused by the activities of the virtual attractions has been identified.


2008 ◽  
Vol 17 (5-6) ◽  
pp. 271-277
Author(s):  
H.L. Jenkin ◽  
J.E. Zacher ◽  
M.R. Jenkin ◽  
C.M. Oman ◽  
L.R. Harris

Supine subjects inside a furnished room in which both they and the room are pitched 90° backwards may experience themselves and the room as upright relative to gravity. This effect is known as the levitation illusion because observers report that their arms feel weightless when extended, and objects hanging in the room seem to "levitate". This illusion is an extreme example of a visually induced illusion of static tilt. Visually induced tilt illusions are commonly experienced in wide-screen movie theatres, flight simulators, and immersive virtual reality systems. For technical reasons an observer's field of view is often constrained in these environments. No studies have documented the effect of field-of-view (FOV) restriction on the incidence of the levitation illusion. Preliminary findings suggest that when concurrently manipulating the FOV and observer position within an environment, the incidence of levitation illusions depends not only on the field of view but also on the visible scene content.


2021 ◽  
Vol 4 (2) ◽  
pp. 131-138
Author(s):  
Muhammad Tahir ◽  
Rabia Noor Enam ◽  
Syed Muhammad Nabeel Mustafa ◽  
Rehan Qureshi

For training young pilots. Flight simulators enhance the safety measures, as the risk factor of severe injuries are eliminated since the training is now synthetic. However, flight simulators also require large space, large budget and does have many high end requirements, which are to be met in order to make the simulator respond and perform identical to that of a real aircraft. Flight simulators does have their hardware constraints and because of these limitations, the simulators are not of generic nature that supports different sort of aircrafts. In this paper, the simulator environment is deployed in virtual reality to simulate the similar controls on a stereoscopic environment. Deployment of the simulator is such, that experience of flying an aircraft from cockpit will give a sensational view to the user. Virtual reality is used in learning purpose, as normal person can experience what it will be like, to fly an aircraft


2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Swiss Surgery ◽  
2002 ◽  
Vol 8 (6) ◽  
pp. 250-254
Author(s):  
Vogelbach ◽  
Bogdan ◽  
Rosenthal ◽  
Pfefferkorn ◽  
Triponez

Fragestellung: Die dieser Untersuchung zugrunde liegende Frage war, ob das angewandte Ausbildungskonzept geeignet war, um am Beispiel der Einführung der laparoskopischen Cholezystektomie eine neue Operationsmethode in einer universitären Ausbildungsklinik mit einer grossen Anzahl Chirurgen zu etablieren. Patienten und Methodik: Seit Einführung der ersten laparoskopischen Cholezystektomie wurden alle Cholezystektomien während zwei Jahren (Mai 1990 bis Mai 1992) prospektiv erfasst. Ein Ausbildungskonzept wurde gewählt, bei dem jeweils ein Operateur durch einen Tutor geschult wurde und so 15 konsekutive Eingriffe durchführte, um dann die Technik einem weiteren auszubildenden Chirurgen zu instruieren. Resultate: In zwei Jahren wurden 355 Patienten cholezystektomiert. 60% der Operationen wurden laparoskopisch durchgeführt oder begonnen. 40% der Operationen wurden offen durchgeführt. In den ersten zwei Jahren konnten 13 Operateure (durchschnittlich 16 Operationen / Operateur , range 1 - 60) in die neue Technik eingeführt werden. Es traten keine schweren Komplikationen, insbesondere keine Gallenwegsverletzungen in dieser Einführungsphase auf. Diskussion: In der Literatur wird dieses Vorgehen bei der Einführungsphase seit 1992 wiederholt vorgestellt, diskutiert und empfohlen. Zwischenzeitlich gibt es Richtlinien von Fachgesellschaften und nationalen Institutionen, welche die Ausbildung zur Ausführung neuer chirurgischer Techniken reglementieren. In den letzten Jahren verlagern sich die ersten Ausbildungsschritte in Richtung Trainingskurse an skill-stations und virtual reality Trainer. Schlussfolgerung: Das beschriebene Ausbildungskonzept bewährte sich in der Einführungsphase der laparoskopischen Cholezystektomie zu Beginn der 90er-Jahre.


Dreaming ◽  
2018 ◽  
Vol 28 (3) ◽  
pp. 205-224 ◽  
Author(s):  
Patrick McNamara ◽  
Kendra Holt Moore ◽  
Yiannis Papelis ◽  
Saikou Diallo ◽  
Wesley J. Wildman
Keyword(s):  

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