Proceedings of the 28th Conference on Winter Simulation - WSC '96 1996
DOI: 10.1145/256562.256782
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Virtual reality and simulation

Abstract: Virtual environments can be used as an effective tool for training and education. This paper cites many recent examples of such systems and divides current work into virtual environment development and the development of supporting technology for distributed access. A novel supporting technology for distribution is introduced.

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Cited by 9 publications
(5 citation statements)
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References 19 publications
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“…Many VR applications in modeling and simulation are outlined in Barnes [1996]. Macredie et al [1996] identify the inefficiencies of typical VR systems when integrating simulation, and propose a unifying communication framework for linking simulation and VR. Grant and Lai [1998] expand on this by using VR as a 3D authoring tool for simulation models.…”
Section: Virtual Reality and Simulationmentioning
confidence: 99%
“…Many VR applications in modeling and simulation are outlined in Barnes [1996]. Macredie et al [1996] identify the inefficiencies of typical VR systems when integrating simulation, and propose a unifying communication framework for linking simulation and VR. Grant and Lai [1998] expand on this by using VR as a 3D authoring tool for simulation models.…”
Section: Virtual Reality and Simulationmentioning
confidence: 99%
“…Agent-based simulation (Luke et al 2005;Yilmaz et al 2006) is particularly suited to this type of scenario dynamics. The use of virtual reality is well known in simulation (Macredie et al 1996) but is only recently being used within multi-user virtual environments . The general area of verification and validation in simulation (Sargent 2009) covers methods for verification of implementation against requirements and validation of model behavior against observed physical behavior, but is not focused on human performance.…”
Section: Related Workmentioning
confidence: 99%
“…Various desktop-VR technology surveys exist within the literature, a few of which compare tools that can be used to construct a CVE. One such effort, made by Holmberg, 1 It is noteworthy that all of the software we survey, from the least to most equipped, is graphics oriented. Text-based multi-user environments (e.g., Multi-user Dungeon [MUD] and MUD Object Oriented [MOO] systems) notwithstanding, our definition of desktop-VR requires a 3D graphical display.…”
Section: Related Workmentioning
confidence: 99%
“…Less equipped software is also considered if it is commonly used as a CVE building-block. 1 Finally, some VR technologies include out-of-the-box features that are convenient for building a CVE (e.g., avatar support, multi-user capabilities, virtual collaborative tools [such as whiteboards], asset management, 2 an art path, 3 and rigid-body/particle physics). Having these extra features could mean significantly less work for the CVE developer.…”
mentioning
confidence: 99%