As computer technologies continue to evolve so do the ways we interface with them. In this report I briefly review the past, present, and future of advanced computer interfaces. This includes a general introduction to the related technologies of simulation, virtual reality, computer games, and augmented reality. In particular, this introduction focuses on the application of these technologies to support training and decision-making tasks. As these topics are also a focus of current research in the i3Lab, this report also identifies a number of key research questions. A recurring theme of these research questions is the need to develop more objective measures for evaluating these technologies. Such measures will be critical for evaluating th...
The world of Virtual Environments and Immersive Technologies (Sutherland, 1965) (Kalawsky, 1993) a...
Virtual training and serious games represent a new paradigm in training for many domains by providin...
Technological advancement in graphics and other human motion tracking hardware has promoted pushing ...
The potential training situation is predicted to be inseparable from virtual reality (VR) and augmen...
Game-based rehabilitation systems gain much interest recently due to fast advancement of natural hum...
Augmented Reality (AR) based training is a current trend being investigated by several research effo...
There has been recent surge in the development of medical virtual reality simulators. These systems ...
Medical technology is currently evolving so rapidly that its impact cannot be analysed. Robotics and...
Simulation-based training has seen an increased use of extended reality, that is, augmented reality ...
Measure twice, cut once. Although applicable to all areas of human factors research, the old adage i...
The world of Virtual Environments and Immersive Technologies are evolving quite rapidly. As the rang...
Over the past decade, virtual reality (VR) has re-emerged as a popular technology trend. This is mai...
Research into human factors issues surrounding the use of AR technology is very limited, and there i...
International audienceThe face of simulation-based training has greatly evolved, with the most recen...
Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. A...
The world of Virtual Environments and Immersive Technologies (Sutherland, 1965) (Kalawsky, 1993) a...
Virtual training and serious games represent a new paradigm in training for many domains by providin...
Technological advancement in graphics and other human motion tracking hardware has promoted pushing ...
The potential training situation is predicted to be inseparable from virtual reality (VR) and augmen...
Game-based rehabilitation systems gain much interest recently due to fast advancement of natural hum...
Augmented Reality (AR) based training is a current trend being investigated by several research effo...
There has been recent surge in the development of medical virtual reality simulators. These systems ...
Medical technology is currently evolving so rapidly that its impact cannot be analysed. Robotics and...
Simulation-based training has seen an increased use of extended reality, that is, augmented reality ...
Measure twice, cut once. Although applicable to all areas of human factors research, the old adage i...
The world of Virtual Environments and Immersive Technologies are evolving quite rapidly. As the rang...
Over the past decade, virtual reality (VR) has re-emerged as a popular technology trend. This is mai...
Research into human factors issues surrounding the use of AR technology is very limited, and there i...
International audienceThe face of simulation-based training has greatly evolved, with the most recen...
Serious game is now a multi-billion dollar industry and is still growing steadily in many sectors. A...
The world of Virtual Environments and Immersive Technologies (Sutherland, 1965) (Kalawsky, 1993) a...
Virtual training and serious games represent a new paradigm in training for many domains by providin...
Technological advancement in graphics and other human motion tracking hardware has promoted pushing ...