Task-Relevant Sound and User Experience in Computer-Mediated Firefighter Training
ERIC Educational Resources Information Center
Houtkamp, Joske M.; Toet, Alexander; Bos, Frank A.
2012-01-01
The authors added task-relevant sounds to a computer-mediated instructor in-the-loop virtual training for firefighter commanders in an attempt to raise the engagement and arousal of the users. Computer-mediated training for crew commanders should provide a sensory experience that is sufficiently intense to make the training viable and effective.…
Expedition 15 Crew Members training in the Virtual Reality (VR) Laboratory
2006-09-25
JSC2006-E-41640 (25 Sept. 2006) --- Cosmonaut Fyodor N. Yurchikhin, Expedition 15 commander representing Russia's Federal Space Agency, participates in a camera review training session in the virtual reality lab in the Space Vehicle Mockup Facility at Johnson Space Center.
STS-105 Crew Training in VR Lab
2001-03-15
JSC2001-00751 (15 March 2001) --- Astronaut Scott J. Horowitz, STS-105 mission commander, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties aboard the Space Shuttle Discovery. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team for dealing with International Space Station (ISS) elements.
NASA Technical Reports Server (NTRS)
2002-01-01
Footage shows the crew of STS-109 (Commander Scott Altman, Pilot Duane Carey, Payload Commander John Grunsfeld, and Mission Specialists Nancy Currie, James Newman, Richard Linnehan, and Michael Massimino) during various parts of their training. Scenes show the crew's photo session, Post Landing Egress practice, training in Dome Simulator, Extravehicular Activity Training in the Neutral Buoyancy Laboratory (NBL), and using the Virtual Reality Laboratory Robotic Arm. The crew is also seen tasting food as they choose their menus for on-orbit meals.
STS-111 Training in VR lab with Expedition IV and V Crewmembers
2001-10-18
JSC2001-E-39090 (18 October 2001) --- Cosmonaut Valeri G. Korzun, Expedition Five mission commander representing Rosaviakosmos, uses the virtual reality lab at the Johnson Space Center (JSC) to train for his duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements.
NASA Technical Reports Server (NTRS)
1999-01-01
The training for the crew members of the STS-96 Discovery Shuttle is presented. Crew members are Kent Rominger, Commander; Rick Husband, Pilot; Mission Specialists, Tamara Jernigan, Ellen Ochoa, and Daniel Barry; Julie Payette, Mission Specialist (CSA); and Valery Ivanovich Tokarev, Mission Specialist (RSA). Scenes show the crew sitting and talking about the Electrical Power System; actively taking part in virtual training in the EVA Training VR (Virtual Reality) Lab; using the Orbit Space Vision Training System; being dropped in water as a part of the Bail-Out Training Program; and taking part in the crew photo session.
Evaluation of the Virtual Squad Training System
2010-01-01
ABSTRACT (Maximum 200 words): The Virtual Squad Training System ( VSTS ) is a network of nine individual immersive simulators with Helmet-Mounted...Displays (HMDs), and a command station for controlling computer generated entities. The VSTS includes both tethered and wearable simulators. The VSTS was...affected Soldiers’ ratings of the VSTS . Simulator sickness incidence was low compared to previous evaluations of antecedent systems using HMDs
Cohen-Hatton, Sabrina R; Honey, R C
2015-12-01
Decisions made by operational commanders at emergency incidents have been characterized as involving a period of information gathering followed by courses of action that are often generated without explicit plan formulation. We examined the efficacy of goal-oriented training in engendering explicit planning that would enable better communication at emergency incidents. While standard training mirrored current operational guidance, goal-oriented training incorporated "decision controls" that highlighted the importance of evaluating goals, anticipated consequences, and risk/benefit analyses once a potential course of action has been identified. In Experiment 1, 3 scenarios (a house fire, road traffic collision, and skip fire) were presented in a virtual environment, and in Experiment 2 they were recreated on the fireground. In Experiment 3, the house fire was recreated as a "live burn," and incident commanders and their crews responded to this scenario as an emergency incident. In all experiments, groups given standard training showed the reported tendency to move directly from information gathering to action, whereas those given goal-oriented training were more likely to develop explicit plans and show anticipatory situational awareness. These results indicate that training can be readily modified to promote explicit plan formulation that could facilitate plan sharing between incident commanders and their teams. (c) 2015 APA, all rights reserved).
STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus
2007-08-09
JSC2007-E-41539 (9 Aug. 2007) --- Astronaut Pamela A. Melroy, STS-120 commander, uses the virtual reality lab at Johnson Space Center to train for her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.
STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus
2007-08-09
JSC2007-E-41531 (9 Aug. 2007) --- Astronaut Pamela A. Melroy, STS-120 commander, uses the virtual reality lab at Johnson Space Center to train for her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.
STS-109 Crew Training in VR Lab, Building 9
2001-08-08
JSC2001-E-24452 (8 August 2001) --- Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at the Johnson Space Center (JSC) to train for some of their duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties during the fourth Hubble Space Telescope (HST) servicing mission.
STS-111 Training in VR lab with Expedition IV and V Crewmembers
2001-10-18
JSC2001-E-39082 (18 October 2001) --- Cosmonaut Valeri G. Korzun (left), Expedition Five mission commander, and astronaut Carl E. Walz, Expedition Four flight engineer, use the virtual reality lab at the Johnson Space Center (JSC) to train for their duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements. Korzun represents Rosaviakosmos.
STS-132 crew during their MSS/SIMP EVA3 OPS 4 training
2010-01-28
JSC2010-E-014956 (28 Jan. 2010) --- NASA astronauts Ken Ham (left foreground), STS-132 commander; Michael Good, mission specialist; and Tony Antonelli (right), pilot, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.
STS-111 Training in VR lab with Expedition IV and V Crewmembers
2001-10-18
JSC2001-E-39085 (18 October 2001) --- Cosmonaut Valeri G. Korzun (left), Expedition Five mission commander, astronaut Peggy A. Whitson, Expedition Five flight engineer, and astronaut Carl E. Walz, Expedition Four flight engineer, use the virtual reality lab at the Johnson Space Center (JSC) to train for their duties on the International Space Station (ISS). This type of computer interface paired with virtual reality training hardware and software helps the entire team for dealing with ISS elements. Korzun represents Rosaviakosmos.
Air Education and Training Command: Education and Training Technology Application (ETTAP) Program
2007-05-15
benefit vs cost) • Measurable • Completed within approximately 18 months • Of potential use across AETC • Cost ≈ $200K $700K • Current...Airbase Sim MAXWELL Intelligence Tutoring KEESLER Ultimate Virtual Classroom TYNDALL Airborne Warning & Control System Standalone Training...LACKLAND Tablet PCs w/Dog Training LUKE Barry Goldwater Range Live Virtual Data Link LAUGHLIN Virtual Interactive Pattern Environment & Radio
Defining Virtual Interactions: A Taxonomy for Researchers and Practitioners
1999-11-01
Engineering and Management of the Air Force Institute of Technology Air University Air Education and Training Command In Partial Fulfillment of the...information technology and produce the maximum benefits for all virtual components involved. Vlll DEFINING VIRTUAL INTERACTIONS: A TAXONOMY FOR...allow the human factor to maximize information exchange and provide high quality products to intelligence consumers. Applicability of this research In
STS-134 crew and Expedition 24/25 crew member Shannon Walker
2010-03-25
JSC2010-E-043667 (25 March 2010) --- NASA astronaut Mark Kelly, STS-134 commander, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.
STS-120 crew along with Expedition crew members Dan Tani and Sandra Magnus
2007-08-09
JSC2007-E-41540 (9 Aug. 2007) --- Astronauts Pamela A. Melroy, STS-120 commander, and European Space Agency's (ESA) Paolo Nespoli, mission specialist, use the virtual reality lab at Johnson Space Center to train for their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare the entire team for dealing with space station elements.
Virtual Civilian Aeromedical Evacuation Sustainment Training Project (V-CAEST)
2015-08-01
evacuation liaison team (AELT), and the mobile aeromedical staging facility (MASF). The content covered in the V-CAEST environment therefore covered the...environment was set-up in a large gymnasium building including a mock military plane and Mobile Aeromedical Staging Facility (MASF) located just...staffing exam backhoe scenarios exam infrastructure interface tsunami infrastructure commander telecommunication disrupting commander
STS-134 crew and Expedition 24/25 crew member Shannon Walker
2010-03-25
JSC2010-E-043666 (25 March 2010) --- NASA astronauts Mark Kelly (background), STS-134 commander; and Andrew Feustel, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.
STS-134 crew and Expedition 24/25 crew member Shannon Walker
2010-03-25
JSC2010-E-043668 (25 March 2010) --- NASA astronauts Mark Kelly (background), STS-134 commander; and Andrew Feustel, mission specialist, use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements.
Telerobotic surgery: applications on human patients and training with virtual reality.
Rovetta, A; Bejczy, A K; Sala, R
1997-01-01
This paper deals with the developed researches and applications on telerobotic surgery, devoted to human patients and with training by virtual reality. The researches have been developed in cooperation between Telerobotics Laboratory, Department of Mechanics, Politecnico di Milano, Italy, and Automation and Control Section, Jet Propulsion Laboratory, Pasadena, USA. The researches carried to a telesurgery robotic operation on a dummy on 7th July 1993, by means of satellites communications, to a prostatic biopsy on a human patient on 1st September 1995 with optical fibers, to results on time delay effects, to results on virtual reality applications for training on laparoscopy and surgery. The search implied time delay when the control input originated in Politecnico di Milano, Italy. The results were satisfactory, but also pointed out the need for specific new control transformations to ease the operator's or surgeon's visual/mental workload for hand-eye coordination. In the same research, dummy force commands from JPL to Milan were sent, and were echoed immediately back to JPL, measuring the round-trip time of the command signal. This, to some degree, simulates a contact force feedback situation. The results were very surprising; despite the fact that the ISDN calls are closed and "private" calls, the round-trip time exhibited great variations not only between calls but also within the same call. The results proved that telerobotics and telecontrol may be applied to surgery. Time latency variations are caused by features of communication network, of sending and receiving end computer software. The problem and its solution is also an architectural issue, and considerable improvements are possible. Virtual reality in the application of the research is a strong support to training on virtual objects and not on living beings.
Gathering Ideas Online: Results of the Navy Personnel Command (NPC) Telework Virtual Suggestion Box
2012-08-01
collection of information if it does not display a currently valid OMB control number. PLEASE DO NOT RETURN YOUR FORM TO THE ABOVE ADDRESS. 1. REPORT...participate in telecommuting (another term for telework), and in 2001, the Under Secretary of Defense memorandum provided a policy for telework within...Manpower, Personnel, Training and Education Telecommuting (Telework) Program (CHNAVPERSNOTE 5330). Washington, DC: Author. Commander, Navy
The Virtual Combat Air Staff. The Promise of Information Technologies,
1996-08-07
development of specialists . The need for advance planning and orchestration of a growing variety of sup- port functions has required the commander to... ability for almost unlim- ited access to command authorities and fielded forces via worldwide communications, increased situational awareness, and the...mercially developed systems that incorporate the latest technologies, training programs will have to adapt to the rapid pace at which such technologies are
Productive confusions: learning from simulations of pandemic virus outbreaks in Second Life
NASA Astrophysics Data System (ADS)
Cárdenas, Micha; Greci, Laura S.; Hurst, Samantha; Garman, Karen; Hoffman, Helene; Huang, Ricky; Gates, Michael; Kho, Kristen; Mehrmand, Elle; Porteous, Todd; Calvitti, Alan; Higginbotham, Erin; Agha, Zia
2011-03-01
Users of immersive virtual reality environments have reported a wide variety of side and after effects including the confusion of characteristics of the real and virtual worlds. Perhaps this side effect of confusing the virtual and real can be turned around to explore the possibilities for immersion with minimal technological support in virtual world group training simulations. This paper will describe observations from my time working as an artist/researcher with the UCSD School of Medicine (SoM) and Veterans Administration San Diego Healthcare System (VASDHS) to develop trainings for nurses, doctors and Hospital Incident Command staff that simulate pandemic virus outbreaks. By examining moments of slippage between realities, both into and out of the virtual environment, moments of the confusion of boundaries between real and virtual, we can better understand methods for creating immersion. I will use the mixing of realities as a transversal line of inquiry, borrowing from virtual reality studies, game studies, and anthropological studies to better understand the mechanisms of immersion in virtual worlds. Focusing on drills conducted in Second Life, I will examine moments of training to learn the software interface, moments within the drill and interviews after the drill.
Research on tactical information display technology for interactive virtual cockpit
NASA Astrophysics Data System (ADS)
Sun, Zhongyun; Tian, Tao; Su, Feng
2018-04-01
Based on a fact that traditional tactical information display technology suffers from disadvantages of a large number of data to be transferred and low plotting efficiency in an interactive virtual cockpit, a GID protocol-based simulation has been designed. This method dissolves complex tactical information screens into basic plotting units. The indication of plotting units is controlled via the plotting commands, which solves the incompatibility between the tactical information display in traditional simulation and the desktop-based virtual simulation training system. Having been used in desktop systems for helicopters, fighters, and transporters, this method proves to be scientific and reasonable in design and simple and efficient in usage, which exerts a significant value in establishing aviation equipment technology support training products.
NASA Technical Reports Server (NTRS)
2001-01-01
The crewmembers of STS-104, Commander Steven Lindsey, Pilot Charles Hobaugh, and Mission Specialists Michael Gernhardt, James Reilly, and Janet Kavandi, are seen during various stages of their training. Footage shows the following: (1) Water Survival Training at the Neutral Buoyancy Laboratory (NBL); (2) Rendezvous and Docking Training in the Shuttle Mission Simulator; (3) Training in the Space Station Airlock; (4) Training in the Virtual Reality Lab; (5) Post-insertion Operations in the Fixed Base Simulator; (6) Extravehicular Activity Training at the NBL; (7) Crew Stowage Training in the Space Station Mock-up Training Facility; and (8) Water Transfer Training in the Crew Compartment Trainer.
2011-01-18
JSC2011-E-003204 (18 Jan. 2011) --- NASA astronauts Rex Walheim, STS-135 mission specialist; and Mike Fossum (foreground), Expedition 28 flight engineer and Expedition 29 commander; use the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of their duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. STS-135 is planned to be the final mission of the space shuttle program. Photo credit: NASA or National Aeronautics and Space Administration
Jones, Jake S.
1999-01-01
An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch.
Jones, J.S.
1999-01-12
An apparatus and method of issuing commands to a computer by a user interfacing with a virtual reality environment are disclosed. To issue a command, the user directs gaze at a virtual button within the virtual reality environment, causing a perceptible change in the virtual button, which then sends a command corresponding to the virtual button to the computer, optionally after a confirming action is performed by the user, such as depressing a thumb switch. 4 figs.
A Conceptual Design Model for CBT Development: A NATO Case Study
ERIC Educational Resources Information Center
Kok, Ayse
2014-01-01
CBT (computer-based training) can benefit from the modern multimedia tools combined with network capabilities to overcame traditional education. The objective of this paper is focused on CBT development to improve strategic decision-making with regard to air command and control system for NATO staff in virtual environment. A conceptual design for…
Validation and verification of a virtual environment for training naval submarine officers
NASA Astrophysics Data System (ADS)
Zeltzer, David L.; Pioch, Nicholas J.
1996-04-01
A prototype virtual environment (VE) has been developed for training a submarine officer of the desk (OOD) to perform in-harbor navigation on a surfaced submarine. The OOD, stationed on the conning tower of the vessel, is responsible for monitoring the progress of the boat as it negotiates a marked channel, as well as verifying the navigational suggestions of the below- deck piloting team. The VE system allows an OOD trainee to view a particular harbor and associated waterway through a head-mounted display, receive spoken reports from a simulated piloting team, give spoken commands to the helmsman, and receive verbal confirmation of command execution from the helm. The task analysis of in-harbor navigation, and the derivation of application requirements are briefly described. This is followed by a discussion of the implementation of the prototype. This implementation underwent a series of validation and verification assessment activities, including operational validation, data validation, and software verification of individual software modules as well as the integrated system. Validation and verification procedures are discussed with respect to the OOD application in particular, and with respect to VE applications in general.
The role of virtual reality in surgical training in otorhinolaryngology.
Fried, Marvin P; Uribe, José I; Sadoughi, Babak
2007-06-01
This article reviews the rationale, current status and future directions for the development and implementation of virtual reality surgical simulators as training tools. The complexity of modern surgical techniques, which utilize advanced technology, presents a dilemma for surgical training. Hands-on patient experience - the traditional apprenticeship method for teaching operations - may not apply because of the learning curve for skill acquisition and patient safety expectation. The paranasal sinuses and temporal bone have intricate anatomy with a significant amount of vital structures either within the surgical field or in close proximity. The current standard of surgical care in these areas involves the use of endoscopes, cameras and microscopes, requiring additional hand-eye coordination, an accurate command of fine motor skills, and a thorough knowledge of the anatomy under magnified vision. A surgeon's disorientation or loss of perspective can lead to complications, often catastrophic and occasionally lethal. These considerations define the ideal environment for surgical simulation; not surprisingly, significant research and validation of simulators in these areas have occurred. Virtual reality simulators are demonstrating validity as training and skills assessment tools. Future prototypes will find application for routine use in teaching, surgical planning and the development of new instruments and computer-assisted devices.
Advanced helmet mounted display (AHMD)
NASA Astrophysics Data System (ADS)
Sisodia, Ashok; Bayer, Michael; Townley-Smith, Paul; Nash, Brian; Little, Jay; Cassarly, William; Gupta, Anurag
2007-04-01
Due to significantly increased U.S. military involvement in deterrent, observer, security, peacekeeping and combat roles around the world, the military expects significant future growth in the demand for deployable virtual reality trainers with networked simulation capability of the battle space visualization process. The use of HMD technology in simulated virtual environments has been initiated by the demand for more effective training tools. The AHMD overlays computer-generated data (symbology, synthetic imagery, enhanced imagery) augmented with actual and simulated visible environment. The AHMD can be used to support deployable reconfigurable training solutions as well as traditional simulation requirements, UAV augmented reality, air traffic control and Command, Control, Communications, Computers, Intelligence, Surveillance, and Reconnaissance (C4ISR) applications. This paper will describe the design improvements implemented for production of the AHMD System.
The expert surgical assistant. An intelligent virtual environment with multimodal input.
Billinghurst, M; Savage, J; Oppenheimer, P; Edmond, C
1996-01-01
Virtual Reality has made computer interfaces more intuitive but not more intelligent. This paper shows how an expert system can be coupled with multimodal input in a virtual environment to provide an intelligent simulation tool or surgical assistant. This is accomplished in three steps. First, voice and gestural input is interpreted and represented in a common semantic form. Second, a rule-based expert system is used to infer context and user actions from this semantic representation. Finally, the inferred user actions are matched against steps in a surgical procedure to monitor the user's progress and provide automatic feedback. In addition, the system can respond immediately to multimodal commands for navigational assistance and/or identification of critical anatomical structures. To show how these methods are used we present a prototype sinus surgery interface. The approach described here may easily be extended to a wide variety of medical and non-medical training applications by making simple changes to the expert system database and virtual environment models. Successful implementation of an expert system in both simulated and real surgery has enormous potential for the surgeon both in training and clinical practice.
Resilient Multi-Domain Command and Control: Enabling Solutions for 2025 with Virtual Reality
2017-04-16
AIR WAR COLLEGE AIR UNIVERSITY RESILIENT MULTI-DOMAIN COMMAND AND CONTROL : ENABLING SOLUTIONS FOR 2025 WITH VIRTUAL REALITY by...monolithic, command and control (C2) sites, such as the theater Air Operation Centers (AOC), at risk. The Multi-Domain Command and Control (MDC2...Air Force respond to the these threats, considering the use of new and existing weapons and concepts, to ensure our ability to command, control and
DOE Office of Scientific and Technical Information (OSTI.GOV)
Markidis, S.; Rizwan, U.
The use of virtual nuclear control room can be an effective and powerful tool for training personnel working in the nuclear power plants. Operators could experience and simulate the functioning of the plant, even in critical situations, without being in a real power plant or running any risk. 3D models can be exported to Virtual Reality formats and then displayed in the Virtual Reality environment providing an immersive 3D experience. However, two major limitations of this approach are that 3D models exhibit static textures, and they are not fully interactive and therefore cannot be used effectively in training personnel. Inmore » this paper we first describe a possible solution for embedding the output of a computer application in a 3D virtual scene, coupling real-world applications and VR systems. The VR system reported here grabs the output of an application running on an X server; creates a texture with the output and then displays it on a screen or a wall in the virtual reality environment. We then propose a simple model for providing interaction between the user in the VR system and the running simulator. This approach is based on the use of internet-based application that can be commanded by a laptop or tablet-pc added to the virtual environment. (authors)« less
2008-03-01
Jasmine , you have sacrificed daddy for countless hours and weekends when I was required to study. At times, it was overwhelming and seemed as if it...by leveraging the 8 command and control advantage enjoyed by U. S. forces. The article stated that “The essence of this concept lies in the
Yap, Hwa Jen; Taha, Zahari; Md Dawal, Siti Zawiah; Chang, Siow-Wee
2014-01-01
Traditional robotic work cell design and programming are considered inefficient and outdated in current industrial and market demands. In this research, virtual reality (VR) technology is used to improve human-robot interface, whereby complicated commands or programming knowledge is not required. The proposed solution, known as VR-based Programming of a Robotic Work Cell (VR-Rocell), consists of two sub-programmes, which are VR-Robotic Work Cell Layout (VR-RoWL) and VR-based Robot Teaching System (VR-RoT). VR-RoWL is developed to assign the layout design for an industrial robotic work cell, whereby VR-RoT is developed to overcome safety issues and lack of trained personnel in robot programming. Simple and user-friendly interfaces are designed for inexperienced users to generate robot commands without damaging the robot or interrupting the production line. The user is able to attempt numerous times to attain an optimum solution. A case study is conducted in the Robotics Laboratory to assemble an electronics casing and it is found that the output models are compatible with commercial software without loss of information. Furthermore, the generated KUKA commands are workable when loaded into a commercial simulator. The operation of the actual robotic work cell shows that the errors may be due to the dynamics of the KUKA robot rather than the accuracy of the generated programme. Therefore, it is concluded that the virtual reality based solution approach can be implemented in an industrial robotic work cell. PMID:25360663
Reconstruction of shifting elbow joint compliant characteristics during fast and slow movements.
Latash, M L; Gottlieb, G L
1991-01-01
The purpose of this study was to experimentally investigate the applicability of the equilibrium-point hypothesis to the dynamics of single-joint movements. Subjects were trained to perform relatively slow (movement time 600-1000 ms) or fast (movement time 200-300 ms) single-joint elbow flexion movements against a constant extending torque bias. They were instructed to reproduce the same time pattern of central motor command for a series of movements when the external torque could slowly and unpredictably increase, decrease, or remain constant. For fast movements, the total muscle torque was calculated as a sum of external and inertial components. Analysis of the data allowed reconstruction of the elbow joint compliant characteristics at different times during execution of the learned motor command. "Virtual" trajectories of the movements, representing time-varying changes in a central control parameter, were reconstructed and compared with the "actual" trajectories. For slow movements, the actual trajectories lagged behind the virtual ones. There were no consistent changes in the joint stiffness during slow movements. Similar analysis of experiments without voluntary movements demonstrated a lack of changes in the central parameters, supporting the assumption that the subjects were able to keep the same central motor command in spite of externally imposed unexpected torque perturbations. For the fast movements, the virtual trajectories were N-shaped, and the joint stiffness demonstrated a considerable increase near the middle of the movement. These findings contradict an hypothesis of monotonic joint compliant characteristic translation at a nearly constant rate during such movements.
Yap, Hwa Jen; Taha, Zahari; Dawal, Siti Zawiah Md; Chang, Siow-Wee
2014-01-01
Traditional robotic work cell design and programming are considered inefficient and outdated in current industrial and market demands. In this research, virtual reality (VR) technology is used to improve human-robot interface, whereby complicated commands or programming knowledge is not required. The proposed solution, known as VR-based Programming of a Robotic Work Cell (VR-Rocell), consists of two sub-programmes, which are VR-Robotic Work Cell Layout (VR-RoWL) and VR-based Robot Teaching System (VR-RoT). VR-RoWL is developed to assign the layout design for an industrial robotic work cell, whereby VR-RoT is developed to overcome safety issues and lack of trained personnel in robot programming. Simple and user-friendly interfaces are designed for inexperienced users to generate robot commands without damaging the robot or interrupting the production line. The user is able to attempt numerous times to attain an optimum solution. A case study is conducted in the Robotics Laboratory to assemble an electronics casing and it is found that the output models are compatible with commercial software without loss of information. Furthermore, the generated KUKA commands are workable when loaded into a commercial simulator. The operation of the actual robotic work cell shows that the errors may be due to the dynamics of the KUKA robot rather than the accuracy of the generated programme. Therefore, it is concluded that the virtual reality based solution approach can be implemented in an industrial robotic work cell.
STS-88 crew use simulators and virtual reality in preflight training
1998-04-08
S98-05078 (8 Apr. 1998) --- With crew mates looking on, astronaut Nancy J. Currie, mission specialist, uses hardware in the virtual reality lab at the Johnson Space Center (JSC) to train for her duties aboard the Space Shuttle Endeavour. She is flanked by astronaut Robert Cabana (left), commander; and Frederick W. Sturckow (right), pilot. This type computer interface paired with virtual reality training hardware for the assigned space-walking astronauts -- Jerry L. Ross and James H. Newman -- helps to prepare the entire team for dealing with International Space Station (ISS) elements. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Endeavour's cargo bay. In ensuing days, three Extravehicular Activity?s (EVA) by Ross and Newman will be performed to make power, data and utility connections between the two modules. Looking on is Scott A. Bleisath (behind Currie), with the EVA Systems Group at JSC.
STS-88 crew use simulators and virtual reality in preflight training
1998-04-08
S98-05077 (8 Apr. 1998) --- With crew mates looking on, astronaut Nancy J. Currie, mission specialist, uses hardware in the virtual reality lab at the Johnson Space Center (JSC) to train for her duties aboard the Space Shuttle Endeavour. She is flanked by astronaut Robert Cabana (left), commander; and Frederick W. Sturckow (right), pilot. This type computer interface paired with virtual reality training hardware for the assigned space-walking astronauts -- Jerry L. Ross and James H. Newman -- helps to prepare the entire team for dealing with International Space Station (ISS) elements. One of those elements will be the Functional Cargo Block (FGB), which will have been launched a couple of weeks prior to STS-88. Once the FGB is captured using the Remote Manipulator System (RMS) of the Endeavour, Currie will maneuver the robot arm to dock the FGB to the conical mating adapter at the top of Node 1, to be carried in the Endeavour's cargo bay. In ensuing days, three Extravehicular Activity?s (EVA) by Ross and Newman will be performed to make power, data and utility connections between the two modules. Looking on is Scott A. Bleisath (behind Currie), with the EVA Systems Group at JSC.
Astronauts Prepare for Mission With Virtual Reality Hardware
NASA Technical Reports Server (NTRS)
2001-01-01
Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at Johnson Space Center to train for upcoming duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties for the fourth Hubble Space Telescope Servicing mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.
2001-08-08
Astronauts John M. Grunsfeld (left), STS-109 payload commander, and Nancy J. Currie, mission specialist, use the virtual reality lab at Johnson Space Center to train for upcoming duties aboard the Space Shuttle Columbia. This type of computer interface paired with virtual reality training hardware and software helps to prepare the entire team to perform its duties for the fourth Hubble Space Telescope Servicing mission. The most familiar form of virtual reality technology is some form of headpiece, which fits over your eyes and displays a three dimensional computerized image of another place. Turn your head left and right, and you see what would be to your sides; turn around, and you see what might be sneaking up on you. An important part of the technology is some type of data glove that you use to propel yourself through the virtual world. Currently, the medical community is using the new technologies in four major ways: To see parts of the body more accurately, for study, to make better diagnosis of disease and to plan surgery in more detail; to obtain a more accurate picture of a procedure during surgery; to perform more types of surgery with the most noninvasive, accurate methods possible; and to model interactions among molecules at a molecular level.
2000-01-01
for flight test data, and both generic and specialized tools of data filtering , data calibration, modeling , system identification, and simulation...GRAMMATICAL MODEL AND PARSER FOR AIR TRAFFIC CONTROLLER’S COMMANDS 11 A SPEECH-CONTROLLED INTERACTIVE VIRTUAL ENVIRONMENT FOR SHIP FAMILIARIZATION 12... MODELING AND SIMULATION IN THE 21ST CENTURY 23 NEW COTS HARDWARE AND SOFTWARE REDUCE THE COST AND EFFORT IN REPLACING AGING FLIGHT SIMULATORS SUBSYSTEMS
Outcomes from the First Wingman Software in the Loop Integration Event: January 2017
2017-06-28
for public release; distribution is unlimited. NOTICES Disclaimers The findings in this report are not to be construed as an official...and enhance communication among manned‐unmanned team members, which are critical to achieve Training and Doctrine Command 6+1 required capabilities...Computers to Run the SIL 10 4.1.2 Problem 2: Computer Networking 10 4.1.3 Problem 3: Installation of ARES 11 4.2 Developing Matching Virtual
Developing Collective Training for Small Unmanned Aerial Systems Employment
NASA Technical Reports Server (NTRS)
Durlach, Paula J.; Priest, Heather; Martin, Glenn A.; Saffold, Jay
2010-01-01
The projected use of small unmanned aerial systems (SUAS) in military operations will produce training requirements which go beyond current capabilities. The paper describes the development of prototype training procedures and accompanying research simulations to address this need. We initially constructed a testbed to develop simulation-based training for an SUAS operator equipped with a simulated vertical-lift and land SUAS. However, the required training will go beyond merely training an operator how to pilot an SUAS. In addition to tactics, techniques, and procedures for employment of SUASs, collective training methods must be trained. Moreover, the leader of a unit equipped with SUAS will need to learn how to plan missions which incorporate the SUAS, and take into account air space and frequency management considerations. The demands of the task require the leader to allocate personnel to the SUAS mission, communicate and coordinate with those personnel during the mission, and make use of the information provided. To help address these training issues, we expanded our research testbed to include a command and control node (C2 node), to enable communications between a leader and the SUAS operator. In addition, we added a virtual environment in which dismounted infantry missions can be conducted. This virtual environment provides the opportunity for interactions among human-controlled avatars and non-player characters (NPCs), plus authoring tools to construct scenarios. Using these NPCs, a collective exercise involving friendly, enemy, and civilian personnel can be conducted without the need for a human role-player for every entity. We will describe the results of our first experiment, which examined the ability of players to negotiate use of the C2 node and the virtual environment at the same time, in order to see if this is a feasible combination of tools for training development.
NASA Astrophysics Data System (ADS)
Profumieri, A.; Bonell, C.; Catalfamo, P.; Cherniz, A.
2016-04-01
Virtual reality has been proposed for different applications, including the evaluation of new control strategies and training protocols for upper limb prostheses and for the study of new rehabilitation programs. In this study, a lower limb simulation environment commanded by surface electromyography signals is evaluated. The time delays generated by the acquisition and processing stages for the signals that would command the knee joint, were measured and different acquisition windows were analysed. The subjective perception of the quality of simulation was also evaluated when extra delays were added to the process. The results showed that the acquisition window is responsible for the longest delay. Also, the basic implemented processes allowed for the acquisition of three signal channels for commanding the simulation. Finally, the communication between different applications is arguably efficient, although it depends on the amount of data to be sent.
Virtual reality for intelligent and interactive operating, training, and visualization systems
NASA Astrophysics Data System (ADS)
Freund, Eckhard; Rossmann, Juergen; Schluse, Michael
2000-10-01
Virtual Reality Methods allow a new and intuitive way of communication between man and machine. The basic idea of Virtual Reality (VR) is the generation of artificial computer simulated worlds, which the user not only can look at but also can interact with actively using data glove and data helmet. The main emphasis for the use of such techniques at the IRF is the development of a new generation of operator interfaces for the control of robots and other automation components and for intelligent training systems for complex tasks. The basic idea of the methods developed at the IRF for the realization of Projective Virtual Reality is to let the user work in the virtual world as he would act in reality. The user actions are recognized by the Virtual reality System and by means of new and intelligent control software projected onto the automation components like robots which afterwards perform the necessary actions in reality to execute the users task. In this operation mode the user no longer has to be a robot expert to generate tasks for robots or to program them, because intelligent control software recognizes the users intention and generated automatically the commands for nearly every automation component. Now, Virtual Reality Methods are ideally suited for universal man-machine-interfaces for the control and supervision of a big class of automation components, interactive training and visualization systems. The Virtual Reality System of the IRF-COSIMIR/VR- forms the basis for different projects starting with the control of space automation systems in the projects CIROS, VITAL and GETEX, the realization of a comprehensive development tool for the International Space Station and last but not least with the realistic simulation fire extinguishing, forest machines and excavators which will be presented in the final paper in addition to the key ideas of this Virtual Reality System.
NASA Astrophysics Data System (ADS)
2002-09-01
Footage shows the crew of STS-112 (Jeffrey Ashby, Commander; Pamela Melroy, Pilot; David Wolf, Piers Sellers, Sandra Magnus, and Fyodor Yurchikhin, Mission Specialists) during several parts of their training. The video is arranged into short segments. In 'Topside Activities at the NBL', Wolf and Sellers are fitted with EVA suits for pool training. 'Pre-Launch Bailout Training in CCT II' shows all six crew members exiting from the hatch on a model of a shuttle orbiter cockpit. 'EVA Training in the VR Lab' shows a crew member training with a virtual reality simulator, interspersed with footage of Magnus, and Wolf with Melroy, at monitors. There is a 'Crew Photo Session', and 'Pam Melroy and Sandy Magnus at the SES Dome' also features a virtual reality simulator. The final two segments of the video involve hands-on training. 'Post Landing Egress at the FFT' shows the crew suiting up into their flight suits, and being raised on a harness, to practice rapelling from the cockpit hatch. 'EVA Prep and Post at the ISS Airlock' shows the crew assembling an empty EVA suit onboard a model of a module. The crew tests oxygen masks, and Sellers is shown on an exercise bicycle with an oxygen mask, with his heart rate monitored (not shown).
NASA Technical Reports Server (NTRS)
2002-01-01
Footage shows the crew of STS-112 (Jeffrey Ashby, Commander; Pamela Melroy, Pilot; David Wolf, Piers Sellers, Sandra Magnus, and Fyodor Yurchikhin, Mission Specialists) during several parts of their training. The video is arranged into short segments. In 'Topside Activities at the NBL', Wolf and Sellers are fitted with EVA suits for pool training. 'Pre-Launch Bailout Training in CCT II' shows all six crew members exiting from the hatch on a model of a shuttle orbiter cockpit. 'EVA Training in the VR Lab' shows a crew member training with a virtual reality simulator, interspersed with footage of Magnus, and Wolf with Melroy, at monitors. There is a 'Crew Photo Session', and 'Pam Melroy and Sandy Magnus at the SES Dome' also features a virtual reality simulator. The final two segments of the video involve hands-on training. 'Post Landing Egress at the FFT' shows the crew suiting up into their flight suits, and being raised on a harness, to practice rapelling from the cockpit hatch. 'EVA Prep and Post at the ISS Airlock' shows the crew assembling an empty EVA suit onboard a model of a module. The crew tests oxygen masks, and Sellers is shown on an exercise bicycle with an oxygen mask, with his heart rate monitored (not shown).
vTrain: a novel curriculum for patient surge training in a multi-user virtual environment (MUVE).
Greci, Laura S; Ramloll, Rameshsharma; Hurst, Samantha; Garman, Karen; Beedasy, Jaishree; Pieper, Eric B; Huang, Ricky; Higginbotham, Erin; Agha, Zia
2013-06-01
During a pandemic influenza, emergency departments will be overwhelmed with a large influx of patients seeking care. Although all hospitals should have a written plan for dealing with this surge of health care utilization, most hospitals struggle with ways to educate the staff and practice for potentially catastrophic events. Hypothesis/Problem To better prepare hospital staff for a patient surge, a novel educational curriculum was developed utilizing an emergency department for a patient surge functional drill. A multidisciplinary team of medical educators, evaluators, emergency preparedness experts, and technology specialists developed a curriculum to: (1) train novice users to function in their job class in a multi-user virtual environment (MUVE); (2) obtain appropriate pre-drill disaster preparedness training; (3) perform functional team exercises in a MUVE; and (4) reflect on their performance after the drill. A total of 14 students participated in one of two iterations of the pilot training program; seven nurses completed the emergency department triage course, and seven hospital administrators completed the Command Post (CP) course. All participants reported positive experiences in written course evaluations and structured verbal debriefings, and self-reported increase in disaster preparedness knowledge. Students also reported improved team communication, planning, team decision making, and the ability to visualize and reflect on their performance. Data from this pilot program suggest that the immersive, virtual teaching method is well suited to team-based, reflective practice and learning of disaster management skills.
Van de Meent, H; Baken, B C M; Van Opstal, S; Hogendoorn, P
2008-06-01
We present a new critical illness VR rehabilitation device (X-VR-D) that enables diversified self-training and is applicable early in the rehabilitation of severely injured or ill patients. The X-VR-D consists of a VR program delivering a virtual scene on a flat screen and simultaneously processing commands to a moving chair mounted on a motion system. Sitting in the moving chair and exposed to a virtual reality environment the device evokes anticipatory and reactive muscle contractions in trunk and extremities for postural control. In this study we tested the device in 10 healthy subjects to evaluate whether the enforced perturbations indeed evoke sufficient and reproducible EMG muscle activations. We found that particular fast roll and pitch movements evoke adequate trunk and leg muscle activity. Higher angular velocities and higher angles of inclination elicited broader EMG bursts and larger amplitudes. The muscle activation pattern was highly consistent between different subjects and although we found some habituation of EMG responses in consecutive training sessions, the general pattern was maintained and was predictable for specific movements. The habituation was characterized by more efficient muscle contractions and better muscle relaxation during the rest positions of the device. Furthermore we found that the addition of a virtual environment to the training session evoked more preparatory and anticipatory muscle activation than sessions without a virtual environment. We conclude that the X-VR-D is safe and effective to elicit consistent and reproducible muscle activity in trunk and leg muscles in healthy subjects and thus can be used as a training method.
Applying Open Source Game Engine for Building Visual Simulation Training System of Fire Fighting
NASA Astrophysics Data System (ADS)
Yuan, Diping; Jin, Xuesheng; Zhang, Jin; Han, Dong
There's a growing need for fire departments to adopt a safe and fair method of training to ensure that the firefighting commander is in a position to manage a fire incident. Visual simulation training systems, with their ability to replicate and interact with virtual fire scenarios through the use of computer graphics or VR, become an effective and efficient method for fire ground education. This paper describes the system architecture and functions of a visual simulated training system of fire fighting on oil storage, which adopting Delat3D, a open source game and simulation engine, to provide realistic 3D views. It presents that using open source technology provides not only the commercial-level 3D effects but also a great reduction of cost.
Virtual reality: a proposal for pelvic floor muscle training.
Botelho, Simone; Martinho, Natalia Miguel; Silva, Valéria Regina; Marques, Joseane; Carvalho, Leonardo C; Riccetto, Cássio
2015-11-01
This video's proposal was to present one of the pelvic floor muscle (PFM) training programs, used in our research, that we designed as a virtual reality intervention protocol and investigated its effects on PFM contractility. Two clinical, controlled and prospective studies were conducted, one with 19 nulliparous women without urinary symptoms, who were evaluated by both electromyography and digital palpation (DP) and another with 27 postmenopausal women with mixed urinary symptoms (assessed by both ICIQ UI-SF and ICIQ-OAB), evaluated by vaginal dynamometry and DP, with a total of 46 women in both studies. This protocol was designed so that the participant would play a video game, seated on a pressure base platform, while commanding it through her pelvic movements. Using a virtual reality game, five activities were performed during 30 min, twice a week, with a total of 10 sessions. A significant increase in PFM strength was found in both the nulliparous (p = 0.0001) and the postmenopausal (p = 0.0001) groups of women, as ascertained by DP. A significant increase in postmenopausal women's muscle strength and endurance assessed by dynamometry (p = 0.05) and a concomitant decrease in their urinary symptoms, were observed. This virtual reality program promoted an increase in PFM contractility and a decrease in postmenopausal urinary symptoms.
Mission-Based Serious Games for Cross-Cultural Communication Training
NASA Technical Reports Server (NTRS)
Schrider, Peter J.; Friedland, LeeEllen; Valente, Andre; Camacho, Joseph
2011-01-01
Appropriate cross-cultural communication requires a critical skill set that is increasingly being integrated into regular military training regimens. By enabling a higher order of communication skills, military personnel are able to interact more effectively in situations that involve local populations, host nation forces, and multinational partners. The Virtual Cultural Awareness Trainer (VCAT) is specifically designed to help address these needs. VCAT is deployed by Joint Forces Command (JFCOM) on Joint Knowledge Online (JKO) as a means to provide online, mission-based culture and language training to deploying and deployed troops. VCAT uses a mix of game-based learning, storytelling, tutoring, and remediation to assist in developing the component skills required for successful intercultural communication in mission-based settings.
JELC-LITE: Unconventional Instructional Design for Special Operations Training
NASA Technical Reports Server (NTRS)
Friedman, Mark
2012-01-01
Current special operations staff training is based on the Joint Event Life Cycle (JELC). It addresses operational level tasks in multi-week, live military exercises which are planned over a 12 to 18 month timeframe. As the military experiences changing global mission sets, shorter training events using distributed technologies will increasingly be needed to augment traditional training. JELC-Lite is a new approach for providing relevant training between large scale exercises. This new streamlined, responsive training model uses distributed and virtualized training technologies to establish simulated scenarios. It keeps proficiency levels closer to optimal levels -- thereby reducing the performance degradation inherent in periodic training. It can be delivered to military as well as under-reached interagency groups to facilitate agile, repetitive training events. JELC-Lite is described by four phases paralleling the JELC, differing mostly in scope and scale. It has been successfully used with a Theater Special Operations Command and fits well within the current environment of reduced personnel and financial resources.
Kim, Youngmoo E.
2017-01-01
Motor-imagery tasks are a popular input method for controlling brain-computer interfaces (BCIs), partially due to their similarities to naturally produced motor signals. The use of functional near-infrared spectroscopy (fNIRS) in BCIs is still emerging and has shown potential as a supplement or replacement for electroencephalography. However, studies often use only two or three motor-imagery tasks, limiting the number of available commands. In this work, we present the results of the first four-class motor-imagery-based online fNIRS-BCI for robot control. Thirteen participants utilized upper- and lower-limb motor-imagery tasks (left hand, right hand, left foot, and right foot) that were mapped to four high-level commands (turn left, turn right, move forward, and move backward) to control the navigation of a simulated or real robot. A significant improvement in classification accuracy was found between the virtual-robot-based BCI (control of a virtual robot) and the physical-robot BCI (control of the DARwIn-OP humanoid robot). Differences were also found in the oxygenated hemoglobin activation patterns of the four tasks between the first and second BCI. These results corroborate previous findings that motor imagery can be improved with feedback and imply that a four-class motor-imagery-based fNIRS-BCI could be feasible with sufficient subject training. PMID:28804712
Batula, Alyssa M; Kim, Youngmoo E; Ayaz, Hasan
2017-01-01
Motor-imagery tasks are a popular input method for controlling brain-computer interfaces (BCIs), partially due to their similarities to naturally produced motor signals. The use of functional near-infrared spectroscopy (fNIRS) in BCIs is still emerging and has shown potential as a supplement or replacement for electroencephalography. However, studies often use only two or three motor-imagery tasks, limiting the number of available commands. In this work, we present the results of the first four-class motor-imagery-based online fNIRS-BCI for robot control. Thirteen participants utilized upper- and lower-limb motor-imagery tasks (left hand, right hand, left foot, and right foot) that were mapped to four high-level commands (turn left, turn right, move forward, and move backward) to control the navigation of a simulated or real robot. A significant improvement in classification accuracy was found between the virtual-robot-based BCI (control of a virtual robot) and the physical-robot BCI (control of the DARwIn-OP humanoid robot). Differences were also found in the oxygenated hemoglobin activation patterns of the four tasks between the first and second BCI. These results corroborate previous findings that motor imagery can be improved with feedback and imply that a four-class motor-imagery-based fNIRS-BCI could be feasible with sufficient subject training.
Tools virtualization for command and control systems
NASA Astrophysics Data System (ADS)
Piszczek, Marek; Maciejewski, Marcin; Pomianek, Mateusz; Szustakowski, Mieczysław
2017-10-01
Information management is an inseparable part of the command process. The result is that the person making decisions at the command post interacts with data providing devices in various ways. Tools virtualization process can introduce a number of significant modifications in the design of solutions for management and command. The general idea involves replacing physical devices user interface with their digital representation (so-called Virtual instruments). A more advanced level of the systems "digitalization" is to use the mixed reality environments. In solutions using Augmented reality (AR) customized HMI is displayed to the operator when he approaches to each device. Identification of device is done by image recognition of photo codes. Visualization is achieved by (optical) see-through head mounted display (HMD). Control can be done for example by means of a handheld touch panel. Using the immersive virtual environment, the command center can be digitally reconstructed. Workstation requires only VR system (HMD) and access to information network. Operator can interact with devices in such a way as it would perform in real world (for example with the virtual hands). Because of their procedures (an analysis of central vision, eye tracking) MR systems offers another useful feature of reducing requirements for system data throughput. Due to the fact that at the moment we focus on the single device. Experiments carried out using Moverio BT-200 and SteamVR systems and the results of experimental application testing clearly indicate the ability to create a fully functional information system with the use of mixed reality technology.
Air Education and Training Command > Home
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2009-12-01
Mr. A.N. Briggs and Susie Adams at NAVEODTECHDIV, Mr. Ronald Simmons of the Marine Corps Combat Development Command, and Mr. Michael Jinnett of the...was implemented. It is the system that members of the Notional Concepts Working Group are familiar with and requires little training or investigation...each user to individually perform each of these steps. There is little chance that all users would do this, and even less chance that they would come
Training and Tactical Operationally Responsive Space Operations
NASA Astrophysics Data System (ADS)
Sorensen, B.; Strunce, R., Jr.
Current space assets managed by traditional space system control resources provide communication, navigation, intelligence, surveillance, and reconnaissance (ISR) capabilities using satellites that are designed for long life and high reliability. The next generation Operationally Responsive Space (ORS) systems are aimed at providing operational space capabilities which will provide flexibility and responsiveness to the tactical battlefield commander. These capabilities do not exist today. The ORS communication, navigation, and ISR satellites are being designed to replace or supplement existing systems in order to enhance the current space force. These systems are expected to rapidly meet near term space needs of the tactical forces. The ORS concept includes new tactical satellites specifically designed to support contingency operations such as increased communication bandwidth and ISR imagery over the theater for a limited period to support air, ground, and naval force mission. The Concept of Operations (CONOPS) that exists today specifies that in addition to operational control of the satellite, the tasking and scheduling of the ORS tactical satellite for mission data collection in support of the tactical warfighter will be accomplished within the Virtual Mission Operations Center (VMOC). This is very similar to what is currently being accomplished in a fixed Mission Operations Center on existing traditional ISR satellites. The VMOC is merely a distributed environment and the CONOPS remain virtually the same. As a result, there is a significant drawback to the current ORS CONOPS that does not account for the full potential of the ORS paradigm for supporting tactical forces. Although the CONOPS approach may be appropriate for experimental Tactical Satellites (TacSat), it ignores the issues associated with the In-Theater Commander's need to own and operate his dedicated TacSat for most effective warfighting as well as the Warfighter specific CONOPS. What is needed to realize the full potential of the ORS approach to the support of in-theater tactical forces is the development of satellite tasking, interface, and data retrieval capabilities and mission operations approaches from a warfighter centered perspective, and the development of realistic training and simulation capabilities that will allow development, demonstration, and assessment of ORS tactical CONOPS. A system for Training and Tactical ORS Operations (TATOO) is currently being developed. This system will support development and evaluation of ORS specific CONOPS approaches, and training and evaluation of those CONOPS implementations through dedicated training capabilities, facilities, and exercises. TATOO will support the operational side of ORS and will merge with the revolutionary ORS spacecraft development and deployment processes to make the ORS paradigm a reality. TATOO's primary objective is to support the In-Theater Commander and Warfighter by developing, training, and assessing ORS mission CONOPS for In-Theater tasking, scheduling, interface, and data retrieval for TacSats owned by In-Theater Commanders. TATOO provides a laboratory/classroom environment for the development, test and evaluation of ORS Tactical Mission CONOPS for In-Theater ORS operations. The TATOO laboratory will also be used to develop, evaluate, and document ORS Mission CONOPS for tactical ISR and other ORS missions. Within this framework, the laboratory/classroom can be used to develop the necessary training materials and procedures, as well as conduct training exercises that emphasize the training of In-Theater personal with regard to: Tactical Ground Station Mission Operations; Tactical Operations for Mission Tasking and Scheduling; Tactical Mission Data Retrieval; and, Support for Warfighter Operations.
A Virtual Information-Action Workspace for Command and Control
NASA Astrophysics Data System (ADS)
Lintern, Gavan; Naikar, Neelam
2002-10-01
Information overload has become a critical challenge within military Command and Control. However, the problem is not so much one of too much information but of abundant information that is poorly organized and poorly represented. In addition, the capabilities to test the effects of decisions before they are implemented and to monitor the progress of events after a decision is implemented are primitive. A virtual information-action workspace could be designed to resolve these issues. The design of such a space would require a detailed understanding of the specific information needed to support decision making in Command and Control. That information can be obtained with the use of knowledge acquisition and knowledge representation tools from the field of applied cognitive psychology. In addition, it will be necessary to integrate forms for perception and action into a virtual space that will support access to the information and that will provide means for testing and implementing decisions. This paper presents a rationale for a virtual information-action workspace and outlines an approach to its design.
Virtual Frame Buffer Interface Program
NASA Technical Reports Server (NTRS)
Wolfe, Thomas L.
1990-01-01
Virtual Frame Buffer Interface program makes all frame buffers appear as generic frame buffer with specified set of characteristics, allowing programmers to write codes that run unmodified on all supported hardware. Converts generic commands to actual device commands. Consists of definition of capabilities and FORTRAN subroutines called by application programs. Developed in FORTRAN 77 for DEC VAX 11/780 or DEC VAX 11/750 computer under VMS 4.X.
2017-06-09
DIGITAL GUNNERY: HOW COMBAT VEHICLE GUNNERY TRAINING CREATES A MODEL FOR TRAINING THE MISSION COMMAND SYSTEM A thesis presented...Training Creates a Model for Training the Mission Command System 5a. CONTRACT NUMBER 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S...digital systems that give commanders an unprecedented ability to understand and lead in the battlefields where they operate. Unfortunately, units
NASA Technical Reports Server (NTRS)
1999-01-01
Live footage shows the crewmembers of STS-96, Commander Kent V. Rominger, Pilot Rick D. Husband, Mission Specialists Ellen Ochoa, Tamara E. Jernigan, Daniel T. Barry, Julie Payette and Valery Ivanovich Tokarev during various training activities. Scenes include astronaut suit-up, EVA training in the Virtual Reality Lab, Orbiter space vision training, bailout training, and crew photo session. Footage also shows individual crew interviews, repair activities to the external fuel tank, and Discovery's return to the launch pad. The engineers are seen sanding, bending, and painting the foam used in repairing the tank. An animation of the deployment of the STARSHINE satellite, International Space Station, and the STS-96 Mission is presented. Footage shows the students from Edgar Allen Poe Middle School sanding, polishing, and inspecting the mirrors for the STARSHINE satellite. Live footage also includes students from St. Michael the Archangel School wearing bunny suits and entering the clean room at Goddard Space Flight Center.
Measuring Command Post Operations in a Decisive Action Training Environment
2017-05-01
Research Report 2001 Measuring Command Post Operations in a Decisive Action Training Environment Michelle N...September 2014 - September 2015 4. TITLE AND SUBTITLE Measuring Command Post Operations in a Decisive Action Training Environment 5a...Readiness Training Center Warrior Leadership Council, we explored whether a guide on Command Post (CP) Operations could improve performance during
Gutzeit, Andreas; Matoori, Simon; Froehlich, Johannes M; von Weymarn, Constantin; Reischauer, Carolin; Kolokythas, Orpheus; Goyen, Matthias; Hergan, Klaus; Meissnitzer, Matthias; Forstner, Rosemarie; Soyka, Jan D; Doert, Aleksis; Koh, Dow-Mu
2016-08-01
To investigate whether a trained group of technicians using a modified breathing command during gadoxetate-enhanced liver MRI reduces respiratory motion artefacts compared to non-trained technicians using a traditional breathing command. The gadoxetate-enhanced liver MR images of 30 patients acquired using the traditional breathing command and the subsequent 30 patients after training the technicians to use a modified breathing command were analyzed. A subgroup of patients (n = 8) underwent scans both by trained and untrained technicians. Images obtained using the traditional and modified breathing command were compared for the presence of breathing artefacts [respiratory artefact-based image quality scores from 1 (best) to 5 (non-diagnostic)]. There was a highly significant improvement in the arterial phase image quality scores in patients using the modified breathing command compared to the traditional one (P < 0.001). The percentage of patients with severe and extensive breathing artefacts in the arterial phase decreased from 33.3 % to 6.7 % after introducing the modified breathing command (P = 0.021). In the subgroup that underwent MRI using both breathing commands, arterial phase image quality improved significantly (P = 0.008) using the modified breathing command. Training technicians to use a modified breathing command significantly improved arterial phase image quality of gadoxetate-enhanced liver MRI. • A modified breathing command reduced respiratory artefacts on arterial-phase gadoxetate-enhanced MRI (P < 0.001). • The modified command decreased severe and extensive arterial-phase breathing artefacts (P = 0.021). • Training technicians to use a modified breathing command improved arterial-phase images.
Boos, Amy; Qiu, Qinyin; Fluet, Gerard G; Adamovich, Sergei V
2011-01-01
This study describes the design and feasibility testing of a hand rehabilitation system that provides haptic assistance for hand opening in moderate to severe hemiplegia while subjects attempt to perform bilateral hand movements. A cable-actuated exoskeleton robot assists the subjects in performing impaired finger movements but is controlled by movement of the unimpaired hand. In an attempt to combine the neurophysiological stimuli of bilateral movement and action observation during training, visual feedback of the impaired hand is replaced by feedback of the unimpaired hand, either by using a sagittaly oriented mirror or a virtual reality setup with a pair of virtual hands presented on a flat screen controlled with movement of the unimpaired hand, providing a visual image of their paretic hand moving normally. Joint angles for both hands are measured using data gloves. The system is programmed to maintain a symmetrical relationship between the two hands as they respond to commands to open and close simultaneously. Three persons with moderate to severe hemiplegia secondary to stroke trained with the system for eight, 30 to 60 minute sessions without adverse events. Each demonstrated positive motor adaptations to training. The system was well tolerated by persons with moderate to severe upper extremity hemiplegia. Further testing of its effects on motor ability with a broader range of clinical presentations is indicated.
Kaliki, Rahul R; Davoodi, Rahman; Loeb, Gerald E
2013-03-01
C5/C6 tetraplegic patients and transhumeral amputees may be able to use voluntary shoulder motion as command signals for a functional electrical stimulation system or transhumeral prosthesis. Stereotyped relationships, termed "postural synergies," among the shoulder, forearm, and wrist joints emerge during goal-oriented reaching and transport movements as performed by able-bodied subjects. Thus, the posture of the shoulder can potentially be used to infer the desired posture of the elbow and forearm joints during reaching and transporting movements. We investigated how well able-bodied subjects could learn to use a noninvasive command scheme based on inferences from these postural synergies to control a simulated transhumeral prosthesis in a virtual reality task. We compared the performance of subjects using the inferential command scheme (ICS) with subjects operating the simulated prosthesis in virtual reality according to complete motion tracking of their actual arm and hand movements. Initially, subjects performed poorly with the ICS but improved rapidly with modest amounts of practice, eventually achieving performance only slightly less than subjects using complete motion tracking. Thus, inferring the desired movement of distal joints from voluntary shoulder movements appears to be an intuitive and noninvasive approach for obtaining command signals for prostheses to restore reaching and grasping functions.
Digital intelligent booster for DCC miniature train networks
NASA Astrophysics Data System (ADS)
Ursu, M. P.; Condruz, D. A.
2017-08-01
Modern miniature trains are now driven by means of the DCC (Digital Command and Control) system, which allows the human operator or a personal computer to launch commands to each individual train or even to control different features of the same train. The digital command station encodes these commands and sends them to the trains by means of electrical pulses via the rails of the railway network. Due to the development of the miniature railway network, it may happen that the power requirement of the increasing number of digital locomotives, carriages and accessories exceeds the nominal output power of the digital command station. This digital intelligent booster relieves the digital command station from powering the entire railway network all by itself, and it automatically handles the multiple powered sections of the network. This electronic device is also able to detect and process short-circuits and overload conditions, without the intervention of the digital command station.
NASA Technical Reports Server (NTRS)
2003-01-01
The crew of Space Shuttle Atlantis on STS-114 is seen conducting several training exercises in preparation for their mission. The crew consists of Commander Eileen Collins, Pilot James Kelly, and Mission Specialists Soichi Noguchi and Stephen Robinson. With them are Yuri Malenchenko, Sergei Moschenko, and Edward Lu, the intended Expedition 7 crew of the International Space Station (ISS). During extravehicular activity (EVA) training in the virtual reality (VR) laboratory, crew members explore the exterior of the ISS, seen on a monitor. Suiting up with VR equipment is also shown. More EVA training takes place in the Neutral Buoyancy Laboratory (NBL). Here the astronauts are suited up for the NBL pool, and lowered into the water on a platform. After a crew photo session, the astronauts are seated in the Motion Base Simulator in their flight suits. The simulator is shown rocking side-to-side. The crew also hears a hands-on explanation of EVA preparations in the ISS airlock, and practices emergency egress from the CCT, a simulator shaped like an orbiter.
Meena, Yogesh Kumar; Cecotti, Hubert; Wong-Lin, Kongfatt; Dutta, Ashish; Prasad, Girijesh
2018-04-01
Virtual keyboard applications and alternative communication devices provide new means of communication to assist disabled people. To date, virtual keyboard optimization schemes based on script-specific information, along with multimodal input access facility, are limited. In this paper, we propose a novel method for optimizing the position of the displayed items for gaze-controlled tree-based menu selection systems by considering a combination of letter frequency and command selection time. The optimized graphical user interface layout has been designed for a Hindi language virtual keyboard based on a menu wherein 10 commands provide access to type 88 different characters, along with additional text editing commands. The system can be controlled in two different modes: eye-tracking alone and eye-tracking with an access soft-switch. Five different keyboard layouts have been presented and evaluated with ten healthy participants. Furthermore, the two best performing keyboard layouts have been evaluated with eye-tracking alone on ten stroke patients. The overall performance analysis demonstrated significantly superior typing performance, high usability (87% SUS score), and low workload (NASA TLX with 17 scores) for the letter frequency and time-based organization with script specific arrangement design. This paper represents the first optimized gaze-controlled Hindi virtual keyboard, which can be extended to other languages.
Rojas, Mario; Ponce, Pedro; Molina, Arturo
2016-08-01
This paper presents the evaluation, under standardized metrics, of alternative input methods to steer and maneuver a semi-autonomous electric wheelchair. The Human-Machine Interface (HMI), which includes a virtual joystick, head movements and speech recognition controls, was designed to facilitate mobility skills for severely disabled people. Thirteen tasks, which are common to all the wheelchair users, were attempted five times by controlling it with the virtual joystick and the hands-free interfaces in different areas for disabled and non-disabled people. Even though the prototype has an intelligent navigation control, based on fuzzy logic and ultrasonic sensors, the evaluation was done without assistance. The scored values showed that both controls, the head movements and the virtual joystick have similar capabilities, 92.3% and 100%, respectively. However, the 54.6% capacity score obtained for the speech control interface indicates the needs of the navigation assistance to accomplish some of the goals. Furthermore, the evaluation time indicates those skills which require more user's training with the interface and specifications to improve the total performance of the wheelchair.
Simulation and the future of military medicine.
Leitch, Robert A; Moses, Gerald R; Magee, Harvey
2002-04-01
The U.S. military currently faces serious difficulties in training medical personnel in peacetime for the tasks of war. The military beneficiary population comprises fit young service men and women, their dependents, and retirees. Their peacetime care, although vital, does little to prepare military medical personnel for war. Medical commanders have instituted an array of training programs to compensate for this shortfall, but there remains a large gap between operational medical needs and training opportunities in peacetime. The military has begun to examine whether simulation can fill this gap. An array of commercial, off-the-shelf technologies are already being used with varying degrees of success, and major initiatives are under way in both academia and industry, supported by the military, to develop virtual reality products for combat medical training. Even as the military exploits emerging technology and begins to articulate a simulation strategy, there is a growing interest in civilian medicine in the potential for simulation to affect patient safety--how medical simulation might mitigate the injuries and deaths caused by medical errors--and how it might also improve the quality of medical education and training.
1983-11-01
FL 32813 -t RECRUIT COMPANY COMMANDER LEADERSHIP & MANAGEMENT EDUCATION AND TRAINING QUESTIONNAIRE SECTION I: Background Infurmation Last four digits...Memorandum 83-8 RECRUIT COMPANY COMMANDER LEADERSHIP & MANAGEMENT EDUCATION AND TRAINING COURSE INTERVIEW GUIDE: After the questionnaire has been
NASA Astrophysics Data System (ADS)
Mohon, N.
A 'simulator' is defined as a machine which imitates the behavior of a real system in a very precise manner. The major components of a simulator and their interaction are outlined in brief form, taking into account the major components of an aircraft flight simulator. Particular attention is given to the visual display portion of the simulator, the basic components of the display, their interactions, and their characteristics. Real image displays are considered along with virtual image displays, and image generators. Attention is given to an advanced simulator for pilot training, a holographic pancake window, a scan laser image generator, the construction of an infrared target simulator, and the Apollo Command Module Simulator.
Human factors optimization of virtual environment attributes for a space telerobotic control station
NASA Astrophysics Data System (ADS)
Lane, Jason Corde
2000-10-01
Remote control of underwater vehicles and other robotic systems has, up until now, proved to be a challenging task for the human operator. With technology advancements in computers and displays, computer interfaces can be used to alleviate the workload on the operator. This research introduces the concept of a commanded display, which is a graphical simulation that shows the commands sent to the actual system in real-time. The primary goal of this research was to show a commanded display as an alternative to the traditional predictive display for reducing the effects of time delay. Several experiments were used to investigate how subjects compensated for time delay under a variety of conditions while controlling a 7-degree of freedom robotic manipulator. Results indicate that time delay increased completion time linearly; this linear relationship occurred even at different manipulator speeds, varying levels of error, and when using a commanded display. The commanded display alleviated the majority of time delay effects, up to 91% reduction. The commanded display also facilitated more accurate control, reducing the number of inadvertent impacts to the task worksite, even when compared to no time delay. Even with a moderate error between the commanded and actual displays, the commanded display was still a useful tool for mitigating time delay. The way subjects controlled the manipulator with the input device was tracked and their control strategies were extracted. A correlation between the subjects' use of the input device and their task completion time was determined. The importance of stereo vision and head tracking was examined and shown to improve a subject's depth perception within a virtual environment. Reports of simulator sickness induced by display equipment, including a head mounted display and LCD shutter glasses, were compared. The results of the above testing were used to develop an effective virtual environment control station to control a multi-arm robot.
The B.A.P. PACOCHA (SS-48) Collision: The Escape and Medical Recompression Treatment of Survivors
1989-03-30
Navy double-lock chamber which, for simplicity, will be referred to as chamber one. Commander Sierralta and Lieutenant Commander Villela supervised... Sierralta and Commander Murata were trained in Argentina in 1987. Inside tenders were divers with Peruvian Navy nursing training, similar to the U.S...ENT specialist, Member of rescue team aboard B.A.P. IQUIQUE Commander Fernando Sierralta Gutierrez, Medical Officer. Trained in submarine medicine in
British Airways' pre-command training program
NASA Technical Reports Server (NTRS)
Holdstock, L. F. J.
1980-01-01
Classroom, flight simulator, and in-flight sessions of an airline pilot training program are briefly described. Factors discussed include initial command potential assessment, precommand airline management studies course, precommand course, and command course.
An intelligent control and virtual display system for evolutionary space station workstation design
NASA Technical Reports Server (NTRS)
Feng, Xin; Niederjohn, Russell J.; Mcgreevy, Michael W.
1992-01-01
Research and development of the Advanced Display and Computer Augmented Control System (ADCACS) for the space station Body-Ported Cupola Virtual Workstation (BP/VCWS) were pursued. The potential applications were explored of body ported virtual display and intelligent control technology for the human-system interfacing applications is space station environment. The new system is designed to enable crew members to control and monitor a variety of space operations with greater flexibility and efficiency than existing fixed consoles. The technologies being studied include helmet mounted virtual displays, voice and special command input devices, and microprocessor based intelligent controllers. Several research topics, such as human factors, decision support expert systems, and wide field of view, color displays are being addressed. The study showed the significant advantages of this uniquely integrated display and control system, and its feasibility for human-system interfacing applications in the space station command and control environment.
Open multi-agent control architecture to support virtual-reality-based man-machine interfaces
NASA Astrophysics Data System (ADS)
Freund, Eckhard; Rossmann, Juergen; Brasch, Marcel
2001-10-01
Projective Virtual Reality is a new and promising approach to intuitively operable man machine interfaces for the commanding and supervision of complex automation systems. The user interface part of Projective Virtual Reality heavily builds on latest Virtual Reality techniques, a task deduction component and automatic action planning capabilities. In order to realize man machine interfaces for complex applications, not only the Virtual Reality part has to be considered but also the capabilities of the underlying robot and automation controller are of great importance. This paper presents a control architecture that has proved to be an ideal basis for the realization of complex robotic and automation systems that are controlled by Virtual Reality based man machine interfaces. The architecture does not just provide a well suited framework for the real-time control of a multi robot system but also supports Virtual Reality metaphors and augmentations which facilitate the user's job to command and supervise a complex system. The developed control architecture has already been used for a number of applications. Its capability to integrate sensor information from sensors of different levels of abstraction in real-time helps to make the realized automation system very responsive to real world changes. In this paper, the architecture will be described comprehensively, its main building blocks will be discussed and one realization that is built based on an open source real-time operating system will be presented. The software design and the features of the architecture which make it generally applicable to the distributed control of automation agents in real world applications will be explained. Furthermore its application to the commanding and control of experiments in the Columbus space laboratory, the European contribution to the International Space Station (ISS), is only one example which will be described.
Pool, Sean M; Hoyle, John M; Malone, Laurie A; Cooper, Lloyd; Bickel, C Scott; McGwin, Gerald; Rimmer, James H; Eberhardt, Alan W
2016-04-08
One approach to encourage and facilitate exercise is through interaction with virtual environments. The present study assessed the utility of Microsoft Kinect as an interface for choosing between multiple routes within a virtual environment through body gestures and voice commands. The approach was successfully tested on 12 individuals post-stroke and 15 individuals with cerebral palsy (CP). Participants rated their perception of difficulty in completing each gesture using a 5-point Likert scale questionnaire. The "most viable" gestures were defined as those with average success rates of 90% or higher and perception of difficulty ranging between easy and very easy. For those with CP, hand raises, hand extensions, and head nod gestures were found most viable. For those post-stroke, the most viable gestures were torso twists, head nods, as well as hand raises and hand extensions using the less impaired hand. Voice commands containing two syllables were viable (>85% successful) for those post-stroke; however, participants with CP were unable to complete any voice commands with a high success rate. This study demonstrated that Kinect may be useful for persons with mobility impairments to interface with virtual exercise environments, but the effectiveness of the various gestures depends upon the disability of the user.
TRAVEL WITH COMMANDER QUALICIA
Commander Qualicia is a cartoon character created for an on-line training course that describes the quality system for the National Exposure Research Laboratory. In the training, which was developed by the QA staff and graphics/IT support contractors, Commander Qualicia and the ...
View of Apollo 14 crewmen in Command Module simulation training
1970-07-15
S70-45580 (July 1970) --- The members of the prime crew of the Apollo 14 lunar landing mission participate in Command Module (CM) simulation training at the Kennedy Space Center (KSC). Left to right are astronauts Edgar D. Mitchell, lunar module pilot; Stuart A. Roosa, command module pilot; and Alan B. Shepard Jr., commander.
ASTP crewmen in Apollo Command Module Trainer during training session at JSC
NASA Technical Reports Server (NTRS)
1975-01-01
The three members of the American ASTP prime crew are photographed inside the Apollo Command Module (CM) trainer in a water tank in bldg 260 during water egress training at JSC. They are, left to right, Astronauts Thomas P. Stafford, commander; Vance D. Brand, command module pilot; and Donald K. Slayton, docking module pilot (23430); Slayton attaches his life preserver as he egresses an Apollo Command Module trainer in a water tank in bldg 260 during water egresss training at JSC. Astronauts Brand (on left) and Stafford have already egressed the trainer and are seated in a three-man life raft.
Virtual reality simulators and training in laparoscopic surgery.
Yiannakopoulou, Eugenia; Nikiteas, Nikolaos; Perrea, Despina; Tsigris, Christos
2015-01-01
Virtual reality simulators provide basic skills training without supervision in a controlled environment, free of pressure of operating on patients. Skills obtained through virtual reality simulation training can be transferred on the operating room. However, relative evidence is limited with data available only for basic surgical skills and for laparoscopic cholecystectomy. No data exist on the effect of virtual reality simulation on performance on advanced surgical procedures. Evidence suggests that performance on virtual reality simulators reliably distinguishes experienced from novice surgeons Limited available data suggest that independent approach on virtual reality simulation training is not different from proctored approach. The effect of virtual reality simulators training on acquisition of basic surgical skills does not seem to be different from the effect the physical simulators. Limited data exist on the effect of virtual reality simulation training on the acquisition of visual spatial perception and stress coping skills. Undoubtedly, virtual reality simulation training provides an alternative means of improving performance in laparoscopic surgery. However, future research efforts should focus on the effect of virtual reality simulation on performance in the context of advanced surgical procedure, on standardization of training, on the possibility of synergistic effect of virtual reality simulation training combined with mental training, on personalized training. Copyright © 2014 Surgical Associates Ltd. Published by Elsevier Ltd. All rights reserved.
Development of a virtual reality training system for endoscope-assisted submandibular gland removal.
Miki, Takehiro; Iwai, Toshinori; Kotani, Kazunori; Dang, Jianwu; Sawada, Hideyuki; Miyake, Minoru
2016-11-01
Endoscope-assisted surgery has widely been adopted as a basic surgical procedure, with various training systems using virtual reality developed for this procedure. In the present study, a basic training system comprising virtual reality for the removal of submandibular glands under endoscope assistance was developed. The efficacy of the training system was verified in novice oral surgeons. A virtual reality training system was developed using existing haptic devices. Virtual reality models were constructed from computed tomography data to ensure anatomical accuracy. Novice oral surgeons were trained using the developed virtual reality training system. The developed virtual reality training system included models of the submandibular gland and surrounding connective tissues and blood vessels entering the submandibular gland. Cutting or abrasion of the connective tissue and manipulations, such as elevation of blood vessels, were reproduced by the virtual reality system. A training program using the developed system was devised. Novice oral surgeons were trained in accordance with the devised training program. Our virtual reality training system for endoscope-assisted removal of the submandibular gland is effective in the training of novice oral surgeons in endoscope-assisted surgery. Copyright © 2016 The Author(s). Published by Elsevier Ltd.. All rights reserved.
Components of Effective Training
2006-06-01
distinction applies not only to overt skilled sensorimotor behavior but also to cognitive behavior such as battle command decision making...realistic environment. Or perhaps the notion of training a cognitive skill like battle command in the same manner one would train other skilled...activity of those attempting to plan and execute the operation. Battle command is largely a cognitive activity and is distinguishable from the
CREW TRAINING - APOLLO XVI (EGRESS) - GULF
1972-02-25
S72-30166 (5 May 1972) --- The Apollo 16 prime crew relax aboard the NASA Motor Vessel Retriever during water egress training activity in the Gulf of Mexico. They are, left to right, astronauts Thomas K. Mattingly II, command module pilot; John W. Young, commander; and Charles M. Duke Jr., lunar module pilot. The Command Module trainer was used in the training exercise.
Ganier, Franck; Hoareau, Charlotte; Tisseau, Jacques
2014-01-01
Virtual reality opens new opportunities for operator training in complex tasks. It lowers costs and has fewer constraints than traditional training. The ultimate goal of virtual training is to transfer knowledge gained in a virtual environment to an actual real-world setting. This study tested whether a maintenance procedure could be learnt equally well by virtual-environment and conventional training. Forty-two adults were divided into three equally sized groups: virtual training (GVT® [generic virtual training]), conventional training (using a real tank suspension and preparation station) and control (no training). Participants then performed the procedure individually in the real environment. Both training types (conventional and virtual) produced similar levels of performance when the procedure was carried out in real conditions. Performance level for the two trained groups was better in terms of success and time taken to complete the task, time spent consulting job instructions and number of times the instructor provided guidance.
2016-08-01
ARMY TRAINING Efforts to Adjust Training Requirements Should Consider the Use of Virtual Training Devices Report...Requirements Should Consider the Use of Virtual Training Devices What GAO Found In 2010, the Army began modifying its training priorities and goals to...until fiscal year 2017. The Army has taken some steps to improve the integration of virtual training devices into operational training, but gaps in
Fuzzy Finite-Time Command Filtered Control of Nonlinear Systems With Input Saturation.
Yu, Jinpeng; Zhao, Lin; Yu, Haisheng; Lin, Chong; Dong, Wenjie
2017-08-22
This paper considers the fuzzy finite-time tracking control problem for a class of nonlinear systems with input saturation. A novel fuzzy finite-time command filtered backstepping approach is proposed by introducing the fuzzy finite-time command filter, designing the new virtual control signals and the modified error compensation signals. The proposed approach not only holds the advantages of the conventional command-filtered backstepping control, but also guarantees the finite-time convergence. A practical example is included to show the effectiveness of the proposed method.
The Application of Leap Motion in Astronaut Virtual Training
NASA Astrophysics Data System (ADS)
Qingchao, Xie; Jiangang, Chao
2017-03-01
With the development of computer vision, virtual reality has been applied in astronaut virtual training. As an advanced optic equipment to track hand, Leap Motion can provide precise and fluid tracking of hands. Leap Motion is suitable to be used as gesture input device in astronaut virtual training. This paper built an astronaut virtual training based Leap Motion, and established the mathematics model of hands occlusion. At last the ability of Leap Motion to handle occlusion was analysed. A virtual assembly simulation platform was developed for astronaut training, and occlusion gesture would influence the recognition process. The experimental result can guide astronaut virtual training.
32 CFR 634.27 - Speed-measuring devices.
Code of Federal Regulations, 2012 CFR
2012-07-01
...) Training and certification standards. (1) The commander of each installation using traffic radar will... police traffic radar training. (2) Installation commanders located in States or overseas areas where no... in police traffic radar training programs, may implement their own training program or use a selected...
32 CFR 634.27 - Speed-measuring devices.
Code of Federal Regulations, 2014 CFR
2014-07-01
...) Training and certification standards. (1) The commander of each installation using traffic radar will... police traffic radar training. (2) Installation commanders located in States or overseas areas where no... in police traffic radar training programs, may implement their own training program or use a selected...
32 CFR 634.27 - Speed-measuring devices.
Code of Federal Regulations, 2013 CFR
2013-07-01
...) Training and certification standards. (1) The commander of each installation using traffic radar will... police traffic radar training. (2) Installation commanders located in States or overseas areas where no... in police traffic radar training programs, may implement their own training program or use a selected...
Rodrigues-Baroni, Juliana M; Nascimento, Lucas R; Ada, Louise; Teixeira-Salmela, Luci F
2014-01-01
To systematically review the available evidence on the efficacy of walking training associated with virtual reality-based training in patients with stroke. The specific questions were: Is walking training associated with virtual reality-based training effective in increasing walking speed after stroke? Is this type of intervention more effective in increasing walking speed, than non-virtual reality-based walking interventions? A systematic review with meta-analysis of randomized clinical trials was conducted. Participants were adults with chronic stroke and the experimental intervention was walking training associated with virtual reality-based training to increase walking speed. The outcome data regarding walking speed were extracted from the eligible trials and were combined using a meta-analysis approach. Seven trials representing eight comparisons were included in this systematic review. Overall, the virtual reality-based training increased walking speed by 0.17 m/s (IC 95% 0.08 to 0.26), compared with placebo/nothing or non-walking interventions. In addition, the virtual reality-based training increased walking speed by 0.15 m/s (IC 95% 0.05 to 0.24), compared with non-virtual reality walking interventions. This review provided evidence that walking training associated with virtual reality-based training was effective in increasing walking speed after stroke, and resulted in better results than non-virtual reality interventions.
Rodrigues-Baroni, Juliana M.; Nascimento, Lucas R.; Ada, Louise; Teixeira-Salmela, Luci F.
2014-01-01
OBJECTIVE: To systematically review the available evidence on the efficacy of walking training associated with virtual reality-based training in patients with stroke. The specific questions were: Is walking training associated with virtual reality-based training effective in increasing walking speed after stroke? Is this type of intervention more effective in increasing walking speed, than non-virtual reality-based walking interventions? METHOD: A systematic review with meta-analysis of randomized clinical trials was conducted. Participants were adults with chronic stroke and the experimental intervention was walking training associated with virtual reality-based training to increase walking speed. The outcome data regarding walking speed were extracted from the eligible trials and were combined using a meta-analysis approach. RESULTS: Seven trials representing eight comparisons were included in this systematic review. Overall, the virtual reality-based training increased walking speed by 0.17 m/s (IC 95% 0.08 to 0.26), compared with placebo/nothing or non-walking interventions. In addition, the virtual reality-based training increased walking speed by 0.15 m/s (IC 95% 0.05 to 0.24), compared with non-virtual reality walking interventions. CONCLUSIONS: This review provided evidence that walking training associated with virtual reality-based training was effective in increasing walking speed after stroke, and resulted in better results than non-virtual reality interventions. PMID:25590442
Apollo 9 prime crew inside Apollo command module boilerplate during training
1968-11-05
S68-54850 (5 Nov. 1968) --- The prime crew of the Apollo 9 (Spacecraft 104/Lunar Module 3/Saturn 504) space mission are seen inside an Apollo command module boilerplate during water egress training activity in the Gulf of Mexico. From foreground, are astronauts James A. McDivitt, commander; David R. Scott, command module pilot; and Russell L. Schweickart, lunar module pilot.
Optimization of armored fighting vehicle crew performance in a net-centric battlefield
NASA Astrophysics Data System (ADS)
McKeen, William P.; Espenant, Mark
2002-08-01
Traditional display, control and situational awareness technologies may not allow the fighting vehicle commander to take full advantage of the rich data environment made available in the net-centric battle field of the future. Indeed, the sheer complexity and volume of available data, if not properly managed, may actually reduce crew performance by overloading or confusing the commander with irrelevant information. New techniques must be explored to understand how to present battlefield information and provide the commander with continuous high quality situational awareness without significant cognitive overhead. Control of the vehicle's many complex systems must also be addressed the entire Soldier Machine Interface must be optimized if we are to realize the potential performance improvements. Defence Research and Development Canada (DRDC) and General Dynamics Canada Ltd. have embarked on a joint program called Future Armoured Fighting Vehicle Systems Technology Demonstrator, to explore these issues. The project is based on man-in-the-loop experimentation using virtual reality technology on a six degree-of-freedom motion platform that simulates the motion, sights and sounds inside a future armoured vehicle. The vehicle commander is provided with a virtual reality vision system to view a simulated 360 degree multi-spectrum representation of the battlespace, thus providing enhanced situational awareness. Graphic overlays with decision aid information will be added to reduce cognitive loading. Experiments will be conducted to evaluate the effectiveness of virtual control systems. The simulations are carried out in a virtual battlefield created by linking our simulation system with other simulation centers to provide a net-centric battlespace where enemy forces can be engaged in fire fights. Survivability and lethality will be measured in successive test sequences using real armoured fighting vehicle crews to optimize overall system effectiveness.
Apollo 16 astronauts in Apollo Command Module Mission Simulator
NASA Technical Reports Server (NTRS)
1972-01-01
Astronaut Thomas K. Mattingly II, command module pilot of the Apollo 16 lunar landing mission, participates in extravehicular activity (EVA) training in bldg 5 at the Manned Spacecraft Center (MSC). In the right background is Astronaut Charles M. Duke Jr., lunar module pilot. They are inside the Apollo Command Module Mission Simulator (31046); Mattingly (right foreground) and Duke (right backgroung) in the Apollo Command Module Mission Simulator for EVA simulation and training. Astronaut John W. Young, commander, can be seen in the left background (31047).
Business Case Analysis of the Marine Corps Base Pendleton Virtual Smart Grid
2017-06-01
Metering Infrastructure on DOD installations. An examination of five case studies highlights the costs and benefits of the Virtual Smart Grid (VSG...studies highlights the costs and benefits of the Virtual Smart Grid (VSG) developed by Space and Naval Warfare Systems Command for use at Marine Corps...41 A. SMART GRID BENEFITS .....................................................................41 B. SUMMARY OF VSG ESTIMATED COSTS AND BENEFITS
Lee, Su-Hyun; Kim, Yu-Mi; Lee, Byoung-Hee
2015-07-01
[Purpose] This study investigated the therapeutic effects of virtual reality-based bilateral upper-extremity training on brain activity in patients with stroke. [Subjects and Methods] Eighteen chronic stroke patients were divided into two groups: the virtual reality-based bilateral upper-extremity training group (n = 10) and the bilateral upper-limb training group (n = 8). The virtual reality-based bilateral upper-extremity training group performed bilateral upper-extremity exercises in a virtual reality environment, while the bilateral upper-limb training group performed only bilateral upper-extremity exercise. All training was conducted 30 minutes per day, three times per week for six weeks, followed by brain activity evaluation. [Results] Electroencephalography showed significant increases in concentration in the frontopolar 2 and frontal 4 areas, and significant increases in brain activity in the frontopolar 1 and frontal 3 areas in the virtual reality-based bilateral upper-extremity training group. [Conclusion] Virtual reality-based bilateral upper-extremity training can improve the brain activity of stroke patients. Thus, virtual reality-based bilateral upper-extremity training is feasible and beneficial for improving brain activation in stroke patients.
An Audio Architecture Integrating Sound and Live Voice for Virtual Environments
2002-09-01
implementation of a virtual environment. As real world training locations become scarce and training budgets are trimmed, training system developers ...look more and more towards virtual environments as the answer. Virtual environments provide training system developers with several key benefits
Training Effectiveness Evaluation of the Full Spectrum Command Game
2004-01-01
Fifty-four officers in the Infantry Captains Career Course at Fort Benning, Georgia, participated in a training effectiveness evaluation of a video ... game named Full Spectrum Command (FSC). Half were assigned to play FSC and participate in normal course work for commanding a light Infantry company in
Virtual reality for emergency training
DOE Office of Scientific and Technical Information (OSTI.GOV)
Altinkemer, K.
1995-12-31
Virtual reality is a sequence of scenes generated by a computer as a response to the five different senses. These senses are sight, sound, taste, touch, smell. Other senses that can be used in virtual reality include balance, pheromonal, and immunological senses. Many application areas include: leisure and entertainment, medicine, architecture, engineering, manufacturing, and training. Virtual reality is especially important when it is used for emergency training and management of natural disasters including earthquakes, floods, tornados and other situations which are hard to emulate. Classical training methods for these extraordinary environments lack the realistic surroundings that virtual reality can provide.more » In order for virtual reality to be a successful training tool the design needs to include certain aspects; such as how real virtual reality should be and how much fixed cost is entailed in setting up the virtual reality trainer. There are also pricing questions regarding the price per training session on virtual reality trainer, and the appropriate training time length(s).« less
1991-05-01
Marine Corps Tiaining Systems (CBESS) memorization training Inteligence Center, Dam Neck Threat memorization training Commander Tactical Wings, Atlantic...News Shipbuilding Technical training AEGIS Training Center, Dare Artificial Intelligence (Al) Tools Computerized firm-end analysis tools NETSCPAC...Technology Department and provides computational and electronic mail support for research in areas of artificial intelligence, computer-assisted instruction
United States European Command
service members from 13 nations gathered in 7th Army Training Command's Hohenfels Training Area in NATO nations. Units will conduct training alongside our NATO allies to strengthen interoperability and Eastern European NATO nations. Units will conduct training alongside our NATO allies to strengthen
ERIC Educational Resources Information Center
Polzella, Donald J.; Hubbard, David C.
This document consists of an interim report and a final report which describe the second and third phases of a project designed to determine the utility and utilization of sophisticated hardware and software capabilities known as advanced instructional features (AIFs). Used with an aircrew training device (ATD), AIFs permit a simulator instructor…
Perceptions of U.S. Navy Medical Reservists Recalled for Operation Desert Storm
1992-10-01
operational training? .69 your recall assignment in leadership / management training? .69 your recall assignment in general military training? .67 your recall...uniforms, chain of command, etc.) 1 2 3 4 5 21. Leadership / Management Training (LMET, command excellence seminars, etc.) 1 2 3 4 5 22. Based on your recall...through 4" for 4th-highest priority.) Clinical/Professional Skills Training Operational Training _ General Military Training Leadership / Management Training
Interferometric correction system for a numerically controlled machine
Burleson, Robert R.
1978-01-01
An interferometric correction system for a numerically controlled machine is provided to improve the positioning accuracy of a machine tool, for example, for a high-precision numerically controlled machine. A laser interferometer feedback system is used to monitor the positioning of the machine tool which is being moved by command pulses to a positioning system to position the tool. The correction system compares the commanded position as indicated by a command pulse train applied to the positioning system with the actual position of the tool as monitored by the laser interferometer. If the tool position lags the commanded position by a preselected error, additional pulses are added to the pulse train applied to the positioning system to advance the tool closer to the commanded position, thereby reducing the lag error. If the actual tool position is leading in comparison to the commanded position, pulses are deleted from the pulse train where the advance error exceeds the preselected error magnitude to correct the position error of the tool relative to the commanded position.
Apollo 14 prime crew during water egress training in the Gulf of Mexico
NASA Technical Reports Server (NTRS)
1970-01-01
The prime crewmen of the Apollo 14 lunar landing mission are shown inside a Command Module trainer during water egress training in the Gulf of Mexico. Left to right, are Astronauts Stuart A. Roosa, command module pilot; Alan B. Shepard Jr., commander; and Edgar D. Mitchell, lunar module pilot.
VIRTUAL FRAME BUFFER INTERFACE
NASA Technical Reports Server (NTRS)
Wolfe, T. L.
1994-01-01
Large image processing systems use multiple frame buffers with differing architectures and vendor supplied user interfaces. This variety of architectures and interfaces creates software development, maintenance, and portability problems for application programs. The Virtual Frame Buffer Interface program makes all frame buffers appear as a generic frame buffer with a specified set of characteristics, allowing programmers to write code which will run unmodified on all supported hardware. The Virtual Frame Buffer Interface converts generic commands to actual device commands. The virtual frame buffer consists of a definition of capabilities and FORTRAN subroutines that are called by application programs. The virtual frame buffer routines may be treated as subroutines, logical functions, or integer functions by the application program. Routines are included that allocate and manage hardware resources such as frame buffers, monitors, video switches, trackballs, tablets and joysticks; access image memory planes; and perform alphanumeric font or text generation. The subroutines for the various "real" frame buffers are in separate VAX/VMS shared libraries allowing modification, correction or enhancement of the virtual interface without affecting application programs. The Virtual Frame Buffer Interface program was developed in FORTRAN 77 for a DEC VAX 11/780 or a DEC VAX 11/750 under VMS 4.X. It supports ADAGE IK3000, DEANZA IP8500, Low Resolution RAMTEK 9460, and High Resolution RAMTEK 9460 Frame Buffers. It has a central memory requirement of approximately 150K. This program was developed in 1985.
Selection and Training of Navy Recruit Company Commanders. Final Report.
ERIC Educational Resources Information Center
Curry, Thomas F., Jr.; And Others
This report addresses the selection, training, and utilization of Navy Recruit Company Commanders (Recruit Training Instructors). It represents one in a series of reports concerning the optimization of Navy Recruit Training to meet the needs of the post-1980 period. The report provides a comprehensive review of the Navy's Recruit Company Commander…
Crew Training - Apollo IX (Egress) - Gulf
1968-11-20
S68-50967 (20 Nov. 1968) --- The Apollo 9 prime crew participates in water egress training in the Gulf of Mexico. Apollo Command Module (CM) Boilerplate 1102 was used in the training. Egressing boilerplate is astronaut James A. McDivitt, commander. In life raft are astronauts Russell L. Schweickart (on left), lunar pilot; and David R. Scott, command pilot. A team of MSC swimmers assisted in the exercise. The inflated bags were used to upright the boilerplate prior to egress.
Mapping, Awareness, And Virtualization Network Administrator Training Tool Virtualization Module
2016-03-01
AND VIRTUALIZATION NETWORK ADMINISTRATOR TRAINING TOOL VIRTUALIZATION MODULE by Erik W. Berndt March 2016 Thesis Advisor: John Gibson...REPORT TYPE AND DATES COVERED Master’s thesis 4. TITLE AND SUBTITLE MAPPING, AWARENESS, AND VIRTUALIZATION NETWORK ADMINISTRATOR TRAINING TOOL... VIRTUALIZATION MODULE 5. FUNDING NUMBERS 6. AUTHOR(S) Erik W. Berndt 7. PERFORMING ORGANIZATION NAME(S) AND ADDRESS(ES) Naval Postgraduate School
2005-11-01
interest has a large variance so that excessive run lengths are required. This naturally invokes the interest for searches for effective variance ...years since World War II the nature , organization, and mode of the operation of command organizations within the Army has remained virtually...Laboratory began a series of studies and projects focused on investigating the nature of military command and control (C2) operations. The questions
ASTRONAUT BEAN, ALAN L - SIMULATION - BLDG. 35 - COMMAND MODULE TRAINER - JSC
1975-02-20
S75-21720 (14 Feb. 1975) --- Astronaut Alan L. Bean (foreground) and cosmonaut Aleksey A. Leonov participate in Apollo-Soyuz Test Project joint crew training in Building 35 at NASA's Johnson Space Center. They are in the Apollo Command Module trainer. The training session simulated activities on the first day in Earth orbit. Bean is the commander of the American ASTP backup crew. Leonov is the commander of the Soviet ASTP first (prime) crew.
Gemini 3 prime crew egress throught command pilot's hatch during training
NASA Technical Reports Server (NTRS)
1965-01-01
Both members of the Gemini-Titan 3 prime crew egress through the left, or command pilot's hatch, into the Gulf of Mexico during specialized training in egress from the Gemini spacecraft. Astronaut Virgil I. Grissom, the command pilot, has already climbed into a raft, as Astronaut John W. Young, the pilot, egresses from the spacecraft.
STS-27 Atlantis - OV-104, Commander Gibson on SMS forward flight deck
1988-02-03
STS-27 Atlantis, Orbiter Vehicle (OV) 104, Commander Robert L. Gibson, wearing flight coveralls and communications kit assembly, sits at commanders station controls on JSC shuttle mission simulator (SMS) forward flight deck during training session. Gibson looks at crewmember on aft flight deck. SMS is located in the Mission Simulation and Training Facility Bldg 5.
Apollo 12 crewmen participate in water egress training
NASA Technical Reports Server (NTRS)
1969-01-01
The three prime crewmen of the Apollo 12 lunar landing mission participate in water egress training in the Gulf of Mexico. They have just egressed the Apollo Command Module trainer. The man standing at left is a Manned Spacecraft Center (MSC) swimmer. The crewmen await life raft for helicopter pickup. All four persons are wearing biological isoloation garments. Participating in the training exercise were Astronauts Charles Conrad Jr., commander; Richard F. Gordon Jr., command module pilot; and Alan L. Bean, lunar module pilot.
APOLLO 17 PRELAUNCH ASTRONAUT TRAINING
NASA Technical Reports Server (NTRS)
1972-01-01
Apollo 17 Mission Commander Eugene A. Cernan, a Navy Captain, and Lunar Module Pilot Dr. Harrison H. [Jack] Schmitt, civilian scientist-astronaut, at right, familiarize themselves with equipment used in the Lunar Module in which the pair will descent to the lunar surface during December. Cernan and Dr. Schmitt are undergoing prelaunch training in the Lunar Module Simulator at the Flight Crew Training Building at the Kennedy Space Center. Navy Commander Ronald E. Evans, Command Module Pilot, will accompany Cernan and Dr. Schmitt on the mission.
Crew Training - Apollo IX (Egress) - Gulf
1968-11-20
S68-50960 (20 Nov. 1968) --- The Apollo 9 prime crew participates in water egress training in the Gulf of Mexico. Apollo Command Module Boilerplate 1102 was used in the training. In life raft is astronaut David R. Scott, command module pilot. Egressing the boilerplate is astronaut Russell L. Schweickart, lunar module pilot. Still inside boilerplate, out of view, is astronaut James A. McDivitt, commander. A team of MSC swimmers assisted in the exercise. The inflated bags were used to upright the boilerplate prior to egress.
Crew Training - Apollo IX (Egress) - Gulf
1968-11-20
S68-50977 (20 Nov. 1968) --- The Apollo 9 prime crew participates in water egress training in the Gulf of Mexico. Apollo Command Module Boilerplate 1102 was used in the training. Egressing the boilerplate is astronaut David R. Scott, command module pilot. Inside the boilerplate, out of view, are astronauts James A. McDivitt, commander; and Russell L. Schweickart, lunar module pilot. A team of MSC swimmers assisted in the exercise. The inflated bags were used to upright the boilerplate prior to egress.
Virtual trajectories of single-joint movements performed under two basic strategies.
Latash, M L; Gottlieb, G L
1992-01-01
The framework of the equilibrium point hypothesis has been used to analyse motor control processes for single-joint movements. Virtual trajectories and joint stiffness were reconstructed for different movement speeds and distances when subjects were instructed either to move "as fast as possible" or to intentionally vary movement speed. These instructions are assumed to be associated with similar or different rates of change of hypothetical central control variables (corresponding to the speed-sensitive and speed-insensitive strategies). The subjects were trained to perform relatively slow, moderately fast and very fast (nominal movement times 800, 400 and 250 ms) single-joint elbow flexion movements against a constant extending torque bias. They were instructed to reproduce the motor command for a series of movements while ignoring possible changes in the external torque which could slowly and unpredictably increase, decrease, or remain constant. The total muscle torque was calculated as a sum of external and inertial components. Fast movements over different distances were made with the speed-insensitive strategy. They were characterized by an increase in joint stiffness near the midpoint of the movements which was relatively independent of movement amplitude. Their virtual trajectories had a non-monotonic N-shape. All three arms of the N-shape scaled with movement amplitude. Movements over one distance at different speeds were made with a speed-sensitive strategy. They demonstrated different patterns of virtual trajectories and joint stiffness that depended on movement speed. The N-shape became less apparent for moderately fast movements and virtually disappeared for the slow movements. Slow movements showed no visible increase in joint stiffness.(ABSTRACT TRUNCATED AT 250 WORDS)
A training system of orientation and mobility for blind people using acoustic virtual reality.
Seki, Yoshikazu; Sato, Tetsuji
2011-02-01
A new auditory orientation training system was developed for blind people using acoustic virtual reality (VR) based on a head-related transfer function (HRTF) simulation. The present training system can reproduce a virtual training environment for orientation and mobility (O&M) instruction, and the trainee can walk through the virtual training environment safely by listening to sounds such as vehicles, stores, ambient noise, etc., three-dimensionally through headphones. The system can reproduce not only sound sources but also sound reflection and insulation, so that the trainee can learn both sound location and obstacle perception skills. The virtual training environment is described in extensible markup language (XML), and the O&M instructor can edit it easily according to the training curriculum. Evaluation experiments were conducted to test the efficiency of some features of the system. Thirty subjects who had not acquired O&M skills attended the experiments. The subjects were separated into three groups: a no-training group, a virtual-training group using the present system, and a real-training group in real environments. The results suggested that virtual-training can reduce "veering" more than real-training and also can reduce stress as much as real training. The subjective technical and anxiety scores also improved.
Command & Control in Virtual Environments: Designing a Virtual Environment for Experimentation
2010-06-01
proceed with the research: Second Life/ OpenSim A popular leader in the desktop virtual worlds revolution, for many Second Life has become...prototype environments and adapt them quickly within the world. OpenSim is an open-source community built around upon the Second Life platform...functionality natively present in Second Life and the Opensim platform. With the recent release of Second Life Viewer 2.0, which contains a complete
Virtual reality training for surgical trainees in laparoscopic surgery.
Nagendran, Myura; Gurusamy, Kurinchi Selvan; Aggarwal, Rajesh; Loizidou, Marilena; Davidson, Brian R
2013-08-27
Standard surgical training has traditionally been one of apprenticeship, where the surgical trainee learns to perform surgery under the supervision of a trained surgeon. This is time-consuming, costly, and of variable effectiveness. Training using a virtual reality simulator is an option to supplement standard training. Virtual reality training improves the technical skills of surgical trainees such as decreased time for suturing and improved accuracy. The clinical impact of virtual reality training is not known. To assess the benefits (increased surgical proficiency and improved patient outcomes) and harms (potentially worse patient outcomes) of supplementary virtual reality training of surgical trainees with limited laparoscopic experience. We searched the Cochrane Central Register of Controlled Trials (CENTRAL) in The Cochrane Library, MEDLINE, EMBASE and Science Citation Index Expanded until July 2012. We included all randomised clinical trials comparing virtual reality training versus other forms of training including box-trainer training, no training, or standard laparoscopic training in surgical trainees with little laparoscopic experience. We also planned to include trials comparing different methods of virtual reality training. We included only trials that assessed the outcomes in people undergoing laparoscopic surgery. Two authors independently identified trials and collected data. We analysed the data with both the fixed-effect and the random-effects models using Review Manager 5 analysis. For each outcome we calculated the mean difference (MD) or standardised mean difference (SMD) with 95% confidence intervals based on intention-to-treat analysis. We included eight trials covering 109 surgical trainees with limited laparoscopic experience. Of the eight trials, six compared virtual reality versus no supplementary training. One trial compared virtual reality training versus box-trainer training and versus no supplementary training, and one trial compared virtual reality training versus box-trainer training. There were no trials that compared different forms of virtual reality training. All the trials were at high risk of bias. Operating time and operative performance were the only outcomes reported in the trials. The remaining outcomes such as mortality, morbidity, quality of life (the primary outcomes of this review) and hospital stay (a secondary outcome) were not reported. Virtual reality training versus no supplementary training: The operating time was significantly shorter in the virtual reality group than in the no supplementary training group (3 trials; 49 participants; MD -11.76 minutes; 95% CI -15.23 to -8.30). Two trials that could not be included in the meta-analysis also showed a reduction in operating time (statistically significant in one trial). The numerical values for operating time were not reported in these two trials. The operative performance was significantly better in the virtual reality group than the no supplementary training group using the fixed-effect model (2 trials; 33 participants; SMD 1.65; 95% CI 0.72 to 2.58). The results became non-significant when the random-effects model was used (2 trials; 33 participants; SMD 2.14; 95% CI -1.29 to 5.57). One trial could not be included in the meta-analysis as it did not report the numerical values. The authors stated that the operative performance of virtual reality group was significantly better than the control group. Virtual reality training versus box-trainer training: The only trial that reported operating time did not report the numerical values. In this trial, the operating time in the virtual reality group was significantly shorter than in the box-trainer group. Of the two trials that reported operative performance, only one trial reported the numerical values. The operative performance was significantly better in the virtual reality group than in the box-trainer group (1 trial; 19 participants; SMD 1.46; 95% CI 0.42 to 2.50). In the other trial that did not report the numerical values, the authors stated that the operative performance in the virtual reality group was significantly better than the box-trainer group. Virtual reality training appears to decrease the operating time and improve the operative performance of surgical trainees with limited laparoscopic experience when compared with no training or with box-trainer training. However, the impact of this decreased operating time and improvement in operative performance on patients and healthcare funders in terms of improved outcomes or decreased costs is not known. Further well-designed trials at low risk of bias and random errors are necessary. Such trials should assess the impact of virtual reality training on clinical outcomes.
An Examination of Options to Reduce Underway Training Days through the Use of Simulation
2008-01-01
West Coast DDG-51s to Complete ULT During CY 2004–2006 . . . . . . . . . 20 3.2. Number of Exercises Required for a DDG-51–Class Ship, by Mission...questions. We also benefited from discussions with CAPT Bill Johnson of Commander, Naval Sur- face Forces, Pacific, and CAPT Ken Krogman of Commander, Naval...training and is operationally assigned to a numbered fleet commander. West Coast ships are assigned to Commander, Third Fleet (COMTHIRDFLT), and
Interagency Evaluation of the Section 1206 Global Train and Equip Program
2009-08-31
Capabilities, Joint Staff, U.S. Africa Command, U.S. Central Command, U.S Joint Forces Command, U.S. Pacific Command, U.S. Southern Command, U.S. Special...Intensity Conflict & Interdependent Capabilities; Commanders of U.S. Africa Command, U.S. Central Command, U.S. Joint Forces Command, U.S. Pacific... Central Command, commented that coordinating the Section 1206 project proposal with the partner nation prior to submission would inflate the
ASTP crewmen have a meal during training session at JSC
NASA Technical Reports Server (NTRS)
1975-01-01
The American ASTP prime crewmen have a meal with the Soviet ASTP first (prime) crewmen during Apollo Soyuz Test Project (ASTP) joint crew training at JSC. The four are inside the Soyuz Orbital Module mock-up in bldg 35. They are, left to right, Astronaut Donald K. Slayton, docking module pilot of the American crew; Cosmonaut Aleksey A. Leonov, commander of the Soviet crew; Astronaut Thomas P. Stafford, commander of the American crew; and Cosmonaut Valeriy M. Kubasov, engineer on the Soviet crew. The training session simulated activities on the second day in Earth orbit. During the actual mission the other American crewman, Astronaut Vance D. Brand, command module pilot, would be in the Command Module.
Training in virtual environments: putting theory into practice.
Moskaliuk, Johannes; Bertram, Johanna; Cress, Ulrike
2013-01-01
Virtual training environments are used when training in reality is challenging because of the high costs, danger, time or effort involved. In this paper we argue for a theory-driven development of such environments, with the aim of connecting theory to practice and ensuring that the training provided fits the needs of the trained persons and their organisations. As an example, we describe the development of VirtualPolice (ViPOL), a training environment for police officers in a federal state of Germany. We provided the theoretical foundation for ViPOL concerning the feeling of being present, social context, learning motivation and perspective-taking. We developed a framework to put theory into practice. To evaluate our framework we interviewed the stakeholders of ViPOL and surveyed current challenges and limitations of virtual training. The results led to a review of a theory-into-practice framework which is presented in the conclusion. Feeling of presence, social context, learning motivation and perspective-taking are relevant for training in virtual environments. The theory-into-practice framework presented here supports developers and trainers in implementing virtual training tools. The framework was validated with an interview study of stakeholders of a virtual training project. We identified limitations, opportunities and challenges.
Code of Federal Regulations, 2012 CFR
2012-10-01
... mooring. When the Training Ship is not on cruise, the Commanding Officer or Superintendent shall keep the.... Before a Training Ship is released to a School and manned by officers under State control, a condition... damage (except in an emergency, when on foreign cruise), the Commanding Officer or Superintendent shall...
Code of Federal Regulations, 2013 CFR
2013-10-01
... mooring. When the Training Ship is not on cruise, the Commanding Officer or Superintendent shall keep the.... Before a Training Ship is released to a School and manned by officers under State control, a condition... damage (except in an emergency, when on foreign cruise), the Commanding Officer or Superintendent shall...
Code of Federal Regulations, 2014 CFR
2014-10-01
... mooring. When the Training Ship is not on cruise, the Commanding Officer or Superintendent shall keep the.... Before a Training Ship is released to a School and manned by officers under State control, a condition... damage (except in an emergency, when on foreign cruise), the Commanding Officer or Superintendent shall...
Code of Federal Regulations, 2010 CFR
2010-10-01
... mooring. When the Training Ship is not on cruise, the Commanding Officer or Superintendent shall keep the.... Before a Training Ship is released to a School and manned by officers under State control, a condition... damage (except in an emergency, when on foreign cruise), the Commanding Officer or Superintendent shall...
Code of Federal Regulations, 2011 CFR
2011-10-01
... mooring. When the Training Ship is not on cruise, the Commanding Officer or Superintendent shall keep the.... Before a Training Ship is released to a School and manned by officers under State control, a condition... damage (except in an emergency, when on foreign cruise), the Commanding Officer or Superintendent shall...
Virtual reality training improves balance function.
Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
2014-09-01
Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function.
Virtual reality training improves balance function
Mao, Yurong; Chen, Peiming; Li, Le; Huang, Dongfeng
2014-01-01
Virtual reality is a new technology that simulates a three-dimensional virtual world on a computer and enables the generation of visual, audio, and haptic feedback for the full immersion of users. Users can interact with and observe objects in three-dimensional visual space without limitation. At present, virtual reality training has been widely used in rehabilitation therapy for balance dysfunction. This paper summarizes related articles and other articles suggesting that virtual reality training can improve balance dysfunction in patients after neurological diseases. When patients perform virtual reality training, the prefrontal, parietal cortical areas and other motor cortical networks are activated. These activations may be involved in the reconstruction of neurons in the cerebral cortex. Growing evidence from clinical studies reveals that virtual reality training improves the neurological function of patients with spinal cord injury, cerebral palsy and other neurological impairments. These findings suggest that virtual reality training can activate the cerebral cortex and improve the spatial orientation capacity of patients, thus facilitating the cortex to control balance and increase motion function. PMID:25368651
Can virtual reality be used to conduct mass prophylaxis clinic training? A pilot program.
Yellowlees, Peter; Cook, James N; Marks, Shayna L; Wolfe, Daniel; Mangin, Elanor
2008-03-01
To create and evaluate a pilot bioterrorism defense training environment using virtual reality technology. The present pilot project used Second Life, an internet-based virtual world system, to construct a virtual reality environment to mimic an actual setting that might be used as a Strategic National Stockpile (SNS) distribution site for northern California in the event of a bioterrorist attack. Scripted characters were integrated into the system as mock patients to analyze various clinic workflow scenarios. Users tested the virtual environment over two sessions. Thirteen users who toured the environment were asked to complete an evaluation survey. Respondents reported that the virtual reality system was relevant to their practice and had potential as a method of bioterrorism defense training. Computer simulations of bioterrorism defense training scenarios are feasible with existing personal computer technology. The use of internet-connected virtual environments holds promise for bioterrorism defense training. Recommendations are made for public health agencies regarding the implementation and benefits of using virtual reality for mass prophylaxis clinic training.
Cognitive training on stroke patients via virtual reality-based serious games.
Gamito, Pedro; Oliveira, Jorge; Coelho, Carla; Morais, Diogo; Lopes, Paulo; Pacheco, José; Brito, Rodrigo; Soares, Fabio; Santos, Nuno; Barata, Ana Filipa
2017-02-01
Use of virtual reality environments in cognitive rehabilitation offers cost benefits and other advantages. In order to test the effectiveness of a virtual reality application for neuropsychological rehabilitation, a cognitive training program using virtual reality was applied to stroke patients. A virtual reality-based serious games application for cognitive training was developed, with attention and memory tasks consisting of daily life activities. Twenty stroke patients were randomly assigned to two conditions: exposure to the intervention, and waiting list control. The results showed significant improvements in attention and memory functions in the intervention group, but not in the controls. Overall findings provide further support for the use of VR cognitive training applications in neuropsychological rehabilitation. Implications for Rehabilitation Improvements in memory and attention functions following a virtual reality-based serious games intervention. Training of daily-life activities using a virtual reality application. Accessibility to training contents.
The command of biotechnology and merciful conquest in military opposition.
Guo, Ji-Wei
2009-01-01
Biotechnology has an increasingly extensive use for military purposes. With the upcoming age of biotechnology, military operations are depending more on biotechnical methods. Judging from the evolving law of the theory of command, the command of biotechnology is feasible and inevitable. The report discusses some basic characteristics of modern theories of command, as well as the mature possibility of the command theory of military biotechnology. The evolution of the command theory is closely associated with the development of military medicine. This theory is expected to achieve successes in wars in an ultramicro, nonlethal, reversible, and merciful way and will play an important role in biotechnological identification and orientation, defense and attack, and the maintenance of fighting powers and biological monitoring. The command of military biotechnology has not become a part of the virtual military power yet, but it is an exigent strategic task to construct and perfect this theory.
Code of Federal Regulations, 2010 CFR
2010-10-01
... Education Activity TRICARE Management Activity Washington Headquarters Services, Acquisition and Procurement... Command Air Force Reserve Command Air Combat Command Air Mobility Command Air Education and Training..., Management Defense Business Transformation Agency Contracting Office Defense Commissary Agency Directorate of...
An Analysis of the Navy Manpower, Personnel, Training and Education Architecture
2017-03-01
the courses offered on the Navy 11 Education and Training Command (NETC) Learning Management System (LMS), better known as “E-Learning,” are... Training ,” offers a trimmed down version of the Defense Manpower Course offered at the Naval Postgraduate School (NPS). None fully satisfy training ...Environments (ROC/POE). • “ Training requirements are generated by customer organizations (COCOM’s, Type Commanders, Enterprises, Agencies, and other
STS-47 Astronaut Crew Training Clip
NASA Technical Reports Server (NTRS)
1992-01-01
The crew of STS-47, Commander Robert L. Gibson, Pilot Curtis L. Brown, Payload Commander Mark C. Lee, Mission Specialists N. Jan Davis, Jay Apt, and Mae C. Jemison, and Payload Specialist Mamoru Mohri, is seen during various parts of their training, including SAREX training in the Full Fuselage Trainer (FFT), firefighting training. A familiarization flight in the KC-135, a food tasting, photo training in the Crew Compartment Trainer, and bailout training in the Weightless Environment Training Facility (WETF) are also shown.
Virtual reality training in laparoscopic surgery: A systematic review & meta-analysis.
Alaker, Medhat; Wynn, Greg R; Arulampalam, Tan
2016-05-01
Laparoscopic surgery requires a different and sometimes more complex skill set than does open surgery. Shortened working hours, less training times, and patient safety issues necessitates that these skills need to be acquired outside the operating room. Virtual reality simulation in laparoscopic surgery is a growing field, and many studies have been published to determine its effectiveness. This systematic review and meta-analysis aims to evaluate virtual reality simulation in laparoscopic abdominal surgery in comparison to other simulation models and to no training. A systematic literature search was carried out until January 2014 in full adherence to PRISMA guidelines. All randomised controlled studies comparing virtual reality training to other models of training or to no training were included. Only studies utilizing objective and validated assessment tools were included. Thirty one randomised controlled trials that compare virtual reality training to other models of training or to no training were included. The results of the meta-analysis showed that virtual reality simulation is significantly more effective than video trainers, and at least as good as box trainers. The use of Proficiency-based VR training, under supervision with prompt instructions and feedback, and the use of haptic feedback, has proven to be the most effective way of delivering the virtual reality training. The incorporation of virtual reality training into surgical training curricula is now necessary. A unified platform of training needs to be established. Further studies to assess the impact on patient outcomes and on hospital costs are necessary. (PROSPERO Registration number: CRD42014010030). Copyright © 2016 IJS Publishing Group Ltd. Published by Elsevier Ltd. All rights reserved.
Virtual Proprioception for eccentric training.
LeMoyne, Robert; Mastroianni, Timothy
2017-07-01
Wireless inertial sensors enable quantified feedback, which can be applied to evaluate the efficacy of therapy and rehabilitation. In particular eccentric training promotes a beneficial rehabilitation and strength training strategy. Virtual Proprioception for eccentric training applies real-time feedback from a wireless gyroscope platform enabled through a software application for a smartphone. Virtual Proprioception for eccentric training is applied to the eccentric phase of a biceps brachii strength training and contrasted to a biceps brachii strength training scenario without feedback. During the operation of Virtual Proprioception for eccentric training the intent is to not exceed a prescribed gyroscope signal threshold based on the real-time presentation of the gyroscope signal, in order to promote the eccentric aspect of the strength training endeavor. The experimental trial data is transmitted wireless through connectivity to the Internet as an email attachment for remote post-processing. A feature set is derived from the gyroscope signal for machine learning classification of the two scenarios of Virtual Proprioception real-time feedback for eccentric training and eccentric training without feedback. Considerable classification accuracy is achieved through the application of a multilayer perceptron neural network for distinguishing between the Virtual Proprioception real-time feedback for eccentric training and eccentric training without feedback.
The benefits of virtual reality simulator training for laparoscopic surgery.
Hart, Roger; Karthigasu, Krishnan
2007-08-01
Virtual reality is a computer-generated system that provides a representation of an environment. This review will analyse the literature with regard to any benefit to be derived from training with virtual reality equipment and to describe the current equipment available. Virtual reality systems are not currently realistic of the live operating environment because they lack tactile sensation, and do not represent a complete operation. The literature suggests that virtual reality training is a valuable learning tool for gynaecologists in training, particularly those in the early stages of their careers. Furthermore, it may be of benefit for the ongoing audit of surgical skills and for the early identification of a surgeon's deficiencies before operative incidents occur. It is only a matter of time before realistic virtual reality models of most complete gynaecological operations are available, with improved haptics as a result of improved computer technology. It is inevitable that in the modern climate of litigation virtual reality training will become an essential part of clinical training, as evidence for its effectiveness as a training tool exists, and in many countries training by operating on live animals is not possible.
NASA Technical Reports Server (NTRS)
Grasso, Christopher; Page, Dennis; O'Reilly, Taifun; Fteichert, Ralph; Lock, Patricia; Lin, Imin; Naviaux, Keith; Sisino, John
2005-01-01
Virtual Machine Language (VML) is a mission-independent, reusable software system for programming for spacecraft operations. Features of VML include a rich set of data types, named functions, parameters, IF and WHILE control structures, polymorphism, and on-the-fly creation of spacecraft commands from calculated values. Spacecraft functions can be abstracted into named blocks that reside in files aboard the spacecraft. These named blocks accept parameters and execute in a repeatable fashion. The sizes of uplink products are minimized by the ability to call blocks that implement most of the command steps. This block approach also enables some autonomous operations aboard the spacecraft, such as aerobraking, telemetry conditional monitoring, and anomaly response, without developing autonomous flight software. Operators on the ground write blocks and command sequences in a concise, high-level, human-readable programming language (also called VML ). A compiler translates the human-readable blocks and command sequences into binary files (the operations products). The flight portion of VML interprets the uplinked binary files. The ground subsystem of VML also includes an interactive sequence- execution tool hosted on workstations, which runs sequences at several thousand times real-time speed, affords debugging, and generates reports. This tool enables iterative development of blocks and sequences within times of the order of seconds.
2010-10-01
organization in the WoW virtual world. Unlike the real world guilds of olden days (e.g., stone masons, leather workers, apothecaries) and unions of current...oriented sports teams (e.g., football, hockey, rugby ). This is the case in particular with player-vs- player combat. Fourth, organizational learning is...Microsystems Telecom Italia Telus Mobility Text 100 Toyota Trades Union Congress Union Network International New Unionism
The Development of a Single Tank Tactical Exercise for Training M1 Tank Commanders
1987-06-01
Evaluate the Conduct of Training NL NL NS Fire an M250 Grenade Launcher S S NS Identify Adjoining Map Sheets S S NS Identify Terrain Features on a Map S S...the Commander’s Weapon Station Establish, Enter, and Leave a Radio Net Estimate Range Evaluate the Conduct of Training Fire an M250 Grenade Launcher...from the Commander’s Weapon S Station (CWS) Fire an M250 Smoke Grenade Launcher Set Headspace and Timing on a Caliber .50 M2 HB Machinegun Zero a
Apollo 9 prime crew on deck of ship prior to water egress training
1968-11-05
S68-54841 (5 Nov. 1968) --- The prime crew of the Apollo 9 (Spacecraft 104/Lunar Module 3/Saturn 504) space mission stands on the deck of the NASA Motor Vessel Retriever (MVR) prior to participating in water egress training in the Gulf of Mexico. Left to right, are astronauts Russell L. Schweickart, lunar module pilot; David R. Scott, command module pilot; and James A. McDivitt, commander. In background is the Apollo Command Module (CM) boilerplate which was used in the training exercise.
Apollo 12 crewmen participate in water egress training
1969-09-20
S69-52990 (20 Sept. 1969) --- The three prime crew men of the Apollo 12 lunar landing mission participate in water egress training in the Gulf of Mexico. They have just egressed the Apollo Command Module (CM) trainer. The man standing at left is a Manned Spacecraft Center's (MSC) swimmer. The crew men await in life raft for helicopter pickup. All four persons are wearing biological isolation garments. Participating in the training exercise were astronauts Charles Conrad Jr., commander; Richard F. Gordon Jr., command module pilot; and Alan L. Bean, lunar module pilot.
CACTUS: Command and Control Training Using Knowledge-Based Simulations
ERIC Educational Resources Information Center
Hartley, Roger; Ravenscroft, Andrew; Williams, R. J.
2008-01-01
The CACTUS project was concerned with command and control training of large incidents where public order may be at risk, such as large demonstrations and marches. The training requirements and objectives of the project are first summarized justifying the use of knowledge-based computer methods to support and extend conventional training…
Survey of Command Execution Systems for NASA Spacecraft and Robots
NASA Technical Reports Server (NTRS)
Verma, Vandi; Jonsson, Ari; Simmons, Reid; Estlin, Tara; Levinson, Rich
2005-01-01
NASA spacecraft and robots operate at long distances from Earth Command sequences generated manually, or by automated planners on Earth, must eventually be executed autonomously onboard the spacecraft or robot. Software systems that execute commands onboard are known variously as execution systems, virtual machines, or sequence engines. Every robotic system requires some sort of execution system, but the level of autonomy and type of control they are designed for varies greatly. This paper presents a survey of execution systems with a focus on systems relevant to NASA missions.
2013-03-01
attrition (Goodstadt, 1981). Kubisiak, et al. contend that leaders should consider attrition a negative occurrence and that each leader should develop...related to the information, and the consequences associated with the options. The ability to ruminate before acting when presented with new information or
Virtual agents in a simulated virtual training environment
NASA Technical Reports Server (NTRS)
Achorn, Brett; Badler, Norman L.
1993-01-01
A drawback to live-action training simulations is the need to gather a large group of participants in order to train a few individuals. One solution to this difficulty is the use of computer-controlled agents in a virtual training environment. This allows a human participant to be replaced by a virtual, or simulated, agent when only limited responses are needed. Each agent possesses a specified set of behaviors and is capable of limited autonomous action in response to its environment or the direction of a human trainee. The paper describes these agents in the context of a simulated hostage rescue training session, involving two human rescuers assisted by three virtual (computer-controlled) agents and opposed by three other virtual agents.
Virtual reality in surgical skills training.
Palter, Vanessa N; Grantcharov, Teodor P
2010-06-01
With recent concerns regarding patient safety, and legislation regarding resident work hours, it is accepted that a certain amount of surgical skills training will transition to the surgical skills laboratory. Virtual reality offers enormous potential to enhance technical and non-technical skills training outside the operating room. Virtual-reality systems range from basic low-fidelity devices to highly complex virtual environments. These systems can act as training and assessment tools, with the learned skills effectively transferring to an analogous clinical situation. Recent developments include expanding the role of virtual reality to allow for holistic, multidisciplinary team training in simulated operating rooms, and focusing on the role of virtual reality in evidence-based surgical curriculum design. Copyright 2010 Elsevier Inc. All rights reserved.
Cai, Jian-liang; Zhang, Yi; Sun, Guo-feng; Li, Ning-chen; Zhang, Xiang-hua; Na, Yan-qun
2012-12-01
To investigate the value of laparoscopic virtual reality simulator in laparoscopic suture ability training of catechumen. After finishing the virtual reality training of basic laparoscopic skills, 26 catechumen were divided randomly into 2 groups, one group undertook advanced laparoscopic skill (suture technique) training with laparoscopic virtual reality simulator (virtual group), another used laparoscopic box trainer (box group). Using our homemade simulations, before grouping and after training, every trainee performed nephropyeloureterostomy under laparoscopy, the running time, anastomosis quality and proficiency were recorded and assessed. For virtual group, the running time, anastomosis quality and proficiency scores before grouping were (98 ± 11) minutes, 3.20 ± 0.41, 3.47 ± 0.64, respectively, after training were (53 ± 8) minutes, 6.87 ± 0.74, 6.33 ± 0.82, respectively, all the differences were statistically significant (all P < 0.01). In box group, before grouping were (98 ± 10) minutes, 3.17 ± 0.39, 3.42 ± 0.67, respectively, after training were (52 ± 9) minutes, 6.08 ± 0.90, 6.33 ± 0.78, respectively, all the differences also were statistically significant (all P < 0.01). After training, the running time and proficiency scores of virtual group were similar to box group (all P > 0.05), however, anstomosis quality scores in virtual group were higher than in box group (P = 0.02). The laparoscopic virtual reality simulator is better than traditional box trainer in advanced laparoscopic suture ability training of catechumen.
A Vision for Future Virtual Training
2006-06-15
Future Virtual Training. In Virtual Media for Military Applications (pp. KN2-1 – KN2-12). Meeting Proceedings RTO-MP-HFM-136, Keynote 2. Neuilly-sur...Spin Out. By 2017 , the FCS program will meet Full Operation Capability (FOC). The force structure of the Army at this time will include two BCTs...training environment, allowing them to meet preparatory training proficiency objectives virtually while minimizing the use of costly live ammunition. In
NASA Technical Reports Server (NTRS)
Gundy-Burlet, Karen
2003-01-01
The Neural Flight Control System (NFCS) was developed to address the need for control systems that can be produced and tested at lower cost, easily adapted to prototype vehicles and for flight systems that can accommodate damaged control surfaces or changes to aircraft stability and control characteristics resulting from failures or accidents. NFCS utilizes on a neural network-based flight control algorithm which automatically compensates for a broad spectrum of unanticipated damage or failures of an aircraft in flight. Pilot stick and rudder pedal inputs are fed into a reference model which produces pitch, roll and yaw rate commands. The reference model frequencies and gains can be set to provide handling quality characteristics suitable for the aircraft of interest. The rate commands are used in conjunction with estimates of the aircraft s stability and control (S&C) derivatives by a simplified Dynamic Inverse controller to produce virtual elevator, aileron and rudder commands. These virtual surface deflection commands are optimally distributed across the aircraft s available control surfaces using linear programming theory. Sensor data is compared with the reference model rate commands to produce an error signal. A Proportional/Integral (PI) error controller "winds up" on the error signal and adds an augmented command to the reference model output with the effect of zeroing the error signal. In order to provide more consistent handling qualities for the pilot, neural networks learn the behavior of the error controller and add in the augmented command before the integrator winds up. In the case of damage sufficient to affect the handling qualities of the aircraft, an Adaptive Critic is utilized to reduce the reference model frequencies and gains to stay within a flyable envelope of the aircraft.
ERIC Educational Resources Information Center
Mohamed, Fahim; Abdeslam, Jakimi; Lahcen, El Bermi
2017-01-01
Virtual Environments for Training (VET) are useful tools for visualization, discovery as well as for training. VETs are based on virtual reality technique to put learners in training situations that emulate genuine situations. VETs have proven to be advantageous in putting learners into varied training situations to acquire knowledge and…
Thomsen, Ann Sofia Skou; Bach-Holm, Daniella; Kjærbo, Hadi; Højgaard-Olsen, Klavs; Subhi, Yousif; Saleh, George M; Park, Yoon Soo; la Cour, Morten; Konge, Lars
2017-04-01
To investigate the effect of virtual reality proficiency-based training on actual cataract surgery performance. The secondary purpose of the study was to define which surgeons benefit from virtual reality training. Multicenter masked clinical trial. Eighteen cataract surgeons with different levels of experience. Cataract surgical training on a virtual reality simulator (EyeSi) until a proficiency-based test was passed. Technical performance in the operating room (OR) assessed by 3 independent, masked raters using a previously validated task-specific assessment tool for cataract surgery (Objective Structured Assessment of Cataract Surgical Skill). Three surgeries before and 3 surgeries after the virtual reality training were video-recorded, anonymized, and presented to the raters in random order. Novices (non-independently operating surgeons) and surgeons having performed fewer than 75 independent cataract surgeries showed significant improvements in the OR-32% and 38%, respectively-after virtual reality training (P = 0.008 and P = 0.018). More experienced cataract surgeons did not benefit from simulator training. The reliability of the assessments was high with a generalizability coefficient of 0.92 and 0.86 before and after the virtual reality training, respectively. Clinically relevant cataract surgical skills can be improved by proficiency-based training on a virtual reality simulator. Novices as well as surgeons with an intermediate level of experience showed improvement in OR performance score. Copyright © 2017 American Academy of Ophthalmology. Published by Elsevier Inc. All rights reserved.
Sweaty Palms! Virtual Reality Applied to Training.
ERIC Educational Resources Information Center
Treiber, Karin
A qualitative case study approach was used to identify the psychosocial effects of the high-fidelity, virtual reality simulation provided in the college-level air traffic control (ATC) training program offered at the Minnesota Air Traffic Control Training Center and to evaluate the applicability of virtual reality to academic/training situations.…
32 CFR 700.1057 - Command of an air activity.
Code of Federal Regulations, 2012 CFR
2012-07-01
... 32 National Defense 5 2012-07-01 2012-07-01 false Command of an air activity. 700.1057 Section 700... Command Detail to Duty § 700.1057 Command of an air activity. (a) The officer detailed to command a naval... for command at sea. (b) For the purposes of Title 10 U.S.C. § 5942, a naval air training squadron is...
32 CFR 700.1057 - Command of an air activity.
Code of Federal Regulations, 2013 CFR
2013-07-01
... 32 National Defense 5 2013-07-01 2013-07-01 false Command of an air activity. 700.1057 Section 700... Command Detail to Duty § 700.1057 Command of an air activity. (a) The officer detailed to command a naval... for command at sea. (b) For the purposes of Title 10 U.S.C. § 5942, a naval air training squadron is...
32 CFR 700.1057 - Command of an air activity.
Code of Federal Regulations, 2011 CFR
2011-07-01
... 32 National Defense 5 2011-07-01 2011-07-01 false Command of an air activity. 700.1057 Section 700... Command Detail to Duty § 700.1057 Command of an air activity. (a) The officer detailed to command a naval... for command at sea. (b) For the purposes of Title 10 U.S.C. § 5942, a naval air training squadron is...
32 CFR 700.1057 - Command of an air activity.
Code of Federal Regulations, 2014 CFR
2014-07-01
... 32 National Defense 5 2014-07-01 2014-07-01 false Command of an air activity. 700.1057 Section 700... Command Detail to Duty § 700.1057 Command of an air activity. (a) The officer detailed to command a naval... for command at sea. (b) For the purposes of Title 10 U.S.C. § 5942, a naval air training squadron is...
32 CFR 700.1057 - Command of an air activity.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 32 National Defense 5 2010-07-01 2010-07-01 false Command of an air activity. 700.1057 Section 700... Command Detail to Duty § 700.1057 Command of an air activity. (a) The officer detailed to command a naval... for command at sea. (b) For the purposes of Title 10 U.S.C. § 5942, a naval air training squadron is...
Virtual Enterprises and Vocational Training.
ERIC Educational Resources Information Center
Kreber, Stefan
2001-01-01
Characteristics of virtual enterprises (client oriented, temporary working organizations that dissolve after solving specific problems, extensive technological applications) can be applied to vocational training. Virtual learning centers can provide web-based training intraorganizationally and interorganizationally via intranets and extranets. (SK)
ASTP crewmen have a meal during training session at JSC
NASA Technical Reports Server (NTRS)
1975-01-01
Three ASTP crewmen have a meal in the Apollo Command Module trainer in bldg 35 during Apollo Soyuz Test Project (ASTP) joint crew training at JSC. They are, left to right, Cosmonaut Aleksay A. Leonov, commander of the Soviet ASTP first (prime) crew; Astronaut Donald K. Slayton, docking module pilot of the American ASTP prime crew; and Astronaut Thomas P. Stafford, commander of the American ASTP prime crew.
The Role of the NCO Inside the BCT Command Post
2016-11-22
account for and maintain individual and unit equipment while caring for Soldiers and their families on and off duty. NCOs coach, mentor , and teach...information system capabilities for the commander while also serving as the senior trainer for information system sustainment training. This...equipment, and the individual and team training in itself that is required to execute the science of mission command can seem overwhelming; however, senior
Apollo 9 prime crew participate in water egress training
1968-11-01
S68-54859 (November 1968) --- The prime crew of the Apollo 9 (Spacecraft 104/Lunar Module 3/Saturn 504) space mission participates in water egress training in a tank in Building 260 at the Manned Spacecraft Center. Egressing the Apollo command module boilerplate is astronaut James A. McDivitt, commander. In life raft are astronauts David R. Scott (background), command module pilot; and Russell L. Schweickart, lunar module pilot.
Apollo 12 crewmen participate in water egress training
NASA Technical Reports Server (NTRS)
1969-01-01
A member of the prime crew of the Apollo 12 lunar landing mission is hoisted up to a U.S. Coast Guard helicopter during water egress training in the Gulf of Mexico. Participating in the training were Astronauts Charles Conrad Jr., commander; Richard F. Gordon Jr., command module pilot; and Alan L. Bean, lunar module pilot.
Equal Opportunity Leadership Training for Company-Level Chain of Command
1981-01-01
Relations/ Equal Opportunity Training in USAREUR, ARI Technical Report TR-78-B10, Alexandria, Va.: US. Army Research Institute for the Behavioral and Social ...Behavioral and Social Sciences, 1978. Marcia A. Gilbert and Peter G. Nordlie, An Analysis of Race Relations/ Equal Opportunity Training in USAREUR, ARI...Technical Report 534 - EQUAL OPPORTUNITY LEADERSHIP TRAINING FOR COMPANY-LEVEL CHAIN OF COMMAND Dale K. Brown, Silas J. White, Exequiel R. Sevilla
Perturbed Communication in a Virtual Environment to Train Medical Team Leaders.
Huguet, Lauriane; Lourdeaux, Domitile; Sabouret, Nicolas; Ferrer, Marie-Hélène
2016-01-01
The VICTEAMS project aims at designing a virtual environment for training medical team leaders to non-technical skills. The virtual environment is populated with autonomous virtual agents who are able to make mistakes (in action or communication) in order to train rescue team leaders and to make them adaptive with all kinds of situations or teams.
Lee, Hyung Young; Kim, You Lim; Lee, Suk Min
2015-06-01
[Purpose] This study aimed to investigate the clinical effects of virtual reality-based training and task-oriented training on balance performance in stroke patients. [Subjects and Methods] The subjects were randomly allocated to 2 groups: virtual reality-based training group (n = 12) and task-oriented training group (n = 12). The patients in the virtual reality-based training group used the Nintendo Wii Fit Plus, which provided visual and auditory feedback as well as the movements that enabled shifting of weight to the right and left sides, for 30 min/day, 3 times/week for 6 weeks. The patients in the task-oriented training group practiced additional task-oriented programs for 30 min/day, 3 times/week for 6 weeks. Patients in both groups also underwent conventional physical therapy for 60 min/day, 5 times/week for 6 weeks. [Results] Balance and functional reach test outcomes were examined in both groups. The results showed that the static balance and functional reach test outcomes were significantly higher in the virtual reality-based training group than in the task-oriented training group. [Conclusion] This study suggested that virtual reality-based training might be a more feasible and suitable therapeutic intervention for dynamic balance in stroke patients compared to task-oriented training.
Lee, Hyung Young; Kim, You Lim; Lee, Suk Min
2015-01-01
[Purpose] This study aimed to investigate the clinical effects of virtual reality-based training and task-oriented training on balance performance in stroke patients. [Subjects and Methods] The subjects were randomly allocated to 2 groups: virtual reality-based training group (n = 12) and task-oriented training group (n = 12). The patients in the virtual reality-based training group used the Nintendo Wii Fit Plus, which provided visual and auditory feedback as well as the movements that enabled shifting of weight to the right and left sides, for 30 min/day, 3 times/week for 6 weeks. The patients in the task-oriented training group practiced additional task-oriented programs for 30 min/day, 3 times/week for 6 weeks. Patients in both groups also underwent conventional physical therapy for 60 min/day, 5 times/week for 6 weeks. [Results] Balance and functional reach test outcomes were examined in both groups. The results showed that the static balance and functional reach test outcomes were significantly higher in the virtual reality-based training group than in the task-oriented training group. [Conclusion] This study suggested that virtual reality-based training might be a more feasible and suitable therapeutic intervention for dynamic balance in stroke patients compared to task-oriented training. PMID:26180341
Commanding Officer Sergeant Major Sections S1 - Administration S3 - Training S4 - Logistics Career Planner Operation Command, Pacific Hawaii Judicial Circuit Consolidated Storage Program DLA Customer Support Warrior Detachment College of Distance Education & Training Patrol and Reconnaissance Wing TWO Patrol
Financial Management Training for Navy Ashore Commands
1990-06-01
ashore command financial management accounting and budgeting personnel. It examines and analyzes the importance of training programs which are neded to...meet the job responsibilities of financial management accounting and budgeting personnel. In addition, the thesis reviews the current working environment
Schwartz, Oren; Kanevsky, Boris; Kutikov, M A J Sergey; Olsen, Cara H; Dudkiewicz, Israel
2018-03-14
Attrition from training is associated with substantial financial and personnel loss. There is a plethora of medical literature and research of attrition rates related to initial/phase 1 training (basic combat training); however, the analysis of second phase training (commanders training, consisting of schools that qualify junior commanders and officers for infantry and non-infantry combat units) is limited. The purpose of this study is to perform a comprehensive survey regarding to medical attrition from commanders training in the IDF (Israeli Defense Forces) in order to present the commanders of the IDF a detailed situation report that will serve as an evidence-based platform for future policy planning and implementation. A cross-sectional study including all soldiers (23,841) who participated in commanders training in the IDF in the period of 2012-2015 was performed. Soldiers for whom the attrition reason (medical or not medical) was missing were excluded from this study. Data were collected from the adjutancy-computerized system as well as the IDF's computerized medical consultation records package (CPR). Descriptive statistics were performed using mean, standard deviation, and median in order to express results. For the determination of statistical significance, chi-square test, Student's t-test, and Poisson regression models were used. Out of 23,841 soldiers that participated in this study, 75% (17,802) were males and 25% (6,039) were females. The overall attrition rate was 0.7% (164). The attrition rate for males was 0.86% (148 out of 17,082 males) and 0.26% (16 out of 6,039 females) for females. After adjusting for training unit, age, and BMI, the risk for attrition was 1.6 (160%) times higher for males as compared with females, and this result was statistically significant (IRR = 1.6, p = 0.01, CI 1.1, 2.2). The re-injury rate was 41% (68 out of 164 soldiers). The three most frequent diagnoses for attrition were orthopedics (66%), general surgery diagnoses (12%), and diagnoses related to internal medicine (11%). Out of 107 soldiers that attired due to orthopedic reasons, 36 (34%) suffered from calf and ankle injuries, 22 (21%) attired due to diagnoses related to the lower back, and 22 (21%) attired due to diagnoses related to the knee region. The highest attrition rate was encountered in the school for infantry junior command (2.2%) and the lowest rate was encountered in the officer training school for non-infantry units (0.11%). After adjusting for age and BMI, the risk for ankle injury was 2.55 (255%) times higher for soldiers in the school for infantry junior command as compared with soldiers in the officer school for infantry units (IRR = 2.55 p = 0.017, CI 1.18, 5.47). The attrition rate from commanders training in the IDF is low, and at this point, however, due to lack of uniform criteria for attrition, it cannot serve as an objective measure. We suggest measuring and discussing overuse injury rates (which is the most frequent cause of attrition), instead. Based on our results, we recommend an implementation of a better medical screening policy in order to reduce the re-injury rates during commanders training.
2010-06-01
Markus, 1994). Media richness theory rests on the assumption that organizations process information to reduce uncertainty and equivocality ( Daft ... Organization Design ), 554-571. Daft , R. L., & Macintosh, N. B. (1981). A tentative exploration into the amount and equivocality of information... design and customization. For instance, recent research demonstrates further how the performance of both Hierarchy and Edge organizations is
A Method for the Control of Multigrasp Myoelectric Prosthetic Hands
Dalley, Skyler Ashton; Varol, Huseyin Atakan; Goldfarb, Michael
2012-01-01
This paper presents the design and preliminary experimental validation of a multigrasp myoelectric controller. The described method enables direct and proportional control of multigrasp prosthetic hand motion among nine characteristic postures using two surface electromyography electrodes. To assess the efficacy of the control method, five nonamputee subjects utilized the multigrasp myoelectric controller to command the motion of a virtual prosthesis between random sequences of target hand postures in a series of experimental trials. For comparison, the same subjects also utilized a data glove, worn on their native hand, to command the motion of the virtual prosthesis for similar sequences of target postures during each trial. The time required to transition from posture to posture and the percentage of correctly completed transitions were evaluated to characterize the ability to control the virtual prosthesis using each method. The average overall transition times across all subjects were found to be 1.49 and 0.81 s for the multigrasp myoelectric controller and the native hand, respectively. The average transition completion rates for both were found to be the same (99.2%). Supplemental videos demonstrate the virtual prosthesis experiments, as well as a preliminary hardware implementation. PMID:22180515
LVC interaction within a mixed-reality training system
NASA Astrophysics Data System (ADS)
Pollock, Brice; Winer, Eliot; Gilbert, Stephen; de la Cruz, Julio
2012-03-01
The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.
STS-26 Commander Hauck in fixed based (FB) shuttle mission simulator (SMS)
NASA Technical Reports Server (NTRS)
1988-01-01
STS-26 Discovery, Orbiter Vehicle (OV) 103, Commander Frederick H. Hauck, wearing comunications kit assembly headset and seated in the commanders seat on forward flight deck, looks over his shoulder toward the aft flight deck. A flight data file (FDF) notebook rests on his lap. The STS-26 crew is training in the fixed base (FB) shuttle mission simulator (SMS) located in JSC Mission Simulation and Training Facility Bldg 5.
STS-47 Astronaut Crew at Pad B for TCDT, Emergency Egress Training, and Photo Opportunity
NASA Technical Reports Server (NTRS)
1992-01-01
The crew of STS-47, Commander Robert L. Gibson, Pilot Curtis L. Brown, Payload Commander Mark C. Lee, Mission Specialists N. Jan Davis, Jay Apt, and Mae C. Jemison, and Payload Specialist Mamoru Mohri are seen during emergency egress training. Then Commander Gibson introduces the members of the crew and they each give a brief statement about the mission and answer questions from the press.
Fang, Te-Yung; Wang, Pa-Chun; Liu, Chih-Hsien; Su, Mu-Chun; Yeh, Shih-Ching
2014-02-01
Virtual reality simulation training may improve knowledge of anatomy and surgical skills. We evaluated a 3-dimensional, haptic, virtual reality temporal bone simulator for dissection training. The subjects were 7 otolaryngology residents (3 training sessions each) and 7 medical students (1 training session each). The virtual reality temporal bone simulation station included a computer with software that was linked to a force-feedback hand stylus, and the system recorded performance and collisions with vital anatomic structures. Subjects performed virtual reality dissections and completed questionnaires after the training sessions. Residents and students had favorable responses to most questions of the technology acceptance model (TAM) questionnaire. The average TAM scores were above neutral for residents and medical students in all domains, and the average TAM score for residents was significantly higher for the usefulness domain and lower for the playful domain than students. The average satisfaction questionnaire for residents showed that residents had greater overall satisfaction with cadaver temporal bone dissection training than training with the virtual reality simulator or plastic temporal bone. For medical students, the average comprehension score was significantly increased from before to after training for all anatomic structures. Medical students had significantly more collisions with the dura than residents. The residents had similar mean performance scores after the first and third training sessions for all dissection procedures. The virtual reality temporal bone simulator provided satisfactory training for otolaryngology residents and medical students. Copyright © 2013. Published by Elsevier Ireland Ltd.
STS-117 Crew Training during suited PI/DO Prep in CCT-II mockup
2006-08-03
JSC2006-E-32647 (3 Aug. 2006) --- While seated at the commander's station, astronaut Frederick W. (Rick) Sturckow, STS-117 commander, participates in a training session in the crew compartment trainer (CCT-2) in the Space Vehicle Mockup Facility at Johnson Space Center. Sturckow is wearing a training version of his shuttle launch and landing suit.
Virtual Glovebox (VGX) Aids Astronauts in Pre-Flight Training
NASA Technical Reports Server (NTRS)
2003-01-01
NASA's Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.
Command Filtering-Based Fuzzy Control for Nonlinear Systems With Saturation Input.
Yu, Jinpeng; Shi, Peng; Dong, Wenjie; Lin, Chong
2017-09-01
In this paper, command filtering-based fuzzy control is designed for uncertain multi-input multioutput (MIMO) nonlinear systems with saturation nonlinearity input. First, the command filtering method is employed to deal with the explosion of complexity caused by the derivative of virtual controllers. Then, fuzzy logic systems are utilized to approximate the nonlinear functions of MIMO systems. Furthermore, error compensation mechanism is introduced to overcome the drawback of the dynamics surface approach. The developed method will guarantee all signals of the systems are bounded. The effectiveness and advantages of the theoretic result are obtained by a simulation example.
Code of Federal Regulations, 2011 CFR
2011-10-01
... Command Air Force Reserve Command Air Combat Command Air Mobility Command Air Education and Training... for their respective agencies (i.e., to perform functions under the FAR or DFARS reserved to a head of... cascading evaluation of offers, means a procedure used in negotiated acquisitions, when market research is...
Virtual Reality and Its Potential Application in Education and Training.
ERIC Educational Resources Information Center
Milheim, William D.
1995-01-01
An overview is provided of current trends in virtual reality research and development, including discussion of hardware, types of virtual reality, and potential problems with virtual reality. Implications for education and training are explored. (Author/JKP)
Simulations- ASTP Command Module
1975-02-11
S75-21599 (12 Feb. 1975) --- Six Apollo-Soyuz Test Project crewmen participate in joint crew training in Building 35 at the Johnson Space Center. They are (wearing flight suits), left to right, astronaut Thomas P. Stafford, commander of the American ASTP prime crew; astronaut Donald K. Slayton, docking module pilot on Stafford?s crew; cosmonaut Valeriy N. Kubasov, engineer on the Soviet ASTP first (prime) crew; astronaut Vance D. Brand, command module pilot on Stafford?s crew; cosmonaut Aleksey A. Leonov, commander of the Soviet ASTP first (prime) crew; and cosmonaut Vladimir A. Dzhanibekov, commander of the Soviet ASTP third (backup) crew. Brand is seated next to the hatch of the Apollo Command Module trainer. This picture was taken during a ?walk-through? of the first day?s activities in Earth orbit. The other men are interpreters and training personnel.
Van Bruwaene, Siska; Schijven, Marlies P; Napolitano, Daniel; De Win, Gunter; Miserez, Marc
2015-01-01
As conventional laparoscopic procedural training requires live animals or cadaver organs, virtual simulation seems an attractive alternative. Therefore, we compared the transfer of training for the laparoscopic cholecystectomy from porcine cadaver organs vs virtual simulation to surgery in a live animal model in a prospective randomized trial. After completing an intensive training in basic laparoscopic skills, 3 groups of 10 participants proceeded with no additional training (control group), 5 hours of cholecystectomy training on cadaver organs (= organ training) or proficiency-based cholecystectomy training on the LapMentor (= virtual-reality training). Participants were evaluated on time and quality during a laparoscopic cholecystectomy on a live anaesthetized pig at baseline, 1 week (= post) and 4 months (= retention) after training. All research was performed in the Center for Surgical Technologies, Leuven, Belgium. In total, 30 volunteering medical students without prior experience in laparoscopy or minimally invasive surgery from the University of Leuven (Belgium). The organ training group performed the procedure significantly faster than the virtual trainer and borderline significantly faster than control group at posttesting. Only 1 of 3 expert raters suggested significantly better quality of performance of the organ training group compared with both the other groups at posttesting (p < 0.01). There were no significant differences between groups at retention testing. The virtual trainer group did not outperform the control group at any time. For trainees who are proficient in basic laparoscopic skills, the long-term advantage of additional procedural training, especially on a virtual but also on the conventional organ training model, remains to be proven. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.
Organization and Functions: Field Operating Agencies of The Judge Advocate General
1989-03-20
Criminal Investi- gation Command. (6) Army Military Command Contract Law Specialist Training Program, which trains officers in providing legal advice and...opera- tions in the functional areas of contract law . (7) Patents, Copyrights, and Trademarks Division, which— (a) Manages the administration, control
Shin, Ji-Won; Song, Gui-Bin; Hwangbo, Gak
2015-07-01
[Purpose] The purpose of the study was to evaluate the effects of conventional neurological treatment and a virtual reality training program on eye-hand coordination in children with cerebral palsy. [Subjects] Sixteen children (9 males, 7 females) with spastic diplegic cerebral palsy were recruited and randomly assigned to the conventional neurological physical therapy group (CG) and virtual reality training group (VRG). [Methods] Eight children in the control group performed 45 minutes of therapeutic exercise twice a week for eight weeks. In the experimental group, the other eight children performed 30 minutes of therapeutic exercise and 15 minutes of a training program using virtual reality twice a week during the experimental period. [Results] After eight weeks of the training program, there were significant differences in eye-hand coordination and visual motor speed in the comparison of the virtual reality training group with the conventional neurological physical therapy group. [Conclusion] We conclude that a well-designed training program using virtual reality can improve eye-hand coordination in children with cerebral palsy.
Assessment of radiation awareness training in immersive virtual environments
NASA Astrophysics Data System (ADS)
Whisker, Vaughn E., III
The prospect of new nuclear power plant orders in the near future and the graying of the current workforce create a need to train new personnel faster and better. Immersive virtual reality (VR) may offer a solution to the training challenge. VR technology presented in a CAVE Automatic Virtual Environment (CAVE) provides a high-fidelity, one-to-one scale environment where areas of the power plant can be recreated and virtual radiation environments can be simulated, making it possible to safely expose workers to virtual radiation in the context of the actual work environment. The use of virtual reality for training is supported by many educational theories; constructivism and discovery learning, in particular. Educational theory describes the importance of matching the training to the task. Plant access training and radiation worker training, common forms of training in the nuclear industry, rely on computer-based training methods in most cases, which effectively transfer declarative knowledge, but are poor at transferring skills. If an activity were to be added, the training would provide personnel with the opportunity to develop skills and apply their knowledge so they could be more effective when working in the radiation environment. An experiment was developed to test immersive virtual reality's suitability for training radiation awareness. Using a mixed methodology of quantitative and qualitative measures, the subjects' performances before and after training were assessed. First, subjects completed a pre-test to measure their knowledge prior to completing any training. Next they completed unsupervised computer-based training, which consisted of a PowerPoint presentation and a PDF document. After completing a brief orientation activity in the virtual environment, one group of participants received supplemental radiation awareness training in a simulated radiation environment presented in the CAVE, while a second group, the control group, moved directly to the assessment phase of the experiment. The CAVE supplied an activity-based training environment where learners were able to use a virtual survey meter to explore the properties of radiation sources and the effects of time and distance on radiation exposure. Once the training stage had ended, the subjects completed an assessment activity where they were asked to complete four tasks in a simulated radiation environment in the CAVE, which was designed to provide a more authentic assessment than simply testing understanding using a quiz. After the practicum, the subjects completed a post-test. Survey information was also collected to assist the researcher with interpretation of the collected data. Response to the training was measured by completion time, radiation exposure received, successful completion of the four tasks in the practicum, and scores on the post-test. These results were combined to create a radiation awareness score. In addition, observational data was collected as the subjects completed the tasks. The radiation awareness scores of the control group and the group that received supplemental training in the virtual environment were compared. T-tests showed that the effect of the supplemental training was not significant; however, calculation of the effect size showed a small-to-medium effect of the training. The CAVE group received significantly less radiation exposure during the assessment activity, and they completed the activities on an average of one minute faster. These results indicate that the training was effective, primarily for instilling radiation sensitivity. Observational data collected during the assessment supports this conclusion. The training environment provided by the immersive virtual reality recreated a radiation environment where learners could apply knowledge they had been taught by computer-based training. Activity-based training has been shown to be a more effective way to transfer skills because of the similarity between the training environment and the application environment. Virtual reality enables the training environment to look and feel like the application environment. Because of this, radiation awareness training in an immersive virtual environment should be considered by the nuclear industry, which is supported by the results of this experiment.
STS-26 Commander Hauck in fixed based (FB) shuttle mission simulator (SMS)
NASA Technical Reports Server (NTRS)
1988-01-01
STS-26 Discovery, Orbiter Vehicle (OV) 103, Commander Frederick H. Hauck, wearing comunications kit assembly headset, checks control panel data while seated in the commanders seat on forward flight deck. A flight data file (FDF) notebook rests on his lap. A portable computer (laptop) is positioned on the center console. The STS-26 crew is training in the fixed base (FB) shuttle mission simulator (SMS) located in JSC Mission Simulation and Training Facility Bldg 5.
Apollo 14 prime crew aboard NASA Motor Vessel Retriever during training
1970-10-24
S70-51699 (24 Oct. 1970) --- The prime crew of the Apollo 14 lunar landing mission relaxes aboard the NASA motor vessel retriever, prior to participating in water egress training in the Gulf of Mexico. Left to right are astronauts Alan B. Shepard Jr., commander; Stuart A. Roosa, command module pilot; and Edgar D. Mitchell, lunar module pilot. They are standing by a Command Module (CM) trainer which was used in the exercises.
MILES Training and Evaluation Test, USAREUR: Battalion Command Group Training
1980-06-01
battle. Highly artificial limitations on the re- sources available to the commander reduce the level of stress and in- volvement of the staff and could...battle but were not simulated in the field exercise. This helped stimulate staff involve- ment in the exercise, but created artificialities in the scenario...indicators that will provide the player commander and staff the necessary intellignece to do planning and any last minute changes so they are prepared to meet
Astronaut John Young ingresses Apollo spacecraft command module in training
1968-07-05
S68-40875 (5 July 1968) --- Astronaut John W. Young, Apollo 7 backup command module pilot, ingresses Apollo Spacecraft 101 Command Module during simulated altitude runs at the Kennedy Space Center's Pad 34.
Instructional Features for Training in Virtual Environments
2006-07-01
Technical Report 1184 Instructional Features for Training in Virtual Environments Michael J. Singer U. S. Army Research Institute Jason P. Kring...Report 1184 Instructional Features for Training in Virtual Environments Michael J. Singer U. S. Army Research Institute Jason P. Kring University of...provides in comparison to traditional, real world experience training programs (Hays & Singer , 1989; Swezey & Andrews, 2001). First, as with the
Virtual Laparoscopic Training System Based on VCH Model.
Tang, Jiangzhou; Xu, Lang; He, Longjun; Guan, Songluan; Ming, Xing; Liu, Qian
2017-04-01
Laparoscopy has been widely used to perform abdominal surgeries, as it is advantageous in that the patients experience lower post-surgical trauma, shorter convalescence, and less pain as compared to traditional surgery. Laparoscopic surgeries require precision; therefore, it is imperative to train surgeons to reduce the risk of operation. Laparoscopic simulators offer a highly realistic surgical environment by using virtual reality technology, and it can improve the training efficiency of laparoscopic surgery. This paper presents a virtual Laparoscopic surgery system. The proposed system utilizes the Visible Chinese Human (VCH) to construct the virtual models and simulates real-time deformation with both improved special mass-spring model and morph target animation. Meanwhile, an external device that integrates two five-degrees-of-freedom (5-DOF) manipulators was designed and made to interact with the virtual system. In addition, the proposed system provides a modular tool based on Unity3D to define the functions and features of instruments and organs, which could help users to build surgical training scenarios quickly. The proposed virtual laparoscopic training system offers two kinds of training mode, skills training and surgery training. In the skills training mode, the surgeons are mainly trained for basic operations, such as laparoscopic camera, needle, grasp, electric coagulation, and suturing. In the surgery-training mode, the surgeons can practice cholecystectomy and removal of hepatic cysts by guided or non-guided teaching.
1966-02-08
S66-23592 (8 Feb. 1966) --- Astronaut Thomas P. Stafford, command pilot of the Gemini-9 prime crew, undergoes familiarization training with the Gemini-9 spacecraft at the McDonnell plant in St. Louis. Photo credit: NASA
Technology and medicine: the evolution of virtual reality simulation in laparoscopic training.
Bashir, Gareth
2010-01-01
Virtual reality (VR) simulation for laparoscopic surgical training is now a reality. There is increasing evidence that the use of VR simulation is a powerful adjunct to traditional surgical apprenticeship in the current climate of reduced time spent in training. This article reviews the early evidence supporting the case for VR simulation training in laparoscopic surgery. A standard literature search was conducted using the following phrases--'virtual reality in surgical training', 'surgical training', 'laparoscopic training' and 'simulation in surgical training'. This article outlines the early evidence which supports the use of VR simulation in laparoscopic training and the need for further research into this new training technique.
Developing a Hybrid Virtualization Platform Design for Cyber Warfare Training and Education
2010-06-01
CYBER WARFARE TRAINING AND EDUCATION THESIS Kyle E. Stewart 2nd...Government. AFIT/GCE/ENG/10-06 DEVELOPING A HYBRID VIRTUALIZATION PLATFORM DESIGN FOR CYBER WARFARE TRAINING...APPROVED FOR PUBLIC RELEASE; DISTRIBUTION UNLIMITED. AFIT/GCE/ENG/10-06 DEVELOPING A HYBRID VIRTUALIZATION PLATFORM DESIGN FOR CYBER WARFARE
Role of virtual reality simulation in endoscopy training
Harpham-Lockyer, Louis; Laskaratos, Faidon-Marios; Berlingieri, Pasquale; Epstein, Owen
2015-01-01
Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how this may translate to patient comfort. This article reviews the available literature in this area of medical education which is particularly relevant to all parties involved in endoscopy training and curriculum development. Assessment of the available evidence for an optimal exposure time with virtual reality simulators and the long-term benefits of their use are also discussed. PMID:26675895
Role of virtual reality simulation in endoscopy training.
Harpham-Lockyer, Louis; Laskaratos, Faidon-Marios; Berlingieri, Pasquale; Epstein, Owen
2015-12-10
Recent advancements in virtual reality graphics and models have allowed virtual reality simulators to be incorporated into a variety of endoscopic training programmes. Use of virtual reality simulators in training programmes is thought to improve skill acquisition amongst trainees which is reflected in improved patient comfort and safety. Several studies have already been carried out to ascertain the impact that usage of virtual reality simulators may have upon trainee learning curves and how this may translate to patient comfort. This article reviews the available literature in this area of medical education which is particularly relevant to all parties involved in endoscopy training and curriculum development. Assessment of the available evidence for an optimal exposure time with virtual reality simulators and the long-term benefits of their use are also discussed.
ERIC Educational Resources Information Center
Kopp, Birgitta; Hasenbein, Melanie; Mandl, Heinz
2014-01-01
This article analyzes the collaborative problem solving activities and learning outcomes of five groups that worked on two different complex cases in a virtual professional training course. In this asynchronous virtual learning environment, all knowledge management content was delivered virtually and collaboration took place through forums. To…
Shared virtual environments for aerospace training
NASA Technical Reports Server (NTRS)
Loftin, R. Bowen; Voss, Mark
1994-01-01
Virtual environments have the potential to significantly enhance the training of NASA astronauts and ground-based personnel for a variety of activities. A critical requirement is the need to share virtual environments, in real or near real time, between remote sites. It has been hypothesized that the training of international astronaut crews could be done more cheaply and effectively by utilizing such shared virtual environments in the early stages of mission preparation. The Software Technology Branch at NASA's Johnson Space Center has developed the capability for multiple users to simultaneously share the same virtual environment. Each user generates the graphics needed to create the virtual environment. All changes of object position and state are communicated to all users so that each virtual environment maintains its 'currency.' Examples of these shared environments will be discussed and plans for the utilization of the Department of Defense's Distributed Interactive Simulation (DIS) protocols for shared virtual environments will be presented. Finally, the impact of this technology on training and education in general will be explored.
STS-35 Commander Brand listens to trainer during water egress exercises
NASA Technical Reports Server (NTRS)
1990-01-01
STS-35 Commander Vance D. Brand listens to training personnel during launch emergency egress procedures conducted in JSC's Weightless Environment Training Facility (WETF) Bldg 29. Brand, wearing a launch and entry suit (LES) and launch and entry helmet (LEH), is seated on the pool side while reviewing instructions.
Federal Register 2010, 2011, 2012, 2013, 2014
2013-09-24
... and testing activities: anti-surface warfare; anti- submarine warfare; mine warfare; naval special warfare; major training activities; Naval Air Systems Command (NAVAIR) testing; anti-surface warfare testing; anti-submarine warfare testing; Naval Sea Systems Command (NAVSEA) testing; and Office of Naval...
Information and Documentation: Pieces of the Vast Puzzle of Education.
ERIC Educational Resources Information Center
Lossouarn, J.
1991-01-01
Discussed is the renewed attention given in the education of engineers to documentation and information. A framework for training in the command of specialized or professional information is presented. The objectives that should be pursued in terms of training for the command of specialized information are described. (KR)
Apollo 8 prime crew stand beside gondola for centrifuge training
NASA Technical Reports Server (NTRS)
1968-01-01
The Apollo 8 prime crew stands beside the gondola in bldg 29 after suiting up for centrifuge training in the Manned Spacecraft Center's (MSC) Flight Acceleration Facility. Left to right, are Astronauts William A. Anders, lunar module pilot; James A. Lovell Jr.,command module pilot; and Frank Borman, commander.
Current training: Where are we?
NASA Technical Reports Server (NTRS)
Golden, Gerald
1992-01-01
Petroleum Helicopters, Inc. maintains a staff of 750 helicopter pilots. The initial, transition, upgrade, and recurrent training for these pilots requires a significant financial outlay. Since a major portion of that training is done to satisfy the requirements of FAR 61.57, 'Recent Flight Experience, Pilot in Command' and 135.297, 'Pilot in Command: Instrument Proficiency Check Requirements', much could be accomplished using an approved simulator. However, it is imperative that credit be given for training time spent in the simulators and that the device be realistic, practical, and affordable.
2011-04-01
their command, using the strategies and tactics presented to them during training. The ideal study design would be a pretest - posttest control group ...strategies, and tactics were reviewed by senior officers at the Army War College and focus groups of junior officers at two installations. In a series of...easily lost. We delivered the training in multiple small group sessions at a single post. Two brigades were trained in April and May, 2008, and two
Training Capability Data for Dismounted Soldier Training System
2015-06-01
Simulators (2004) An Assessment of V-IMTS (2004) Evaluation of the Virtual Squad Training System (2007) Perceived Usefulness of TTES : A Second Look (1995...Center-White Sands Missile Range, V-IMTS – Virtual Integrated MOUT ( Military Operation in Urban Terrain) Training System, VIRTSIM – Virtual... military grid reference system coordinate. There currently is no indication or capability to determine the distance traveled (e.g., pace count
Mobilization Base Requirements Model (MOBREM) Study. Phases I-V.
1984-08-01
Department Health Services Command Base Mobilization Plan; DARCOM; Army Communications Command (ACC); Military Transportation Manage- ment Command...Chief of Staff. c. The major commands in CONUS are represented on the next line. FORSCOM, DARCOM, TRADOC, and Health Service Commands are the larger...specialized combat support and combat service support training. Tile general support force (GSF) units are non- deployable ’inits supporting tne CONUS
ERIC Educational Resources Information Center
Pantelidis, Veronica S.
2009-01-01
Many studies have been conducted on the use of virtual reality in education and training. This article lists examples of such research. Reasons to use virtual reality are discussed. Advantages and disadvantages of using virtual reality are presented, as well as suggestions on when to use and when not to use virtual reality. A model that can be…
Astronaut John H. Casper, mission commander, has finished the final touches of suit donning and
NASA Technical Reports Server (NTRS)
1996-01-01
STS-77 TRAINING VIEW --- Astronaut John H. Casper, mission commander, has finished the final touches of suit donning and awaits the beginning of a training session for emergency bailout. All six crew members participated in the session, held in the Johnson Space Centers (JSC) Weightless Environment Training Facility (WET-F). The six astronauts will spend nine days aboard the Space Shuttle Endeavour next month.
1969-05-24
S69-34882 (24 May 1969) --- The prime crew of the Apollo 11 lunar landing mission relaxes on the deck of the NASA Motor Vessel Retriever prior to participating in water egress training in the Gulf of Mexico. Left to right, are astronauts Edwin E. Aldrin Jr., lunar module pilot; Neil A. Armstrong, commander; and Michael Collins, command module pilot. In the background is Apollo Boilerplate 1102 which was used in the training exercise.
Virtual Reality: Toward Fundamental Improvements in Simulation-Based Training.
ERIC Educational Resources Information Center
Thurman, Richard A.; Mattoon, Joseph S.
1994-01-01
Considers the role and effectiveness of virtual reality in simulation-based training. The theoretical and practical implications of verity, integration, and natural versus artificial interface are discussed; a three-dimensional classification scheme for virtual reality is described; and the relationship between virtual reality and other…
The Virtual Tablet: Virtual Reality as a Control System
NASA Technical Reports Server (NTRS)
Chronister, Andrew
2016-01-01
In the field of human-computer interaction, Augmented Reality (AR) and Virtual Reality (VR) have been rapidly growing areas of interest and concerted development effort thanks to both private and public research. At NASA, a number of groups have explored the possibilities afforded by AR and VR technology, among which is the IT Advanced Concepts Lab (ITACL). Within ITACL, the AVR (Augmented/Virtual Reality) Lab focuses on VR technology specifically for its use in command and control. Previous work in the AVR lab includes the Natural User Interface (NUI) project and the Virtual Control Panel (VCP) project, which created virtual three-dimensional interfaces that users could interact with while wearing a VR headset thanks to body- and hand-tracking technology. The Virtual Tablet (VT) project attempts to improve on these previous efforts by incorporating a physical surrogate which is mirrored in the virtual environment, mitigating issues with difficulty of visually determining the interface location and lack of tactile feedback discovered in the development of previous efforts. The physical surrogate takes the form of a handheld sheet of acrylic glass with several infrared-range reflective markers and a sensor package attached. Using the sensor package to track orientation and a motion-capture system to track the marker positions, a model of the surrogate is placed in the virtual environment at a position which corresponds with the real-world location relative to the user's VR Head Mounted Display (HMD). A set of control mechanisms is then projected onto the surface of the surrogate such that to the user, immersed in VR, the control interface appears to be attached to the object they are holding. The VT project was taken from an early stage where the sensor package, motion-capture system, and physical surrogate had been constructed or tested individually but not yet combined or incorporated into the virtual environment. My contribution was to combine the pieces of hardware, write software to incorporate each piece of position or orientation data into a coherent description of the object's location in space, place the virtual analogue accordingly, and project the control interface onto it, resulting in a functioning object which has both a physical and a virtual presence. Additionally, the virtual environment was enhanced with two live video feeds from cameras mounted on the robotic device being used as an example target of the virtual interface. The working VT allows users to naturally interact with a control interface with little to no training and without the issues found in previous efforts.
Phé, Véronique; Cattarino, Susanna; Parra, Jérôme; Bitker, Marc-Olivier; Ambrogi, Vanina; Vaessen, Christophe; Rouprêt, Morgan
2017-06-01
The utility of the virtual-reality robotic simulator in training programmes has not been clearly evaluated. Our aim was to evaluate the impact of a virtual-reality robotic simulator-training programme on basic surgical skills. A simulator-training programme in robotic surgery, using the da Vinci Skills Simulator, was evaluated in a population including junior and seasoned surgeons, and non-physicians. Their performances on robotic dots and suturing-skin pod platforms before and after virtual-simulation training were rated anonymously by surgeons experienced in robotics. 39 participants were enrolled: 14 medical students and residents in surgery, 14 seasoned surgeons, 11 non-physicians. Junior and seasoned surgeons' performances on platforms were not significantly improved after virtual-reality robotic simulation in any of the skill domains, in contrast to non-physicians. The benefits of virtual-reality simulator training on several tasks to basic skills in robotic surgery were not obvious among surgeons in our initial and early experience with the simulator. Copyright © 2016 John Wiley & Sons, Ltd. Copyright © 2016 John Wiley & Sons, Ltd.
Distributed virtual environment for emergency medical training
NASA Astrophysics Data System (ADS)
Stytz, Martin R.; Banks, Sheila B.; Garcia, Brian W.; Godsell-Stytz, Gayl M.
1997-07-01
In many professions where individuals must work in a team in a high stress environment to accomplish a time-critical task, individual and team performance can benefit from joint training using distributed virtual environments (DVEs). One professional field that lacks but needs a high-fidelity team training environment is the field of emergency medicine. Currently, emergency department (ED) medical personnel train by using words to create a metal picture of a situation for the physician and staff, who then cooperate to solve the problems portrayed by the word picture. The need in emergency medicine for realistic virtual team training is critical because ED staff typically encounter rarely occurring but life threatening situations only once in their careers and because ED teams currently have no realistic environment in which to practice their team skills. The resulting lack of experience and teamwork makes diagnosis and treatment more difficult. Virtual environment based training has the potential to redress these shortfalls. The objective of our research is to develop a state-of-the-art virtual environment for emergency medicine team training. The virtual emergency room (VER) allows ED physicians and medical staff to realistically prepare for emergency medical situations by performing triage, diagnosis, and treatment on virtual patients within an environment that provides them with the tools they require and the team environment they need to realistically perform these three tasks. There are several issues that must be addressed before this vision is realized. The key issues deal with distribution of computations; the doctor and staff interface to the virtual patient and ED equipment; the accurate simulation of individual patient organs' response to injury, medication, and treatment; and an accurate modeling of the symptoms and appearance of the patient while maintaining a real-time interaction capability. Our ongoing work addresses all of these issues. In this paper we report on our prototype VER system and its distributed system architecture for an emergency department distributed virtual environment for emergency medical staff training. The virtual environment enables emergency department physicians and staff to develop their diagnostic and treatment skills using the virtual tools they need to perform diagnostic and treatment tasks. Virtual human imagery, and real-time virtual human response are used to create the virtual patient and present a scenario. Patient vital signs are available to the emergency department team as they manage the virtual case. The work reported here consists of the system architectures we developed for the distributed components of the virtual emergency room. The architectures we describe consist of the network level architecture as well as the software architecture for each actor within the virtual emergency room. We describe the role of distributed interactive simulation and other enabling technologies within the virtual emergency room project.
Improving Balance in TBI Using a Low-Cost Customized Virtual Reality Rehabilitation Tool
2017-10-01
AWARD NUMBER: W81XWH-14-2-0150 TITLE: Improving Balance in TBI Using a Low- Cost Customized Virtual Reality Rehabilitation Tool PRINCIPAL...PREPARED FOR: U.S. Army Medical Research and Materiel Command Fort Detrick, Maryland 21702-5012 DISTRIBUTION STATEMENT: Approved for Public ...DOCUMENTATION PAGE Form Approved OMB No. 0704-0188 Public reporting burden for this collection of information is estimated to average 1 hour per
NASA Technical Reports Server (NTRS)
Hyde, Patricia R.; Loftin, R. Bowen
1993-01-01
These proceedings are organized in the same manner as the conference's contributed sessions, with the papers grouped by topic area. These areas are as follows: VE (virtual environment) training for Space Flight, Virtual Environment Hardware, Knowledge Aquisition for ICAT (Intelligent Computer-Aided Training) & VE, Multimedia in ICAT Systems, VE in Training & Education (1 & 2), Virtual Environment Software (1 & 2), Models in ICAT systems, ICAT Commercial Applications, ICAT Architectures & Authoring Systems, ICAT Education & Medical Applications, Assessing VE for Training, VE & Human Systems (1 & 2), ICAT Theory & Natural Language, ICAT Applications in the Military, VE Applications in Engineering, Knowledge Acquisition for ICAT, and ICAT Applications in Aerospace.
Leadership and Command on the Battlefield. Operation JUST CAUSE and DESERT STORM
1992-01-01
Chief of Staff for Information Management Headquarters, United States Army Training and Doctrine Command Fort Monroe, Virginia Special thanks for... Leadeship and Comtmnd on the Bauttled captain. He is the one that allows the commander to
STS-32 Commander Brandenstein adjusts IMAX camera during training session
NASA Technical Reports Server (NTRS)
1989-01-01
STS-32 Commander Daniel C. Brandenstein adjusts IMAX camera setting during briefing and training session as technician looks on. The session was conducted in the JSC Mockup and Integration Laboratory (MAIL) Bldg 9B. The IMAX camera will be used onboard Columbia, Orbiter Vehicle (OV) 102, during the STS-32 mission.
1991-04-01
African Air Forces, Middle East Air Command, based in Cairo, and RAP Malta Air Command. This, in effect, was a �theater� command in a larger sense, for...Force, under the command of AVM Sir Hugh Lloyd, and absorbed Malta Air Command and US XII Fighter Command, then under Pete Quesada, later commander...trained pilots, that exchange ratio steadily worsened for the enemy. In fact, the 5th Air Force could boast the two highest scoring American aces early
Left to right, astronauts John H. Casper, mission commander, and Curtis L. Brown, Jr., pilot, get
NASA Technical Reports Server (NTRS)
1996-01-01
STS-77 TRAINING VIEW --- Left to right, astronauts John H. Casper, mission commander, and Curtis L. Brown, Jr., pilot, get help with the final touches of suit donning during emergency bailout training for STS-77 crew members in the Johnson Space Centers (JSC) Weightless Environment Training Facility (WET-F). Casper and Brown will join four other astronauts for nine days aboard the Space Shuttle Endeavour next month.
Apollo 11 crew on ship during water egress training in Gulf of Mexico
NASA Technical Reports Server (NTRS)
1969-01-01
The prime crew of the Apollo 11 lunar landing mission relaxes on the deck of the NASA Motor Vessel Retriever prior to participating in water egress training in the Gulf of Mexico. Left to right, are Astronauts Edwin A. Aldrin Jr., lunar module pilot; Neil A. Armstrong, commander; and Michael Collins, command module pilot. In the background is Apollo Boilerplate 1102 which was used in the training exercise.
Stetz, Melba C; Folen, Raymond A; Van Horn, Sandra; Ruseborn, Daniel; Samuel, Kevin M
2013-08-01
The Tripler Army Medical Center is the only federal tertiary care hospital serving the Pacific Regional Medical Command. Due to Tripler's large area of responsibility, many behavioral health professionals are starting to employ more technology during their sessions. As explained in this article, virtual reality and telepsychology efforts are proving to benefit military service members and their families in the Pacific Rim. PsycINFO Database Record (c) 2013 APA, all rights reserved.
Koba, Satoshi; Hisatome, Ichiro; Watanabe, Tatsuo
2014-09-01
Sympathoexcitation elicited by central command, a parallel activation of the motor and autonomic neural circuits in the brain, has been shown to become exaggerated in chronic heart failure (CHF). The present study tested the hypotheses that oxidative stress in the medulla in CHF plays a role in exaggerating central command-elicited sympathoexcitation, and that exercise training in CHF suppresses central command-elicited sympathoexcitation through its antioxidant effects in the medulla. In decerebrate rats, central command was activated by electrically stimulating the mesencephalic locomotor region (MLR) after neuromuscular blockade. The MLR stimulation at a current intensity greater than locomotion threshold in rats with CHF after myocardial infarction (MI) evoked larger (P < 0.05) increases in renal sympathetic nerve activity and arterial pressure than in sham-operated healthy rats (Sham) and rats with CHF that had completed longterm (8–12 weeks) exercise training (MI + TR). In the Sham and MI + TR rats, bilateral microinjection of a superoxide dismutase (SOD) mimetic Tempol into the rostral ventrolateral medulla (RVLM) had no effects on MLR stimulation-elicited responses. By contrast, in MI rats, Tempol treatment significantly reduced MLR stimulation-elicited responses. In a subset of MI rats, treatment with Tiron, another SOD mimetic, within the RVLM also reduced responses. Superoxide generation in the RVLM, as evaluated by dihydroethidium staining, was enhanced in MI rats compared with that in Sham and MI + TR rats. Collectively, these results support the study hypotheses. We suggest that oxidative stress in the medulla in CHF mediates central command dysfunction, and that exercise training in CHF is capable of normalizing central command dysfunction through its antioxidant effects in the medulla.
Virtual Reality Simulation Training for Ebola Deployment.
Ragazzoni, Luca; Ingrassia, Pier Luigi; Echeverri, Lina; Maccapani, Fabio; Berryman, Lizzy; Burkle, Frederick M; Della Corte, Francesco
2015-10-01
Both virtual and hybrid simulation training offer a realistic and effective educational framework and opportunity to provide virtual exposure to operational public health skills that are essential for infection control and Ebola treatment management. This training is designed to increase staff safety and create a safe and realistic environment where trainees can gain essential basic and advanced skills.
Parijat, Prakriti; Lockhart, Thurmon E; Liu, Jian
2015-04-01
The purpose of the current study was to design and evaluate the effectiveness of virtual reality training in improving recovery reactions and reducing fall frequency in older adults. Twenty-four older adults were recruited and randomly assigned to two groups (virtual reality training and control). Both groups underwent three sessions including baseline slip, training and transfer of training on slippery surface. Both groups experienced two slips, one during baseline and the other during the transfer of training trial. The training group underwent 12 simulated slips using a visual perturbation induced by tilting a virtual reality scene while walking on the treadmill and the control group performed normal walking during the training session. Kinematic and kinetic data were collected during all the sessions. Results demonstrated a reduced incidence of falls in the training group during the transfer of training trial as compared to the control group. The training group was able to transfer reactive control strategies learned during training to the second slip trial. The reactive adjustments included reduced slip distance. Additionally, gait parameters reflective of gait instability (stride length, step width, variability in stride velocity) reduced after walking in the VR environment for 15-20 min. The results indicated a beneficial effect of the virtual reality training in reducing slip severity and recovery kinematics in healthy older adults.
Parijat, Prakriti; Lockhart, Thurmon E.; Liu, Jian
2015-01-01
The purpose of the current study was to design and evaluate the effectiveness of virtual reality training in improving recovery reactions and reducing fall frequency in older adults. Twenty-four older adults were recruited and randomly assigned to two groups (virtual reality training and control). Both groups underwent three sessions including baseline slip, training and transfer of training on slippery surface. Both groups experienced two slips, one during baseline and the other during the transfer of training trial. The training group underwent twelve simulated slips using a visual perturbation induced by tilting a virtual reality scene while walking on the treadmill and the control group performed normal walking during the training session. Kinematic and kinetic data were collected during all the sessions. Results demonstrated a reduced incidence of falls in the training group during the transfer of training trial as compared to the control group. The training group was able to transfer reactive control strategies learned during training to the second slip trial. The reactive adjustments included reduced slip distance. Additionally, gait parameters reflective of gait instability (stride length, step width, variability in stride velocity) reduced after walking in the VR environment for 15–20 min. The results indicated a beneficial effect of the virtual reality training in reducing slip severity and recovery kinematics in healthy older adults. PMID:25245221
OR fire virtual training simulator: design and face validity.
Dorozhkin, Denis; Olasky, Jaisa; Jones, Daniel B; Schwaitzberg, Steven D; Jones, Stephanie B; Cao, Caroline G L; Molina, Marcos; Henriques, Steven; Wang, Jinling; Flinn, Jeff; De, Suvranu
2017-09-01
The Virtual Electrosurgical Skill Trainer is a tool for training surgeons the safe operation of electrosurgery tools in both open and minimally invasive surgery. This training includes a dedicated team-training module that focuses on operating room (OR) fire prevention and response. The module was developed to allow trainees, practicing surgeons, anesthesiologist, and nurses to interact with a virtual OR environment, which includes anesthesia apparatus, electrosurgical equipment, a virtual patient, and a fire extinguisher. Wearing a head-mounted display, participants must correctly identify the "fire triangle" elements and then successfully contain an OR fire. Within these virtual reality scenarios, trainees learn to react appropriately to the simulated emergency. A study targeted at establishing the face validity of the virtual OR fire simulator was undertaken at the 2015 Society of American Gastrointestinal and Endoscopic Surgeons conference. Forty-nine subjects with varying experience participated in this Institutional Review Board-approved study. The subjects were asked to complete the OR fire training/prevention sequence in the VEST simulator. Subjects were then asked to answer a subjective preference questionnaire consisting of sixteen questions, focused on the usefulness and fidelity of the simulator. On a 5-point scale, 12 of 13 questions were rated at a mean of 3 or greater (92%). Five questions were rated above 4 (38%), particularly those focusing on the simulator effectiveness and its usefulness in OR fire safety training. A total of 33 of the 49 participants (67%) chose the virtual OR fire trainer over the traditional training methods such as a textbook or an animal model. Training for OR fire emergencies in fully immersive VR environments, such as the VEST trainer, may be the ideal training modality. The face validity of the OR fire training module of the VEST simulator was successfully established on many aspects of the simulation.
NASA Technical Reports Server (NTRS)
Hyde, Patricia R.; Loftin, R. Bowen
1993-01-01
The volume 2 proceedings from the 1993 Conference on Intelligent Computer-Aided Training and Virtual Environment Technology are presented. Topics discussed include intelligent computer assisted training (ICAT) systems architectures, ICAT educational and medical applications, virtual environment (VE) training and assessment, human factors engineering and VE, ICAT theory and natural language processing, ICAT military applications, VE engineering applications, ICAT knowledge acquisition processes and applications, and ICAT aerospace applications.
de Bruin, E D; Schoene, D; Pichierri, G; Smith, S T
2010-08-01
Virtual augmented exercise, an emerging technology that can help to promote physical activity and combine the strengths of indoor and outdoor exercise, has recently been proposed as having the potential to increase exercise behavior in older adults. By creating a strong presence in a virtual, interactive environment, distraction can be taken to greater levels while maintaining the benefits of indoor exercises which may result in a shift from negative to positive thoughts about exercise. Recent findings on young participants show that virtual reality training enhances mood, thus, increasing enjoyment and energy. For older adults virtual, interactive environments can influence postural control and fall events by stimulating the sensory cues that are responsible in maintaining balance and orientation. However, the potential of virtual reality training has yet to be explored for older adults. This manuscript describes the potential of dance pad training protocols in the elderly and reports on the theoretical rationale of combining physical game-like exercises with sensory and cognitive challenges in a virtual environment.
32 CFR 542.6 - Responsibilities.
Code of Federal Regulations, 2010 CFR
2010-07-01
... Defense Department of Defense (Continued) DEPARTMENT OF THE ARMY MILITARY EDUCATION SCHOOLS AND COLLEGES § 542.6 Responsibilities. (a) The Commanding General, US Army Military Personnel Center, 200 Stovall... announcing policy changes. (b) The Commanding General, US Army Training and Doctrine Command, Ft. Monroe, VA...
Real-Time Reconfigurable Adaptive Speech Recognition Command and Control Apparatus and Method
NASA Technical Reports Server (NTRS)
Salazar, George A. (Inventor); Haynes, Dena S. (Inventor); Sommers, Marc J. (Inventor)
1998-01-01
An adaptive speech recognition and control system and method for controlling various mechanisms and systems in response to spoken instructions and in which spoken commands are effective to direct the system into appropriate memory nodes, and to respective appropriate memory templates corresponding to the voiced command is discussed. Spoken commands from any of a group of operators for which the system is trained may be identified, and voice templates are updated as required in response to changes in pronunciation and voice characteristics over time of any of the operators for which the system is trained. Provisions are made for both near-real-time retraining of the system with respect to individual terms which are determined not be positively identified, and for an overall system training and updating process in which recognition of each command and vocabulary term is checked, and in which the memory templates are retrained if necessary for respective commands or vocabulary terms with respect to an operator currently using the system. In one embodiment, the system includes input circuitry connected to a microphone and including signal processing and control sections for sensing the level of vocabulary recognition over a given period and, if recognition performance falls below a given level, processing audio-derived signals for enhancing recognition performance of the system.
Piromchai, Patorn; Avery, Alex; Laopaiboon, Malinee; Kennedy, Gregor; O'Leary, Stephen
2015-09-09
Virtual reality simulation uses computer-generated imagery to present a simulated training environment for learners. This review seeks to examine whether there is evidence to support the introduction of virtual reality surgical simulation into ear, nose and throat surgical training programmes. 1. To assess whether surgeons undertaking virtual reality simulation-based training achieve surgical ('patient') outcomes that are at least as good as, or better than, those achieved through conventional training methods.2. To assess whether there is evidence from either the operating theatre, or from controlled (simulation centre-based) environments, that virtual reality-based surgical training leads to surgical skills that are comparable to, or better than, those achieved through conventional training. The Cochrane Ear, Nose and Throat Disorders Group (CENTDG) Trials Search Co-ordinator searched the CENTDG Trials Register; Central Register of Controlled Trials (CENTRAL 2015, Issue 6); PubMed; EMBASE; ERIC; CINAHL; Web of Science; ClinicalTrials.gov; ICTRP and additional sources for published and unpublished trials. The date of the search was 27 July 2015. We included all randomised controlled trials and controlled trials comparing virtual reality training and any other method of training in ear, nose or throat surgery. We used the standard methodological procedures expected by The Cochrane Collaboration. We evaluated both technical and non-technical aspects of skill competency. We included nine studies involving 210 participants. Out of these, four studies (involving 61 residents) assessed technical skills in the operating theatre (primary outcomes). Five studies (comprising 149 residents and medical students) assessed technical skills in controlled environments (secondary outcomes). The majority of the trials were at high risk of bias. We assessed the GRADE quality of evidence for most outcomes across studies as 'low'. Operating theatre environment (primary outcomes) In the operating theatre, there were no studies that examined two of three primary outcomes: real world patient outcomes and acquisition of non-technical skills. The third primary outcome (technical skills in the operating theatre) was evaluated in two studies comparing virtual reality endoscopic sinus surgery training with conventional training. In one study, psychomotor skill (which relates to operative technique or the physical co-ordination associated with instrument handling) was assessed on a 10-point scale. A second study evaluated the procedural outcome of time-on-task. The virtual reality group performance was significantly better, with a better psychomotor score (mean difference (MD) 1.66, 95% CI 0.52 to 2.81; 10-point scale) and a shorter time taken to complete the operation (MD -5.50 minutes, 95% CI -9.97 to -1.03). Controlled training environments (secondary outcomes) In a controlled environment five studies evaluated the technical skills of surgical trainees (one study) and medical students (three studies). One study was excluded from the analysis. Surgical trainees: One study (80 participants) evaluated the technical performance of surgical trainees during temporal bone surgery, where the outcome was the quality of the final dissection. There was no difference in the end-product scores between virtual reality and cadaveric temporal bone training. Medical students: Two other studies (40 participants) evaluated technical skills achieved by medical students in the temporal bone laboratory. Learners' knowledge of the flow of the operative procedure (procedural score) was better after virtual reality than conventional training (SMD 1.11, 95% CI 0.44 to 1.79). There was also a significant difference in end-product score between the virtual reality and conventional training groups (SMD 2.60, 95% CI 1.71 to 3.49). One study (17 participants) revealed that medical students acquired anatomical knowledge (on a scale of 0 to 10) better during virtual reality than during conventional training (MD 4.3, 95% CI 2.05 to 6.55). No studies in a controlled training environment assessed non-technical skills. There is limited evidence to support the inclusion of virtual reality surgical simulation into surgical training programmes, on the basis that it can allow trainees to develop technical skills that are at least as good as those achieved through conventional training. Further investigations are required to determine whether virtual reality training is associated with better real world outcomes for patients and the development of non-technical skills. Virtual reality simulation may be considered as an additional learning tool for medical students.
Poeschl, Sandra; Doering, Nicola
2012-01-01
Virtual Reality technology offers great possibilities for Cognitive Behavioral Therapy of fear of public speaking: Clients can be exposed to virtual fear-triggering stimuli (exposure) and are able to role-play in virtual environments, training social skills to overcome their fear. Usually, prototypical audience behavior (neutral, social and anti-social) serves as stimulus in virtual training sessions, although there is significant lack of theoretical basis on typical audience behavior. The study presented deals with the design of a realistic virtual presentation scenario. An audience (consisting of n=18 men and women) in an undergraduate seminar was observed during three frontal lecture sessions. Behavior frequency of four nonverbal dimensions (eye contact, facial expression, gesture, and posture) was rated by means of a quantitative content analysis. Results show audience behavior patterns which seem to be typical in frontal lecture contexts, like friendly and neutral face expressions. Additionally, combined and even synchronized behavioral patterns between participants who sit next to each other (like turning to the neighbor and start talking) were registered. The gathered data serve as empirical design basis for a virtual audience to be used in virtual training applications that stimulate the experiences of the participants in a realistic manner, thereby improving the experienced presence in the training application.
Virtual reality for mobility devices: training applications and clinical results: a review.
Erren-Wolters, Catelijne Victorien; van Dijk, Henk; de Kort, Alexander C; Ijzerman, Maarten J; Jannink, Michiel J
2007-06-01
Virtual reality technology is an emerging technology that possibly can address the problems encountered in training (elderly) people to handle a mobility device. The objective of this review was to study different virtual reality training applications as well as their clinical implication for patients with mobility problems. Computerized literature searches were performed using the MEDLINE, Cochrane, CIRRIE and REHABDATA databases. This resulted in eight peer reviewed journal articles. The included studies could be divided into three categories, on the basis of their study objective. Five studies were related to training driving skills, two to physical exercise training and one to leisure activity. This review suggests that virtual reality is a potentially useful means to improve the use of a mobility device, in training one's driving skills, for keeping up the physical condition and also in a way of leisure time activity. Although this field of research appears to be in its early stages, the included studies pointed out a promising transfer of training in a virtual environment to the real-life use of mobility devices.
Shema-Shiratzky, Shirley; Brozgol, Marina; Cornejo-Thumm, Pablo; Geva-Dayan, Karen; Rotstein, Michael; Leitner, Yael; Hausdorff, Jeffrey M; Mirelman, Anat
2018-05-17
To examine the feasibility and efficacy of a combined motor-cognitive training using virtual reality to enhance behavior, cognitive function and dual-tasking in children with Attention-Deficit/Hyperactivity Disorder (ADHD). Fourteen non-medicated school-aged children with ADHD, received 18 training sessions during 6 weeks. Training included walking on a treadmill while negotiating virtual obstacles. Behavioral symptoms, cognition and gait were tested before and after the training and at 6-weeks follow-up. Based on parental report, there was a significant improvement in children's social problems and psychosomatic behavior after the training. Executive function and memory were improved post-training while attention was unchanged. Gait regularity significantly increased during dual-task walking. Long-term training effects were maintained in memory and executive function. Treadmill-training augmented with virtual-reality is feasible and may be an effective treatment to enhance behavior, cognitive function and dual-tasking in children with ADHD.
Kanumuri, Prathima; Ganai, Sabha; Wohaibi, Eyad M.; Bush, Ronald W.; Grow, Daniel R.
2008-01-01
Background: The study aim was to compare the effectiveness of virtual reality and computer-enhanced video-scopic training devices for training novice surgeons in complex laparoscopic skills. Methods: Third-year medical students received instruction on laparoscopic intracorporeal suturing and knot tying and then underwent a pretraining assessment of the task using a live porcine model. Students were then randomized to objectives-based training on either the virtual reality (n=8) or computer-enhanced (n=8) training devices for 4 weeks, after which the assessment was repeated. Results: Posttraining performance had improved compared with pretraining performance in both task completion rate (94% versus 18%; P<0.001*) and time [181±58 (SD) versus 292±24*]. Performance of the 2 groups was comparable before and after training. Of the subjects, 88% thought that haptic cues were important in simulators. Both groups agreed that their respective training systems were effective teaching tools, but computer-enhanced device trainees were more likely to rate their training as representative of reality (P<0.01). Conclusions: Training on virtual reality and computer-enhanced devices had equivalent effects on skills improvement in novices. Despite the perception that haptic feedback is important in laparoscopic simulation training, its absence in the virtual reality device did not impede acquisition of skill. PMID:18765042
Human Robotic Swarm Interaction Using an Artificial Physics Approach
2014-12-01
calculates virtual forces that are summed and translated into velocity commands. The virtual forces are modeled after real physical forces such as...results from the physical experiments show that an artificial physics-based framework is an effective way to allow multiple agents to follow a human... modeled after real physical forces such as gravitational and Coulomb, forces but are not restricted to them, for example, the force magnitude may not be
A Legal Reasoning Component of a Network Security Command and Control System
2010-03-01
United States Code VA Vulnerability Assessment VLC Virtual Legal Cell xv ACKNOWLEDGMENTS The authors would like to humbly thank Professor Bret...cyberspace environment. In this thesis, the authors address the information warrior’s challenge of obtaining just-in-time legal advice. They...PROPOSED VIRTUAL DYNAMIC LEGAL CELL One of the challenges in cyberspace is to define and detect a hostile act or the use of force. Another major
Proof-of-Concept Part Task Trainer for Close Air Support Procedures
2016-06-01
TVDL Tactical Video Down Link VE Virtual Environment VR Virtual Reality WTI Weapons and Tactics Instructor xvii ACKNOWLEDGMENTS I would first...in training of USMC pilots for close air support operations? • What is the feasibility of developing a prototype virtual reality (VR) system that...Chapter IV provides a review of virtual reality (VR)/ virtual environment (VE) and part-task trainers currently used in military training
Computer Based Training: Field Deployable Trainer and Shared Virtual Reality
NASA Technical Reports Server (NTRS)
Mullen, Terence J.
1997-01-01
Astronaut training has traditionally been conducted at specific sites with specialized facilities. Because of its size and nature the training equipment is generally not portable. Efforts are now under way to develop training tools that can be taken to remote locations, including into orbit. Two of these efforts are the Field Deployable Trainer and Shared Virtual Reality projects. Field Deployable Trainer NASA has used the recent shuttle mission by astronaut Shannon Lucid to the Russian space station, Mir, as an opportunity to develop and test a prototype of an on-orbit computer training system. A laptop computer with a customized user interface, a set of specially prepared CD's, and video tapes were taken to the Mir by Ms. Lucid. Based upon the feedback following the launch of the Lucid flight, our team prepared materials for the next Mir visitor. Astronaut John Blaha will fly on NASA/MIR Long Duration Mission 3, set to launch in mid September. He will take with him a customized hard disk drive and a package of compact disks containing training videos, references and maps. The FDT team continues to explore and develop new and innovative ways to conduct offsite astronaut training using personal computers. Shared Virtual Reality Training NASA's Space Flight Training Division has been investigating the use of virtual reality environments for astronaut training. Recent efforts have focused on activities requiring interaction by two or more people, called shared VR. Dr. Bowen Loftin, from the University of Houston, directs a virtual reality laboratory that conducts much of the NASA sponsored research. I worked on a project involving the development of a virtual environment that can be used to train astronauts and others to operate a science unit called a Biological Technology Facility (BTF). Facilities like this will be used to house and control microgravity experiments on the space station. It is hoped that astronauts and instructors will ultimately be able to share common virtual environments and, using telephone links, conduct interactive training from separate locations.
Virtual environments simulation in research reactor
NASA Astrophysics Data System (ADS)
Muhamad, Shalina Bt. Sheik; Bahrin, Muhammad Hannan Bin
2017-01-01
Virtual reality based simulations are interactive and engaging. It has the useful potential in improving safety training. Virtual reality technology can be used to train workers who are unfamiliar with the physical layout of an area. In this study, a simulation program based on the virtual environment at research reactor was developed. The platform used for virtual simulation is 3DVia software for which it's rendering capabilities, physics for movement and collision and interactive navigation features have been taken advantage of. A real research reactor was virtually modelled and simulated with the model of avatars adopted to simulate walking. Collision detection algorithms were developed for various parts of the 3D building and avatars to restrain the avatars to certain regions of the virtual environment. A user can control the avatar to move around inside the virtual environment. Thus, this work can assist in the training of personnel, as in evaluating the radiological safety of the research reactor facility.
32 CFR Appendix C to Part 246 - Personnel Policies and Procedures
Code of Federal Regulations, 2011 CFR
2011-07-01
... Unified Commands, the American Forces Information Service (AFIS), and the U.S. Army to the S&S. 2. As DoD... Director of the AFIS, to the Unified Command Commander-in-Chief (CINC), who shall make the final selection... Unified Command CINC and the AFIS, to substitute a DoD-funded “training-with-industry” program with...
Virtual Patients for Virtual Sick Call Medical Training
2010-11-01
2007). A controlled clinical comparison of attention performance in children with ADHD in a virtual reality classroom compared to standard...traditional approaches rely upon a combination of classroom learning and role-playing lnterservice/Jndusrry Training, Simularion, and Education
Constructing Virtual Training Demonstrations
2008-12-01
virtual environments have been shown to be effective for training, and distributed game -based architectures contribute an added benefit of wide...investigation of how a demonstration authoring toolset can be constructed from existing virtual training environments using 3-D multiplayer gaming ...intelligent agents project to create AI middleware for simulations and videogames . The result was SimBionic®, which enables users to graphically author
Virtual reality in ophthalmology training.
Khalifa, Yousuf M; Bogorad, David; Gibson, Vincent; Peifer, John; Nussbaum, Julian
2006-01-01
Current training models are limited by an unstructured curriculum, financial costs, human costs, and time constraints. With the newly mandated resident surgical competency, training programs are struggling to find viable methods of assessing and documenting the surgical skills of trainees. Virtual-reality technologies have been used for decades in flight simulation to train and assess competency, and there has been a recent push in surgical specialties to incorporate virtual-reality simulation into residency programs. These efforts have culminated in an FDA-approved carotid stenting simulator. What role virtual reality will play in the evolution of ophthalmology surgical curriculum is uncertain. The current apprentice system has served the art of surgery for over 100 years, and we foresee virtual reality working synergistically with our current curriculum modalities to streamline and enhance the resident's learning experience.
A computer-based training system combining virtual reality and multimedia
NASA Technical Reports Server (NTRS)
Stansfield, Sharon A.
1993-01-01
Training new users of complex machines is often an expensive and time-consuming process. This is particularly true for special purpose systems, such as those frequently encountered in DOE applications. This paper presents a computer-based training system intended as a partial solution to this problem. The system extends the basic virtual reality (VR) training paradigm by adding a multimedia component which may be accessed during interaction with the virtual environment. The 3D model used to create the virtual reality is also used as the primary navigation tool through the associated multimedia. This method exploits the natural mapping between a virtual world and the real world that it represents to provide a more intuitive way for the student to interact with all forms of information about the system.
ASTP crewmen in Docking Module trainer during training session at JSC
NASA Technical Reports Server (NTRS)
1975-01-01
An interior view of the Docking Module trainer in bldg 35 during Apollo Soyuz Test Project (ASTP) joint crew training at JSC. Astronaut Thomas P. Stafford, commander of the American ASTP prime crew, is on the right. The other crewman is Cosmonaut Aleksey A. Leonov, commander of the Soviet ASTP prime crew. The training session simulated activities on the second day in Earth orbit. The Docking Module is designed to link the Apollo and Soyuz spacecraft.
Apollo 11 Facts Project [EVA Training/Washington, D. C. Tour
NASA Technical Reports Server (NTRS)
1994-01-01
Footage shows the crew of Apollo 11, Commander Neil Armstrong, Lunar Module Pilot Edwin Aldrin Jr., and Command Module Pilot Michael Collins, during various pre-mission activities. They are seen training for the extravehicular activity on the surface of the Moon, giving speeches in front of the White House, and during a parade in Houston.
Apollo 8 prime crew inside centrifuge gondola in bldg 29 during training
NASA Technical Reports Server (NTRS)
1968-01-01
The Apollo 8 prime crew inside the centrifuge gondola in bldg 29 during centrifuge training in the Manned Spacecraft Center's (MSC) Flight Acceleration Facility (view with crew lying on back). Left to right, are Astronauts Frank Borman, commander; James A. Lovell Jr., command module pilot; and William A. Anders, lunar module pilot.
How well does voice interaction work in space?
NASA Technical Reports Server (NTRS)
Morris, Randy B.; Whitmore, Mihriban; Adam, Susan C.
1993-01-01
The methods and results of an evaluation of the Voice Navigator software package are discussed. The first phase or ground phase of the study consisted of creating, or training, computer voice files of specific commands. This consisted of repeating each of six commands eight times. The files were then tested for recognition accuracy by the software aboard the microgravity aircraft. During the second phase, both voice training and testing were performed in microgravity. Inflight training was done due to problems encountered in phase one which were believed to be caused by ambient noise levels. Both quantitative and qualitative data were collected. Only one of the commands was found to offer consistently high recognition rates across subjects during the second phase.
Virtual Training for Virtual Success: Michigan State University Extension's Virtual Conference
ERIC Educational Resources Information Center
Vandenberg, Lela; Reese, Luke
2011-01-01
Michigan State University Extension conducted its first virtual conference, attended by more than 600 staff, with a weeklong menu of over 100 online meetings and learning sessions. Providing multiple types of pre-conference hands-on training to small groups using Adobe Connect Pro was an important key to success. Other success factors were pre and…
Expedition 11 Training with Krikalev/Henderson
2004-08-12
Expedition 11 Training with Krikalev/Henderson as their continued their training in the Virtual Reality Laboratory in building 9. View includes: Sergei Krikalev and Henderson using the virtual optics to view the International Space Station.
Jensen, Katrine; Ringsted, Charlotte; Hansen, Henrik Jessen; Petersen, René Horsleben; Konge, Lars
2014-06-01
Video-assisted thoracic surgery is gradually replacing conventional open thoracotomy as the method of choice for the treatment of early-stage non-small cell lung cancers, and thoracic surgical trainees must learn and master this technique. Simulation-based training could help trainees overcome the first part of the learning curve, but no virtual-reality simulators for thoracoscopy are commercially available. This study aimed to investigate whether training on a laparoscopic simulator enables trainees to perform a thoracoscopic lobectomy. Twenty-eight surgical residents were randomized to either virtual-reality training on a nephrectomy module or traditional black-box simulator training. After a retention period they performed a thoracoscopic lobectomy on a porcine model and their performance was scored using a previously validated assessment tool. The groups did not differ in age or gender. All participants were able to complete the lobectomy. The performance of the black-box group was significantly faster during the test scenario than the virtual-reality group: 26.6 min (SD 6.7 min) versus 32.7 min (SD 7.5 min). No difference existed between the two groups when comparing bleeding and anatomical and non-anatomical errors. Simulation-based training and targeted instructions enabled the trainees to perform a simulated thoracoscopic lobectomy. Traditional black-box training was more effective than virtual-reality laparoscopy training. Thus, a dedicated simulator for thoracoscopy should be available before establishing systematic virtual-reality training programs for trainees in thoracic surgery.
Scardovelli, Terigi Augusto; Frère, Annie France
2015-01-01
Many children with motor impairments cannot participate in games and jokes that contribute to their formation. Currently, commercial computer games there are few options of software and sufficiently flexible access devices to meet the needs of this group of children. In this study, a peripheral access device and a 3D computerized game that do not require the actions of dragging, clicking, or activating various keys at the same time were developed. The peripheral access device consists of a webcam and a supervisory system that processes the images. This method provides a field of action that can be adjusted to various types of motor impairments. To analyze the sensitivity of the commands, a virtual course was developed using the scenario of a path of straight lines and curves. A volunteer with good ability in virtual games performed a short training with the virtual course and, after 15min of training, obtained similar results with a standard keyboard and the adapted peripheral device. A 3D game in the Amazon forest was developed using the Blender 3D tool. This free software was used to model the characters and scenarios. To evaluate the usability of the 3D game, the game was tested by 20 volunteers without motor impairments (group A) and 13 volunteers with severe motor limitations of the upper limbs (group B). All the volunteers (group A and B) could easily execute all the actions of the game using the adapted peripheral device. The majority positively evaluated the questions of usability and expressed their satisfaction. The computerized game coupled to the adapted device will offer the option of leisure and learning to people with severe motor impairments who previously lacked this possibility. It also provided equality in this activity to all the users. Copyright © 2014. Published by Elsevier Ireland Ltd.
García-Peñalvo, Francisco J.; Pérez-Blanco, Jonás Samuel; Martín-Suárez, Ana
2014-01-01
This paper discusses how cloud-based architectures can extend and enhance the functionality of the training environments based on virtual worlds and how, from this cloud perspective, we can provide support to analysis of training processes in the area of health, specifically in the field of training processes in quality assurance for pharmaceutical laboratories, presenting a tool for data retrieval and analysis that allows facing the knowledge discovery in the happenings inside the virtual worlds. PMID:24778593
Virtual Instrument Simulator for CERES
NASA Technical Reports Server (NTRS)
Chapman, John J.
1997-01-01
A benchtop virtual instrument simulator for CERES (Clouds and the Earth's Radiant Energy System) has been built at NASA, Langley Research Center in Hampton, VA. The CERES instruments will fly on several earth orbiting platforms notably NASDA's Tropical Rainfall Measurement Mission (TRMM) and NASA's Earth Observing System (EOS) satellites. CERES measures top of the atmosphere radiative fluxes using microprocessor controlled scanning radiometers. The CERES Virtual Instrument Simulator consists of electronic circuitry identical to the flight unit's twin microprocessors and telemetry interface to the supporting spacecraft electronics and two personal computers (PC) connected to the I/O ports that control azimuth and elevation gimbals. Software consists of the unmodified TRW developed Flight Code and Ground Support Software which serves as the instrument monitor and NASA/TRW developed engineering models of the scanners. The CERES Instrument Simulator will serve as a testbed for testing of custom instrument commands intended to solve in-flight anomalies of the instruments which could arise during the CERES mission. One of the supporting computers supports the telemetry display which monitors the simulator microprocessors during the development and testing of custom instrument commands. The CERES engineering development software models have been modified to provide a virtual instrument running on a second supporting computer linked in real time to the instrument flight microprocessor control ports. The CERES Instrument Simulator will be used to verify memory uploads by the CERES Flight Operations TEAM at NASA. Plots of the virtual scanner models match the actual instrument scan plots. A high speed logic analyzer has been used to track the performance of the flight microprocessor. The concept of using an identical but non-flight qualified microprocessor and electronics ensemble linked to a virtual instrument with identical system software affords a relatively inexpensive simulation system capable of high fidelity.
Using Customer Satisfaction for Measuring the Effectiveness of Integrated Product Teams.
1995-09-01
personal interviews with five major customers of ASC. The customers are Air Mobility Command, Air Combat Command, Air Education and Training Command...Air Mobility Command U.S. Army 25 Research Question 5. What characteristics of IPT performance do IPT customers perceive as most important? The...USING CUSTOMER SATISFACTION FOR MEASURING THE EFFECTIVENESS OF INTEGRATED PRODUCT TEAMS THESIS Charles H. Embs James N. Anderson Captain
Apollo 8 prime crew seen during water egress training in Gulf of Mexico
NASA Technical Reports Server (NTRS)
1968-01-01
The prime crew of the Apollo 8 mission in life raft awaiting pickup by U.S. Coast Guard helicopter during water egress training in the Gulf of Mexico. They had just egressed Apollo Boilerplate 1102A, at left. Inflated bags were used to upright the boilerplate. Left to right, are Astronauts William A. Anders, lunar module pilot; James A. Lovell Jr., command module pilot; and Frank Borman, commander. A team of Manned Spacecraft Center (MSC) swimmers assisted with the training exercise.
Apollo 8 prime crew seen during water egress training in Gulf of Mexico
1968-10-19
S68-53217 (19 Oct. 1968) --- Astronaut James A. Lovell Jr., command module pilot of the Apollo 8 prime crew, in special net being hoisted up to a U.S. Coast Guard helicopter during water egress training in the Gulf of Mexico. Awaiting his turn for helicopter pickup is astronaut William A. Anders (in raft), lunar module pilot. Astronaut Frank Borman, commander, had already been picked up. A team of Manned Spacecraft Center (MSC) swimmers assisted with the training exercise.
Classification of EMG signals using artificial neural networks for virtual hand prosthesis control.
Mattioli, Fernando E R; Lamounier, Edgard A; Cardoso, Alexandre; Soares, Alcimar B; Andrade, Adriano O
2011-01-01
Computer-based training systems have been widely studied in the field of human rehabilitation. In health applications, Virtual Reality presents itself as an appropriate tool to simulate training environments without exposing the patients to risks. In particular, virtual prosthetic devices have been used to reduce the great mental effort needed by patients fitted with myoelectric prosthesis, during the training stage. In this paper, the application of Virtual Reality in a hand prosthesis training system is presented. To achieve this, the possibility of exploring Neural Networks in a real-time classification system is discussed. The classification technique used in this work resulted in a 95% success rate when discriminating 4 different hand movements.
Federal Register 2010, 2011, 2012, 2013, 2014
2012-10-04
...-submarine warfare; mine warfare; naval special warfare; Naval Air Systems Command (NAVAIR) testing; Naval Sea Systems Command (NAVSEA) testing; Space and Naval Warfare Systems Command (SPAWAR) testing; and Office of Naval Research (ONR) and Naval Research Laboratory (NRL) testing. Detailed descriptions of...
De Leo, Gianluca; Diggs, Leigh A; Radici, Elena; Mastaglio, Thomas W
2014-02-01
Virtual-reality solutions have successfully been used to train distributed teams. This study aimed to investigate the correlation between user characteristics and sense of presence in an online virtual-reality environment where distributed teams are trained. A greater sense of presence has the potential to make training in the virtual environment more effective, leading to the formation of teams that perform better in a real environment. Being able to identify, before starting online training, those user characteristics that are predictors of a greater sense of presence can lead to the selection of trainees who would benefit most from the online simulated training. This is an observational study with a retrospective postsurvey of participants' user characteristics and degree of sense of presence. Twenty-nine members from 3 Air Force National Guard Medical Service expeditionary medical support teams participated in an online virtual environment training exercise and completed the Independent Television Commission-Sense of Presence Inventory survey, which measures sense of presence and user characteristics. Nonparametric statistics were applied to determine the statistical significance of user characteristics to sense of presence. Comparing user characteristics to the 4 scales of the Independent Television Commission-Sense of Presence Inventory using Kendall τ test gave the following results: the user characteristics "how often you play video games" (τ(26)=-0.458, P<0.01) and "television/film production knowledge" (τ(27)=-0.516, P<0.01) were significantly related to negative effects. Negative effects refer to adverse physiologic reactions owing to the virtual environment experience such as dizziness, nausea, headache, and eyestrain. The user characteristic "knowledge of virtual reality" was significantly related to engagement (τ(26)=0.463, P<0.01) and negative effects (τ(26)=-0.404, P<0.05). Individuals who have knowledge about virtual environments and experience with gaming environments report a higher sense of presence that indicates that they will likely benefit more from online virtual training. Future research studies could include a larger population of expeditionary medical support, and the results obtained could be used to create a model that predicts the level of presence based on the user characteristics. To maximize results and minimize costs, only those individuals who, based on their characteristics, are supposed to have a higher sense of presence and less negative effects could be selected for online simulated virtual environment training.
Fusion Genes Predict Prostate Cancer Recurrence
2017-10-01
we will develop a training program centered on genomics and cell culturing methods to train new investigators to carry out research in benign urologic...Medical Research and Materiel Command Fort Detrick, Maryland 21702-5012 DISTRIBUTION STATEMENT: Approved for Public Release; Distribution...MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSOR/MONITOR’S ACRONYM(S) U.S. Army Medical Research and Materiel Command Fort Detrick, Maryland
STS-52 Commander Wetherbee, in LES/LEH, during JSC WETF bailout exercises
NASA Technical Reports Server (NTRS)
1992-01-01
STS-52 Columbia, Orbiter Vehicle (OV) 102, Commander James D. Wetherbee, fully outfitted in a launch and entry suit (LES) and launch and entry helmet (LEH), prepares for emergency egress (bailout) training exercise in JSC's Weightless Environment Training Facility (WETF) Bldg 29 pool. The WETF's 25-ft deep pool will be used to simulate a water landing.
Effects of virtual reality training on mobility and physical function in stroke.
Malik, Arshad Nawaz; Masood, Tahir
2017-10-01
Stroke is a common disabling condition which declines the functional and mobility level. The purpose of the case series was to determine the effect of virtual reality training on sensorimotor function and mobility level in stroke patients. Ten male (40-60 year) patients of stroke (08 Infarction, 02 Haemorrhagic) were selected from Physiotherapy department of Pakistan Railway Hospital, Rawalpindi. The additional virtual reality training (15-20 minutes) was provided 03 days per week for 06weeks along with task oriented training. All patients were assessed through Fugl-Meyer Assessment-Lower Extremity (FMA-LE) and Timed Get Up and Go Test (TUG) at baseline and after 06 weeks of training. The results showed that there was significant improvement in mobility level of stroke patients. It is concluded that combination of task oriented and virtual reality training considerably improves the physical performance and mobility level in stroke patients.
Apollo 11 crewmembers participate in water egress training in Gulf of Mexico
NASA Technical Reports Server (NTRS)
1969-01-01
The third member of the prime crew of the Apollo 11 lunar landing mission egresses Apollo Boilerplate 1102 during water egress training in the Gulf of Mexico. The other two crewmen are in raft. Taking part in the training were Astronauts Neil A. Armstrong, commander; Michael Collins, command module pilot; and Edwin E. Aldrin Jr., lunar module pilot. The three crewmen practiced donning and wearing biological isolation garments (B.I.G.) as a part of the exercise. The Manned Spacecraft Center (MSC) swimmer standing up, who assisted in the training, is also wearing a B.I.G.
APOLLO XI CREW - WATER EGRESS TRAINING - GULF
1969-05-24
S69-34967 (24 May 1969) --- The third member of the prime crew of the Apollo 11 lunar landing mission egresses Apollo Boilerplate 1102 during water egress training in the Gulf of Mexico. The other two crewmen are in raft. Taking part in the training were astronauts Neil A. Armstrong, commander; Michael Collins, command module pilot; and Edwin E. Aldrin Jr., lunar module pilot. The three crewmen practiced donning and wearing biological isolation garments (B.I.G.) as a part of the exercise. The Manned Spacecraft Center (MSC) swimmer standing up, who assisted in the training, is also wearing a B.I.G.
STS-36 Commander Creighton and Pilot Casper on flight deck during JSC training
NASA Technical Reports Server (NTRS)
1989-01-01
In their forward flight deck stations, STS-36 Commander John O. Creighton and Pilot John H. Casper discuss procedures prior to participating in JSC Fixed Based (FB) Shuttle Mission Simulator (SMS) exercises in the Shuttle Simulation and Training Facility Bldg 5. Creighton (left) sits in front of the commanders station controls and Casper (right) in front of the pilots station controls. Checklists are posted in various positions on the forward control panels as the crewmembers prepare for the FB-SMS simulation and their Department of Defense (DOD) flight aboard Atlantis, Orbiter Vehicle (OV) 104.
Yang, Wen-Chieh; Wang, Hsing-Kuo; Wu, Ruey-Meei; Lo, Chien-Shun; Lin, Kwan-Hwa
2016-09-01
Virtual reality has the advantage to provide rich sensory feedbacks for training balance function. This study tested if the home-based virtual reality balance training is more effective than the conventional home balance training in improving balance, walking, and quality of life in patients with Parkinson's disease (PD). Twenty-three patients with idiopathic PD were recruited and underwent twelve 50-minute training sessions during the 6-week training period. The experimental group (n = 11) was trained with a custom-made virtual reality balance training system, and the control group (n = 12) was trained by a licensed physical therapist. Outcomes were measured at Week 0 (pretest), Week 6 (posttest), and Week 8 (follow-up). The primary outcome was the Berg Balance Scale. The secondary outcomes included the Dynamic Gait Index, timed Up-and-Go test, Parkinson's Disease Questionnaire, and the motor score of the Unified Parkinson's Disease Rating Scale. The experimental and control groups were comparable at pretest. After training, both groups performed better in the Berg Balance Scale, Dynamic Gait Index, timed Up-and-Go test, and Parkinson's Disease Questionnaire at posttest and follow-up than at pretest. However, no significant differences were found between these two groups at posttest and follow-up. This study did not find any difference between the effects of the home-based virtual reality balance training and conventional home balance training. The two training options were equally effective in improving balance, walking, and quality of life among community-dwelling patients with PD. Copyright © 2015. Published by Elsevier B.V.
Virtual Reality: A Strategy for Training in Cross-Cultural Communication.
ERIC Educational Resources Information Center
Meyer, Catherine; Dunn-Roberts, Richard
1992-01-01
Defines virtual reality and explains terminology, theoretical concepts, and enabling technologies. Research and applications are described; limitations of current technology are considered; and future possibilities are discussed, including the use of virtual reality in training for cross-cultural communication. (22 references) (LRW)
Robust kernel collaborative representation for face recognition
NASA Astrophysics Data System (ADS)
Huang, Wei; Wang, Xiaohui; Ma, Yanbo; Jiang, Yuzheng; Zhu, Yinghui; Jin, Zhong
2015-05-01
One of the greatest challenges of representation-based face recognition is that the training samples are usually insufficient. In other words, the training set usually does not include enough samples to show varieties of high-dimensional face images caused by illuminations, facial expressions, and postures. When the test sample is significantly different from the training samples of the same subject, the recognition performance will be sharply reduced. We propose a robust kernel collaborative representation based on virtual samples for face recognition. We think that the virtual training set conveys some reasonable and possible variations of the original training samples. Hence, we design a new object function to more closely match the representation coefficients generated from the original and virtual training sets. In order to further improve the robustness, we implement the corresponding representation-based face recognition in kernel space. It is noteworthy that any kind of virtual training samples can be used in our method. We use noised face images to obtain virtual face samples. The noise can be approximately viewed as a reflection of the varieties of illuminations, facial expressions, and postures. Our work is a simple and feasible way to obtain virtual face samples to impose Gaussian noise (and other types of noise) specifically to the original training samples to obtain possible variations of the original samples. Experimental results on the FERET, Georgia Tech, and ORL face databases show that the proposed method is more robust than two state-of-the-art face recognition methods, such as CRC and Kernel CRC.
Virtual Reality Applications for Stress Management Training in the Military.
Pallavicini, Federica; Argenton, Luca; Toniazzi, Nicola; Aceti, Luciana; Mantovani, Fabrizia
2016-12-01
Stress Management Training programs are increasingly being adopted in the military field for resilience empowerment and primary stress prevention. In the last several years, advanced technologies (virtual reality in particular) have been integrated in order to develop more innovative and effective stress training programs for military personnel, including soldiers, pilots, and other aircrew professionals. This systematic review describes experimental studies that have been conducted in recent years to test the effectiveness of virtual reality-based Stress Management Training programs developed for military personnel. This promising state-of-the-art technology has the potential to be a successful new approach in empowering soldiers and increasing their resilience to stress. To provide an overview from 2001 to 2016 of the application of virtual reality for Stress Management Training programs developed for the military, a computer-based search for relevant publications was performed in several databases. Databases used in the search were PsycINFO, Web of Science (Web of Knowledge), PubMed, and Medline. The search string was: ("Virtual Reality") AND ("Military") AND ["Stress Training" OR ("Stress Management")]. There were 14 studies that met the inclusion criteria and were included in the review. The main observation to be drawn from this review is that virtual reality can provide interactive Stress Management Training to decrease levels of perceived stress and negative affect in military personnel. This technology appears to be a promising tool for assessing individuals' resilience to stress and for identifying the impact that stress can have on physiological reactivity and performance.Pallavicini F, Argenton L, Toniazzi N, Aceti L, Mantovani F. Virtual realtiy applications for stress management training in the military. Aerosp Med Hum Perform. 2016; 87(12):1021-1030.
Brown, Ross; Rasmussen, Rune; Baldwin, Ian; Wyeth, Peta
2012-08-01
Nursing training for an Intensive Care Unit (ICU) is a resource intensive process. High demands are made on staff, students and physical resources. Interactive, 3D computer simulations, known as virtual worlds, are increasingly being used to supplement training regimes in the health sciences; especially in areas such as complex hospital ward processes. Such worlds have been found to be very useful in maximising the utilisation of training resources. Our aim is to design and develop a novel virtual world application for teaching and training Intensive Care nurses in the approach and method for shift handover, to provide an independent, but rigorous approach to teaching these important skills. In this paper we present a virtual world simulator for students to practice key steps in handing over the 24/7 care requirements of intensive care patients during the commencing first hour of a shift. We describe the modelling process to provide a convincing interactive simulation of the handover steps involved. The virtual world provides a practice tool for students to test their analytical skills with scenarios previously provided by simple physical simulations, and live on the job training. Additional educational benefits include facilitation of remote learning, high flexibility in study hours and the automatic recording of a reviewable log from the session. To the best of our knowledge, we believe this is a novel and original application of virtual worlds to an ICU handover process. The major outcome of the work was a virtual world environment for training nurses in the shift handover process, designed and developed for use by postgraduate nurses in training. Copyright © 2012 Australian College of Critical Care Nurses Ltd. Published by Elsevier Ltd. All rights reserved.
Virtual Reality Training Environments: Contexts and Concerns.
ERIC Educational Resources Information Center
Harmon, Stephen W.; Kenney, Patrick J.
1994-01-01
Discusses the contexts where virtual reality (VR) training environments might be appropriate; examines the advantages and disadvantages of VR as a training technology; and presents a case study of a VR training environment used at the NASA Johnson Space Center in preparation for the repair of the Hubble Space Telescope. (AEF)
Bang, Yo-Soon; Son, Kyung Hyun; Kim, Hyun Jin
2016-11-01
[Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis.
Bang, Yo-Soon; Son, Kyung Hyun; Kim, Hyun Jin
2016-01-01
[Purpose] The purpose of this study is to investigate the effects of virtual reality training using Nintendo Wii on balance and walking for stroke patients. [Subjects and Methods] Forty stroke patients with stroke were randomly divided into two exercise program groups: virtual reality training (n=20) and treadmill (n=20). The subjects underwent their 40-minute exercise program three times a week for eight weeks. Their balance and walking were measured before and after the complete program. We measured the left/right weight-bearing and the anterior/posterior weight-bearing for balance, as well as stance phase, swing phase, and cadence for walking. [Results] For balance, both groups showed significant differences in the left/right and anterior/posterior weight-bearing, with significant post-program differences between the groups. For walking, there were significant differences in the stance phase, swing phase, and cadence of the virtual reality training group. [Conclusion] The results of this study suggest that virtual reality training providing visual feedback may enable stroke patients to directly adjust their incorrect weight center and shift visually. Virtual reality training may be appropriate for patients who need improved balance and walking ability by inducing their interest for them to perform planned exercises on a consistent basis. PMID:27942130
EMG and Kinematic Responses to Unexpected Slips After Slip Training in Virtual Reality
Parijat, Prakriti; Lockhart, Thurmon E.
2015-01-01
The objective of the study was to design a virtual reality (VR) training to induce perturbation in older adults similar to a slip and examine the effect of the training on kinematic and muscular responses in older adults. Twenty-four older adults were involved in a laboratory study and randomly assigned to two groups (virtual reality training and control). Both groups went through three sessions including baseline slip, training, and transfer of training on slippery surface. The training group experienced twelve simulated slips using a visual perturbation induced by tilting a virtual reality scene while walking on the treadmill and the control group completed normal walking during the training session. Kinematic, kinetic, and EMG data were collected during all the sessions. Results demonstrated the proactive adjustments such as increased trunk flexion at heel contact after training. Reactive adjustments included reduced time to peak activations of knee flexors, reduced knee coactivation, reduced time to trunk flexion, and reduced trunk angular velocity after training. In conclusion, the study findings indicate that the VR training was able to generate a perturbation in older adults that evoked recovery reactions and such motor skill can be transferred to the actual slip trials. PMID:25296401
Bao, Xiao; Mao, Yurong; Lin, Qiang; Qiu, Yunhai; Chen, Shaozhen; Li, Le; Cates, Ryan S; Zhou, Shufeng; Huang, Dongfeng
2013-11-05
The Kinect-based virtual reality system for the Xbox 360 enables users to control and interact with the game console without the need to touch a game controller, and provides rehabilitation training for stroke patients with lower limb dysfunctions. However, the underlying mechanism remains unclear. In this study, 18 healthy subjects and five patients after subacute stroke were included. The five patients were scanned using functional MRI prior to training, 3 weeks after training and at a 12-week follow-up, and then compared with healthy subjects. The Fugl-Meyer Assessment and Wolf Motor Function Test scores of the hemiplegic upper limbs of stroke patients were significantly increased 3 weeks after training and at the 12-week follow-up. Functional MRI results showed that contralateral primary sensorimotor cortex was activated after Kinect-based virtual reality training in the stroke patients compared with the healthy subjects. Contralateral primary sensorimotor cortex, the bilateral supplementary motor area and the ipsilateral cerebellum were also activated during hand-clenching in all 18 healthy subjects. Our findings indicate that Kinect-based virtual reality training could promote the recovery of upper limb motor function in subacute stroke patients, and brain reorganization by Kinect-based virtual reality training may be linked to the contralateral sensorimotor cortex.
Bao, Xiao; Mao, Yurong; Lin, Qiang; Qiu, Yunhai; Chen, Shaozhen; Li, Le; Cates, Ryan S.; Zhou, Shufeng; Huang, Dongfeng
2013-01-01
The Kinect-based virtual reality system for the Xbox 360 enables users to control and interact with the game console without the need to touch a game controller, and provides rehabilitation training for stroke patients with lower limb dysfunctions. However, the underlying mechanism remains unclear. In this study, 18 healthy subjects and five patients after subacute stroke were included. The five patients were scanned using functional MRI prior to training, 3 weeks after training and at a 12-week follow-up, and then compared with healthy subjects. The Fugl-Meyer Assessment and Wolf Motor Function Test scores of the hemiplegic upper limbs of stroke patients were significantly increased 3 weeks after training and at the 12-week follow-up. Functional MRI results showed that contralateral primary sensorimotor cortex was activated after Kinect-based virtual reality training in the stroke patients compared with the healthy subjects. Contralateral primary sensorimotor cortex, the bilateral supplementary motor area and the ipsilateral cerebellum were also activated during hand-clenching in all 18 healthy subjects. Our findings indicate that Kinect-based virtual reality training could promote the recovery of upper limb motor function in subacute stroke patients, and brain reorganization by Kinect-based virtual reality training may be linked to the contralateral sensorimotor cortex. PMID:25206611
VECTR: Virtual Environment Computational Training Resource
NASA Technical Reports Server (NTRS)
Little, William L.
2018-01-01
The Westridge Middle School Curriculum and Community Night is an annual event designed to introduce students and parents to potential employers in the Central Florida area. NASA participated in the event in 2017, and has been asked to come back for the 2018 event on January 25. We will be demonstrating our Microsoft Hololens Virtual Rovers project, and the Virtual Environment Computational Training Resource (VECTR) virtual reality tool.
Duke of Wellington’s Command of the Spanish Army in the Peninsular War
2017-06-09
SUBJECT TERMS Peninsular War, Spanish Army, Command Structure , International Friction 16. SECURITY CLASSIFICATION OF: 17. LIMITATION OF ABSTRACT...Horse Guards and the Secretary for War and the Colonies, poorly trained and equipped partner armies, the difficulty in creating a unity of command...armies of three nations in the Peninsula. Wellington accepted the daunting challenge of unifying disparate command structures of Spain and Britain
2005-03-29
Brig. Gen. Curtis Bedke, commander of the Air Force Flight Test Center at Edwards Air Force Base, received some first-hand insight on how to fly a Space Shuttle approach and landing, courtesy of NASA astronaut and STS-114 mission commander Eileen Collins. The series of proficiency flights in NASA's modified Grumman Gulfstream-II Shuttle Training Aircraft were in preparation for the STS-114 mission with the shuttle Discovery. Although NASA's Kennedy Space Center in Florida is the primary landing site for Space Shuttle missions, flight crews also practice the shuttle's steep approach and landing at Edwards in case weather or other situations preclude a landing at the Florida site and force a diversion to Edwards AFB.
Simulators and virtual reality in surgical education.
Chou, Betty; Handa, Victoria L
2006-06-01
This article explores the pros and cons of virtual reality simulators, their abilities to train and assess surgical skills, and their potential future applications. Computer-based virtual reality simulators and more conventional box trainers are compared and contrasted. The virtual reality simulator provides objective assessment of surgical skills and immediate feedback further to enhance training. With this ability to provide standardized, unbiased assessment of surgical skills, the virtual reality trainer has the potential to be a tool for selecting, instructing, certifying, and recertifying gynecologists.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Timothy Shaw; Anthony Baratta; Vaughn Whisker
2005-02-28
Task 4 report of 3 year DOE NERI-sponsored effort evaluating immersive virtual reality (CAVE) technology for design review, construction planning, and maintenance planning and training for next generation nuclear power plants. Program covers development of full-scale virtual mockups generated from 3D CAD data presented in a CAVE visualization facility. This report focuses on using Full-scale virtual mockups for nuclear power plant training applications.
Virtual Reality Exposure Training for Musicians: Its Effect on Performance Anxiety and Quality.
Bissonnette, Josiane; Dubé, Francis; Provencher, Martin D; Moreno Sala, Maria T
2015-09-01
Music performance anxiety affects numerous musicians, with many of them reporting impairment of performance due to this problem. This exploratory study investigated the effects of virtual reality exposure training on students with music performance anxiety. Seventeen music students were randomly assigned to a control group (n=8) or a virtual training group (n=9). Participants were asked to play a musical piece by memory in two separate recitals within a 3-week interval. Anxiety was then measured with the Personal Report of Confidence as a Performer Scale and the S-Anxiety scale from the State-Trait Anxiety Inventory (STAI-Y). Between pre- and post-tests, the virtual training group took part in virtual reality exposure training consisting of six 1-hour long sessions of virtual exposure. The results indicate a significant decrease in performance anxiety for musicians in the treatment group for those with a high level of state anxiety, for those with a high level of trait anxiety, for women, and for musicians with high immersive tendencies. Finally, between the pre- and post-tests, we observed a significant increase in performance quality for the experimental group, but not for the control group.
A virtual pointer to support the adoption of professional vision in laparoscopic training.
Feng, Yuanyuan; McGowan, Hannah; Semsar, Azin; Zahiri, Hamid R; George, Ivan M; Turner, Timothy; Park, Adrian; Kleinsmith, Andrea; Mentis, Helena M
2018-05-23
To assess a virtual pointer in supporting surgical trainees' development of professional vision in laparoscopic surgery. We developed a virtual pointing and telestration system utilizing the Microsoft Kinect movement sensor as an overlay for any imagine system. Training with the application was compared to a standard condition, i.e., verbal instruction with un-mediated gestures, in a laparoscopic training environment. Seven trainees performed four simulated laparoscopic tasks guided by an experienced surgeon as the trainer. Trainee performance was subjectively assessed by the trainee and trainer, and objectively measured by number of errors, time to task completion, and economy of movement. No significant differences in errors and time to task completion were obtained between virtual pointer and standard conditions. Economy of movement in the non-dominant hand was significantly improved when using virtual pointer ([Formula: see text]). The trainers perceived a significant improvement in trainee performance in virtual pointer condition ([Formula: see text]), while the trainees perceived no difference. The trainers' perception of economy of movement was similar between the two conditions in the initial three runs and became significantly improved in virtual pointer condition in the fourth run ([Formula: see text]). Results show that the virtual pointer system improves the trainer's perception of trainee's performance and this is reflected in the objective performance measures in the third and fourth training runs. The benefit of a virtual pointing and telestration system may be perceived by the trainers early on in training, but this is not evident in objective trainee performance until further mastery has been attained. In addition, the performance improvement of economy of motion specifically shows that the virtual pointer improves the adoption of professional vision- improved ability to see and use laparoscopic video results in more direct instrument movement.
Skill training in multimodal virtual environments.
Gopher, Daniel
2012-01-01
Multimodal, immersive, virtual reality (VR) techniques open new perspectives for perceptual-motor skill trainers. They also introduce new risks and dangers. This paper describes the benefits and pitfalls of multimodal training and the cognitive building blocks of a multimodal, VR training simulators.
32 CFR Appendix F to Part 651 - Glossary
Code of Federal Regulations, 2011 CFR
2011-07-01
... Training Area Management. LCED Life Cycle Environmental Documentation. MACOM Major Army Command. MATDEV... Record of Non-Applicability. RSC Regional Support Command. S&T Science and Technology. SA Secretary of...
APOLLO 17 PRELAUNCH ASTRONAUT TRAINING
NASA Technical Reports Server (NTRS)
1972-01-01
Apollo Command Module Pilot Evans, left, and Mission Commander Cernan, right, discuss their flight plans as each prepares to fly a T-38 jet aircraft at Patrick Air Force Base just south of the Spaceport. Astronauts Cernan and Evans flew the T-38 aircraft today on training flights over the Kennedy Space Center area to practice flying skills in preparation for upcoming launch to the Moon scheduled 12/06/72.
STS-37 crewmembers train in JSC's FB shuttle mission simulator (SMS)
NASA Technical Reports Server (NTRS)
1991-01-01
STS-37 Commander Steven R. Nagel (left) and Mission Specialist (MS) Jerry L. Ross rehearse some of their scheduled duties on the flight deck of JSC's fixed-based (FB) shuttle mission simulator (SMS) located in the Mission Simulation and Training Facility Bldg 5. During the unsuited simulation, Nagel reviews checklist while seated at the commanders station as Ross looks on from the pilots station.
STS-52 Commander Wetherbee floats in life raft during JSC bailout exercises
NASA Technical Reports Server (NTRS)
1992-01-01
STS-52 Columbia, Orbiter Vehicle (OV) 102, Commander James D. Wetherbee, wearing launch and entry suit (LES) and launch and entry helmet (LEH), floats in single person life raft during emergency egress (bailout) training exercises in JSC's Weightless Environment Training Facility (WETF) Bldg 29 pool. The bailout exercises utilize the WETF's 25-foot deep pool as the ocean for this water landing simulation.
Using Immersive Virtual Reality for Electrical Substation Training
ERIC Educational Resources Information Center
Tanaka, Eduardo H.; Paludo, Juliana A.; Cordeiro, Carlúcio S.; Domingues, Leonardo R.; Gadbem, Edgar V.; Euflausino, Adriana
2015-01-01
Usually, distribution electricians are called upon to solve technical problems found in electrical substations. In this project, we apply problem-based learning to a training program for electricians, with the help of a virtual reality environment that simulates a real substation. Using this virtual substation, users may safely practice maneuvers…
Virtual Learning: Possibilities and Realization
ERIC Educational Resources Information Center
Kerimbayev, Nurassyl
2016-01-01
In the article it was important to consider two basic moments i.e., impact mode of using virtual environment at training process within one faculty of the University, directly at training quality and what outcomes can be reached therewith. The work significance consists of studying the virtual environment effect instead of traditional educational…
Learning to Drive a Wheelchair in Virtual Reality
ERIC Educational Resources Information Center
Inman, Dean P.; Loge, Ken; Cram, Aaron; Peterson, Missy
2011-01-01
This research project studied the effect that a technology-based training program, WheelchairNet, could contribute to the education of children with physical disabilities by providing a chance to practice driving virtual motorized wheelchairs safely within a computer-generated world. Programmers created three virtual worlds for training. Scenarios…
Pedagogical Intercultural Practice of Teachers in Virtual Environments
ERIC Educational Resources Information Center
Barreto, Carmen Ricardo; Haydar, Jorge Mizzuno
2016-01-01
This study presents some of the results of the project "Training and Development of Intercultural Competency of Teachers in Virtual Environments", carried out in ten Colombian Caribbean higher education institutions (HEI) offering virtual programs. It was performed in three steps: 1-diagnosis, 2-training, and 3-analysis of the…
ERIC Educational Resources Information Center
Hoyt, Brian; Stockman, Mark
This paper focuses on the design of an assessment plan that can accurately measure the impact of using World Wide Web-based deliveries to increase performance. Key trends in technology and training are reviewed, and effective assessment of online training deliveries is examined. The Virtual Business Training Center (VBTC) is an integrated business…
ERIC Educational Resources Information Center
Nussli, Natalie; Oh, Kevin
2014-01-01
The overarching question that guides this review is to identify the key components of effective teacher training in virtual schooling, with a focus on three-dimensional (3D) immersive virtual worlds (IVWs). The process of identifying the essential components of effective teacher training in the use of 3D IVWs will be described step-by-step. First,…
Face recognition based on symmetrical virtual image and original training image
NASA Astrophysics Data System (ADS)
Ke, Jingcheng; Peng, Yali; Liu, Shigang; Li, Jun; Pei, Zhao
2018-02-01
In face representation-based classification methods, we are able to obtain high recognition rate if a face has enough available training samples. However, in practical applications, we only have limited training samples to use. In order to obtain enough training samples, many methods simultaneously use the original training samples and corresponding virtual samples to strengthen the ability of representing the test sample. One is directly using the original training samples and corresponding mirror samples to recognize the test sample. However, when the test sample is nearly symmetrical while the original training samples are not, the integration of the original training and mirror samples might not well represent the test samples. To tackle the above-mentioned problem, in this paper, we propose a novel method to obtain a kind of virtual samples which are generated by averaging the original training samples and corresponding mirror samples. Then, the original training samples and the virtual samples are integrated to recognize the test sample. Experimental results on five face databases show that the proposed method is able to partly overcome the challenges of the various poses, facial expressions and illuminations of original face image.
Song, Gui bin; Park, Eun cho
2015-01-01
[Purpose] The purpose of the study was to determine the effects of training using virtual reality games on balance and gait ability, as well as the psychological characteristics of stroke patients, such as depression and interpersonal relationships, by comparing them with the effects of ergometer training. [Subjects] Forty stroke patients were randomly divided into a virtual reality group (VRG, N = 20) and an ergometer training group (ETG, N = 20). [Methods] VRG performed training using the Xbox Kinect. ETG performed training using an ergometer bicycle. Both groups received training 30 min per day, five times per week, for eight weeks. [Results] Both the VRG and ETG subjects exhibited a significant difference in weight distribution ratio on the paralyzed side and balance ability. Both the VRG and ETG patients showed significant improvement in psychological measures BDI and RCS, after the intervention, and the VRG sowed a more significant increase in BDI than the ETG. [Conclusion] According to the result of this study, virtual reality training and ergometer training were both effective at improving balance, gait abilities, depression, and interpersonal relationships among stroke patients. PMID:26311925
Using virtual reality and game technology to assist command and control
NASA Astrophysics Data System (ADS)
Riead, Lorien H.; Straub, James; Mangino, Joseph
2017-04-01
Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.
Schuster-Amft, Corina; Eng, Kynan; Lehmann, Isabelle; Schmid, Ludwig; Kobashi, Nagisa; Thaler, Irène; Verra, Martin L; Henneke, Andrea; Signer, Sandra; McCaskey, Michael; Kiper, Daniel
2014-09-06
In recent years, virtual reality has been introduced to neurorehabilitation, in particular with the intention of improving upper-limb training options and facilitating motor function recovery. The proposed study incorporates a quantitative part and a qualitative part, termed a mixed-methods approach: (1) a quantitative investigation of the efficacy of virtual reality training compared to conventional therapy in upper-limb motor function are investigated, (2a) a qualitative investigation of patients' experiences and expectations of virtual reality training and (2b) a qualitative investigation of therapists' experiences using the virtual reality training system in the therapy setting. At three participating clinics, 60 patients at least 6 months after stroke onset will be randomly allocated to an experimental virtual reality group (EG) or to a control group that will receive conventional physiotherapy or occupational therapy (16 sessions, 45 minutes each, over the course of 4 weeks). Using custom data gloves, patients' finger and arm movements will be displayed in real time on a monitor, and they will move and manipulate objects in various virtual environments. A blinded assessor will test patients' motor and cognitive performance twice before, once during, and twice after the 4-week intervention. The primary outcome measure is the Box and Block Test. Secondary outcome measures are the Chedoke-McMaster Stroke Assessments (hand, arm and shoulder pain subscales), the Chedoke-McMaster Arm and Hand Activity Inventory, the Line Bisection Test, the Stroke Impact Scale, the MiniMentalState Examination and the Extended Barthel Index. Semistructured face-to-face interviews will be conducted with patients in the EG after intervention finalization with a focus on the patients' expectations and experiences regarding the virtual reality training. Therapists' perspectives on virtual reality training will be reviewed in three focus groups comprising four to six occupational therapists and physiotherapists. The interviews will help to gain a deeper understanding of the phenomena under investigation to provide sound recommendations for the implementation of the virtual reality training system for routine use in neurorehabilitation complementing the quantitative clinical assessments. Cliniclatrials.gov Identifier: NCT01774669 (15 January 2013).
Space Operations Training Concepts Benchmark Study (Training in a Continuous Operations Environment)
NASA Technical Reports Server (NTRS)
Johnston, Alan E.; Gilchrist, Michael; Underwood, Debrah (Technical Monitor)
2002-01-01
The NASA/USAF Benchmark Space Operations Training Concepts Study will perform a comparative analysis of the space operations training programs utilized by the United States Air Force Space Command with those utilized by the National Aeronautics and Space Administration. The concentration of the study will be focused on Ground Controller/Flight Controller Training for the International Space Station Payload Program. The duration of the study is expected to be five months with report completion by 30 June 2002. The U.S. Air Force Space Command was chosen as the most likely candidate for this benchmark study because their experience in payload operations controller training and user interfaces compares favorably with the Payload Operations Integration Center's training and user interfaces. These similarities can be seen in the dynamics of missions/payloads, controller on-console requirements, and currency/proficiency challenges to name a few. It is expected that the report will look at the respective programs and investigate goals of each training program, unique training challenges posed by space operations ground controller environments, processes of setting up controller training programs, phases of controller training, methods of controller training, techniques to evaluate adequacy of controller knowledge and the training received, and approaches to training administration. The report will provide recommendations to the respective agencies based on the findings. Attached is a preliminary outline of the study. Following selection of participants and an approval to proceed, initial contact will be made with U.S. Air Force Space Command Directorate of Training to discuss steps to accomplish the study.
Expedition One crew in Russian with Service Module
2000-07-14
Photographic documentation of Expedition One crew in Russia with Service Module. Views include: The three crew members for ISS Expedition One train with computers on the trainer / mockup for the Zvezda Service Module. From the left are cosmonauts Yuri Gidzenko, Soyuz commander; and Sergei Krikalev, flight engineer; and astronaut William Shepherd, mission commander. The session took place at the Gagarin Cosmonaut Training Center in Russia (18628). View looking toward the hatch inside the Zvezda Service Module trainer / mockup at the Gagarin Cosmonaut Training Center in Russia (18629). A wide shot of the Zvezda Service Module trainer / mockup, with the transfer compartment in the foreground (18630). Side view of the Zvezda Service Module (18631). An interior shot of the Zarya / Functional Cargo Bay (FGB) trainer / mockup (18632). Astronaut Scott Kelly, director of operations - Russia, walks through a full scale trainer / mockup for the Zvezda Service Module at the Gagarin Cosmonaut Training Center in Russia (18633). Astronaut William Shepherd (right) mission commander for ISS Expedition One, and Sergei Krikalev, flight engineer, participate in a training session in a trainer / mockup of the Zvezda Service Module (18634).
Peruzzi, Agnese; Zarbo, Ignazio Roberto; Cereatti, Andrea; Della Croce, Ugo; Mirelman, Anat
2017-07-01
In this single blind randomized controlled trial, we examined the effect of a virtual reality-based training on gait of people with multiple sclerosis. Twenty-five individuals with multiple sclerosis with mild to moderate disability were randomly assigned to either the control group (n = 11) or the experimental group (n = 14). The subjects in the control group received treadmill training. Subjects in the experimental group received virtual reality based treadmill training. Clinical measures and gait parameters were evaluated. Subjects in both the groups significantly improved the walking endurance and speed, cadence and stride length, lower limb joint ranges of motion and powers, during single and dual task gait. Moreover, subjects in the experimental group also improved balance, as indicated by the results of the clinical motor tests (p < 0.05). Between-group comparisons revealed that the experimental group improved significantly more than control group in hip range of motion and hip generated power at terminal stance at post-training. Our results support the perceived benefits of training programs that incorporate virtual reality to improve gait measures in individuals with multiple sclerosis. Implication of rehabilitation Gait deficits are common in multiple sclerosis (85%) and worsen during dual task activities. Intensive and progressive treadmill training, with and without virtual reality, is effective on dual task gait in persons with multiple sclerosis. Virtual reality-based treadmill training requiring obstacle negotiation increases the range of motion and the power generated at the hip, consequently allowing longer stride length and, consequently, higher gait speed.
Virtual reality training for health-care professionals.
Mantovani, Fabrizia; Castelnuovo, Gianluca; Gaggioli, Andrea; Riva, Giuseppe
2003-08-01
Emerging changes in health-care delivery are having a significant impact on the structure of health-care professionals' education. Today it is recognized that medical knowledge doubles every 6-8 years, with new medical procedures emerging everyday. While the half-life of medical information is so short, the average physician practices 30 years and the average nurse 40 years. Continuing education thus represents an important challenge to face. Recent advances in educational technology are offering an increasing number of innovative learning tools. Among these, Virtual Reality represents a promising area with high potential of enhancing the training of health-care professionals. Virtual Reality Training can provide a rich, interactive, engaging educational context, thus supporting experiential learning-by-doing; it can, in fact, contribute to raise interest and motivation in trainees and to effectively support skills acquisition and transfer, since the learning process can be settled within an experiential framework. Current virtual training applications for health-care differ a lot as to both their technological/multimedia sophistication and to the types of skills trained, varying for example from telesurgical applications to interactive simulations of human body and brain, to virtual worlds for emergency training. Other interesting applications include the development of immersive 3D environments for training psychiatrists and psychologists in the treatment of mental disorders. This paper has the main aim of discussing the rationale and main benefits for the use of virtual reality in health-care education and training. Significant research and projects carried out in this field will also be presented, followed by discussion on key issues concerning current limitations and future development directions.
A pilot study of surgical training using a virtual robotic surgery simulator.
Tergas, Ana I; Sheth, Sangini B; Green, Isabel C; Giuntoli, Robert L; Winder, Abigail D; Fader, Amanda N
2013-01-01
Our objectives were to compare the utility of learning a suturing task on the virtual reality da Vinci Skills Simulator versus the da Vinci Surgical System dry laboratory platform and to assess user satisfaction among novice robotic surgeons. Medical trainees were enrolled prospectively; one group trained on the virtual reality simulator, and the other group trained on the da Vinci dry laboratory platform. Trainees received pretesting and post-testing on the dry laboratory platform. Participants then completed an anonymous online user experience and satisfaction survey. We enrolled 20 participants. Mean pretest completion times did not significantly differ between the 2 groups. Training with either platform was associated with a similar decrease in mean time to completion (simulator platform group, 64.9 seconds [P = .04]; dry laboratory platform group, 63.9 seconds [P < .01]). Most participants (58%) preferred the virtual reality platform. The majority found the training "definitely useful" in improving robotic surgical skills (mean, 4.6) and would attend future training sessions (mean, 4.5). Training on the virtual reality robotic simulator or the dry laboratory robotic surgery platform resulted in significant improvements in time to completion and economy of motion for novice robotic surgeons. Although there was a perception that both simulators improved performance, there was a preference for the virtual reality simulator. Benefits unique to the simulator platform include autonomy of use, computerized performance feedback, and ease of setup. These features may facilitate more efficient and sophisticated simulation training above that of the conventional dry laboratory platform, without loss of efficacy.
Cognitive load of navigating without vision when guided by virtual sound versus spatial language.
Klatzky, Roberta L; Marston, James R; Giudice, Nicholas A; Golledge, Reginald G; Loomis, Jack M
2006-12-01
A vibrotactile N-back task was used to generate cognitive load while participants were guided along virtual paths without vision. As participants stepped in place, they moved along a virtual path of linear segments. Information was provided en route about the direction of the next turning point, by spatial language ("left," "right," or "straight") or virtual sound (i.e., the perceived azimuth of the sound indicated the target direction). The authors hypothesized that virtual sound, being processed at direct perceptual levels, would have lower load than even simple language commands, which require cognitive mediation. As predicted, whereas the guidance modes did not differ significantly in the no-load condition, participants showed shorter distance traveled and less time to complete a path when performing the N-back task while navigating with virtual sound as guidance. Virtual sound also produced better N-back performance than spatial language. By indicating the superiority of virtual sound for guidance when cognitive load is present, as is characteristic of everyday navigation, these results have implications for guidance systems for the visually impaired and others.
2018-04-09
The research focuses on gaps in current doctrine, command relationships, command and control, force structure of ABO forces, posture, training for...identifying conceptual challenges and methodologies to address them as well as describing areas for further research . 15. SUBJECT TERMS Airbase Opening...Denial environment. The research focuses on gaps in current doctrine, command relationships, command and control, force structure of ABO forces
Apollo 9 prime crew participates in water egress training in Gulf of Mexico
NASA Technical Reports Server (NTRS)
1968-01-01
The Apollo 9 prime crew participates in water egress training in the Gulf of Mexico. Being hoisted up to the U.S. Coast Guard helicopter in a new type of rescue net (called a Billy Pugh net) is Astronaut David R. Scott, command module pilot. Sitting in the life raft awaiting their turn for helicopter pickup are Astronauts Russell L. Schweickart (on left), lunar module pilot; and James A. McDivitt, commander. A team of Manned Spacecraft Center (MSC) swimmers assisted in the training exercise.
Mohaghegh, Niloofar; Raiesi Dehkordi, Puran; Alibeik, MohammadReza; Ghashghaee, Ahmad; Janbozorgi, Mojgan
2016-01-01
Background: In-service training courses are one of the most available programs that are used to improve the quantity and quality level of the staff services in various organizations, including libraries and information centers. With the advent of new technologies in the field of education, the problems and shortcomings of traditional in-service training courses were replaced with virtual ones. This study aimed to evaluate the virtual in-service training courses from the librarians' point of view in libraries of state universities of medical sciences in Tehran. Methods: This was a descriptive- analytical study. The statistical population consisted of all librarians at libraries of universities of medical sciences in Tehran. Out of 103 librarians working in the libraries under the study, 93 (90%) participated in this study. Data were collected, using a questionnaire. Results: The results revealed that 94/6% of librarians were satisfied to participate in virtual in-service training courses. In this study, only 45 out of 93 participants said that the virtual in-service courses were held in their libraries. Of the participants, 75.6% were satisfied with the length of training courses, and one month seemed to be adequate time duration for the librarians to be more satisfied. The satisfaction level of the individuals who participated in in-service courses of the National Library was moderate to high. A total of 84.4% participants announced that the productivity level of the training courses was moderate to high. The most important problem with which the librarians were confronted in virtual in-service training was the "low speed of the internet and inadequate computer substructures". Conclusion: Effectiveness of in-service training courses from librarians' point of view was at an optimal level in the studied libraries.
Mohaghegh, Niloofar; Raiesi Dehkordi, Puran; Alibeik, MohammadReza; Ghashghaee, Ahmad; Janbozorgi, Mojgan
2016-01-01
Background: In-service training courses are one of the most available programs that are used to improve the quantity and quality level of the staff services in various organizations, including libraries and information centers. With the advent of new technologies in the field of education, the problems and shortcomings of traditional in-service training courses were replaced with virtual ones. This study aimed to evaluate the virtual in-service training courses from the librarians' point of view in libraries of state universities of medical sciences in Tehran. Methods: This was a descriptive- analytical study. The statistical population consisted of all librarians at libraries of universities of medical sciences in Tehran. Out of 103 librarians working in the libraries under the study, 93 (90%) participated in this study. Data were collected, using a questionnaire. Results: The results revealed that 94/6% of librarians were satisfied to participate in virtual in-service training courses. In this study, only 45 out of 93 participants said that the virtual in-service courses were held in their libraries. Of the participants, 75.6% were satisfied with the length of training courses, and one month seemed to be adequate time duration for the librarians to be more satisfied. The satisfaction level of the individuals who participated in in-service courses of the National Library was moderate to high. A total of 84.4% participants announced that the productivity level of the training courses was moderate to high. The most important problem with which the librarians were confronted in virtual in-service training was the "low speed of the internet and inadequate computer substructures". Conclusion: Effectiveness of in-service training courses from librarians’ point of view was at an optimal level in the studied libraries. PMID:28491833
Kurzynski, Marek; Jaskolska, Anna; Marusiak, Jaroslaw; Wolczowski, Andrzej; Bierut, Przemyslaw; Szumowski, Lukasz; Witkowski, Jerzy; Kisiel-Sajewicz, Katarzyna
2017-08-01
One of the biggest problems of upper limb transplantation is lack of certainty as to whether a patient will be able to control voluntary movements of transplanted hands. Based on findings of the recent research on brain cortex plasticity, a premise can be drawn that mental training supported with visual and sensory feedback can cause structural and functional reorganization of the sensorimotor cortex, which leads to recovery of function associated with the control of movements performed by the upper limbs. In this study, authors - based on the above observations - propose the computer-aided training (CAT) system, which generating visual and sensory stimuli, should enhance the effectiveness of mental training applied to humans before upper limb transplantation. The basis for the concept of computer-aided training system is a virtual hand whose reaching and grasping movements the trained patient can observe on the VR headset screen (visual feedback) and whose contact with virtual objects the patient can feel as a touch (sensory feedback). The computer training system is composed of three main components: (1) the system generating 3D virtual world in which the patient sees the virtual limb from the perspective as if it were his/her own hand; (2) sensory feedback transforming information about the interaction of the virtual hand with the grasped object into mechanical vibration; (3) the therapist's panel for controlling the training course. Results of the case study demonstrate that mental training supported with visual and sensory stimuli generated by the computer system leads to a beneficial change of the brain activity related to motor control of the reaching in the patient with bilateral upper limb congenital transverse deficiency. Copyright © 2017 Elsevier Ltd. All rights reserved.
Creutzfeldt, Johan; Hedman, Leif; Felländer-Tsai, Li
2016-12-16
Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. The objective of this study was to reach a better understanding of the learners' reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students' perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Four categories characterizing the students' experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. ©Johan Creutzfeldt, Leif Hedman, Li Felländer-Tsai. Originally published in JMIR Serious Games (http://games.jmir.org), 16.12.2016.
Hedman, Leif; Felländer-Tsai, Li
2016-01-01
Background Emergency medical practices are often team efforts. Training for various tasks and collaborations may be carried out in virtual environments. Although promising results exist from studies of serious games, little is known about the subjective reactions of learners when using multiplayer virtual world (MVW) training in medicine. Objective The objective of this study was to reach a better understanding of the learners’ reactions and experiences when using an MVW for team training of cardiopulmonary resuscitation (CPR). Methods Twelve Swedish medical students participated in semistructured focus group discussions after CPR training in an MVW with partially preset options. The students’ perceptions and feelings related to use of this educational tool were investigated. Using qualitative methodology, discussions were analyzed by a phenomenological data-driven approach. Quality measures included negotiations, back-and-forth reading, triangulation, and validation with the informants. Results Four categories characterizing the students’ experiences could be defined: (1) Focused Mental Training, (2) Interface Diverting Focus From Training, (3) Benefits of Practicing in a Group, and (4) Easy Loss of Focus When Passive. We interpreted the results, compared them to findings of others, and propose advantages and risks of using virtual worlds for learning. Conclusions Beneficial aspects of learning CPR in a virtual world were confirmed. To achieve high participant engagement and create good conditions for training, well-established procedures should be practiced. Furthermore, students should be kept in an active mode and frequent feedback should be utilized. It cannot be completely ruled out that the use of virtual training may contribute to erroneous self-beliefs that can affect later clinical performance. PMID:27986645
Training healthcare personnel for mass-casualty incidents in a virtual emergency department: VED II.
Heinrichs, Wm Leroy; Youngblood, Patricia; Harter, Phillip; Kusumoto, Laura; Dev, Parvati
2010-01-01
Training emergency personnel on the clinical management of a mass-casualty incident (MCI) with prior chemical, biological, radioactive, nuclear, or explosives (CBRNE) -exposed patients is a component of hospital preparedness procedures. The objective of this research was to determine whether a Virtual Emergency Department (VED), designed after the Stanford University Medical Center's Emergency Department (ED) and populated with 10 virtual patient victims who suffered from a dirty bomb blast (radiological) and 10 who suffered from exposure to a nerve toxin (chemical), is an effective clinical environment for training ED physicians and nurses for such MCIs. Ten physicians with an average of four years of post-training experience, and 12 nurses with an average of 9.5 years of post-graduate experience at Stanford University Medical Center and San Mateo County Medical Center participated in this IRB-approved study. All individuals were provided electronic information about the clinical features of patients exposed to a nerve toxin or radioactive blast before the study date and an orientation to the "game" interface, including an opportunity to practice using it immediately prior to the study. An exit questionnaire was conducted using a Likert Scale test instrument. Among these 22 trainees, two-thirds of whom had prior Code Triage (multiple casualty incident) training, and one-half had prior CBRNE training, about two-thirds felt immersed in the virtual world much or all of the time. Prior to the training, only four trainees (18%) were confident about managing CBRNE MCIs. After the training, 19 (86%) felt either "confident" or "very confident", with 13 (59%) attributing this change to practicing in the virtual ED. Twenty-one (95%) of the trainees reported that the scenarios were useful for improving healthcare team skills training, the primary objective for creating them. Eighteen trainees (82%) believed that the cases also were instructive in learning about clinical skills management of such incidents. These data suggest that training healthcare teams in online, virtual environments with dynamic virtual patients is an effective method of training for management of MCIs, particularly for uncommonly occurring incidents.
Bowman, Ellen Lambert; Liu, Lei
2017-01-01
Virtual reality has great potential in training road safety skills to individuals with low vision but the feasibility of such training has not been demonstrated. We tested the hypotheses that low vision individuals could learn useful skills in virtual streets and could apply them to improve real street safety. Twelve participants, whose vision was too poor to use the pedestrian signals were taught by a certified orientation and mobility specialist to determine the safest time to cross the street using the visual and auditory signals made by the start of previously stopped cars at a traffic-light controlled street intersection. Four participants were trained in real streets and eight in virtual streets presented on 3 projection screens. The crossing timing of all participants was evaluated in real streets before and after training. The participants were instructed to say "GO" at the time when they felt the safest to cross the street. A safety score was derived to quantify the GO calls based on its occurrence in the pedestrian phase (when the pedestrian sign did not show DON'T WALK). Before training, > 50% of the GO calls from all participants fell in the DON'T WALK phase of the traffic cycle and thus were totally unsafe. 20% of the GO calls fell in the latter half of the pedestrian phase. These calls were unsafe because one initiated crossing this late might not have sufficient time to walk across the street. After training, 90% of the GO calls fell in the early half of the pedestrian phase. These calls were safer because one initiated crossing in the pedestrian phase and had at least half of the pedestrian phase for walking across. Similar safety changes occurred in both virtual street and real street trained participants. An ANOVA showed a significant increase of the safety scores after training and there was no difference in this safety improvement between the virtual street and real street trained participants. This study demonstrated that virtual reality-based orientation and mobility training could be as efficient as real street training in improving street safety in individuals with severely impaired vision.
Challenges to the development of complex virtual reality surgical simulations.
Seymour, N E; Røtnes, J S
2006-11-01
Virtual reality simulation in surgical training has become more widely used and intensely investigated in an effort to develop safer, more efficient, measurable training processes. The development of virtual reality simulation of surgical procedures has begun, but well-described technical obstacles must be overcome to permit varied training in a clinically realistic computer-generated environment. These challenges include development of realistic surgical interfaces and physical objects within the computer-generated environment, modeling of realistic interactions between objects, rendering of the surgical field, and development of signal processing for complex events associated with surgery. Of these, the realistic modeling of tissue objects that are fully responsive to surgical manipulations is the most challenging. Threats to early success include relatively limited resources for development and procurement, as well as smaller potential for return on investment than in other simulation industries that face similar problems. Despite these difficulties, steady progress continues to be made in these areas. If executed properly, virtual reality offers inherent advantages over other training systems in creating a realistic surgical environment and facilitating measurement of surgeon performance. Once developed, complex new virtual reality training devices must be validated for their usefulness in formative training and assessment of skill to be established.
Virtual reality as a tool for cross-cultural communication: an example from military team training
NASA Astrophysics Data System (ADS)
Downes-Martin, Stephen; Long, Mark; Alexander, Joanna R.
1992-06-01
A major problem with communication across cultures, whether professional or national, is that simple language translation if often insufficient to communicate the concepts. This is especially true when the communicators come from highly specialized fields of knowledge or from national cultures with long histories of divergence. This problem becomes critical when the goal of the communication is national negotiation dealing with such high risk items as arms negotiation or trade wars. Virtual Reality technology has considerable potential for facilitating communication across cultures, by immersing the communicators within multiple visual representations of the concepts, and providing control over those representations. Military distributed team training provides a model for virtual reality suitable for cross cultural communication such as negotiation. In both team training and negotiation, the participants must cooperate, agree on a set of goals, and achieve mastery over the concepts being negotiated. Team training technologies suitable for supporting cross cultural negotiation exist (branch wargaming, computer image generation and visualization, distributed simulation), and have developed along different lines than traditional virtual reality technology. Team training de-emphasizes the realism of physiological interfaces between the human and the virtual reality, and emphasizes the interaction of humans with each other and with intelligent simulated agents within the virtual reality. This approach to virtual reality is suggested as being more fruitful for future work.
Nunnerley, Joanne; Gupta, Swati; Snell, Deborah; King, Marcus
2017-05-01
A user-centred design was used to develop and test the feasibility of an immersive 3D virtual reality wheelchair training tool for people with spinal cord injury (SCI). A Wheelchair Training System was designed and modelled using the Oculus Rift headset and a Dynamic Control wheelchair joystick. The system was tested by clinicians and expert wheelchair users with SCI. Data from focus groups and individual interviews were analysed using a general inductive approach to thematic analysis. Four themes emerged: Realistic System, which described the advantages of a realistic virtual environment; a Wheelchair Training System, which described participants' thoughts on the wheelchair training applications; Overcoming Resistance to Technology, the obstacles to introducing technology within the clinical setting; and Working outside the Rehabilitation Bubble which described the protective hospital environment. The Oculus Rift Wheelchair Training System has the potential to provide a virtual rehabilitation setting which could allow wheelchair users to learn valuable community wheelchair use in a safe environment. Nausea appears to be a side effect of the system, which will need to be resolved before this can be a viable clinical tool. Implications for Rehabilitation Immersive virtual reality shows promising benefit for wheelchair training in a rehabilitation setting. Early engagement with consumers can improve product development.
Astronaut Alan Shepard near Lunar Landing Training Vehicle prior to test
1970-12-14
S70-56287 (14 Dec. 1970) --- Astronaut Alan B. Shepard Jr., commander of the Apollo 14 lunar landing mission, stands near a Lunar Landing Training Vehicle (LLTV) prior to a test flight at Ellington Air Force Base, Houston, on Dec. 14, 1970. Shepard will be at the controls of the Apollo 14 Lunar Module (LM) when it lands on the moon in the highlands near Fra Mauro. Astronaut Stuart A. Roosa, command module pilot, will remain with the Command and Service Modules (CSM) in lunar orbit while astronauts Shepard and Edgar D. Mitchell, lunar module pilot, descend in the LM to explore the moon.
Chiang, Vico Chung-Lim; Lo, King-Hung; Choi, Kup-Sze
2017-10-01
To investigate the feasibility of using a virtual rehabilitation system with intuitive user interface and force feedback to improve the skills in activities of daily living (ADL). A virtual training system equipped with haptic devices was developed for the rehabilitation of three ADL tasks - door unlocking, water pouring and meat cutting. Twenty subjects with upper limb disabilities, supervised by two occupational therapists, received a four-session training using the system. The task completion time and the amount of water poured into a virtual glass were recorded. The performance of the three tasks in reality was assessed before and after the virtual training. Feedback of the participants was collected with questionnaires after the study. The completion time of the virtual tasks decreased during the training (p < 0.01) while the percentage of water successfully poured increased (p = 0.051). The score of the Borg scale of perceived exertion was 1.05 (SD = 1.85; 95% CI = 0.18-1.92) and that of the task specific feedback questionnaire was 31 (SD = 4.85; 95% CI = 28.66-33.34). The feedback of the therapists suggested a positive rehabilitation effect. The participants had positive perception towards the system. The system can potentially be used as a tool to complement conventional rehabilitation approaches of ADL. Implications for rehabilitation Rehabilitation of activities of daily living can be facilitated using computer-assisted approaches. The existing approaches focus on cognitive training rather than the manual skills. A virtual training system with intuitive user interface and force feedback was designed to improve the learning of the manual skills. The study shows that system could be used as a training tool to complement conventional rehabilitation approaches.
NASA Technical Reports Server (NTRS)
Dodson, D. W.; Shields, N. L., Jr.
1978-01-01
The Experiment Computer Operating System (ECOS) of the Spacelab will allow the onboard Payload Specialist to command experiment devices and display information relative to the performance of experiments. Three candidate ECOS command and control service concepts were reviewed and laboratory data on operator performance was taken for each concept. The command and control service concepts evaluated included a dedicated operator's menu display from which all command inputs were issued, a dedicated command key concept with which command inputs could be issued from any display, and a multi-display concept in which command inputs were issued from several dedicated function displays. Advantages and disadvantages are discussed in terms of training, operational errors, task performance time, and subjective comments of system operators.
Intermediate Command and Staff Course (Maritime)--a guide to preparation.
Butterworth, S; Rawlinson, K
2014-01-01
The Intermediate Command and Staff Course (Maritime) is an eight-week residential course held at the Joint Services Command and Staff College, Shrivenham. It is designed to prepare mid-late-seniority Lieutenants and newly-promoted Lieutenant Commanders of the Royal Navy for command, charge and staff appointments, and also to assess their suitability for further staff training. This paper aims to assist officers in the Royal Navy Medical Services in their preparation for attending this course, and also to familiarise them with aspects of the course.
Cater, J P; Huffman, S D
1995-01-01
This paper presents a unique virtual reality training and assessment tool developed under a NASA grant, "Research in Human Factors Aspects of Enhanced Virtual Environments for Extravehicular Activity (EVA) Training and Simulation." The Remote Access Virtual Environment Network (RAVEN) was created to train and evaluate the verbal, mental and physical coordination required between the intravehicular (IVA) astronaut operating the Remote Manipulator System (RMS) arm and the EVA astronaut standing in foot restraints on the end of the RMS. The RAVEN system currently allows the EVA astronaut to approach the Hubble Space Telescope (HST) under control of the IVA astronaut and grasp, remove, and replace the Wide Field Planetary Camera drawer from its location in the HST. Two viewpoints, one stereoscopic and one monoscopic, were created all linked by Ethernet, that provided the two trainees with the appropriate training environments.
A review of virtual reality based training simulators for orthopaedic surgery.
Vaughan, Neil; Dubey, Venketesh N; Wainwright, Thomas W; Middleton, Robert G
2016-02-01
This review presents current virtual reality based training simulators for hip, knee and other orthopaedic surgery, including elective and trauma surgical procedures. There have not been any reviews focussing on hip and knee orthopaedic simulators. A comparison of existing simulator features is provided to identify what is missing and what is required to improve upon current simulators. In total 11 hip replacements pre-operative planning tools were analysed, plus 9 hip trauma fracture training simulators. Additionally 9 knee arthroscopy simulators and 8 other orthopaedic simulators were included for comparison. The findings are that for orthopaedic surgery simulators in general, there is increasing use of patient-specific virtual models which reduce the learning curve. Modelling is also being used for patient-specific implant design and manufacture. Simulators are being increasingly validated for assessment as well as training. There are very few training simulators available for hip replacement, yet more advanced virtual reality is being used for other procedures such as hip trauma and drilling. Training simulators for hip replacement and orthopaedic surgery in general lag behind other surgical procedures for which virtual reality has become more common. Further developments are required to bring hip replacement training simulation up to date with other procedures. This suggests there is a gap in the market for a new high fidelity hip replacement and resurfacing training simulator. Copyright © 2015 IPEM. Published by Elsevier Ltd. All rights reserved.
A Systematic, Inquiry-Based 7-Step Virtual Worlds Teacher Training
ERIC Educational Resources Information Center
Nussli, Natalie Christina; Oh, Kevin
2015-01-01
Eighteen special education teachers explored one prominent example of three-dimensional virtual worlds, namely Second Life. This study aimed to (a) determine their perception of the effectiveness of a systematic 7-Step Virtual Worlds Teacher Training workshop in terms of enabling them to make informed decisions about the usability of virtual…
South Carolina Cancer Health Equity Consortium: HBCU Student Summer Training Program
2017-08-01
TYPE OF REPORT: Annual PREPARED FOR: U.S. Army Medical Research and Materiel Command Fort Detrick, Maryland 21702-5012 DISTRIBUTION STATEMENT...SPONSORING / MONITORING AGENCY NAME(S) AND ADDRESS(ES) 10. SPONSOR/MONITOR’S ACRONYM(S) U.S. Army Medical Research and Materiel Command Fort Detrick...Carolina. The goal of the South Carolina Cancer Health Equity Consortium: HBCU Student Summer Training Program is to provide a biomedical research
Astronaut Stafford and Cosmonaut Leonov examines food packages for ASTP
NASA Technical Reports Server (NTRS)
1975-01-01
Two Apollo Soyuz Test Project (ASTP) crewmen look over food cans and packages in the Soyuz Orbital Module trainer in bldg 35 during ASTP joint crew training at JSC. They are Astronaut Thomas P. Stafford (left), commander of the American ASTP prime crew; and Cosmonaut Aleksey A. Leonov, commander of the Soviet ASTP first (prime) crew. The training session simulated activity on the second day in Earth orbit.
2008-11-01
of 115 hypothesis tests . Journal of Experimental Social Psychology , 21, 262-283. [32] Nemeth, C.J. (1986). Differential contributions of majority...military command and control, military training and selection, and cross-cultural and social psychology . The present report was not meant to be...military command and control, military training and selection, and cross-cultural and social psychology . Participants included researchers from Defence
STS-32 Commander Brandenstein in LES prepares for WETF water egress training
NASA Technical Reports Server (NTRS)
1989-01-01
STS-32 Commander Daniel C. Brandenstein, wearing a launch and entry suit (LES), orange parachute harness and life vest, is briefed on emergency egress procedures in JSC's Weightless Environment Training Facility Bldg 29. The crew used the WETF's nearby 25 ft deep pool for the exercises, which familiarize assigned space shuttle crewmembers with procedures associated with the post-Challenger pole system of emergency egress.
Virtual reality simulation: basic concepts and use in endoscopic neurosurgery training.
Cohen, Alan R; Lohani, Subash; Manjila, Sunil; Natsupakpong, Suriya; Brown, Nathan; Cavusoglu, M Cenk
2013-08-01
Virtual reality simulation is a promising alternative to training surgical residents outside the operating room. It is also a useful aide to anatomic study, residency training, surgical rehearsal, credentialing, and recertification. Surgical simulation is based on a virtual reality with varying degrees of immersion and realism. Simulators provide a no-risk environment for harmless and repeatable practice. Virtual reality has three main components of simulation: graphics/volume rendering, model behavior/tissue deformation, and haptic feedback. The challenge of accurately simulating the forces and tactile sensations experienced in neurosurgery limits the sophistication of a virtual simulator. The limited haptic feedback available in minimally invasive neurosurgery makes it a favorable subject for simulation. Virtual simulators with realistic graphics and force feedback have been developed for ventriculostomy, intraventricular surgery, and transsphenoidal pituitary surgery, thus allowing preoperative study of the individual anatomy and increasing the safety of the procedure. The authors also present experiences with their own virtual simulation of endoscopic third ventriculostomy.
Virtual reality for dermatologic surgery: virtually a reality in the 21st century.
Gladstone, H B; Raugi, G J; Berg, D; Berkley, J; Weghorst, S; Ganter, M
2000-01-01
In the 20th century, virtual reality has predominantly played a role in training pilots and in the entertainment industry. Despite much publicity, virtual reality did not live up to its perceived potential. During the past decade, it has also been applied for medical uses, particularly as training simulators, for minimally invasive surgery. Because of advances in computer technology, virtual reality is on the cusp of becoming an effective medical educational tool. At the University of Washington, we are developing a virtual reality soft tissue surgery simulator. Based on fast finite element modeling and using a personal computer, this device can simulate three-dimensional human skin deformations with real-time tactile feedback. Although there are many cutaneous biomechanical challenges to solve, it will eventually provide more realistic dermatologic surgery training for medical students and residents than the currently used models.
75 FR 69060 - Intent To Grant an Exclusive License for a U.S. Government-Owned Invention
Federal Register 2010, 2011, 2012, 2013, 2014
2010-11-10
.... 12/670,250, entitled ``Obstetrics Simulation and Training Method and System,'' filed on January 22... Company, Inc., with its principal place of business at 14700 SW 136 Street, Miami, FL 33196- 5691. ADDRESSES: Commander, U.S. Army Medical Research and Materiel Command, ATTN: Command Judge Advocate, MCMR-JA...
Ready...Set... Command! Rethinking Training for Squadron Commanders
2016-02-16
building a culture of innovation, critical thinking , and strategic alignment. 40 Gen Stephen R...of the climate for organizational creativity .45 The squadron commander is essential to creating and sustaining a culture of innovation. To be...successful he/she must understand innovative- thinking skills such as paying attention, personalizing, imaging, collaborative inquiry, and crafting.46 To be
Virtual Training and Coaching of Health Behavior: Example from Mindfulness Meditation Training
Hudlicka, Eva
2014-01-01
Objective Computer-based virtual coaches are increasingly being explored for patient education, counseling, and health behavior training and coaching. The objective of this research was to develop and evaluate a Virtual Mindfulness Coach for training and coaching in mindfulness meditation. Method The coach was implemented as an embodied conversational character, providing mindfulness training and coaching via mixed initiative, text-based, natural language dialogue with the student, and emphasizing affect-adaptive interaction. (The term ‘mixed initiative dialog’ refers to a human-machine dialogue where either can initiate a conversation or a change in the conversation topic.) Results Findings from a pilot evaluation study indicate that the coach-based training is more effective in helping students establish a regular practice than self-administered training using written and audio materials. The coached group also appeared to be in more advanced stages of change in terms of the transtheoretical model, and have a higher sense of self-efficacy regarding establishment of a regular mindfulness practice. Conclusion These results suggest that virtual coach-based training of mindfulness is both feasible, and potentially more effective, than a self-administered program. Of particular interest is the identification of the specific coach features that contribute to its effectiveness. Practice Implications Virtual coaches could provide easily-accessible and cost-effective customized training for a range of health behaviors. The affect-adaptive aspect of these coaches is particularly relevant for helping patients establish long-term behavior changes. PMID:23809167
Virtual training and coaching of health behavior: example from mindfulness meditation training.
Hudlicka, Eva
2013-08-01
Computer-based virtual coaches are increasingly being explored for patient education, counseling, and health behavior training and coaching. The objective of this research was to develop and evaluate a Virtual Mindfulness Coach for training and coaching in mindfulness meditation. The coach was implemented as an embodied conversational character, providing mindfulness training and coaching via mixed initiative, text-based, natural language dialog with the student, and emphasizing affect-adaptive interaction. (The term 'mixed initiative dialog' refers to a human-machine dialog where either can initiate a conversation or a change in the conversation topic.) Findings from a pilot evaluation study indicate that the coach-based training is more effective in helping students establish a regular practice than self-administered training using written and audio materials. The coached group also appeared to be in more advanced stages of change in terms of the transtheoretical model, and have a higher sense of self-efficacy regarding establishment of a regular mindfulness practice. These results suggest that virtual coach-based training of mindfulness is both feasible, and potentially more effective, than a self-administered program. Of particular interest is the identification of the specific coach features that contribute to its effectiveness. Virtual coaches could provide easily accessible and cost-effective customized training for a range of health behaviors. The affect-adaptive aspect of these coaches is particularly relevant for helping patients establish long-term behavior changes. Copyright © 2013 Elsevier Ireland Ltd. All rights reserved.
SFU Hacking for Non-Hackers v. 1.005
DOE Office of Scientific and Technical Information (OSTI.GOV)
Carter, David James
The program provides a limited virtual environment for exploring some concepts of computer hacking. It simulates a simple computer system with intentional vulnerabilities, allowing the user to issue commands and observe their results. It does not affect the computer on which it runs.
Factors Affecting Training Effectiveness in Synchronous, Dispersed Virtual Environments
2014-06-01
technology to its technical training programs. Specifically, a distance learning model with instruction provided through 3-D virtual worlds could...ABSTRACT The U.S. Navy is investigating the feasibility of incorporating distance learning technology to its technical training programs. Specifically...15 A. TECHNOLOGY ACCEPTANCE MODEL
Sensorimotor Training in Virtual Reality: A Review
Adamovich, Sergei V.; Fluet, Gerard G.; Tunik, Eugene; Merians, Alma S.
2010-01-01
Recent experimental evidence suggests that rapid advancement of virtual reality (VR) technologies has great potential for the development of novel strategies for sensorimotor training in neurorehabilitation. We discuss what the adaptive and engaging virtual environments can provide for massive and intensive sensorimotor stimulation needed to induce brain reorganization. Second, discrepancies between the veridical and virtual feedback can be introduced in VR to facilitate activation of targeted brain networks, which in turn can potentially speed up the recovery process. Here we review the existing experimental evidence regarding the beneficial effects of training in virtual environments on the recovery of function in the areas of gait, upper extremity function and balance, in various patient populations. We also discuss possible mechanisms underlying these effects. We feel that future research in the area of virtual rehabilitation should follow several important paths. Imaging studies to evaluate the effects of sensory manipulation on brain activation patterns and the effect of various training parameters on long term changes in brain function are needed to guide future clinical inquiry. Larger clinical studies are also needed to establish the efficacy of sensorimotor rehabilitation using VR approaches in various clinical populations and most importantly, to identify VR training parameters that are associated with optimal transfer into real-world functional improvements. PMID:19713617
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121049 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (foreground), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170878 (1 Oct. 2010) --- NASA astronaut Michael Barratt, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121056 (27 Aug. 2010) --- NASA astronaut Gregory H. Johnson, STS-134 pilot, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170888 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
STS-133 crew during MSS/EVAA TEAM training in Virtual Reality Lab
2010-10-01
JSC2010-E-170882 (1 Oct. 2010) --- NASA astronaut Nicole Stott, STS-133 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of her duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. Photo credit: NASA or National Aeronautics and Space Administration
2003-06-01
NASA’s Virtual Glovebox (VGX) was developed to allow astronauts on Earth to train for complex biology research tasks in space. The astronauts may reach into the virtual environment, naturally manipulating specimens, tools, equipment, and accessories in a simulated microgravity environment as they would do in space. Such virtual reality technology also provides engineers and space operations staff with rapid prototyping, planning, and human performance modeling capabilities. Other Earth based applications being explored for this technology include biomedical procedural training and training for disarming bio-terrorism weapons.
Advanced Environmental Management Training (AEM) Advanced Environmental Management Phase I Training (AEM Phase I) Leadership Environmental Management and Competency Training (LEMAC) Basic Environmental Management Training (BEMA) Environmental Training Information Fort Eustis Chapel Fort Eustis Command Judge
2016-05-05
Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based Training Tools R.M. Seater...Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government–Industry Collaboration for the Development of Game -Based...unlimited. This page intentionally left blank. iii EXECUTIVE SUMMARY Game -based training tools, sometimes called “serious games ,” are becoming
Full State Feedback Control for Virtual Power Plants
DOE Office of Scientific and Technical Information (OSTI.GOV)
Johnson, Jay Tillay
This report presents an object-oriented implementation of full state feedback control for virtual power plants (VPP). The components of the VPP full state feedback control are (1) objectoriented high-fidelity modeling for all devices in the VPP; (2) Distribution System Distributed Quasi-Dynamic State Estimation (DS-DQSE) that enables full observability of the VPP by augmenting actual measurements with virtual, derived and pseudo measurements and performing the Quasi-Dynamic State Estimation (QSE) in a distributed manner, and (3) automated formulation of the Optimal Power Flow (OPF) in real time using the output of the DS-DQSE, and solving the distributed OPF to provide the optimalmore » control commands to the DERs of the VPP.« less
Virtual Reality Job Interview Training in Adults with Autism Spectrum Disorder
ERIC Educational Resources Information Center
Smith, Matthew J.; Ginger, Emily J.; Wright, Katherine; Wright, Michael A.; Taylor, Julie Lounds; Humm, Laura Boteler; Olsen, Dale E.; Bell, Morris D.; Fleming, Michael F.
2014-01-01
The feasibility and efficacy of virtual reality job interview training (VR-JIT) was assessed in a single-blinded randomized controlled trial. Adults with autism spectrum disorder were randomized to VR-JIT (n = 16) or treatment-as-usual (TAU) (n = 10) groups. VR-JIT consisted of simulated job interviews with a virtual character and didactic…
The Effectiveness of Using Virtual Laboratories to Teach Computer Networking Skills in Zambia
ERIC Educational Resources Information Center
Lampi, Evans
2013-01-01
The effectiveness of using virtual labs to train students in computer networking skills, when real equipment is limited or unavailable, is uncertain. The purpose of this study was to determine the effectiveness of using virtual labs to train students in the acquisition of computer network configuration and troubleshooting skills. The study was…
Naval Science and Technology Future Force Magazine
Issues Contact Us Links RSS Feed Facebook IT'S EASY TO SEE THE COST SAVINGS OF VIRTUAL REALITY TRAINING THE [...] Not Just a Fad: Virtual Reality Really Does Benefit the Military IT'S EASY TO SEE THE COST SAVINGS OF VIRTUAL REALITY TRAINING-BUT IS IT AS EFFECTIVE AS, OR EVEN BETTER THAN, OTHER TYPES OF
ERIC Educational Resources Information Center
Burke, Shanna L.; Bresnahan, Tammy; Li, Tan; Epnere, Katrina; Rizzo, Albert; Partin, Mary; Ahlness, Robert M.; Trimmer, Matthew
2018-01-01
Conversational virtual human (VH) agents are increasingly used to support role-play experiential learning. This project examined whether a Virtual Interactive Training Agent (ViTA) system would improve job interviewing skills in individuals with autism and developmental disabilities (N = 32). A linear mixed model was employed to evaluate adjusted…
Andersen, Steven Arild Wuyts; Mikkelsen, Peter Trier; Konge, Lars; Cayé-Thomasen, Per; Sørensen, Mads Sølvsten
2016-01-01
Cognitive overload can inhibit learning, and cognitive load theory-based instructional design principles can be used to optimize learning situations. This study aims to investigate the effect of implementing cognitive load theory-based design principles in virtual reality simulation training of mastoidectomy. Eighteen novice medical students received 1 h of self-directed virtual reality simulation training of the mastoidectomy procedure randomized for standard instructions (control) or cognitive load theory-based instructions with a worked example followed by a problem completion exercise (intervention). Participants then completed two post-training virtual procedures for assessment and comparison. Cognitive load during the post-training procedures was estimated by reaction time testing on an integrated secondary task. Final-product analysis by two blinded expert raters was used to assess the virtual mastoidectomy performances. Participants in the intervention group had a significantly increased cognitive load during the post-training procedures compared with the control group (52 vs. 41 %, p = 0.02). This was also reflected in the final-product performance: the intervention group had a significantly lower final-product score than the control group (13.0 vs. 15.4, p < 0.005). Initial instruction using worked examples followed by a problem completion exercise did not reduce the cognitive load or improve the performance of the following procedures in novices. Increased cognitive load when part tasks needed to be integrated in the post-training procedures could be a possible explanation for this. Other instructional designs and methods are needed to lower the cognitive load and improve the performance in virtual reality surgical simulation training of novices.
Virtual Reality for Training and Lifelong Learning
ERIC Educational Resources Information Center
Mellet-d'Huart, Daniel
2009-01-01
This article covers the application of virtual reality (VR) to training and lifelong learning. A number of considerations concerning the design of VR applications are included. The introduction is dedicated to the more general aspects of applying VR to training. From multiple perspectives, we will provide an overview of existing applications with…
Improving the Efficiency of Virtual Reality Training by Integrating Partly Observational Learning
ERIC Educational Resources Information Center
Yuviler-Gavish, Nirit; Rodríguez, Jorge; Gutiérrez, Teresa; Sánchez, Emilio; Casado, Sara
2014-01-01
The current study hypothesized that integrating partly observational learning into virtual reality training systems (VRTS) can enhance training efficiency for procedural tasks. A common approach in designing VRTS is the enactive approach, which stresses the importance of physical actions within the environment to enhance perception and improve…
Evaluation of Virtual Reality Training Using Affect
ERIC Educational Resources Information Center
Tichon, Jennifer
2012-01-01
Training designed to support and strengthen higher-order mental abilities now often involves immersion in Virtual Reality (VR) where dangerous real world scenarios can be safely replicated. However, despite the growing popularity of VR to train cognitive skills such as decision-making and situation awareness, methods for evaluating their use rely…
Terrain Commander: a next-generation remote surveillance system
NASA Astrophysics Data System (ADS)
Finneral, Henry J.
2003-09-01
Terrain Commander is a fully automated forward observation post that provides the most advanced capability in surveillance and remote situational awareness. The Terrain Commander system was selected by the Australian Government for its NINOX Phase IIB Unattended Ground Sensor Program with the first systems delivered in August of 2002. Terrain Commander offers next generation target detection using multi-spectral peripheral sensors coupled with autonomous day/night image capture and processing. Subsequent intelligence is sent back through satellite communications with unlimited range to a highly sophisticated central monitoring station. The system can "stakeout" remote locations clandestinely for 24 hours a day for months at a time. With its fully integrated SATCOM system, almost any site in the world can be monitored from virtually any other location in the world. Terrain Commander automatically detects and discriminates intruders by precisely cueing its advanced EO subsystem. The system provides target detection capabilities with minimal nuisance alarms combined with the positive visual identification that authorities demand before committing a response. Terrain Commander uses an advanced beamforming acoustic sensor and a distributed array of seismic, magnetic and passive infrared sensors to detect, capture images and accurately track vehicles and personnel. Terrain Commander has a number of emerging military and non-military applications including border control, physical security, homeland defense, force protection and intelligence gathering. This paper reviews the development, capabilities and mission applications of the Terrain Commander system.
Virtual reality simulation training for health professions trainees in gastrointestinal endoscopy.
Walsh, Catharine M; Sherlock, Mary E; Ling, Simon C; Carnahan, Heather
2012-06-13
Traditionally, training in gastrointestinal endoscopy has been based upon an apprenticeship model, with novice endoscopists learning basic skills under the supervision of experienced preceptors in the clinical setting. Over the last two decades, however, the growing awareness of the need for patient safety has brought the issue of simulation-based training to the forefront. While the use of simulation-based training may have important educational and societal advantages, the effectiveness of virtual reality gastrointestinal endoscopy simulators has yet to be clearly demonstrated. To determine whether virtual reality simulation training can supplement and/or replace early conventional endoscopy training (apprenticeship model) in diagnostic oesophagogastroduodenoscopy, colonoscopy and/or sigmoidoscopy for health professions trainees with limited or no prior endoscopic experience. Health professions, educational and computer databases were searched until November 2011 including The Cochrane Central Register of Controlled Trials, MEDLINE, EMBASE, Scopus, Web of Science, Biosis Previews, CINAHL, Allied and Complementary Medicine Database, ERIC, Education Full Text, CBCA Education, Career and Technical Education @ Scholars Portal, Education Abstracts @ Scholars Portal, Expanded Academic ASAP @ Scholars Portal, ACM Digital Library, IEEE Xplore, Abstracts in New Technologies and Engineering and Computer & Information Systems Abstracts. The grey literature until November 2011 was also searched. Randomised and quasi-randomised clinical trials comparing virtual reality endoscopy (oesophagogastroduodenoscopy, colonoscopy and sigmoidoscopy) simulation training versus any other method of endoscopy training including conventional patient-based training, in-job training, training using another form of endoscopy simulation (e.g. low-fidelity simulator), or no training (however defined by authors) were included. Trials comparing one method of virtual reality training versus another method of virtual reality training (e.g. comparison of two different virtual reality simulators) were also included. Only trials measuring outcomes on humans in the clinical setting (as opposed to animals or simulators) were included. Two authors (CMS, MES) independently assessed the eligibility and methodological quality of trials, and extracted data on the trial characteristics and outcomes. Due to significant clinical and methodological heterogeneity it was not possible to pool study data in order to perform a meta-analysis. Where data were available for each continuous outcome we calculated standardized mean difference with 95% confidence intervals based on intention-to-treat analysis. Where data were available for dichotomous outcomes we calculated relative risk with 95% confidence intervals based on intention-to-treat-analysis. Thirteen trials, with 278 participants, met the inclusion criteria. Four trials compared simulation-based training with conventional patient-based endoscopy training (apprenticeship model) whereas nine trials compared simulation-based training with no training. Only three trials were at low risk of bias. Simulation-based training, as compared with no training, generally appears to provide participants with some advantage over their untrained peers as measured by composite score of competency, independent procedure completion, performance time, independent insertion depth, overall rating of performance or competency error rate and mucosal visualization. Alternatively, there was no conclusive evidence that simulation-based training was superior to conventional patient-based training, although data were limited. The results of this systematic review indicate that virtual reality endoscopy training can be used to effectively supplement early conventional endoscopy training (apprenticeship model) in diagnostic oesophagogastroduodenoscopy, colonoscopy and/or sigmoidoscopy for health professions trainees with limited or no prior endoscopic experience. However, there remains insufficient evidence to advise for or against the use of virtual reality simulation-based training as a replacement for early conventional endoscopy training (apprenticeship model) for health professions trainees with limited or no prior endoscopic experience. There is a great need for the development of a reliable and valid measure of endoscopic performance prior to the completion of further randomised clinical trials with high methodological quality.
Lorenz, D; Armbruster, W; Vogelgesang, C; Hoffmann, H; Pattar, A; Schmidt, D; Volk, T; Kubulus, D
2016-09-01
Chief emergency physicians are regarded as an important element in the care of the injured and sick following mass casualty accidents. Their education is very theoretical; practical content in contrast often falls short. Limitations are usually the very high costs of realistic (large-scale) exercises, poor reproducibility of the scenarios, and poor corresponding results. To substantially improve the educational level because of the complexity of mass casualty accidents, modified training concepts are required that teach the not only the theoretical but above all the practical skills considerably more intensively than at present. Modern training concepts should make it possible for the learner to realistically simulate decision processes. This article examines how interactive virtual environments are applicable for the education of emergency personnel and how they could be designed. Virtual simulation and training environments offer the possibility of simulating complex situations in an adequately realistic manner. The so-called virtual reality (VR) used in this context is an interface technology that enables free interaction in addition to a stereoscopic and spatial representation of virtual large-scale emergencies in a virtual environment. Variables in scenarios such as the weather, the number wounded, and the availability of resources, can be changed at any time. The trainees are able to practice the procedures in many virtual accident scenes and act them out repeatedly, thereby testing the different variants. With the aid of the "InSitu" project, it is possible to train in a virtual reality with realistically reproduced accident situations. These integrated, interactive training environments can depict very complex situations on a scale of 1:1. Because of the highly developed interactivity, the trainees can feel as if they are a direct part of the accident scene and therefore identify much more with the virtual world than is possible with desktop systems. Interactive, identifiable, and realistic training environments based on projector systems could in future enable a repetitive exercise with changes within a decision tree, in reproducibility, and within different occupational groups. With a hard- and software environment numerous accident situations can be depicted and practiced. The main expense is the creation of the virtual accident scenes. As the appropriate city models and other three-dimensional geographical data are already available, this expenditure is very low compared with the planning costs of a large-scale exercise.
MACH 3: Past and future approaches to intelligent tutoring
NASA Technical Reports Server (NTRS)
Acchione-Noel, Sylvia; Psotka, Joseph
1993-01-01
In 1986, the U.S. Army Research Institute created an intelligent tutoring system as a proof-of-concept for artificial intelligence applications in Army training. The Maintenance Aid Computer HAWK Intelligent Institutional Instructor (MACH 3) taught student mechanics to maintain and troubleshoot the AN/MPQ-57 High Power Illuminator Radar (HPIR) of the HAWK Air Defense Missile System. In 1989, TRADOC Analysis Command compared the effectiveness of MACH 3 to traditional paper-based troubleshooting drills. For the study, all students received lecture and hands-on training as usual. However, during troubleshooting drills, students traced faults using either MACH 3 or the traditional paper-based method. Class records showed that the MACH 3 group completed significantly more troubleshooting tasks and progressed through tasks of greater difficulty than the paper-based group. Upon completion of training, students took written, practical, and oral essay tests. Mean test scores showed that students performed similarly regardless of the drill method used. However, significantly different standard deviations showed that the MACH 3 group performed more consistently than the paper-based group. Furthermore, significantly different time measures showed that the MACH 3 group reached faster troubleshooting solutions on the actual radar transmitter than the paper-based group. We will present the study results and discuss how updating the design of the MACH 3 can include desktop computing in a virtual environment.
STS-47 Commander Gibson and MS Apt during LINHOF training on JSC's Bldg 1 roof
NASA Technical Reports Server (NTRS)
1992-01-01
STS-47 Endeavour, Orbiter Vehicle (OV) 105, Commander Robert L. Gibson (left), lifting plate from LINHOF camera body, and Mission Specialist (MS) Jerome Apt, using spot meter, participate in a photography training session on the rooftop of JSC's Project Management Building Bldg 1. Using such a high vantage point as this nine-floor facility, the crewmembers were able to become familiar with Earth observations equipment.
Astronauts McMonagle and Brown on flight deck mockup during training
NASA Technical Reports Server (NTRS)
1994-01-01
Astronauts Donald R. McMonagle, STS-66 mission commander, left, and Curtis L. Brown, STS-66 pilot, man the commander's and pilot's stations, respectively, during a rehearsal of procedures to be followed during the launch and entry phases of their scheduled November 1994 flight. This rehearsal, held in the crew compartment trainer (CCT) of JSC's Shuttle mockup and integration laboratory, was followed by a training session on emergency egress procedures.
Aircrew Training Evaluation: B-52 and KC-135 Formal School Training
1989-05-01
system trainers and flying hours. In this regard, the General Accounting Office ( GAO ), in their review of Tactical Air Command (TAC) and Strategic...Air Command (SAC) flying hour programs ( GAO , 1986), concluded that justification of the flying hour budgets submitted to the Congress had not been based...on documented demonstrations that increased flying hours lead to increases in the combat capability of aircrews. The GAO also argued that the
Simulations - Joint NASA-USSR Mission - JSC
1975-02-25
S75-22187 (25 Feb. 1975) --- Two ASTP crewmen look over food cans and packages in the Soyuz orbital module trainer in Building 35 during Apollo-Soyuz Test Project joint crew training at NASA's Johnson Space Center. They are astronaut Thomas P. Stafford (left), commander of the American ASTP prime crew; and cosmonaut Aleksey A. Leonov, commander of the Soviet ASTP first (prime) crew. The training session simulated activity on the second day in Earth orbit.
Various views of STS-95 Senator John Glenn during training
1998-06-18
S98-08737 (9 April 1998) --- The mission commander, along with two payload specialists in training for NASA's STS-95 mission scheduled for later this year aboard Discovery, samples space foods at the Johnson Space Center (JSC). With payload specialists Chiaki Mukai and U.S. Sen. John H. Glenn Jr. (D.-Ohio) is Curtis L. Brown Jr. (right), mission commander. The photo was taken by Joe McNally, National Geographic, for NASA.
Short Term Motor-Skill Acquisition Improves with Size of Self-Controlled Virtual Hands
Ossmy, Ori; Mukamel, Roy
2017-01-01
Visual feedback in general, and from the body in particular, is known to influence the performance of motor skills in humans. However, it is unclear how the acquisition of motor skills depends on specific visual feedback parameters such as the size of performing effector. Here, 21 healthy subjects physically trained to perform sequences of finger movements with their right hand. Through the use of 3D Virtual Reality devices, visual feedback during training consisted of virtual hands presented on the screen, tracking subject’s hand movements in real time. Importantly, the setup allowed us to manipulate the size of the displayed virtual hands across experimental conditions. We found that performance gains increase with the size of virtual hands. In contrast, when subjects trained by mere observation (i.e., in the absence of physical movement), manipulating the size of the virtual hand did not significantly affect subsequent performance gains. These results demonstrate that when it comes to short-term motor skill learning, the size of visual feedback matters. Furthermore, these results suggest that highest performance gains in individual subjects are achieved when the size of the virtual hand matches their real hand size. These results may have implications for optimizing motor training schemes. PMID:28056023
Chao, Coline; Chalouhi, Gihad E; Bouhanna, Philippe; Ville, Yves; Dommergues, Marc
2015-09-01
To compare the impact of virtual reality simulation training and theoretical teaching on the ability of inexperienced trainees to produce adequate virtual transvaginal ultrasound images. We conducted a randomized controlled trial with parallel groups. Participants included inexperienced residents starting a training program in Paris. The intervention consisted of 40 minutes of virtual reality simulation training using a haptic transvaginal simulator versus 40 minutes of conventional teaching including a conference with slides and videos and answers to the students' questions. The outcome was a 19-point image quality score calculated from a set of 4 images (sagittal and coronal views of the uterus and left and right ovaries) produced by trainees immediately after the intervention, using the same simulator on which a new virtual patient had been uploaded. Experts assessed the outcome on stored images, presented in a random order, 2 months after the trial was completed. They were blinded to group assignment. The hypothesis was an improved outcome in the intervention group. Randomization was 1 to 1. The mean score was significantly greater in the simulation group (n = 16; mean score, 12; SEM, 0.8) than the control group (n = 18; mean score, 9; SEM, 1.0; P= .0302). The quality of virtual vaginal images produced by inexperienced trainees was greater immediately after a single virtual reality simulation training session than after a single theoretical teaching session. © 2015 by the American Institute of Ultrasound in Medicine.
NASA Technical Reports Server (NTRS)
Schneider, Michelle
2003-01-01
This viewgraph representation provides an overview of the Telescience Resource Kit. The Telescience Resource Kit is a pc-based telemetry and command system that will be used by scientists and engineers to monitor and control experiments located on-board the International Space Station (ISS). Topics covered include: ISS Payload Telemetry and Command Flow, kit computer applications, kit telemetry capabilities, command capabilities, and training/testing capabilities.
Training for percutaneous renal access on a virtual reality simulator.
Zhang, Yi; Yu, Cheng-fan; Liu, Jin-shun; Wang, Gang; Zhu, He; Na, Yan-qun
2013-01-01
The need to develop new methods of surgical training combined with advances in computing has led to the development of virtual reality surgical simulators. The PERC Mentor(TM) is designed to train the user in percutaneous renal collecting system access puncture. This study aimed to validate the use of this kind of simulator, in percutaneous renal access training. Twenty-one urologists were enrolled as trainees to learn a fluoroscopy-guided percutaneous renal accessing technique. An assigned percutaneous renal access procedure was immediately performed on the PERC Mentor(TM) after watching instruction video and an analog operation. Objective parameters were recorded by the simulator and subjective global rating scale (GRS) score were determined. Simulation training followed and consisted of 2 hours daily training sessions for 2 consecutive days. Twenty-four hours after the training session, trainees were evaluated performing the same procedure. The post-training evaluation was compared to the evaluation of the initial attempt. During the initial attempt, none of the trainees could complete the appointed procedure due to the lack of experience in fluoroscopy-guided percutaneous renal access. After the short-term training, all trainees were able to independently complete the procedure. Of the 21 trainees, 10 had primitive experience in ultrasound-guided percutaneous nephrolithotomy. Trainees were thus categorized into the group of primitive experience and inexperience. The total operating time and amount of contrast material used were significantly lower in the group of primitive experience versus the inexperience group (P = 0.03 and 0.02, respectively). The training on the virtual reality simulator, PERC Mentor(TM), can help trainees with no previous experience of fluoroscopy-guided percutaneous renal access to complete the virtual manipulation of the procedure independently. This virtual reality simulator may become an important training and evaluation tool in teaching fluoroscopy-guided percutaneous renal access.
Community-based pedestrian safety training in virtual reality: A pragmatic trial.
Schwebel, David C; Combs, Tabitha; Rodriguez, Daniel; Severson, Joan; Sisiopiku, Virginia
2016-01-01
Child pedestrian injuries are a leading cause of mortality and morbidity across the United States and the world. Repeated practice at the cognitive-perceptual task of crossing a street may lead to safer pedestrian behavior. Virtual reality offers a unique opportunity for repeated practice without the risk of actual injury. This study conducted a pre-post within-subjects trial of training children in pedestrian safety using a semi-mobile, semi-immersive virtual pedestrian environment placed at schools and community centers. Pedestrian safety skills among a group of 44 seven- and eight-year-old children were assessed in a laboratory, and then children completed six 15-minute training sessions in the virtual pedestrian environment at their school or community center following pragmatic trial strategies over the course of three weeks. Following training, pedestrian safety skills were re-assessed. Results indicate improvement in delay entering traffic following training. Safe crossings did not demonstrate change. Attention to traffic and time to contact with oncoming vehicles both decreased somewhat, perhaps an indication that training was incomplete and children were in the process of actively learning to be safer pedestrians. The findings suggest virtual reality environments placed in community centers hold promise for teaching children to be safer pedestrians, but future research is needed to determine the optimal training dosage. Copyright © 2015 Elsevier Ltd. All rights reserved.
NASA Astrophysics Data System (ADS)
Liu, Xiangquan
According to the treatment needs of patients with limb movement disorder, on the basis of the limb rehabilitative training prototype, function of measure and control system are analyzed, design of system hardware and software is completed. The touch screen which is adopt as host computer and man-machine interaction window is responsible for sending commands and training information display; The PLC which is adopt as slave computer is responsible for receiving control command from touch screen, collecting the sensor data, regulating torque and speed of motor by analog output according to the different training mode, realizing ultimately active and passive training for limb rehabilitation therapy.
Pataky, T C; Lamb, P F
2018-06-01
External randomness exists in all sports but is perhaps most obvious in golf putting where robotic putters sink only 80% of 5 m putts due to unpredictable ball-green dynamics. The purpose of this study was to test whether physical randomness training can improve putting performance in novices. A virtual random-physics golf-putting game was developed based on controlled ball-roll data. Thirty-two subjects were assigned a unique randomness gain (RG) ranging from 0.1 to 2.0-times real-world randomness. Putter face kinematics were measured in 5 m laboratory putts before and after five days of virtual training. Performance was quantified using putt success rate and "miss-adjustment correlation" (MAC), the correlation between left-right miss magnitude and subsequent right-left kinematic adjustments. Results showed no RG-success correlation (r = -0.066, p = 0.719) but mildly stronger correlations with MAC for face angle (r = -0.168, p = 0.358) and clubhead path (r = -0.302, p = 0.093). The strongest RG-MAC correlation was observed during virtual training (r = -0.692, p < 0.001). These results suggest that subjects quickly adapt to physical randomness in virtual training, and also that this learning may weakly transfer to real golf putting kinematics. Adaptation to external physical randomness during virtual training may therefore help golfers adapt to external randomness in real-world environments.
ARNG Command Sergeant Major of the ARNG State Mission Sustainability Training ARNG Distributed Learning Program Training & Technology Battle Lab (T3BL) Civil Support Simulation Exercises Regional Training Site Maintenance Battle Focused Training Strategy Battle Staff Training Resources News Publications
ARNG Command Sergeant Major of the ARNG State Mission Sustainability Training ARNG Distributed Learning Program Training & Technology Battle Lab (T3BL) Civil Support Simulation Exercises Regional Training Site Maintenance Battle Focused Training Strategy Battle Staff Training Resources News Publications
Vidal, Victoria L; Ohaeri, Beatrice M; John, Pamela; Helen, Delles
2013-01-01
This quasi-experimental study, with a control group and experimental group, compares the effectiveness of virtual reality simulators on developing phlebotomy skills of nursing students with the effectiveness of traditional methods of teaching. Performance of actual phlebotomy on a live client was assessed after training, using a standardized form. Findings showed that students who were exposed to the virtual reality simulator performed better in the following performance metrics: pain factor, hematoma formation, and number of reinsertions. This study confirms that the use of the virtual reality-based system to supplement the traditional method may be the optimal program for training.
van Dongen, Koen W; Ahlberg, Gunnar; Bonavina, Luigi; Carter, Fiona J; Grantcharov, Teodor P; Hyltander, Anders; Schijven, Marlies P; Stefani, Alessandro; van der Zee, David C; Broeders, Ivo A M J
2011-01-01
Virtual reality (VR) simulators have been demonstrated to improve basic psychomotor skills in endoscopic surgery. The exercise configuration settings used for validation in studies published so far are default settings or are based on the personal choice of the tutors. The purpose of this study was to establish consensus on exercise configurations and on a validated training program for a virtual reality simulator, based on the experience of international experts to set criterion levels to construct a proficiency-based training program. A consensus meeting was held with eight European teams, all extensively experienced in using the VR simulator. Construct validity of the training program was tested by 20 experts and 60 novices. The data were analyzed by using the t test for equality of means. Consensus was achieved on training designs, exercise configuration, and examination. Almost all exercises (7/8) showed construct validity. In total, 50 of 94 parameters (53%) showed significant difference. A European, multicenter, validated, training program was constructed according to the general consensus of a large international team with extended experience in virtual reality simulation. Therefore, a proficiency-based training program can be offered to training centers that use this simulator for training in basic psychomotor skills in endoscopic surgery.
Claessen, Michiel H G; van der Ham, Ineke J M; Jagersma, Elbrich; Visser-Meily, Johanna M A
2016-10-01
Recent studies have shown that navigation impairment is a common complaint after brain injury. Effective training programmes aiming to improve navigation ability in neurological patients are, however, scarce. The few reported programmes are merely focused on recalling specific routes rather than encouraging brain-damaged patients to use an alternative navigation strategy, applicable to any route. Our aim was therefore to investigate the feasibility of a (virtual reality) navigation training as a tool to instruct chronic stroke patients to adopt an alternative navigation strategy. Navigation ability was systematically assessed before the training. The training approach was then determined based on the individual pattern of navigation deficits of each patient. The use of virtual reality in the navigation strategy training in six middle-aged stroke patients was found to be highly feasible. Furthermore, five patients learned to (partially) apply an alternative navigation strategy in the virtual environment, suggesting that navigation strategies are mouldable rather than static. In the evaluation of their training experiences, the patients judged the training as valuable and proposed some suggestions for further improvement. The notion that the navigation strategy people use can be influenced after a short training procedure is a novel finding and initiates a direction for future studies.
Involving People with Autism in Development of Virtual World for Provision of Skills Training
ERIC Educational Resources Information Center
Politis, Yurgos; Olivia, Louis; Olivia, Thomas; Sung, Connie
2017-01-01
This paper presents the development phase of the of the Virtual World that is going to be used by the Virtual Learning for People with Autistic Spectrum Disorder (VL4ASD) project, which aims to create training materials on conversation skills. This project is geared towards addressing the communication deficits of ASD populations, by exploring the…
Lahav, Orly; Schloerb, David W.; Srinivasan, Mandayam A.
2014-01-01
This paper presents the integration of a virtual environment (BlindAid) in an orientation and mobility rehabilitation program as a training aid for people who are blind. BlindAid allows the users to interact with different virtual structures and objects through auditory and haptic feedback. This research explores if and how use of the BlindAid in conjunction with a rehabilitation program can help people who are blind train themselves in familiar and unfamiliar spaces. The study, focused on nine participants who were congenitally, adventitiously, and newly blind, during their orientation and mobility rehabilitation program at the Carroll Center for the Blind (Newton, Massachusetts, USA). The research was implemented using virtual environment (VE) exploration tasks and orientation tasks in virtual environments and real spaces. The methodology encompassed both qualitative and quantitative methods, including interviews, a questionnaire, videotape recording, and user computer logs. The results demonstrated that the BlindAid training gave participants additional time to explore the virtual environment systematically. Secondly, it helped elucidate several issues concerning the potential strengths of the BlindAid system as a training aid for orientation and mobility for both adults and teenagers who are congenitally, adventitiously, and newly blind. PMID:25284952
Liu, Lei
2017-01-01
Virtual reality has great potential in training road safety skills to individuals with low vision but the feasibility of such training has not been demonstrated. We tested the hypotheses that low vision individuals could learn useful skills in virtual streets and could apply them to improve real street safety. Twelve participants, whose vision was too poor to use the pedestrian signals were taught by a certified orientation and mobility specialist to determine the safest time to cross the street using the visual and auditory signals made by the start of previously stopped cars at a traffic-light controlled street intersection. Four participants were trained in real streets and eight in virtual streets presented on 3 projection screens. The crossing timing of all participants was evaluated in real streets before and after training. The participants were instructed to say “GO” at the time when they felt the safest to cross the street. A safety score was derived to quantify the GO calls based on its occurrence in the pedestrian phase (when the pedestrian sign did not show DON’T WALK). Before training, > 50% of the GO calls from all participants fell in the DON’T WALK phase of the traffic cycle and thus were totally unsafe. 20% of the GO calls fell in the latter half of the pedestrian phase. These calls were unsafe because one initiated crossing this late might not have sufficient time to walk across the street. After training, 90% of the GO calls fell in the early half of the pedestrian phase. These calls were safer because one initiated crossing in the pedestrian phase and had at least half of the pedestrian phase for walking across. Similar safety changes occurred in both virtual street and real street trained participants. An ANOVA showed a significant increase of the safety scores after training and there was no difference in this safety improvement between the virtual street and real street trained participants. This study demonstrated that virtual reality-based orientation and mobility training could be as efficient as real street training in improving street safety in individuals with severely impaired vision. PMID:28445540
Immersive Training Systems: Virtual Reality and Education and Training.
ERIC Educational Resources Information Center
Psotka, Joseph
1995-01-01
Describes virtual reality (VR) technology and VR research on education and training. Focuses on immersion as the key added value of VR, analyzes cognitive variables connected to immersion, how it is generated in synthetic environments and its benefits. Discusses value of tracked, immersive visual displays over nonimmersive simulations. Contains 78…
Virtual reality in surgical training.
Lange, T; Indelicato, D J; Rosen, J M
2000-01-01
Virtual reality in surgery and, more specifically, in surgical training, faces a number of challenges in the future. These challenges are building realistic models of the human body, creating interface tools to view, hear, touch, feel, and manipulate these human body models, and integrating virtual reality systems into medical education and treatment. A final system would encompass simulators specifically for surgery, performance machines, telemedicine, and telesurgery. Each of these areas will need significant improvement for virtual reality to impact medicine successfully in the next century. This article gives an overview of, and the challenges faced by, current systems in the fast-changing field of virtual reality technology, and provides a set of specific milestones for a truly realistic virtual human body.
Virtual airway simulation to improve dexterity among novices performing fibreoptic intubation.
De Oliveira, G S; Glassenberg, R; Chang, R; Fitzgerald, P; McCarthy, R J
2013-10-01
We developed a virtual reality software application (iLarynx) using built-in accelerometer properties of the iPhone(®) or iPad(®) (Apple Inc., Cupertino, CA, USA) that mimics hand movements for the performance of fibreoptic skills. Twenty novice medical students were randomly assigned to virtual airway training with the iLarynx software or no additional training. Eight out of the 10 subjects in the standard training group had at least one failed (> 120 s) attempt compared with two out of the 10 participants in the iLarynx group (p = 0.01). There were a total of 24 failed attempts in the standard training group and four in the iLarynx group (p < 0.005). Cusum analysis demonstrated continued group improvement in the iLarynx, but not in the standard training group. Virtual airway simulation using freely available software on a smartphone/tablet device improves dexterity among novices performing upper airway endoscopy. © 2013 The Association of Anaesthetists of Great Britain and Ireland.
Virtual reality-based cognitive training for drug abusers: A randomised controlled trial.
Man, David W K
2018-05-08
Non-pharmacological means are being developed to enhance cognitive abilities in drug abusers. This study evaluated virtual reality (VR) as an intervention tool for enhancing cognitive and vocational outcomes in 90 young ketamine users (KU) randomly assigned to a treatment group (virtual reality group, VRG; tutor-administered group, TAG) or wait-listed control group (CG). Two training programmes with similar content but different delivery modes (VR-based and manual-based) were applied using a virtual boutique as a training scenario. Outcome assessments comprised the Digit Vigilance Test, Rivermead Behavioural Memory Test, Wisconsin Cart Sorting Test, work-site test and self-efficacy pre- and post-test and during 3- and 6-month follow-ups. The VRG exhibited significant improvements in attention and improvements in memory that were maintained after 3 months. Both the VRG and TAG exhibited significantly improved vocational skills after training which were maintained during follow-up, and improved self-efficacy. VR-based cognitive training might target cognitive problems in KU.
Research and realization of signal simulation on virtual instrument
NASA Astrophysics Data System (ADS)
Zhao, Qi; He, Wenting; Guan, Xiumei
2010-02-01
In the engineering project, arbitrary waveform generator controlled by software interface is needed by simulation and test. This article discussed the program using the SCPI (Standard Commands For Programmable Instruments) protocol and the VISA (Virtual Instrument System Architecture) library to control the Agilent signal generator (Agilent N5182A) by instrument communication over the LAN interface. The program can conduct several signal generations such as CW (continuous wave), AM (amplitude modulation), FM (frequency modulation), ΦM (phase modulation), Sweep. As the result, the program system has good operability and portability.
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NASA Technical Reports Server (NTRS)
Parker, Donald E.; Harm, D. L.; Florer, Faith L.
1993-01-01
This paper describes ongoing development of training procedures to enhance self-attitude awareness in astronaut trainees. The procedures are based on observations regarding self-attitude (perceived self-orientation and self-motion) reported by astronauts. Self-attitude awareness training is implemented on a personal computer system and consists of lesson stacks programmed using Hypertalk with Macromind Director movie imports. Training evaluation will be accomplished by an active search task using the virtual Spacelab environment produced by the Device for Orientation and Motion Environments Preflight Adaptation Trainer (DOME-PAT) as well as by assessment of astronauts' performance and sense of well-being during orbital flight. The general purpose of self-attitude awareness training is to use as efficiently as possible the limited DOME-PAT training time available to astronauts prior to a space mission. We suggest that similar training procedures may enhance the performance of virtual environment operators.
Command Center Training Tool (C2T2)
NASA Technical Reports Server (NTRS)
Jones, Phillip; Drucker, Nich; Mathews, Reejo; Stanton, Laura; Merkle, Ed
2012-01-01
This abstract presents the training approach taken to create a management-centered, experiential learning solution for the Virginia Port Authority's Port Command Center. The resultant tool, called the Command Center Training Tool (C2T2), follows a holistic approach integrated across the training management cycle and within a single environment. The approach allows a single training manager to progress from training design through execution and AAR. The approach starts with modeling the training organization, identifying the organizational elements and their individual and collective performance requirements, including organizational-specific performance scoring ontologies. Next, the developer specifies conditions, the problems, and constructs that compose exercises and drive experiential learning. These conditions are defined by incidents, which denote a single, multi-media datum, and scenarios, which are stories told by incidents. To these layered, modular components, previously developed meta-data is attached, including associated performance requirements. The components are then stored in a searchable library An event developer can create a training event by searching the library based on metadata and then selecting and loading the resultant modular pieces. This loading process brings into the training event all the previously associated task and teamwork material as well as AAR preparation materials. The approach includes tools within an integrated management environment that places these materials at the fingertips of the event facilitator such that, in real time, the facilitator can track training audience performance and resultantly modify the training event. The approach also supports the concentrated knowledge management requirements for rapid preparation of an extensive AAR. This approach supports the integrated training cycle and allows a management-based perspective and advanced tools, through which a complex, thorough training event can be developed.
STS-134 crew in Virtual Reality Lab during their MSS/EVAA SUPT2 Team training
2010-08-27
JSC2010-E-121045 (27 Aug. 2010) --- NASA astronaut Andrew Feustel (right), STS-134 mission specialist, uses the virtual reality lab in the Space Vehicle Mock-up Facility at NASA's Johnson Space Center to train for some of his duties aboard the space shuttle and space station. This type of computer interface, paired with virtual reality training hardware and software, helps to prepare crew members for dealing with space station elements. David Homan assisted Feustel. Photo credit: NASA or National Aeronautics and Space Administration
Virtual and live social facilitation while exergaming: competitiveness moderates exercise intensity.
Snyder, Amanda L; Anderson-Hanley, Cay; Arciero, Paul J
2012-04-01
Grounded in social facilitation theory, this study compared the impact on exercise intensity of a virtual versus a live competitor, when riding a virtual reality-enhanced stationary bike ("cybercycle"). It was hypothesized that competitiveness would moderate effects. Twenty-three female college students were exposed to three conditions on a cybercycle: solo training, virtual competitor, and live competitor. After training without a competitor (solo condition for familiarization with equipment), participants competed against a virtual avatar or live rider (random order of presentation). A repeated-measures analysis revealed a significant condition (virtual/live) by competitiveness (high/low) interaction for exercise intensity (watts). More competitive participants exhibited significantly greater exercise intensity when competing against a live versus virtual competitor. The implication is that live competitors can have an added social facilitation effect and influence exercise intensity, although competitiveness moderates this effect.
ERIC Educational Resources Information Center
McGarvey, Robert J.
2010-01-01
It's a riddle faced by virtually every IT director: how to fulfill users' desire for more muscular computing resources while still obliging administrators' commands to keep education spending down. Against long odds, many district technology directors have been fulfilling both counts, optimizing their computing systems with improvements that pay…
Effects on Training Using Illumination in Virtual Environments
NASA Technical Reports Server (NTRS)
Maida, James C.; Novak, M. S. Jennifer; Mueller, Kristian
1999-01-01
Camera based tasks are commonly performed during orbital operations, and orbital lighting conditions, such as high contrast shadowing and glare, are a factor in performance. Computer based training using virtual environments is a common tool used to make and keep CTW members proficient. If computer based training included some of these harsh lighting conditions, would the crew increase their proficiency? The project goal was to determine whether computer based training increases proficiency if one trains for a camera based task using computer generated virtual environments with enhanced lighting conditions such as shadows and glare rather than color shaded computer images normally used in simulators. Previous experiments were conducted using a two degree of freedom docking system. Test subjects had to align a boresight camera using a hand controller with one axis of rotation and one axis of rotation. Two sets of subjects were trained on two computer simulations using computer generated virtual environments, one with lighting, and one without. Results revealed that when subjects were constrained by time and accuracy, those who trained with simulated lighting conditions performed significantly better than those who did not. To reinforce these results for speed and accuracy, the task complexity was increased.
2011-05-01
students in their 3rd or 4th year. Th e overall procedure was a series o f pretests , training session, and posttest -2 always co nducted on the VPES...Final PREPARED FOR: U.S. Army Medical Research and Materiel Command Fort Detrick, Maryland 21702-5012...Army Medical Research and Materiel Command Fort Detrick, Maryland 21702-5012 11. SPONSOR/MONITOR’S REPORT NUMBER(S) 12
ModSAF Programmers Reference Manual. Volume 1
1993-12-20
Army Simulation Training, and nsrmtao Command (SlWCOM) 12350 Research Parkway Orlando, FL 32826-3276 Preparedby: -IM cem | ADST Pmgram Office 12151-A... Research Parkway r ’-. , 94-24445 Olan, FL 382 H~~ ll/iIIEiitIilI! ’i III, 94 8 0’ 0SD ADST-TR-W003268 ADVANCED DISTRIBUTED SIMULATION TECHNOLOGY...A001 Prepared for: U.S. Army Simulation, Training, and Instrumentation Command (STRICOM) 12350 Research Parkway Orlando, FL 32826-3276 Accesion For
Virtual biomedical universities and e-learning.
Beux, P Le; Fieschi, M
2007-01-01
In this special issue on virtual biomedical universities and e-learning we will make a survey on the principal existing teaching applications of ICT used in medical Schools around the world. In the following we identify five types of research and experiments in this field of medical e-learning and virtual medical universities. The topics of this special issue goes from educational computer program to create and simulate virtual patients with a wide variety of medical conditions in different clinical settings and over different time frames to using distance learning in developed and developing countries program training medical informatics of clinicians. We also present the necessity of good indexing and research tools for training resources together with workflows to manage the multiple source content of virtual campus or universities and the virtual digital video resources. A special attention is given to training new generations of clinicians in ICT tools and methods to be used in clinical settings as well as in medical schools.
Boutiques: a flexible framework to integrate command-line applications in computing platforms.
Glatard, Tristan; Kiar, Gregory; Aumentado-Armstrong, Tristan; Beck, Natacha; Bellec, Pierre; Bernard, Rémi; Bonnet, Axel; Brown, Shawn T; Camarasu-Pop, Sorina; Cervenansky, Frédéric; Das, Samir; Ferreira da Silva, Rafael; Flandin, Guillaume; Girard, Pascal; Gorgolewski, Krzysztof J; Guttmann, Charles R G; Hayot-Sasson, Valérie; Quirion, Pierre-Olivier; Rioux, Pierre; Rousseau, Marc-Étienne; Evans, Alan C
2018-05-01
We present Boutiques, a system to automatically publish, integrate, and execute command-line applications across computational platforms. Boutiques applications are installed through software containers described in a rich and flexible JSON language. A set of core tools facilitates the construction, validation, import, execution, and publishing of applications. Boutiques is currently supported by several distinct virtual research platforms, and it has been used to describe dozens of applications in the neuroinformatics domain. We expect Boutiques to improve the quality of application integration in computational platforms, to reduce redundancy of effort, to contribute to computational reproducibility, and to foster Open Science.
NASA Technical Reports Server (NTRS)
Slater, G. L.; Shelley, Stuart; Jacobson, Mark
1993-01-01
In this paper, the design, analysis, and test of a low cost, linear proof mass actuator for vibration control is presented. The actuator is based on a linear induction coil from a large computer disk drive. Such disk drives are readily available and provide the linear actuator, current feedback amplifier, and power supply for a highly effective, yet inexpensive, experimental laboratory actuator. The device is implemented as a force command input system, and the performance is virtually the same as other, more sophisticated, linear proof mass systems.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Mansfield, N.J.
1992-01-01
The increasing number of hazardous materials accidents in the United States has resulted in new federal regulations addressing the emergency response activities associated with chemical releases. A significant part of these new federal standards (29 CFR 1910.120 and 40 CFR Part 311) requires compliance with specific criteria by all personnel involved in a hazardous material emergency. This study investigated alternative lesson design models applicable to instruction for hazardous material emergencies. A specialized design checklist was created based on the work of Gagne, Briggs, and Wager (1988), Merrill (1987), and Clark (1989). This checklist was used in the development of lessonmore » plan templates for the hazardous materials incident commander course. Qualitative data for establishing learning objectives was collected by conducting a needs assessment and a job analysis of the incident commander position. Incident commanders from 14 public and private organizations participated in the needs assessment process. Technical information for the lessons was collected from appropriate governmental agencies. The implementation of the checklist and lesson plans can contribute to assuring quality training for incident commanders throughout the United States.« less
McClure, Leslie A.
2014-01-01
Pedestrian injuries contribute greatly to child morbidity and mortality. Recent evidence suggests that training within virtual pedestrian environments may improve children’s street crossing skills, but may not convey knowledge about safety in street environments. We hypothesized that (a) children will gain pedestrian safety knowledge via videos/software/internet websites, but not when trained by virtual pedestrian environment or other strategies; (b) pedestrian safety knowledge will be associated with safe pedestrian behavior both before and after training; and (c) increases in knowledge will be associated with increases in safe behavior among children trained individually at streetside locations, but not those trained by means of other strategies. We analyzed data from a randomized controlled trial evaluating pedestrian safety training. We randomly assigned 240 children ages 7–8 to one of four training conditions: videos/software/internet, virtual reality (VR), individualized streetside instruction, or a no-contact control. Both virtual and field simulations of street crossing at 2-lane bi-directional mid-block locations assessed pedestrian behavior at baseline, post-training, and 6-month follow-up. Pedestrian knowledge was assessed orally on all three occasions. Children trained by videos/software/internet, and those trained individually, showed increased knowledge following training relative to children in the other groups (ps < 0.01). Correlations between pedestrian safety knowledge and pedestrian behavior were mostly non-significant. Correlations between change in knowledge and change in behavior from pre- to post-intervention also were non-significant, both for the full sample and within conditions. Children trained using videos/software/internet gained knowledge but did not change their behavior. Children trained individually gained in both knowledge and safer behavior. Children trained virtually gained in safer behavior but not knowledge. If VR is used for training, tools like videos/internet might effectively supplement training. We discovered few associations between knowledge and behavior, and none between changes in knowledge and behavior. Pedestrian safety knowledge and safe pedestrian behavior may be orthogonal constructs that should be considered independently for research and training purposes. PMID:24573688
NASA Technical Reports Server (NTRS)
Smith, Jeffrey D.; Twombly, I. Alexander; Maese, A. Christopher; Cagle, Yvonne; Boyle, Richard
2003-01-01
The International Space Station demonstrates the greatest capabilities of human ingenuity, international cooperation and technology development. The complexity of this space structure is unprecedented; and training astronaut crews to maintain all its systems, as well as perform a multitude of research experiments, requires the most advanced training tools and techniques. Computer simulation and virtual environments are currently used by astronauts to train for robotic arm manipulations and extravehicular activities; but now, with the latest computer technologies and recent successes in areas of medical simulation, the capability exists to train astronauts for more hands-on research tasks using immersive virtual environments. We have developed a new technology, the Virtual Glovebox (VGX), for simulation of experimental tasks that astronauts will perform aboard the Space Station. The VGX may also be used by crew support teams for design of experiments, testing equipment integration capability and optimizing the procedures astronauts will use. This is done through the 3D, desk-top sized, reach-in virtual environment that can simulate the microgravity environment in space. Additional features of the VGX allow for networking multiple users over the internet and operation of tele-robotic devices through an intuitive user interface. Although the system was developed for astronaut training and assisting support crews, Earth-bound applications, many emphasizing homeland security, have also been identified. Examples include training experts to handle hazardous biological and/or chemical agents in a safe simulation, operation of tele-robotic systems for assessing and diffusing threats such as bombs, and providing remote medical assistance to field personnel through a collaborative virtual environment. Thus, the emerging VGX simulation technology, while developed for space- based applications, can serve a dual use facilitating homeland security here on Earth.
Virtual temporal bone: an interactive 3-dimensional learning aid for cranial base surgery.
Kockro, Ralf A; Hwang, Peter Y K
2009-05-01
We have developed an interactive virtual model of the temporal bone for the training and teaching of cranial base surgery. The virtual model was based on the tomographic data of the Visible Human Project. The male Visible Human's computed tomographic data were volumetrically reconstructed as virtual bone tissue, and the individual photographic slices provided the basis for segmentation of the middle and inner ear structures, cranial nerves, vessels, and brainstem. These structures were created by using outlining and tube editing tools, allowing structural modeling either directly on the basis of the photographic data or according to information from textbooks and cadaver dissections. For training and teaching, the virtual model was accessed in the previously described 3-dimensional workspaces of the Dextroscope or Dextrobeam (Volume Interactions Pte, Ltd., Singapore), whose interfaces enable volumetric exploration from any perspective and provide virtual tools for drilling and measuring. We have simulated several cranial base procedures including approaches via the floor of the middle fossa and the lateral petrous bone. The virtual model suitably illustrated the core facts of anatomic spatial relationships while simulating different stages of bone drilling along a variety of surgical corridors. The system was used for teaching during training courses to plan and discuss operative anatomy and strategies. The Virtual Temporal Bone and its surrounding 3-dimensional workspace provide an effective way to study the essential surgical anatomy of this complex region and to teach and train operative strategies, especially when used as an adjunct to cadaver dissections.
Ji, Eun-Kyu; Lee, Sang-Heon
2016-11-01
[Purpose] The purpose of this study was to investigate the effects of virtual reality training combined with modified constraint-induced movement therapy on upper extremity motor function recovery in acute stage stroke patients. [Subjects and Methods] Four acute stage stroke patients participated in the study. A multiple baseline single subject experimental design was utilized. Modified constraint-induced movement therapy was used according to the EXplaining PLastICITy after stroke protocol during baseline sessions. Virtual reality training with modified constraint-induced movement therapy was applied during treatment sessions. The Manual Function Test and the Box and Block Test were used to measure upper extremity function before every session. [Results] The subjects' upper extremity function improved during the intervention period. [Conclusion] Virtual reality training combined with modified constraint-induced movement is effective for upper extremity function recovery in acute stroke patients.
Achieving Competence: Army-VOTEC School Partnership Pilot Studies.
ERIC Educational Resources Information Center
Stout, Mary W.
To reduce Army training costs, the Training and Doctrine Command (TRADOC) investigated use of training at civilian secondary and postsecondary vocational-technical (VOTEC) institutions as an alternative to initial job training in Army service schools. Three models were used in the pilot study: the preservice training model in which…
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National Guard Bureau Posture Statement - The National Guard
ARNG Command Sergeant Major of the ARNG State Mission Sustainability Training ARNG Distributed Learning Program Training & Technology Battle Lab (T3BL) Civil Support Simulation Exercises Regional Training Site Maintenance Battle Focused Training Strategy Battle Staff Training Resources News Publications
Personal Staff - Joint Staff - The National Guard
ARNG Command Sergeant Major of the ARNG State Mission Sustainability Training ARNG Distributed Learning Program Training & Technology Battle Lab (T3BL) Civil Support Simulation Exercises Regional Training Site Maintenance Battle Focused Training Strategy Battle Staff Training Resources News Publications
Special Staff - Joint Staff - Leadership - The National Guard
ARNG Command Sergeant Major of the ARNG State Mission Sustainability Training ARNG Distributed Learning Program Training & Technology Battle Lab (T3BL) Civil Support Simulation Exercises Regional Training Site Maintenance Battle Focused Training Strategy Battle Staff Training Resources News Publications
Small Business Programs - The National Guard
ARNG Command Sergeant Major of the ARNG State Mission Sustainability Training ARNG Distributed Learning Program Training & Technology Battle Lab (T3BL) Civil Support Simulation Exercises Regional Training Site Maintenance Battle Focused Training Strategy Battle Staff Training Resources News Publications
Virtual Reality As a Training Tool to Treat Physical Inactivity in Children.
Kiefer, Adam W; Pincus, David; Richardson, Michael J; Myer, Gregory D
2017-01-01
Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT), may be limited in how early they can be implemented due to dependence on the child's level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR) training may be beneficial in this regard. VR training, when grounded in an information-based theory of perceptual-motor behavior that modifies the visual information in the virtual world, can promote early development of motor skills in youth akin to more natural, real-world development as opposed to strictly formalized training. This approach can be tailored to the individual child and training scenarios can increase in complexity as the child develops. Ultimately, training in VR may help serve as a precursor to "real-world" NMT, and once the child reaches the appropriate training age can also augment more complex NMT regimens performed outside of the virtual environment.
The Persistent Issue of Simulator Sickness in Naval Aviation Training.
Geyer, Daniel J; Biggs, Adam T
2018-04-01
Virtual simulations offer nearly unlimited training potential for naval aviation due to the wide array of scenarios that can be simulated in a safe, reliable, and cost-effective environment. This versatility has created substantial interest in using existing and emerging virtual technology to enhance training scenarios. However, the virtual simulations themselves may hinder training initiatives by inducing simulator sickness among the trainees, which is a series of symptoms similar to motion sickness that can arise from simulator use. Simulator sickness has been a problem for military aviation since the first simulators were introduced. The problem has also persisted despite the increasing fidelity and sense of immersion offered by new generations of simulators. As such, it is essential to understand the various problems so that trainers can ensure the best possible use of the simulators. This review will examine simulator sickness as it pertains to naval aviation training. Topics include: the prevailing theories on why symptoms develop, methods of measurement, contributing factors, effects on training, effects when used shipboard, aftereffects, countermeasures, and recommendations for future research involving virtual simulations in an aviation training environment.Geyer DJ, Biggs AT. The persistent issue of simulator sickness in naval aviation training. Aerosp Med Hum Perform. 2018; 89(4):396-405.
Virtual Reality As a Training Tool to Treat Physical Inactivity in Children
Kiefer, Adam W.; Pincus, David; Richardson, Michael J.; Myer, Gregory D.
2017-01-01
Lack of adequate physical activity in children is an epidemic that can result in obesity and other poor health outcomes across the lifespan. Physical activity interventions focused on motor skill competence continue to be developed, but some interventions, such as neuromuscular training (NMT), may be limited in how early they can be implemented due to dependence on the child’s level of cognitive and perceptual-motor development. Early implementation of motor-rich activities that support motor skill development in children is critical for the development of healthy levels of physical activity that carry through into adulthood. Virtual reality (VR) training may be beneficial in this regard. VR training, when grounded in an information-based theory of perceptual-motor behavior that modifies the visual information in the virtual world, can promote early development of motor skills in youth akin to more natural, real-world development as opposed to strictly formalized training. This approach can be tailored to the individual child and training scenarios can increase in complexity as the child develops. Ultimately, training in VR may help serve as a precursor to “real-world” NMT, and once the child reaches the appropriate training age can also augment more complex NMT regimens performed outside of the virtual environment. PMID:29376045
Consistency of performance of robot-assisted surgical tasks in virtual reality.
Suh, I H; Siu, K-C; Mukherjee, M; Monk, E; Oleynikov, D; Stergiou, N
2009-01-01
The purpose of this study was to investigate consistency of performance of robot-assisted surgical tasks in a virtual reality environment. Eight subjects performed two surgical tasks, bimanual carrying and needle passing, with both the da Vinci surgical robot and a virtual reality equivalent environment. Nonlinear analysis was utilized to evaluate consistency of performance by calculating the regularity and the amount of divergence in the movement trajectories of the surgical instrument tips. Our results revealed that movement patterns for both training tasks were statistically similar between the two environments. Consistency of performance as measured by nonlinear analysis could be an appropriate methodology to evaluate the complexity of the training tasks between actual and virtual environments and assist in developing better surgical training programs.
2005-09-01
Command – Space and Global Strike JFCOM Joint Forces Command JFRL Joint Forces Restricted Frequency List JIC Joint Integrating Concept JIM Joint...into the theater’s Joint Restricted Frequency List (JRFL). The ARSST trained the coalition and US soldiers on installation, use and troubleshooting
Preparing Schools for Terrorist Attacks.
ERIC Educational Resources Information Center
School Safety, 1991
1991-01-01
Outlines 21 actions, both immediate and over the long term, that administrators can take to protect students and schools from terrorist activities. Includes establishing a chain of command, a command post, a crisis response team, a communications staff, and inservice training. (four references) (MLF)
Development of a low-cost virtual reality workstation for training and education
NASA Technical Reports Server (NTRS)
Phillips, James A.
1996-01-01
Virtual Reality (VR) is a set of breakthrough technologies that allow a human being to enter and fully experience a 3-dimensional, computer simulated environment. A true virtual reality experience meets three criteria: (1) it involves 3-dimensional computer graphics; (2) it includes real-time feedback and response to user actions; and (3) it must provide a sense of immersion. Good examples of a virtual reality simulator are the flight simulators used by all branches of the military to train pilots for combat in high performance jet fighters. The fidelity of such simulators is extremely high -- but so is the price tag, typically millions of dollars. Virtual reality teaching and training methods are manifestly effective, but the high cost of VR technology has limited its practical application to fields with big budgets, such as military combat simulation, commercial pilot training, and certain projects within the space program. However, in the last year there has been a revolution in the cost of VR technology. The speed of inexpensive personal computers has increased dramatically, especially with the introduction of the Pentium processor and the PCI bus for IBM-compatibles, and the cost of high-quality virtual reality peripherals has plummeted. The result is that many public schools, colleges, and universities can afford a PC-based workstation capable of running immersive virtual reality applications. My goal this summer was to assemble and evaluate such a system.
Ma, Hui-Ing; Hwang, Wen-Juh; Fang, Jing-Jing; Kuo, Jui-Kun; Wang, Ching-Yi; Leong, Iat-Fai; Wang, Tsui-Ying
2011-10-01
To investigate whether practising reaching for virtual moving targets would improve motor performance in people with Parkinson's disease. Randomized pretest-posttest control group design. A virtual reality laboratory in a university setting. Thirty-three adults with Parkinson's disease. The virtual reality training required 60 trials of reaching for fast-moving virtual balls with the dominant hand. The control group had 60 practice trials turning pegs with their non-dominant hand. Pretest and posttest required reaching with the dominant hand to grasp real stationary balls and balls moving at different speeds down a ramp. Success rates and kinematic data (movement time, peak velocity and percentage of movement time for acceleration phase) from pretest and posttest were recorded to determine the immediate transfer effects. Compared with the control group, the virtual reality training group became faster (F = 9.08, P = 0.005) and more forceful (F = 9.36, P = 0.005) when reaching for real stationary balls. However, there was no significant difference in success rate or movement kinematics between the two groups when reaching for real moving balls. A short virtual reality training programme improved the movement speed of discrete aiming tasks when participants reached for real stationary objects. However, the transfer effect was minimal when reaching for real moving objects.
Using immersive simulation for training first responders for mass casualty incidents.
Wilkerson, William; Avstreih, Dan; Gruppen, Larry; Beier, Klaus-Peter; Woolliscroft, James
2008-11-01
A descriptive study was performed to better understand the possible utility of immersive virtual reality simulation for training first responders in a mass casualty event. Utilizing a virtual reality cave automatic virtual environment (CAVE) and high-fidelity human patient simulator (HPS), a group of experts modeled a football stadium that experienced a terrorist explosion during a football game. Avatars (virtual patients) were developed by expert consensus that demonstrated a spectrum of injuries ranging from death to minor lacerations. A group of paramedics was assessed by observation for decisions made and action taken. A critical action checklist was created and used for direct observation and viewing videotaped recordings. Of the 12 participants, only 35.7% identified the type of incident they encountered. None identified a secondary device that was easily visible. All participants were enthusiastic about the simulation and provided valuable comments and insights. Learner feedback and expert performance review suggests that immersive training in a virtual environment has the potential to be a powerful tool to train first responders for high-acuity, low-frequency events, such as a terrorist attack.
Virtual reality simulators for gastrointestinal endoscopy training
Triantafyllou, Konstantinos; Lazaridis, Lazaros Dimitrios; Dimitriadis, George D
2014-01-01
The use of simulators as educational tools for medical procedures is spreading rapidly and many efforts have been made for their implementation in gastrointestinal endoscopy training. Endoscopy simulation training has been suggested for ascertaining patient safety while positively influencing the trainees’ learning curve. Virtual simulators are the most promising tool among all available types of simulators. These integrated modalities offer a human-like endoscopy experience by combining virtual images of the gastrointestinal tract and haptic realism with using a customized endoscope. From their first steps in the 1980s until today, research involving virtual endoscopic simulators can be divided in two categories: investigation of the impact of virtual simulator training in acquiring endoscopy skills and measuring competence. Emphasis should also be given to the financial impact of their implementation in endoscopy, including the cost of these state-of-the-art simulators and the potential economic benefits from their usage. Advances in technology will contribute to the upgrade of existing models and the development of new ones; while further research should be carried out to discover new fields of application. PMID:24527175
Training Teachers for Virtual Collaboration: A Case Study
ERIC Educational Resources Information Center
Vinagre, Margarita
2016-01-01
This study aims to explore the development of teachers' competences when trained in virtual collaboration. In order to do so, we analyse the data gathered from a group of nine in-service teachers who were trained in a forum and a wiki to become future telecollaborative teachers (TTs). During the course, participants worked in small groups and they…
ERIC Educational Resources Information Center
Gavish, Nirit; Gutiérrez, Teresa; Webel, Sabine; Rodríguez, Jorge; Peveri, Matteo; Bockholt, Uli; Tecchia, Franco
2015-01-01
The current study evaluated the use of virtual reality (VR) and augmented reality (AR) platforms, developed within the scope of the SKILLS Integrated Project, for industrial maintenance and assembly (IMA) tasks training. VR and AR systems are now widely regarded as promising training platforms for complex and highly demanding IMA tasks. However,…
ERIC Educational Resources Information Center
Fominykh, Mikhail; Prasolova-Førland, Ekaterina; Stiles, Tore C.; Krogh, Anne Berit; Linde, Mattias
2018-01-01
This paper presents a concept for designing low-cost therapeutic training with biofeedback and virtual reality. We completed the first evaluation of a prototype--a mobile learning application for relaxation training, primarily for adolescents suffering from tension-type headaches. The system delivers visual experience on a head-mounted display. A…
On-the-Job E-Learning: Workers' Attitudes and Perceptions
ERIC Educational Resources Information Center
Batalla-Busquets, Josep-Maria; Pacheco-Bernal, Carmen
2013-01-01
The use of e-learning for on-the-job training has grown exponentially in the last decade due to it being accepted by people in charge of businesses. Few papers have explored virtual training from the workers' standpoint, that is, the perception they have about the different training methodologies (face-to-face vs. virtual) and the attitudes they…
Virtual Learning. A Revolutionary Approach to Building a Highly Skilled Workforce.
ERIC Educational Resources Information Center
Schank, Roger
This book offers trainers and human resource managers an alternative approach to train people more effectively and capitalize on multimedia-based tools. The approach is based on computer-based training and virtual learning theory. Chapter 1 discusses how to remedy problems caused by bad training. Chapter 2 focuses on simulating work and creating…
Mirelman, Anat; Rochester, Lynn; Reelick, Miriam; Nieuwhof, Freek; Pelosin, Elisa; Abbruzzese, Giovanni; Dockx, Kim; Nieuwboer, Alice; Hausdorff, Jeffrey M
2013-02-06
Recent work has demonstrated that fall risk can be attributed to cognitive as well as motor deficits. Indeed, everyday walking in complex environments utilizes executive function, dual tasking, planning and scanning, all while walking forward. Pilot studies suggest that a multi-modal intervention that combines treadmill training to target motor function and a virtual reality obstacle course to address the cognitive components of fall risk may be used to successfully address the motor-cognitive interactions that are fundamental for fall risk reduction. The proposed randomized controlled trial will evaluate the effects of treadmill training augmented with virtual reality on fall risk. Three hundred older adults with a history of falls will be recruited to participate in this study. This will include older adults (n=100), patients with mild cognitive impairment (n=100), and patients with Parkinson's disease (n=100). These three sub-groups will be recruited in order to evaluate the effects of the intervention in people with a range of motor and cognitive deficits. Subjects will be randomly assigned to the intervention group (treadmill training with virtual reality) or to the active-control group (treadmill training without virtual reality). Each person will participate in a training program set in an outpatient setting 3 times per week for 6 weeks. Assessments will take place before, after, and 1 month and 6 months after the completion of the training. A falls calendar will be kept by each participant for 6 months after completing the training to assess fall incidence (i.e., the number of falls, multiple falls and falls rate). In addition, we will measure gait under usual and dual task conditions, balance, community mobility, health related quality of life, user satisfaction and cognitive function. This randomized controlled trial will demonstrate the extent to which an intervention that combines treadmill training augmented by virtual reality reduces fall risk, improves mobility and enhances cognitive function in a diverse group of older adults. In addition, the comparison to an active control group that undergoes treadmill training without virtual reality will provide evidence as to the added value of addressing motor cognitive interactions as an integrated unit. (NIH)-NCT01732653.
2013-01-01
Background Recent work has demonstrated that fall risk can be attributed to cognitive as well as motor deficits. Indeed, everyday walking in complex environments utilizes executive function, dual tasking, planning and scanning, all while walking forward. Pilot studies suggest that a multi-modal intervention that combines treadmill training to target motor function and a virtual reality obstacle course to address the cognitive components of fall risk may be used to successfully address the motor-cognitive interactions that are fundamental for fall risk reduction. The proposed randomized controlled trial will evaluate the effects of treadmill training augmented with virtual reality on fall risk. Methods/Design Three hundred older adults with a history of falls will be recruited to participate in this study. This will include older adults (n=100), patients with mild cognitive impairment (n=100), and patients with Parkinson’s disease (n=100). These three sub-groups will be recruited in order to evaluate the effects of the intervention in people with a range of motor and cognitive deficits. Subjects will be randomly assigned to the intervention group (treadmill training with virtual reality) or to the active-control group (treadmill training without virtual reality). Each person will participate in a training program set in an outpatient setting 3 times per week for 6 weeks. Assessments will take place before, after, and 1 month and 6 months after the completion of the training. A falls calendar will be kept by each participant for 6 months after completing the training to assess fall incidence (i.e., the number of falls, multiple falls and falls rate). In addition, we will measure gait under usual and dual task conditions, balance, community mobility, health related quality of life, user satisfaction and cognitive function. Discussion This randomized controlled trial will demonstrate the extent to which an intervention that combines treadmill training augmented by virtual reality reduces fall risk, improves mobility and enhances cognitive function in a diverse group of older adults. In addition, the comparison to an active control group that undergoes treadmill training without virtual reality will provide evidence as to the added value of addressing motor cognitive interactions as an integrated unit. Trial Registration (NIH)–NCT01732653 PMID:23388087
[Virtual microscopy in pathology teaching and postgraduate training (continuing education)].
Sinn, H P; Andrulis, M; Mogler, C; Schirmacher, P
2008-11-01
As with conventional microscopy, virtual microscopy permits histological tissue sections to be viewed on a computer screen with a free choice of viewing areas and a wide range of magnifications. This, combined with the possibility of linking virtual microscopy to E-Learning courses, make virtual microscopy an ideal tool for teaching and postgraduate training in pathology. Uses of virtual microscopy in pathology teaching include blended learning with the presentation of digital teaching slides in the internet parallel to presentation in the histology lab, extending student access to histology slides beyond the lab. Other uses are student self-learning in the Internet, as well as the presentation of virtual slides in the classroom with or without replacing real microscopes. Successful integration of virtual microscopy depends on its embedding in the virtual classroom and the creation of interactive E-learning content. Applications derived from this include the use of virtual microscopy in video clips, podcasts, SCORM modules and the presentation of virtual microscopy using interactive whiteboards in the classroom.
Virtual gait training for children with cerebral palsy using the Lokomat gait orthosis.
Koenig, Alexander; Wellner, Mathias; Köneke, Susan; Meyer-Heim, Andreas; Lünenburger, Lars; Riener, Robert
2008-01-01
The Lokomat gait orthosis was developed in the Spinal Cord Injury Center at the University Hospital Balgrist Zurich and provides automatic gait training for patients with neurological gait impairments, such as Cerebral Palsy (CP). Each patient undergoes a task-oriented Lokomat rehabilitation training program via a virtual reality setup. In four virtual scenarios, the patient is able to exercise tasks such as wading through water, playing soccer, overstepping obstacles or training in a street scenario, each task offering varying levels of difficulty. Patients provided positive feedback in reference to the utilized haptic method, specifically addressing the sufficient degree of realism. In a single case study, we verified the task difficulty.
Martínez Moreno, Edurne; Orengo Castellá, Virginia; Zornoza Abad, Ana
2012-02-01
This study was conducted to evaluate the moderating role of self-guided training in the relationship between task conflict and team innovation in synchronic computer-mediated communication (SCMC) teams. For this purpose, a laboratory study was carried out in which 26 teams were assigned to the training condition and 24 to the control condition. Results confirmed that SCMC teams develop a negative relationship between task conflict and innovation, but also revealed that self-guided training may slow these counterproductive effects down. Our study provides new evidence of the linear relationship between task conflict and team innovation in SCMC teams, extending previous research findings obtained in face-to-face teams to virtual context and suggest that self-guided training can be useful for virtual team innovation.
Loop Group Parakeet Virtual Cable Concept Demonstrator
NASA Astrophysics Data System (ADS)
Dowsett, T.; McNeill, T. C.; Reynolds, A. B.; Blair, W. D.
2002-07-01
The Parakeet Virtual Cable (PVC) concept demonstrator uses the Ethernet Local Area Network (LAN) laid for the Battle Command Support System (BCSS) to connect the Parakeet DVT(DA) (voice terminal) to the Parakeet multiplexer. This currently requires pairs of PVC interface units to be installed for each DVT(DA) . To reduce the cost of a PVC installation, the concept of a Loop Group Parakeet Virtual Cable (LGPVC) was proposed. This device was designed to replace the up to 30 PVC boxes and the multiplexer at the multiplexer side of a PVC installation. While the demonstrator is largely complete, testing has revealed an incomplete understanding of how to emulate the proprietary handshaking occurring between the circuit switch and the multiplexer. The LGPVC concept cannot yet be demonstrated.
Web-Enhanced Networking: A Future Alternative for Command and Control 2025
2010-01-01
folksonomies .”6 Since the launch of Facebook in 2004, the utility of virtual networking and live stream applications has been brought to the main stage...connections that could exist between actors. (Kilduff & Tsai, p30) folksonomy A type of classification system for online content, created by an
Virtual Team Communication and Collaboration in Army and Corporate Applications
2009-06-12
Sharmila Pixy Ferri , 49-75. Hershey, PA: Idea Group Inc. Brown, Frederic J. 2006. Building high-performing commander leader teams: Intensive collaboration...Process, Technologies and Practice eds. Susan Hayes Godar and Sharmila Pixy Ferri , 49- 75. Hershey, Pennsylvania: Idea Group Inc. DeMarie, Samuel M. 2000
MATREX: A Unifying Modeling and Simulation Architecture for Live-Virtual-Constructive Applications
2007-05-23
Deployment Systems Acquisition Operations & Support B C Sustainment FRP Decision Review FOC LRIP/IOT& ECritical Design Review Pre-Systems...CMS2 – Comprehensive Munitions & Sensor Server • CSAT – C4ISR Static Analysis Tool • C4ISR – Command & Control, Communications, Computers
2014-11-01
understands commands) modes are supported. By default, Julius comes with the Japanese language support. English acoustic and language models are...GUI, natura atar represent gue managem s the activitie ystem to und ry that suppo the Dialogu der to call arning (ML) learning ca r and feedb
Scott Altman flying Shuttle Training Aircraft (STA).
2009-03-04
JSC2009-E-054053 (4 March 2009) --- Astronaut Scott Altman, STS-125 commander, flies a Shuttle Training Aircraft (STA) over White Sands Test Facility, New Mexico, during a training session. Photo Credit: Richard N. Clark, AOD division chief
Scott Altman flying Shuttle Training Aircraft (STA).
2009-03-04
JSC2009-E-054052 (4 March 2009) --- Astronaut Scott Altman, STS-125 commander, flies a Shuttle Training Aircraft (STA) over White Sands Test Facility, New Mexico, during a training session. Photo Credit: Richard N. Clark, AOD division chief
STS-32 crewmembers use water hose during exercises at JSC fire training pit
NASA Technical Reports Server (NTRS)
1989-01-01
STS-32 Commander Daniel C. Brandenstein (left) and Pilot James D. Wetherbee handle water hose during fire training exercises conducted at JSC Fire Training Pit across from the Gilruth Center Bldg 207.
Astronaut Donald McMonagle checks drainage hose on his life raft in training
NASA Technical Reports Server (NTRS)
1994-01-01
Astronaut Donald R. McMonagle, STS-66 mission commander, checks the drainage hose on his rapidly fashioned life raft during an emergency bailout training exercise in JSC's Weightless Environment Training Facility (WETF).
Astronaut Tamara Jernigan in the CCT during a training session
NASA Technical Reports Server (NTRS)
1994-01-01
Astronaut Tamara E. Jernigan, STS-67 payload commander, is shown here in the Shuttle Training Facility at JSC participating in a training session. Jernigan is training with the RMS controls in the Crew Compartment Trainer (CCT) of JSC's Shuttle mockup and integration laboratory.
Gamification and Multimedia for Medical Education: A Landscape Review.
McCoy, Lise; Lewis, Joy H; Dalton, David
2016-01-01
Medical education is rapidly evolving. Students enter medical school with a high level of technological literacy and an expectation for instructional variety in the curriculum. In response, many medical schools now incorporate technology-enhanced active learning and multimedia education applications. Education games, medical mobile applications, and virtual patient simulations are together termed gamified training platforms. To review available literature for the benefits of using gamified training platforms for medical education (both preclinical and clinical) and training. Also, to identify platforms suitable for these purposes with links to multimedia content. Peer-reviewed literature, commercially published media, and grey literature were searched to compile an archive of recently published scientific evaluations of gamified training platforms for medical education. Specific educational games, mobile applications, and virtual simulations useful for preclinical and clinical training were identified and categorized. Available evidence was summarized as it related to potential educational advantages of the identified platforms for medical education. Overall, improved learning outcomes have been demonstrated with virtual patient simulations. Games have the potential to promote learning, increase engagement, allow for real-word application, and enhance collaboration. They can also provide opportunities for risk-free clinical decision making, distance training, learning analytics, and swift feedback. A total of 5 electronic games and 4 mobile applications were identified for preclinical training, and 5 electronic games, 10 mobile applications, and 12 virtual patient simulation tools were identified for clinical training. Nine additional gamified, virtual environment training tools not commercially available were also identified. Many published studies suggest possible benefits from using gamified media in medical curriculum. This is a rapidly growing field. More research is required to rigorously evaluate the specific educational benefits of these interventions. This archive of hyperlinked tools can be used as a resource for all levels of medical trainees, providers, and educators.
STS-29 Commander Coats in JSC fixed base (FB) shuttle mission simulator (SMS)
1986-02-11
S86-28458 (28 Feb. 1986) --- Astronaut Michael L. Coats participates in a rehearsal for his assigned flight at the commander's station of the Shuttle Mission Simulator (SMS) at the Johnson Space Center (JSC). NOTE: Coats, a veteran of spaceflight, originally trained for STS 61-H, which was cancelled in the wake of the Challenger accident. Following the Janaury 1986 accident he was named to serve on a mock crew (STS-61M) for personnel training and simulation purposes. Photo credit: NASA
STS-44 Atlantis, OV-104, crewmembers participate in JSC FB-SMS training
NASA Technical Reports Server (NTRS)
1991-01-01
STS-44 Atlantis, Orbiter Vehicle (OV) 104, Commander Frederick D. Gregory and Pilot Terence T. Henricks are stationed at their appointed positions on the forward flight deck of the Fixed Base (FB) Shuttle Mission Simulator (SMS) in JSC's Mission Simulation and Training Facility Bldg 5. Gregory (left) in the commanders seat and Henricks (right) in the pilots seat look back toward aft flight deck and the photographer. Seat backs appear in the foreground and forward flight deck control panels in the background.
STS-79 MISSION SPECIALIST JOHN E. BLAHA AND COMMANDER WILLIAM F. READDY CHAT DURING EMERGENCY EGRESS
NASA Technical Reports Server (NTRS)
1996-01-01
STS-79 Mission Specialist John E. Blaha (left) and Mission Commander William F. Readdy chat during emergency egress training at the 195-foot (59-meter) level of Launch Pad 39A. The training is part of their Terminal Countdown Demonstration Test (TCDT) activities. A dress rehearsal for launch, the TCDT culminates with a simulated countdown. The Space Shuttle Atlantis is undergoing preparations for liftoff on STS-79 no earlier than Sept. 12.
STS-134 press conference with Mark Kelly
2011-02-04
JSC2011-E-015242 (4 Feb. 2011) --- NASA astronaut Mark Kelly, STS-134 commander, listens to a reporter?s question during a news conference at NASA's Johnson Space Center. The briefing was held to discuss Kelly resuming training as the STS-134 shuttle mission commander. With the exception of some proficiency training, Kelly has been on personal leave since Jan. 8 to care for his wife, congresswoman Gabrielle Giffords, who was critically wounded in a Tucson, Ariz. shooting. Photo credit: NASA or National Aeronautics and Space Administration
STS-134 press conference with Mark Kelly
2011-02-04
JSC2011-E-015244 (4 Feb. 2011) --- NASA astronaut Mark Kelly, STS-134 commander, speaks to reporters during a news conference at NASA's Johnson Space Center. The briefing was held to discuss Kelly resuming training as the STS-134 shuttle mission commander. With the exception of some proficiency training, Kelly has been on personal leave since Jan. 8 to care for his wife, congresswoman Gabrielle Giffords, who was critically wounded in a Tucson, Ariz. shooting. Photo credit: NASA or National Aeronautics and Space Administration
Command Control Group Behaviors. Objective 2. Command Control Training with Simulations
1984-08-01
made to Fort Leavenworth to obtain background information on simulation activities and2 usage, ARTEPs, and other related Army activities such as C SPR...Year Three, with the various volumes focusing on one or more key aspects of training with simulations. 1.5 RELATED ACTIVITIES As the research of Year...One was being conducted, it became apparent that a number of on-going Army activities may impact the final pr3duct and therefore have been, and
STS-65 Commander Cabana floats in life raft during WETF bailout exercise
NASA Technical Reports Server (NTRS)
1994-01-01
STS-65 Commander Robert D. Cabana, suited in his launch and entry suit (LES) and launch and entry helmet, deploys a single person life raft during launch emergency egress (bailout) training at the Johnson Space Center's (JSC's) Weightless Environment Training Facility (WETF) Bldg 29. Cabana will be joined by five other NASA astronauts and a Japanese payload specialist for the International Microgravity Laboratory 2 (IML-2) mission aboard the Space Shuttle Columbia, Orbiter Vehicle (OV) 102, later this year.
STS-59 crewmembers in training for onboard Earth observations
NASA Technical Reports Server (NTRS)
1993-01-01
The six astronauts in training for the STS-59 mission are shown onboard Earth observations tips by Justin Wilkinson (standing, foreground) of the Space Shuttle Earth Observations Project (SSEOP) group. Astronaut Sidney M. Gutierrez, mission commander, is at center on the left side of the table. Others, left to right, are Astronauts Kevin P. Chilton, pilot; Jerome (Jay) Apt and Michael R.U. (Rich) Clifford, both mission specialists; Linda M. Godwin, payload commander; and Thomas D. Jones, mission specialist.
Anticipating and Understanding the Rebalance: Exercise Nine Innings, USMC Command and Staff College
2017-06-21
USPACOM, professional military education , PME, Command and Staff College, training, education , Exercise Nine Innings, regional security challenges The...essence, professional military education had to keep up with the tempo of the evolution of warfare in the twenty-first century. Knowing and...operations existing in differing phases of execution, gained great- er interest among education commands, the Marine Corps, and joint leader- ship.4
Abstract to Action: Targeted Learning System Theory Applied to Adaptive Flight Training
2018-04-18
complete the VRLE trained task in the real world confirming a good transfer of spatial knowledge from VR to reality.39 A VRLE was also used in a...opportunities if the technology was customized to produce the necessary datasets for the required education or training outcomes. The TLST maximizes...the simulator staging area to confirm your Virtual Reality training times. Good Luck! ` 92 Pre-Virtual Reality (VR) Instructions You are
Cyber Event Artifact Investigation Training in a Virtual Environment
2017-12-01
Rolling Box) and several Windows versions with few patches, often having only the 1st Service Pack. We selected a WinOS VM for our Training and...or services are currently in use by that account. In the Training Lab, the suspicious (i.e., attacker created) account is viewable from the login...ARTIFACT INVESTIGATION TRAINING IN A VIRTUAL ENVIRONMENT by Simone M. Mims Tye R. Wylkynsone December 2017 Thesis Advisor: J.D. Fulp Second
Using Advanced Prosthetics for Stress Inoculation Training and to Teach Life Saving Skills
2010-04-01
was successful in applying off-the-shelf video games to their training methods. The effectiveness of video games as a teaching tool can be found...study, we evaluated the physiological responses of trainees during a virtual combat medic video game task performance. In this experiment combat...Shoot House Virtual Reality Videogame (VRVG) MOUT training and testing for joint forces and for echelon one combat trauma care SIT training
Naver: a PC-cluster-based VR system
NASA Astrophysics Data System (ADS)
Park, ChangHoon; Ko, HeeDong; Kim, TaiYun
2003-04-01
In this paper, we present a new framework NAVER for virtual reality application. The NAVER is based on a cluster of low-cost personal computers. The goal of NAVER is to provide flexible, extensible, scalable and re-configurable framework for the virtual environments defined as the integration of 3D virtual space and external modules. External modules are various input or output devices and applications on the remote hosts. From the view of system, personal computers are divided into three servers according to its specific functions: Render Server, Device Server and Control Server. While Device Server contains external modules requiring event-based communication for the integration, Control Server contains external modules requiring synchronous communication every frame. And, the Render Server consists of 5 managers: Scenario Manager, Event Manager, Command Manager, Interaction Manager and Sync Manager. These managers support the declaration and operation of virtual environment and the integration with external modules on remote servers.
Understanding the complex needs of automotive training at final assembly lines.
Hermawati, Setia; Lawson, Glyn; D'Cruz, Mirabelle; Arlt, Frank; Apold, Judith; Andersson, Lina; Lövgren, Maria Gink; Malmsköld, Lennart
2015-01-01
Automobile final assembly operators must be highly skilled to succeed in a low automation environment where multiple variants must be assembled in quick succession. This paper presents formal user studies conducted at OPEL and VOLVO Group to identify assembly training needs and a subset of requirements; and to explore potential features of a hypothetical game-based virtual training system. Stakeholder analysis, timeline analysis, link analysis, Hierarchical Task Analysis and thematic content analysis were used to analyse the results of interviews with various stakeholders (17 and 28 participants at OPEL and VOLVO, respectively). The results show that there is a strong case for the implementation of virtual training for assembly tasks. However, it was also revealed that stakeholders would prefer to use a virtual training to complement, rather than replace, training on pre-series vehicles. Copyright © 2014 Elsevier Ltd and The Ergonomics Society. All rights reserved.
Lorenzo Álvarez, R; Pavía Molina, J; Sendra Portero, F
2018-03-20
Three-dimensional virtual environments enable very realistic ludic, social, cultural, and educational activities to be carried out online. Second Life ® is one of the most well-known virtual environments, in which numerous training activities have been developed for healthcare professionals, although none about radiology. The aim of this article is to present the technical resources and educational activities that Second Life ® offers for training in radiology based on our experience since 2011 with diverse training activities for undergraduate and postgraduate students. Second Life ® is useful for carrying out radiology training activities online through remote access in an attractive scenario, especially for current generations of students and residents. More than 800 participants have reported in individual satisfaction surveys that their experiences with this approach have been interesting and useful for their training in radiology. Copyright © 2018 SERAM. Publicado por Elsevier España, S.L.U. All rights reserved.
An improved SRC method based on virtual samples for face recognition
NASA Astrophysics Data System (ADS)
Fu, Lijun; Chen, Deyun; Lin, Kezheng; Li, Ao
2018-07-01
The sparse representation classifier (SRC) performs classification by evaluating which class leads to the minimum representation error. However, in real world, the number of available training samples is limited due to noise interference, training samples cannot accurately represent the test sample linearly. Therefore, in this paper, we first produce virtual samples by exploiting original training samples at the aim of increasing the number of training samples. Then, we take the intra-class difference as data representation of partial noise, and utilize the intra-class differences and training samples simultaneously to represent the test sample in a linear way according to the theory of SRC algorithm. Using weighted score level fusion, the respective representation scores of the virtual samples and the original training samples are fused together to obtain the final classification results. The experimental results on multiple face databases show that our proposed method has a very satisfactory classification performance.
Miyashita, Tetsuya; Mizuno, Yusuke; Sugawara, Yo; Nagamine, Yusuka; Koyama, Yukihide; Miyazaki, Tomoyuki; Uchimoto, Kazuhiro; Iketani, Yasuhiro; Tojo, Kentaro; Goto, Takahisa
2015-03-01
We studied the use of tele-anaesthesia between Sado General Hospital (SGH) located on Sado Island and Yokohama City University Hospital (YCUH) located in mainland Japan. The two sites were connected via a virtual private network (VPN). We investigated the relationship between the bandwidth of the VPN and both the frame rate and the delay time of the tele-anaesthesia monitoring system. The tool used for communication between the two hospitals was free videoconferencing software (FaceTime), which can be used over Wi-Fi connections. We also investigated the accuracy of the commands given during teleanaesthesia: any commands from the anaesthetist at the YCUH that were not carried out for any reason, were recorded in the anaesthetic records at the SGH. The original frame rate and data rate at the SGH were 5 fps and approximately 18 Mbit/s, respectively. The frame rate at the transmission speeds of 1, 5 and 20 Mbit/s was 0.6, 1.6 and 5.0 fps, respectively. The corresponding delay time was 12.2, 4.9 and 0.7 s. Twenty-five adult patients were enrolled in the study and tele-anaesthesia was performed. The total duration of anaesthesia was 37 hours. All 888 anaesthetic commands were completed. There were 7 FaceTime disconnections, which lasted for 10 min altogether. Because no commands needed to be given during the FaceTime disconnection, the telephone was not used. The anaesthesia assistance system might form part of the solution to medical resource shortages. © The Author(s) 2014 Reprints and permissions: sagepub.co.uk/journalsPermissions.nav.
Virtual Reality and Simulation in Neurosurgical Training.
Bernardo, Antonio
2017-10-01
Recent biotechnological advances, including three-dimensional microscopy and endoscopy, virtual reality, surgical simulation, surgical robotics, and advanced neuroimaging, have continued to mold the surgeon-computer relationship. For developing neurosurgeons, such tools can reduce the learning curve, improve conceptual understanding of complex anatomy, and enhance visuospatial skills. We explore the current and future roles and application of virtual reality and simulation in neurosurgical training. Copyright © 2017 Elsevier Inc. All rights reserved.
Adamovich, Sergei; Fluet, Gerard G.; Merians, Alma S.; Mathai, Abraham; Qiu, Qinyin
2010-01-01
Current neuroscience has identified several constructs to increase the effectiveness of upper extremity rehabilitation. One is the use of progressive, skill acquisition-oriented training. Another approach emphasizes the use of bilateral activities. Building on these principles, this paper describes the design and feasibility testing of a robotic / virtual environment system designed to train the arm of persons who have had strokes. The system provides a variety of assistance modes, scalable workspaces and hand-robot interfaces allowing persons with strokes to train multiple joints in three dimensions. The simulations utilize assistance algorithms that adjust task difficulty both online and offline in relation to subject performance. Several distinctive haptic effects have been incorporated into the simulations. An adaptive master-slave relationship between the unimpaired and impaired arm encourages active movement of the subject's hemiparetic arm during a bimanual task. Adaptive anti-gravity support and damping stabilize the arm during virtual reaching and placement tasks. An adaptive virtual spring provides assistance to complete the movement if the subject is unable to complete the task in time. Finally, haptically rendered virtual objects help to shape the movement trajectory during a virtual placement task. A proof of concept study demonstrated this system to be safe, feasible and worthy of further study. PMID:19666345
Lee, Myung-Mo; Shin, Doo-Chul; Song, Chang-Ho
2016-07-01
[Purpose] This study was aimed at investigating the preliminary therapeutic efficacy and usefulness of canoe game-based virtual reality training for stroke patients. [Subjects and Methods] Ten stroke patients were randomly assigned to an experimental group (EG; n=5) or a control group (CG; n=5). Patients in both groups participated in a conventional rehabilitation program, but those in the EG additionally participated in a 30-min canoe game-based virtual reality training program 3 days a week for 4 weeks. Therapeutic efficacy was assessed based on trunk postural stability, balance, and upper limb motor function. In addition, the usefulness of canoe game-based virtual reality training was assessed in the EG and therapist group (TG; n=20), which consisted of physical and occupational therapists, by using the System Usability Scale (SUS). [Results] Improvements in trunk postural stability, balance, and upper limb motor function were observed in the EG and CG, but were greater in the EG. The mean SUS scores in the EG and TG were 71 ± 5.2 and 74.2 ± 4.8, respectively. [Conclusion] Canoe game-based virtual reality training is an acceptable and effective intervention for improving trunk postural stability, balance, and upper limb motor function in stroke patients.
Intelligent Motion and Interaction Within Virtual Environments
NASA Technical Reports Server (NTRS)
Ellis, Stephen R. (Editor); Slater, Mel (Editor); Alexander, Thomas (Editor)
2007-01-01
What makes virtual actors and objects in virtual environments seem real? How can the illusion of their reality be supported? What sorts of training or user-interface applications benefit from realistic user-environment interactions? These are some of the central questions that designers of virtual environments face. To be sure simulation realism is not necessarily the major, or even a required goal, of a virtual environment intended to communicate specific information. But for some applications in entertainment, marketing, or aspects of vehicle simulation training, realism is essential. The following chapters will examine how a sense of truly interacting with dynamic, intelligent agents may arise in users of virtual environments. These chapters are based on presentations at the London conference on Intelligent Motion and Interaction within a Virtual Environments which was held at University College, London, U.K., 15-17 September 2003.
NASA Technical Reports Server (NTRS)
2001-01-01
Footage shows the crew of STS-100, Commander Kent Rominger, Pilot Jeffrey Ashby, and Mission Specialists Chris Hadfield, Scott Parazynski, John Phillips, Umberto Guidoni, and Yuri Valentinovich Lonchakov, during various parts of their training, including the crew photo session, postlanding egress, extravehicular activity (EVA) large tool training, EVA training in the Neutral Buoyancy Laboratory (NBL), secondary payload training, and during VHF training.
Youngblood, Patricia; Harter, Phillip M; Srivastava, Sakti; Moffett, Shannon; Heinrichs, Wm LeRoy; Dev, Parvati
2008-01-01
Training interdisciplinary trauma teams to work effectively together using simulation technology has led to a reduction in medical errors in emergency department, operating room, and delivery room contexts. High-fidelity patient simulators (PSs)-the predominant method for training healthcare teams-are expensive to develop and implement and require that trainees be present in the same place at the same time. In contrast, online computer-based simulators are more cost effective and allow simultaneous participation by students in different locations and time zones. In this pilot study, the researchers created an online virtual emergency department (Virtual ED) for team training in crisis management, and compared the effectiveness of the Virtual ED with the PS. We hypothesized that there would be no difference in learning outcomes for graduating medical students trained with each method. In this pilot study, we used a pretest-posttest control group, experimental design in which 30 subjects were randomly assigned to either the Virtual ED or the PS system. In the Virtual ED each subject logged into the online environment and took the role of a team member. Four-person teams worked together in the Virtual ED, communicating in real time with live voice over Internet protocol, to manage computer-controlled patients who exhibited signs and symptoms of physical trauma. Each subject had the opportunity to be the team leader. The subjects' leadership behavior as demonstrated in both a pretest case and a posttest case was assessed by 3 raters, using a behaviorally anchored scale. In the PS environment, 4-person teams followed the same research protocol, using the same clinical scenarios in a Simulation Center. Guided by the Emergency Medicine Crisis Resource Management curriculum, both the Virtual ED and the PS groups applied the basic principles of team leadership and trauma management (Advanced Trauma Life Support) to manage 6 trauma cases-a pretest case, 4 training cases, and a posttest case. The subjects in each group were assessed individually with the same simulation method that they used for the training cases. Subjects who used either the Virtual ED or the PS showed significant improvement in performance between pretest and posttest cases (P < 0.05). In addition, there was no significant difference in subjects' performance between the 2 types of simulation, suggesting that the online Virtual ED may be as effective for learning team skills as the PS, the method widely used in Simulation Centers. Data on usability and attitudes toward both simulation methods as learning tools were equally positive. This study shows the potential value of using virtual learning environments for developing medical students' and resident physicians' team leadership and crisis management skills.
Temkin, Bharti; Acosta, Eric; Malvankar, Ameya; Vaidyanath, Sreeram
2006-04-01
The Visible Human digital datasets make it possible to develop computer-based anatomical training systems that use virtual anatomical models (virtual body structures-VBS). Medical schools are combining these virtual training systems and classical anatomy teaching methods that use labeled images and cadaver dissection. In this paper we present a customizable web-based three-dimensional anatomy training system, W3D-VBS. W3D-VBS uses National Library of Medicine's (NLM) Visible Human Male datasets to interactively locate, explore, select, extract, highlight, label, and visualize, realistic 2D (using axial, coronal, and sagittal views) and 3D virtual structures. A real-time self-guided virtual tour of the entire body is designed to provide detailed anatomical information about structures, substructures, and proximal structures. The system thus facilitates learning of visuospatial relationships at a level of detail that may not be possible by any other means. The use of volumetric structures allows for repeated real-time virtual dissections, from any angle, at the convenience of the user. Volumetric (3D) virtual dissections are performed by adding, removing, highlighting, and labeling individual structures (and/or entire anatomical systems). The resultant virtual explorations (consisting of anatomical 2D/3D illustrations and animations), with user selected highlighting colors and label positions, can be saved and used for generating lesson plans and evaluation systems. Tracking users' progress using the evaluation system helps customize the curriculum, making W3D-VBS a powerful learning tool. Our plan is to incorporate other Visible Human segmented datasets, especially datasets with higher resolutions, that make it possible to include finer anatomical structures such as nerves and small vessels. (c) 2006 Wiley-Liss, Inc.
STS-71 astronauts before egress training
NASA Technical Reports Server (NTRS)
1994-01-01
Astronaut Robert L. Gibson (left), STS-71 mission commander, converses with two crew mates prior to emergency egress training in the Systems Integration Facility at JSC. Astronaut Bonnie J. Dunbar and Gregory J. Harbaugh are attired in training versions o
33 CFR 5.33 - Training, examination, and assignment.
Code of Federal Regulations, 2010 CFR
2010-07-01
... 33 Navigation and Navigable Waters 1 2010-07-01 2010-07-01 false Training, examination, and... GENERAL COAST GUARD AUXILIARY § 5.33 Training, examination, and assignment. The Commandant will prescribe the type of training, qualifications and examinations required before a member of the Auxiliary shall...
46 CFR 11.307 - Training schools with approved radar observer courses.
Code of Federal Regulations, 2011 CFR
2011-10-01
... 46 Shipping 1 2011-10-01 2011-10-01 false Training schools with approved radar observer courses... AND SEAMEN REQUIREMENTS FOR OFFICER ENDORSEMENTS Training Schools with Approved Courses § 11.307 Training schools with approved radar observer courses. The Commanding Officer, National Maritime Center...
46 CFR 11.307 - Training schools with approved radar observer courses.
Code of Federal Regulations, 2010 CFR
2010-10-01
... 46 Shipping 1 2010-10-01 2010-10-01 false Training schools with approved radar observer courses... AND SEAMEN REQUIREMENTS FOR OFFICER ENDORSEMENTS Training Schools with Approved Courses § 11.307 Training schools with approved radar observer courses. The Commanding Officer, National Maritime Center...
75 FR 17911 - Privacy Act of 1974; System of Records
Federal Register 2010, 2011, 2012, 2013, 2014
2010-04-08
...) (June 11, 1997; 62 FR 31793). Reason: The 1550th Technical Training Squadron, Kirtland Air Force Base...: The 1550th Combat Crew Training Wing, Kirtland Air Force Base, NM, no longer exists. Training now..., Kirtland Air Force Base, NM, no longer exists. Training now falls under the Air Education Training Command...
Principal Assistant Responsible for Contracting (PARC) - J8 - The National
Officer of the ARNG Command Sergeant Major of the ARNG State Mission Sustainability Training ARNG Distributed Learning Program Training & Technology Battle Lab (T3BL) Civil Support Simulation Exercises Regional Training Site Maintenance Battle Focused Training Strategy Battle Staff Training Resources News
National Guard Bureau Office of Legislative Liaison - The National Guard
ARNG Command Sergeant Major of the ARNG State Mission Sustainability Training ARNG Distributed Learning Program Training & Technology Battle Lab (T3BL) Civil Support Simulation Exercises Regional Training Site Maintenance Battle Focused Training Strategy Battle Staff Training Resources News Publications