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Behavioural morphisms in virtual environments

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posted on 19.11.2018 by Simon P. Nee
One of the largest application domains for Virtual Reality lies in simulating the Real World. Contemporary applications of virtual environments include training devices for surgery, component assembly and maintenance, all of which require a high fidelity reproduction of psychomotor skills. One extremely important research question in this field is: "How closely does our facsimile of a real task in a virtual environment reproduce that Task?" At present the field of Virtual Reality is answering this question in subjective terms by the concept of presence and in objective terms by measures of task performance or training effectiveness ratios. [Continues.]

Funding

British Aerospace Ltd (BAe Systems plc).

History

School

  • Science

Department

  • Computer Science

Publisher

© Simon Peter Nee

Publisher statement

This work is made available according to the conditions of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) licence. Full details of this licence are available at: https://creativecommons.org/licenses/by-nc-nd/4.0/

Publication date

2001

Notes

A Doctoral Thesis. Submitted in partial fulfilment of the requirements for the award of the degree of Doctor of Philosophy at Loughborough University.

Language

en

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