Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Proceedings of the 1997 symposium on Interactive 3D graphics
Put that where? voice and gesture at the graphics interface
ACM SIGGRAPH Computer Graphics
Ten myths of multimodal interaction
Communications of the ACM
The Science of Virtual Reality and Virtual Environments
The Science of Virtual Reality and Virtual Environments
Proceedings of the conference on Visualization '01
Training the Hubble Space Telescope Flight Team
IEEE Computer Graphics and Applications
Interaction techniques for common tasks in immersive virtual environments: design, evaluation, and application
Advanced technology training for operating the microlithography panel printer
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
Virtual reality representation of Martian soil for space exploration
Pattern Recognition and Image Analysis
Designing for depth: underwater play
Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death
Hi-index | 0.00 |
A few dedicated training simulator applications exist that mix realistic interaction devices-like real cockpits in flight simulators-with virtual environment (VE) components. Dedicated virtual reality (VR) systems have been utilized also in astronaut training. However there are no detailed descriptions of projection wall VR systems and related interaction techniques for astronaut assembly training in zero gravity conditions. Back projection technology tends to have certain advantages over head mounted displays including less simulation sickness and less restricted user movement. A prototype was built to evaluate the usefulness of projection technology VEs and interaction techniques for astronaut training. This was achieved by first constructing a PC cluster-based general purpose VE software and hardware platform. This platform was used to implement a testing prototype for astronaut assembly sequence training. An interaction tool battery was designed for the purposes of viewpoint control and object handling. A selected training task was implemented as a case study for further analysis based on laptop usage in the Fluid Science Laboratory (FSL) inside the Columbus module in the International Space Station (ISS). User tests were conducted on the usability of the prototype for the intended training purpose. The results seem to indicate that projection technology-based VE systems and suitably selected interaction techniques can be successfully utilized in zero gravity training operations.