14,034 research outputs found

    Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3

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    The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test

    Immersive and non immersive 3D virtual city: decision support tool for urban sustainability

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    Sustainable urban planning decisions must not only consider the physical structure of the urban development but the economic, social and environmental factors. Due to the prolonged times scales of major urban development projects the current and future impacts of any decision made must be fully understood. Many key project decisions are made early in the decision making process with decision makers later seeking agreement for proposals once the key decisions have already been made, leaving many stakeholders, especially the general public, feeling marginalised by the process. Many decision support tools have been developed to aid in the decision making process, however many of these are expert orientated, fail to fully address spatial and temporal issues and do not reflect the interconnectivity of the separate domains and their indicators. This paper outlines a platform that combines computer game techniques, modelling of economic, social and environmental indicators to provide an interface that presents a 3D interactive virtual city with sustainability information overlain. Creating a virtual 3D urban area using the latest video game techniques ensures: real-time rendering of the 3D graphics; exploitation of novel techniques of how complex multivariate data is presented to the user; immersion in the 3D urban development, via first person navigation, exploration and manipulation of the environment with consequences updated in real-time. The use of visualisation techniques begins to remove sustainability assessment’s reliance on the existing expert systems which are largely inaccessible to many of the stakeholder groups, especially the general public

    [Subject benchmark statement]: computing

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    Integration of virtual reality within the built environment curriculum

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    Virtual Reality (VR) technology is still perceived by many as being inaccessible and cost prohibitive with VR applications considered expensive to develop as well as challenging to operate. This paper reflects on current developments in VR technologies and describes an approach adopted for its phased integration into the academic curriculum of built environment students. The process and end results of implementing the integration are discussed and the paper illustrates the challenges of introducing VR, including the acceptance of the technology by academic staff and students, interest from industry, and issues pertaining to model development. It sets out to show that fairly sophisticated VR models can now be created by non-VR specialists using commercially available software and advocates that the implementation of VR will increase alongside industryis adoption of these tools and the emergence of a new generation of students with VR skills. The study shows that current VR technologies, if integrated appropriately within built environment academic programmes, demonstrate clear promise to provide a foundation for more widespread collaborative working environments

    Analysis domain model for shared virtual environments

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    The field of shared virtual environments, which also encompasses online games and social 3D environments, has a system landscape consisting of multiple solutions that share great functional overlap. However, there is little system interoperability between the different solutions. A shared virtual environment has an associated problem domain that is highly complex raising difficult challenges to the development process, starting with the architectural design of the underlying system. This paper has two main contributions. The first contribution is a broad domain analysis of shared virtual environments, which enables developers to have a better understanding of the whole rather than the part(s). The second contribution is a reference domain model for discussing and describing solutions - the Analysis Domain Model
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