Evolution of aerospace simulation: From immersive Virtual Reality to serious games

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Standard

Evolution of aerospace simulation : From immersive Virtual Reality to serious games. / Stone, Robert J.; Panfilov, Peter B.; Shukshunov, Valentin E.

RAST 2011 - Proceedings of 5th International Conference on Recent Advances in Space Technologies. 2011. p. 655-662 5966921.

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Harvard

Stone, RJ, Panfilov, PB & Shukshunov, VE 2011, Evolution of aerospace simulation: From immersive Virtual Reality to serious games. in RAST 2011 - Proceedings of 5th International Conference on Recent Advances in Space Technologies., 5966921, pp. 655-662, 5th International Conference on Recent Advances in Space Technologies, RAST 2011, Istanbul, Turkey, 9/06/11. https://doi.org/10.1109/RAST.2011.5966921

APA

Stone, R. J., Panfilov, P. B., & Shukshunov, V. E. (2011). Evolution of aerospace simulation: From immersive Virtual Reality to serious games. In RAST 2011 - Proceedings of 5th International Conference on Recent Advances in Space Technologies (pp. 655-662). [5966921] https://doi.org/10.1109/RAST.2011.5966921

Vancouver

Stone RJ, Panfilov PB, Shukshunov VE. Evolution of aerospace simulation: From immersive Virtual Reality to serious games. In RAST 2011 - Proceedings of 5th International Conference on Recent Advances in Space Technologies. 2011. p. 655-662. 5966921 https://doi.org/10.1109/RAST.2011.5966921

Author

Stone, Robert J. ; Panfilov, Peter B. ; Shukshunov, Valentin E. / Evolution of aerospace simulation : From immersive Virtual Reality to serious games. RAST 2011 - Proceedings of 5th International Conference on Recent Advances in Space Technologies. 2011. pp. 655-662

Bibtex

@inproceedings{0c5d3f1549ff4ce29607485ec627c377,
title = "Evolution of aerospace simulation: From immersive Virtual Reality to serious games",
abstract = "In this paper we provide a retrospective overview of the evolution of simulation hardware and software technologies, beginning from the early days of the NASA VIEW Virtual Reality system, the European Space Agency's first steps in exploring the capabilities and limitations of immersive technologies for visualization and training, and developments underpinning the delivery of the first interactive 3D model of the Roscosmos Virtual Mir Space Station. Today's best practice, latest developments and future concepts of human-in-the-loop (HITL) simulation for the aerospace industry will be presented. The paper discusses additional findings relating to the exploitation and testing of a range of recent VR and serious games applications of relevance to aerospace research, development, education and training in the UK and Russia and seeks to define those issues demanding urgent consideration.",
keywords = "aerospace simulation, human-in-the-loop simulation, interactive 3D graphics, serious games, virtual reality",
author = "Stone, {Robert J.} and Panfilov, {Peter B.} and Shukshunov, {Valentin E.}",
year = "2011",
month = sep,
day = "1",
doi = "10.1109/RAST.2011.5966921",
language = "English",
isbn = "9781424496143",
pages = "655--662",
booktitle = "RAST 2011 - Proceedings of 5th International Conference on Recent Advances in Space Technologies",
note = "5th International Conference on Recent Advances in Space Technologies, RAST 2011 ; Conference date: 09-06-2011 Through 11-06-2011",

}

RIS

TY - GEN

T1 - Evolution of aerospace simulation

T2 - 5th International Conference on Recent Advances in Space Technologies, RAST 2011

AU - Stone, Robert J.

AU - Panfilov, Peter B.

AU - Shukshunov, Valentin E.

PY - 2011/9/1

Y1 - 2011/9/1

N2 - In this paper we provide a retrospective overview of the evolution of simulation hardware and software technologies, beginning from the early days of the NASA VIEW Virtual Reality system, the European Space Agency's first steps in exploring the capabilities and limitations of immersive technologies for visualization and training, and developments underpinning the delivery of the first interactive 3D model of the Roscosmos Virtual Mir Space Station. Today's best practice, latest developments and future concepts of human-in-the-loop (HITL) simulation for the aerospace industry will be presented. The paper discusses additional findings relating to the exploitation and testing of a range of recent VR and serious games applications of relevance to aerospace research, development, education and training in the UK and Russia and seeks to define those issues demanding urgent consideration.

AB - In this paper we provide a retrospective overview of the evolution of simulation hardware and software technologies, beginning from the early days of the NASA VIEW Virtual Reality system, the European Space Agency's first steps in exploring the capabilities and limitations of immersive technologies for visualization and training, and developments underpinning the delivery of the first interactive 3D model of the Roscosmos Virtual Mir Space Station. Today's best practice, latest developments and future concepts of human-in-the-loop (HITL) simulation for the aerospace industry will be presented. The paper discusses additional findings relating to the exploitation and testing of a range of recent VR and serious games applications of relevance to aerospace research, development, education and training in the UK and Russia and seeks to define those issues demanding urgent consideration.

KW - aerospace simulation

KW - human-in-the-loop simulation

KW - interactive 3D graphics

KW - serious games

KW - virtual reality

UR - http://www.scopus.com/inward/record.url?scp=80052115404&partnerID=8YFLogxK

U2 - 10.1109/RAST.2011.5966921

DO - 10.1109/RAST.2011.5966921

M3 - Conference contribution

AN - SCOPUS:80052115404

SN - 9781424496143

SP - 655

EP - 662

BT - RAST 2011 - Proceedings of 5th International Conference on Recent Advances in Space Technologies

Y2 - 9 June 2011 through 11 June 2011

ER -