Abstract
Advances in the use of virtual environments (VE) for Navy operation and training have been made along several dimensions. Chiefly, the emphasis in the initial stages has been on building virtual environments. Emphasis has been on developing several different virtual reality situational displays where different levels of immersion can be provided. These include cave environments, head-mounted displays integrated with other immersive interaction capability displays such as data gloves or the PHANToM device to study what is effective VR. Initial investigations have shown that VR is not a solution for all rehearsal and training problems. Sometimes the technology does not provide a suitable environment for the desired outcome.
A brief overview of what has been achieved, the need for evaluation of all aspects of the work, from level of fidelity or granularity of display to different interaction devices and capabilities will be presented. In conclusion, preliminary information concerning the cost of doing business in VR will be raised as an important part of the approach.
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References
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© 1997 Springer Science+Business Media New York
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Gigley, H.M. (1997). Virtual Reality Issues in Training Environments. In: Seidel, R.J., Chatelier, P.R. (eds) Virtual Reality, Training’s Future?. Defense Research Series, vol 6. Springer, Boston, MA. https://doi.org/10.1007/978-1-4899-0038-8_13
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DOI: https://doi.org/10.1007/978-1-4899-0038-8_13
Publisher Name: Springer, Boston, MA
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