2004
DOI: 10.1162/1054746042545256
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Exploring the Roles of Information in the Manual Control of Vehicular Locomotion: From Kinematics and Dynamics to Cybernetics

Abstract: Users of virtual worlds shape their behavior to what the environment supports. To ensure adequate transfer of training and to elicit realistic behavior in virtual environments, it is essential to understand the informational content of the perceptual array that users interact with. In the scientific community, two approaches are in use to resolve this matter. One, using regulatory models, assumes the availability of control-relevant information and focuses on dynamics. The other, using perceptual models, empha… Show more

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Cited by 23 publications
(16 citation statements)
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“…There are a number different approaches to simulating self-motion in VR, including motion platforms, free walking using head-mounted displays (HMDs), locomotion interfaces such as treadmills, or simply just presenting visual information about the self-motion. Each of these approaches has distinct disadvantages: The drawback of using motion platforms is that they require a considerable technical and financial effort, and even then performance in VR is not necessarily comparable to corresponding real-world tasks, which can be rather problematic for driving or flight simulations [Boer et al 2000;Burki-Cohen et al 2003;Mulder et al 2004]. An often-used alternative is to allow users to freely walk around while wearing a position-tracked head-mounted display.…”
Section: The Problem Of Self-motion Simulation In Vrmentioning
confidence: 99%
“…There are a number different approaches to simulating self-motion in VR, including motion platforms, free walking using head-mounted displays (HMDs), locomotion interfaces such as treadmills, or simply just presenting visual information about the self-motion. Each of these approaches has distinct disadvantages: The drawback of using motion platforms is that they require a considerable technical and financial effort, and even then performance in VR is not necessarily comparable to corresponding real-world tasks, which can be rather problematic for driving or flight simulations [Boer et al 2000;Burki-Cohen et al 2003;Mulder et al 2004]. An often-used alternative is to allow users to freely walk around while wearing a position-tracked head-mounted display.…”
Section: The Problem Of Self-motion Simulation In Vrmentioning
confidence: 99%
“…C YBERNETICS is a system-theoretical, model-based approach to understand and mathematically model how humans control vehicles and devices [1]- [6]. Most of current cybernetics theory has been developed in the 1960s -for 1960s technology -and has been applied in aerospace [7]- [29], automotive [30]- [46], other vehicles [47]- [52], robotics [53]- [57] and medical applications [58]- [61].…”
Section: Introductionmentioning
confidence: 99%
“…Modern interface technologies, such as three-dimensional visual displays [6], [62], [63] and haptic (shared) control manipulators [43]- [46], [55], [64] are rapidly expanding the way humans can interact with dynamic systems. They also dramatically expand the factors that drive human control adaptation.…”
Section: Introductionmentioning
confidence: 99%
“…Due to the fact that the vehicle motions are available to pilots/drivers in aircraft/car, intuitively motion cueing is necessary to be available in simulators to have a training effect similar to real world training. It is proved by many authors that motion cuing is absolutely necessary to achieve acceptable training transfer of aircraft control in simulators (Mulder et al, 2004). …”
Section: Simulator Motion Cuing Fidelitymentioning
confidence: 99%