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Physisch Laboratorium TNO (author), Meinardi, J.J. (author)
'War games' (oorlogsspelen) zijn al eeuwen in gebruik. Prins Maurits van Oranje-Nassau gebruikte een zandbak met tinnen soldaatjes. Door de komst van de computer, aldus Ir. J. J. Meinardi, medewerker van het Physisch Laboratorium TNO, is 'wargaming' een uiterst belangrijk en interessant stuk gereedschap geworden voor de militaire leiding. Met...
article 1978
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Werkhoven, P.J. (author), Groen, J. (author), TNO Human Factors Research Institute (author)
We have studied manipulation performance in virtual environments using two types of controllers: virtual hand control and 3D mouse-cursor control. These manipulation methods were tested under monoscopic and stereoscopic viewing conditions. Participants were asked to discriminate, grasp, pitch, roll and position virtual objects. Both speed and...
article 1998
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Lucas, C.J. (author)
public lecture 1999
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Delleman, N. (author)
This paper is about the use of avatars and maneuvering in virtual environments for simulation-based design ergonomics. An avatar is a digital human model driven by an instrumented human who is immersed in a virtual environment. A presentation on locomotion devices is followed by descriptions of various studies on maneuvering in a virtual...
conference paper 2006
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Wattimena, A.F. (author), van Vugt, J.M. (author), Kooij, R.E. (author), TNO Informatie- en Communicatietechnologie (author)
Interactive Games vormen een steeds belangrijkere factor bij het gebruik van breedband door consumenten. Door verschillende partijen wordt voorspeld dat binnen een paar jaar een kwart van al het netwerkverkeer afkomstig zal zijn van Interactive Games. Daarnaast zijn er steeds meer initiatieven om Interactive Games in te zetten voor serieuze...
other 2007
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Wattimena, A.F. (author), van Vugt, J.M. (author), Kooij, R.E. (author), TNO Informatie- en Communicatietechnologie (author)
Recently TNO Information and Communication Technology has developed a test protocol for assessing the quality as experienced by users of so-called First Person Shooter games. In December 2006 TNO completed a benchmark with the developed test protocol. The test protocol has been used to assess the Interactive Gaming quality for unloaded access...
other 2007
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Smelik, R.M. (author), Tutenel, T. (author), de Kraker, K.J. (author), Bidarra, R. (author), TNO Defensie en Veiligheid (author)
Manual game content creation is an increasingly laborious task; with each advance in graphics hardware, a higher level of fidelity and detail is achievable and, therefore, expected. Although numerous automatic (e.g. procedural) content generation algorithms and techniques have been developed over the years, their application in both games and...
conference paper 2008
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van der Hulst, A. (author), Muller, T.J. (author), Besselink, S. (author), Coetsier, D. (author), Roos, C.l. (author), TNO Defensie en Veiligheid (author)
conference paper 2008
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Kuijper, F. (author), van Son, R. (author), Veraart, M.L.M. (author), TNO Defensie en Veiligheid (author)
The modeling of urban environments has received ample attention over the past decades. Research has addressed the automatic derivation of urban geometry from a variety of data sources (imagery, laser, radar). This paper presents applied research of environment modeling techniques for defence and civil security applications. In our search for...
conference paper 2008
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de Penning, L. (author), Boot, E.W. (author), Kappé, B. (author), TNO Defensie en Veiligheid (author)
From a technological, pedagogical, and commercial perspective, the world of training simulators has always been separate from the world of e-learning. There is a need, however, to merge both worlds. This would allow the pedagogical capabilities of the e-learning community to be combined with the operational training capabilities of simulators....
conference paper 2008
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Schuurink, E.L. (author), Houtkamp, J. (author), Toet, A. (author), TNO Defensie en Veiligheid (author)
We measured the effects of sound and visual dynamic elements on user experience of a serious game, with special interest in engagement and arousal. Engagement was measured through questionnaires and arousal through the SAM and electromyography (EMG). We adopted the EMG of the corrugator (frown muscle) and the zygomatic muscle (smile muscle) as...
bookPart 2008
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van Berlo, M.P.W. (author), Schneider, P. (author), Braakhekke, E. (author), van Dommele, R. (author), TNO Defensie en Veiligheid (author)
Emergencies can vary considerably in nature and may call upon different kind of organizations. the need for multi-disciplinary cooperation in general, and civil-military cooperation in specific, is still increasing. Training of multi-disciplinary emergency management teams is becoming more common practice. Nevertheless, the value of these...
conference paper 2008
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Keus, D. (author), Kamstra, M. (author), de Kraker, K.J. (author), de Ruijter, W.A. (author), TNO Defensie en Veiligheid (author)
This paper discusses the possibilities of applying the Model Driven Architecture (MDA) approach on Multi-Resolution Models (MRM), which enables higher-level and more structured model specification as well as better and easier maintenance of these models. A MRM is a model that represents a system, e.g. a vehicle, at different levels of fidelity...
conference paper 2008
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TNO Defensie en Veiligheid (author), Roos, C.L. (author), van der Hulst, A.H. (author)
Al van oudsher wordt binnen krijgsmachten gebruik gemaakt van het fenomeen wargaming. Een middel om tactische situaties te analyseren om vervolgens een goed operatieplan te ontwikkelen. Miniatuurmodellen of andere representaties van eenheden en middelen worden hierbij door een zandbak of over een grote kaart geschoven. Met de ontwikkeling van...
article 2008
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TNO Defensie en Veiligheid (author), Werkhoven, P.J. (author)
Het begrip serious gaming is inmiddels gekaapt door vele aanbieders van wat vroeger simulatie en virtual reality technologie genoemd werd. Met die technologie kunnen we mensen laten rondlopen in virtuele gebouwen en landschappen, al dan niet met grote projectieschermen of met brillen op. Maar dat is geheel niet de kern van serious gaming....
article 2008
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Tutenel, T. (author), Bidarra, R. (author), Smelik, R.M. (author), de Kraker, J.K. (author), TNO Defensie en Veiligheid (author)
Due to the recent advancement in procedural generation techniques, games are presenting players with ever growing cities and terrains to explore. However most sandbox-style games situated in cities, do not allow players to wander into buildings. In past research, space planning techniques have already been utilized to generate suitable layouts...
conference paper 2009
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Borgers, H.J. (author), Kwint, M.E. (author), Petiet, P.J. (author), Spaans, M. (author), TNO Defensie en Veiligheid (author)
Current missions demand commanding officers and their staff to be trained in decision and/or sense making in a complex and adaptive environment. An important factor for success in many missions is winning the ‘hearts and minds’ of the local population. The amount of violence, aid given, the damage level, the economic situation etcetera all...
conference paper 2009
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Verdaasdonk, E. (author), Dankelman, J. (author), Schijven, M.P. (author), Lange, J.F. (author), Wentink, M. (author), Stassen, L.P.S. (author), TNO Defensie en Veiligheid (author)
This study assesses the issue of voluntary training of a standardized online competition (serious gaming) between surgical residents. Surgical residents were invited to join a competition on a virtual reality (VR) simulator for laparoscopic motor skills. A final score was calculated based on the task performance of three exercises and was...
article 2009
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Smelik, R.M. (author), de Kraker, J.K. (author), Tutenel, T. (author), Bidarra, R. (author), TNO Defensie en Veiligheid (author)
A cost-effective method of military training is game-based training, for which custom geo-typical terrain models are often most suitable. However, for training instructors, scenario preparation is seriously slowed down by the complexity of current terrain modeling tools and methods. They would benefit from a quick and easy to use automated...
conference paper 2009
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Tutenel, T. (author), Smelik, R.M. (author), Bidarra, R. (author), de Kraker, J.K. (author), TNO Defensie en Veiligheid (author)
Design of game worlds is becoming more and more laborintensive because of the increasing demand and complexity of content. This is being partially addressed by developing semi-automated procedural techniques that help generate (parts of) game worlds (e.g terrains, cities and buildings). However, most level editors rather deficiently capture and...
conference paper 2009
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