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dc.contributor.authorMarks, S
dc.contributor.authorWindsor, JA
dc.contributor.authorWünsche, B
dc.date.accessioned2011-08-24T03:45:06Z
dc.date.available2011-08-24T03:45:06Z
dc.date.copyright2007-12-07
dc.date.issued2011-08-24
dc.identifier.citationProceedings of 22nd International Conference Image and Vision Computing New Zealand (IVCNZ'07), pp.205–210
dc.identifier.isbn978-0-473-13008-4
dc.identifier.urihttp://hdl.handle.net/10292/1869
dc.description.abstractIn this paper we analyse and evaluate the capabilities of popular game engines to simulate and interact with soft objects. We discuss how these engines can be used for simulated surgical training applications, determine their shortcomings and make suggestions how game engines can be extended to make them more suitable for such applications.
dc.publisherUniversity of Waikato
dc.relation.urihttp://digital.liby.waikato.ac.nz/conferences/ivcnz07/papers/ivcnz07-paper38.pdf
dc.rights“NOTICE: this is the author’s version of a work that was accepted for publication. Changes resulting from the publishing process, such as peer review, editing, corrections, structural formatting, and other quality control mechanisms may not be reflected in this document. Changes may have been made to this work since it was submitted for publication. A definitive version was subsequently published in (see Citation) The original publication is available at (see Publisher's Version)”
dc.subjectGame engines
dc.subjectSurgical simulation: Collaboration
dc.subjectDeformation
dc.titleCollaborative soft object manipulation for game engine-based virtual reality surgery simulators
dc.typeJournal Article
dc.rights.accessrightsOpenAccess


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