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dc.contributor.authorWilliams, Benjaminen_US
dc.contributor.authorHeadleand, Christopher J.en_US
dc.contributor.editorXu, Kai and Turner, Martinen_US
dc.date.accessioned2021-09-07T05:45:00Z
dc.date.available2021-09-07T05:45:00Z
dc.date.issued2021
dc.identifier.isbn978-3-03868-158-8
dc.identifier.urihttps://doi.org/10.2312/cgvc.20211317
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/cgvc20211317
dc.description.abstractMotion simulation is a developing field which continues to grow with the recent incline in commercial virtual reality. Whilst the majority of motion simulation research focuses on flight simulation and training, its utility in recreational settings is often overlooked. Despite this lack of research, the use of motion simulators for recreational purposes spans decades, and is still today one of the most popular applications of motion simulator devices. Furthermore, with the recent development of low-cost motion simulation platforms, consumers have begun to use these devices in the home. Research regarding motion simulation and its effects in recreational experiences is needed now more than ever, and in this position paper we outline several reasons for its importance.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectSoftware and its engineering
dc.subjectVirtual worlds software
dc.subjectComputing methodologies
dc.subjectModeling and simulation
dc.subjectGeneral and reference
dc.subjectGeneral literature
dc.titleRecreational Motion Simulation: A New Frontier for Virtual Worlds Researchen_US
dc.description.seriesinformationComputer Graphics and Visual Computing (CGVC)
dc.description.sectionheadersGames and Virtual Reality
dc.identifier.doi10.2312/cgvc.20211317
dc.identifier.pages59-64


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