Phillip Denne
  BSc CEng CPhys FIEE MInstP FRI
 
 

Simulation and Virtual Reality

The famous "Virtual Surfer", photographed in 1994As a result of his work on entertainment motion simulators - and his study of the underlying psychology of the machines - Phillip Denne became involved with Virtual Reality in several of its common forms.

The Cyberseat - or computer game simulatorHe was for some time a Director of W Industries, which later became Virtuality Ltd.

He has presented a number of milestone papers, some of which are made available in this section.

Further Information

PDF document Motion Platforms or Motion Seats?
September 2004.
Motion cues are essential in simulation because research shows that driving – or flying – requires an instinctive connection between the human body and the mechanics of the vehicle. Good motion cues are essential if the trainee is to learn this connection correctly. It follows that poor quality motion systems actually have a negative training effect. It has often been argued that no motion at all is better – and cheaper - than bad motion.

New types of all-electric motion systems have been developed to overcome the problems of the older motion base and motion seat technologies. Remarkable improvements in performance, reliability and value can now be achieved. Read more...
PDF document The Mother of Invention
April 1998.
A special type of dual-action pneumatic and electromagnetic ram was developed to meet the motion control demands of the entertainment simulator business. The technology has now been extended. High-quality dual-action rams which are precise, energy-efficient, and compatible with factory automation standards are finding a variety of applications world-wide. Read more...
PDF document Cab Simulators
15 June 1996.
Most public experience of Virtual Reality to date has been in cab simulators which use pre-recorded visual imagery and pre-programmed motion. Recent technological developments will facilitate personal cab simulators - small, real-time interactive machines for VR in entertainment. Read more...
PDF document Motion Systems and Visual Displays
12 January 1994.
Visual displays and motion systems are interdependent. Motion can be applied to the whole simulator, to the vehicle or to the seat - or to a combination of these. It is now possible to construct driver training simulators with a convincing "feel" and at reasonable cost, removing the strongest obstacle to customer acceptance of the product. Read more...
PDF document Home Simulators?
Paper presented to the TiLE conference, Maastricht, June 1992.
In a few years' time it will be possible to market a small interactive simulator with an impressive technical performance at a low enough price for the machine to become a personal possession - a consumer product. Read more...
PDF document Motion and Emotion - The Drive Towards a Personal Simulator
IEE Lecture given at Sussex University, 29 October 1991.
An overview and analysis of recent developments in low cost simulation equipment, leading to a discussion on their social and commercial implications. Read more...
PDF document Extending the Human Experience
Paper presented to the Conference on Leisure Opportunities, London, October 1989.
Simulators as you see them today are but the merest hint of a rapid and extraordinary development in the interface between computers and human beings. Simulation, professionally applied to the consumer market is a powerful attraction to the general public of all ages because it fulfils the fundamental compulsion to extend human experience. Read more...
PDF document Simulators for Leisure - A New Industry
Paper presented to the IEE Conference on Simulation, Warwick University, September 1986.
Simulation systems are now becoming a part of the Leisure industry, because their effect is to take a stronger grip of the human psyche than is possible by other means. The machines are safe, do not take up much space and, being enclosed, can operate in all weathers. Read more...

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