About Simulation

IDevice Icon What it means

Simulation is the imitation of the operation of a real-world process or system over time.[1] The act of simulating something first requires that a model be developed; this model represents the key characteristics or behaviors of the selected physical or abstract system or process. The model represents the system itself, whereas the simulation represents the operation of the system over time.

Simulation is used in many contexts, such as simulation of technology for performance optimization, safety engineering, testing, training, education, and video games. Training simulators include flight simulators for training aircraft pilots to provide them with a lifelike experience. Simulation is also used with scientific modelling of natural systems or human systems to gain insight into their functioning.[2] Simulation can be used to show the eventual real effects of alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or it may simply not exist.[3]

Key issues in simulation include acquisition of valid source information about the relevant selection of key characteristics and behaviours, the use of simplifying approximations and assumptions within the simulation, and fidelity and validity of the simulation outcomes.

    

 

Classification and terminology

Historically, simulations used in different fields developed largely independently, but 20th century studies of Systems theory and Cybernetics combined with spreading use of computers across all those fields have led to some unification and a more systematic view of the concept.

Physical simulation refers to simulation in which physical objects are substituted for the real thing (some circles[4] use the term for computer simulations modelling selected laws of physics, but this article doesn't). These physical objects are often chosen because they are smaller or cheaper than the actual object or system.

Interactive simulation is a special kind of physical simulation, often referred to as a human in the loop simulation, in which physical simulations include human operators, such as in a flight simulator or a driving simulator.

Human in the loop simulations can include a computer simulation as a so-called synthetic environment.[5]


IDevice Icon Computer simulation

A computer simulation (or "sim") is an attempt to model a real-life or hypothetical situation on a computer so that it can be studied to see how the system works. By changing variables in the simulation, predictions may be made about the behaviour of the system. It is a tool to virtually investigate the behaviour of the system under study.[1]

Computer simulation has become a useful part of modeling many natural systems in physics, chemistry and biology,[6] and human systems in economics and social science (the computational sociology) as well as in engineering to gain insight into the operation of those systems. A good example of the usefulness of using computers to simulate can be found in the field of network traffic simulation. In such simulations, the model behaviour will change each simulation according to the set of initial parameters assumed for the environment.

Traditionally, the formal modeling of systems has been via a mathematical model, which attempts to find analytical solutions enabling the prediction of the behaviour of the system from a set of parameters and initial conditions. Computer simulation is often used as an adjunct to, or substitution for, modeling systems for which simple closed form analytic solutions are not possible. There are many different types of computer simulation, the common feature they all share is the attempt to generate a sample of representative scenarios for a model in which a complete enumeration of all possible states would be prohibitive or impossible.

Several software packages exist for running computer-based simulation modeling (e.g. Monte Carlo simulation, stochastic modeling, multimethod modeling) that makes all the modeling almost effortless.

Modern usage of the term "computer simulation" may encompass virtually any computer-based representation.

Computer science

In computer science, simulation has some specialized meanings: Alan Turing used the term "simulation" to refer to what happens when a universal machine executes a state transition table (in modern terminology, a computer runs a program) that describes the state transitions, inputs and outputs of a subject discrete-state machine. The computer simulates the subject machine. Accordingly, in theoretical computer science the term simulation is a relation between state transition systems, useful in the study of operational semantics.

Less theoretically, an interesting application of computer simulation is to simulate computers using computers. In computer architecture, a type of simulator, typically called an emulator, is often used to execute a program that has to run on some inconvenient type of computer (for example, a newly designed computer that has not yet been built or an obsolete computer that is no longer available), or in a tightly controlled testing environment (see Computer architecture simulator and Platform virtualization). For example, simulators have been used to debug a microprogram or sometimes commercial application programs, before the program is downloaded to the target machine. Since the operation of the computer is simulated, all of the information about the computer's operation is directly available to the programmer, and the speed and execution of the simulation can be varied at will.

Simulators may also be used to interpret fault trees, or test VLSI logic designs before they are constructed. Symbolic simulation uses variables to stand for unknown values.

In the field of optimization, simulations of physical processes are often used in conjunction with evolutionary computation to optimize control strategies.

 

 

 


IDevice Icon Simulation in education and training

Simulation is extensively used for educational purposes. It is frequently used by way of adaptive hypermedia.

Simulation is often used in the training of civilian and military personnel.[7] This usually occurs when it is prohibitively expensive or simply too dangerous to allow trainees to use the real equipment in the real world. In such situations they will spend time learning valuable lessons in a "safe" virtual environment yet living a lifelike experience (or at least it is the goal). Often the convenience is to permit mistakes during training for a safety-critical system. For example, in simSchool teachers practice classroom management and teaching techniques on simulated students, which avoids "learning on the job" that can damage real students. There is a distinction, though, between simulations used for training and Instructional simulation.

Training simulations typically come in one of three categories:[8]

  • "live" simulation (where actual players use genuine systems in a real environment);
  • "virtual" simulation (where actual players use simulated systems in a synthetic environment [5]), or
  • "constructive" simulation (where simulated players use simulated systems in a synthetic environment). Constructive simulation is often referred to as "wargaming" since it bears some resemblance to table-top war games in which players command armies of soldiers and equipment that move around a board.

In standardized tests, "live" simulations are sometimes called "high-fidelity", producing "samples of likely performance", as opposed to "low-fidelity", "pencil-and-paper" simulations producing only "signs of possible performance",[9] but the distinction between high, moderate and low fidelity remains relative, depending on the context of a particular comparison.

Simulations in education are somewhat like training simulations. They focus on specific tasks. The term 'microworld' is used to refer to educational simulations which model some abstract concept rather than simulating a realistic object or environment, or in some cases model a real world environment in a simplistic way so as to help a learner develop an understanding of the key concepts. Normally, a user can create some sort of construction within the microworld that will behave in a way consistent with the concepts being modeled. Seymour Papert was one of the first to advocate the value of microworlds, and the Logo programming environment developed by Papert is one of the most famous microworlds. As another example, the Global Challenge Award online STEM learning web site uses microworld simulations to teach science concepts related to global warming and the future of energy. Other projects for simulations in educations are Open Source Physics, NetSim etc.

Management games (or business simulations) have been finding favour in business education in recent years.[10] Business simulations that incorporate a dynamic model enable experimentation with business strategies in a risk free environment and provide a useful extension to case study discussions.

Social simulations may be used in social science classrooms to illustrate social and political processes in anthropology, economics, history, political science, or sociology courses, typically at the high school or university level. These may, for example, take the form of civics simulations, in which participants assume roles in a simulated society, or international relations simulations in which participants engage in negotiations, alliance formation, trade, diplomacy, and the use of force. Such simulations might be based on fictitious political systems, or be based on current or historical events. An example of the latter would be Barnard College's Reacting to the Past series of historical educational games.[11] The National Science Foundation has also supported the creation of reacting games that address science and math education.[12]

In recent years, there has been increasing use of social simulations for staff training in aid and development agencies. The Carana simulation, for example, was first developed by the United Nations Development Programme, and is now used in a very revised form by the World Bank for training staff to deal with fragile and conflict-affected countries.[13]


IDevice Icon Common user interaction systems for virtual simulations

Virtual simulations represent a specific category of simulation that utilizes simulation equipment to create a simulated world for the user. Virtual simulations allow users to interact with a virtual world. Virtual worlds operate on platforms of integrated software and hardware components. In this manner, the system can accept input from the user (e.g., body tracking, voice/sound recognition, physical controllers) and produce output to the user (e.g., visual display, aural display, haptic display) .[14] Virtual Simulations use the aforementioned modes of interaction to produce a sense of immersion for the user.

 

Virtual simulation input hardware

There is a wide variety of input hardware available to accept user input for virtual simulations. The following list briefly describes several of them:

Body tracking The motion capture method is often used to record the user’s movements and translate the captured data into inputs for the virtual simulation. For example, if a user physically turns their head, the motion would be captured by the simulation hardware in some way and translated to a corresponding shift in view within the simulation.

  • Capture suits and/or gloves may be used to capture movements of users body parts. The systems may have sensors incorporated inside them to sense movements of different body parts (e.g., fingers). Alternatively, these systems may have exterior tracking devices or marks that can be detected by external ultrasound, optical receivers or electromagnetic sensors. Internal inertial sensors are also available on some systems. The units may transmit data either wirelessly or through cables.
  • Eye trackers can also be used to detect eye movements so that the system can determine precisely where a user is looking at any given instant.

Physical controllers Physical controllers provide input to the simulation only through direct manipulation by the user. In virtual simulations, tactile feedback from physical controllers is highly desirable in a number of simulation environments.

  • Omni directional treadmills can be used to capture the users locomotion as they walk or run.
  • High fidelity instrumentation such as instrument panels in virtual aircraft cockpits provides users with actual controls to raise the level of immersion. For example, pilots can use the actual global positioning system controls from the real device in a simulated cockpit to help them practice procedures with the actual device in the context of the integrated cockpit system.

Voice/sound recognition This form of interaction may be used either to interact with agents within the simulation (e.g., virtual people) or to manipulate objects in the simulation (e.g., information). Voice interaction presumably increases the level of immersion for the user.

  • Users may use headsets with boom microphones, lapel microphones or the room may be equipped with strategically located microphones.

Current research into user input systems Research in future input systems hold a great deal of promise for virtual simulations. Systems such as brain-computer interfaces (BCIs)Brain-computer interface offer the ability to further increase the level of immersion for virtual simulation users. Lee, Keinrath, Scherer, Bischof, Pfurtscheller [15] proved that naïve subjects could be trained to use a BCI to navigate a virtual apartment with relative ease. Using the BCI, the authors found that subjects were able to freely navigate the virtual environment with relatively minimal effort. It is possible that these types of systems will become standard input modalities in future virtual simulation systems.simulation is a one of the part of a engineering students and also imp for main electrical students its come in form of education purpose.

Virtual simulation output hardware

There is a wide variety of output hardware available to deliver stimulus to users in virtual simulations. The following list briefly describes several of them:

Visual display Visual displays provide the visual stimulus to the user.

  • Stationary displays can vary from a conventional desktop display to 360-degree wrap around screens to stereo three-dimensional screens. Conventional desktop displays can vary in size from 15 to 60+ inches. Wrap around screens are typically utilized in what is known as a Cave Automatic Virtual Environment (CAVE) Cave Automatic Virtual Environment. Stereo three-dimensional screens produce three-dimensional images either with or without special glasses—depending on the design.
  • Head mounted displays (HMDs) have small displays that are mounted on headgear worn by the user. These systems are connected directly into the virtual simulation to provide the user with a more immersive experience. Weight, update rates and field of view are some of the key variables that differentiate HMDs. Naturally, heavier HMDs are undesirable as they cause fatigue over time. If the update rate is too slow, the system is unable to update the displays fast enough to correspond with a quick head turn by the user. Slower update rates tend to cause simulation sickness and disrupt the sense of immersion. Field of view or the angular extent of the world that is seen at a given moment Field of view can vary from system to system and has been found to affect the users sense of immersion.

Aural display Several different types of audio systems exist to help the user hear and localize sounds spatially. Special software can be used to produce 3D audio effects 3D audio to create the illusion that sound sources are placed within a defined three-dimensional space around the user.

  • Stationary conventional speaker systems may be used provide dual or multi-channel surround sound. However, external speakers are not as effective as headphones in producing 3D audio effects.[14]
  • Conventional headphones offer a portable alternative to stationary speakers. They also have the added advantages of masking real world noise and facilitate more effective 3D audio sound effects.[14]

Haptic display These displays provide sense of touch to the user Haptic technology. This type of output is sometimes referred to as force feedback.

  • Tactile tile displays use different types of actuators such as inflatable bladders, vibrators, low frequency sub-woofers, pin actuators and/or thermo-actuators to produce sensations for the user.
  • End effector displays can respond to users inputs with resistance and force.[14] These systems are often used in medical applications for remote surgeries that employ robotic instruments.[16]

Vestibular display These displays provide a sense of motion to the user Motion simulator. They often manifest as motion bases for virtual vehicle simulation such as driving simulators or flight simulators. Motion bases are fixed in place but use actuators to move the simulator in ways that can produce the sensations pitching, yawing or rolling. The simulators can also move in such a way as to produce a sense of acceleration on all axes (e.g., the motion base can produce the sensation of falling).


IDevice Icon Types


Active models
Active models that attempt to reproduce living anatomy or physiology are recent developments. The famous “Harvey” mannequin was developed at the University of Miami and is able to recreate many of the physical findings of the cardiology examination, including palpation, auscultation, and electrocardiography.[24]
Interactive models
More recently, interactive models have been developed that respond to actions taken by a student or physician.[24] Until recently, these simulations were two dimensional computer programs that acted more like a textbook than a patient. Computer simulations have the advantage of allowing a student to make judgements, and also to make errors. The process of iterative learning through assessment, evaluation, decision making, and error correction creates a much stronger learning environment than passive instruction.
Computer simulators
Simulators have been proposed as an ideal tool for assessment of students for clinical skills.[25] For patients, "cybertherapy" can be used for sessions simulating traumatic expericences, from fear of heights to social anxiety.[26]
Programmed patients and simulated clinical situations, including mock disaster drills, have been used extensively for education and evaluation. These “lifelike” simulations are expensive, and lack reproducibility. A fully functional "3Di" simulator would be the most specific tool available for teaching and measurement of clinical skills. Gaming platforms have been applied to create these virtual medical environments to create an interactive method for learning and application of information in a clinical context.[27][28]
Immersive disease state simulations allow a doctor or HCP to experience what a disease actually feels like. Using sensors and transducers symptomatic effects can be delivered to a participant allowing them to experience the patients disease state.
Such a simulator meets the goals of an objective and standardized examination for clinical competence.[29] This system is superior to examinations that use "standard patients" because it permits the quantitative measurement of competence, as well as reproducing the same objective findings.[30]

Simulation in entertainment

Entertainment simulation is a term that encompasses many large and popular industries such as film, television, video games (including serious games) and rides in theme parks. Although modern simulation is thought to have its roots in training and the military, in the 20th century it also became a conduit for enterprises which were more hedonistic in nature. Advances in technology in the 1980s and 1990s caused simulation to become more widely used and it began to appear in movies such as Jurassic Park (1993) and in computer-based games such as Atari’s Battlezone.

History

Early history (1940’s and 50’s)

The first simulation game may have been created as early as 1947 by Thomas T. Goldsmith Jr. and Estle Ray Mann. This was a straightforward game that simulated a missile being fired at a target. The curve of the missile and its speed could be adjusted using several knobs. In 1958 a computer game called “Tennis for Two” was created by Willy Higginbotham which simulated a tennis game between two players who could both play at the same time using hand controls and was displayed on an oscilloscope.[31] This was one of the first electronic video games to use a graphical display.

Modern simulation (1980’s-present)

Advances in technology in the 1980s made the computer more affordable and more capable than they were in previous decades [32] which facilitated the rise of computer gaming. The first video game consolesindustry crash in 1983, but in 1985, Nintendo released the Nintendo Entertainment System (NES) which became the best selling console in video game history.[33]The Sims and Command and Conquer and the still increasing power of desktop computers. Today, computer simulation games such as World of Warcraft are played by millions of people around the world. released in the 1970s and early 1980s fell prey to the In the 1990s, computer games became widely popular with the release of such game as

Computer-generated imagery was used in film to simulate objects as early as 1976, though in 1982, the film Tron was the first film to use computer-generated imagery for more than a couple of minutes. However, the commercial failure of the movie may have caused the industry to step away from the technology.[34] In 1993, the film Jurassic Park became the first popular film to use computer-generated graphics extensively, integrating the simulated dinosaurs almost seamlessly into live action scenes. This event transformed the film industry; in 1995, the film Toy Story was the first film to use only computer-generated images and by the new millennium computer generated graphics were the leading choice for special effects in films.[35]

Simulators have been used for entertainment since the Link Trainer in the 1930s.[36] The first modern simulator ride to open at a theme park was Disney’s Star Tours in 1987 soon followed by Universal’s The Funtastic World of Hanna-Barbera in 1990 which was the first ride to be done entirely with computer graphics.[37]

Examples of entertainment simulation

Computer and video games

Simulation games, as opposed to other genres of video and computer games, represent or simulate an environment accurately. Moreover, they represent the interactions between the playable characters and the environment realistically. These kinds of games are usually more complex in terms of game play.[38] Simulation games have become incredibly popular among people of all ages.[39] Popular simulation games include SimCity, Tiger Woods PGA Tour and Virtonomics. There are also Flight Simulation and Driving Simulation games.

Film

Computer-generated imagery is “the application of the field of 3D computer graphics to special effects”. This technology is used for visual effects because they are high in quality, controllable, and can create effects that would not be feasible using any other technology either because of cost, resources or safety.[40] Computer-generated graphics can be seen in many live action movies today, especially those of the action genre. Further, computer generated imagery has almost completely supplanted hand-drawn animation in children's movies which are increasingly computer-generated only. Examples of movies that use computer-generated imagery include Finding Nemo, 300 and Iron Man.

Theme park rides

Simulator rides are the progeny of military training simulators and commercial simulators, but they are different in a fundamental way. While military training simulators react realistically to the input of the trainee in real time, ride simulators only feel like they move realistically and move according to prerecorded motion scripts.[37] One of the first simulator rides, Star Tours, which cost $32 million, used a hydraulic motion based cabin. The movement was programmed by a joystick. Today’s simulator rides, such as The Amazing Adventures of Spider-Man include elements to increase the amount of immersion experienced by the riders such as: 3D imagery, physical effects (spraying water or producing scents), and movement through an environment.[41] Examples of simulation rides include Mission Space and The Simpsons Ride. There are many simulation rides at themeparks like Disney, Universal etc., Examples are Flint Stones, Earth Quake, Time Machine, King Kong.


iDevice icon Extra information

Clinical healthcare simulators

Medical simulators are increasingly being developed and deployed to teach therapeutic and diagnostic procedures as well as medical concepts and decision making to personnel in the health professions. Simulators have been developed for training procedures ranging from the basics such as blood draw, to laparoscopic surgery [17] and trauma care. They are also important to help on prototyping new devices[18] for biomedical engineering problems. Currently, simulators are applied to research and development of tools for new therapies,[19] treatments[20] and early diagnosis[21] in medicine.

Many medical simulators involve a computer connected to a plastic simulation of the relevant anatomy.[citation needed] Sophisticated simulators of this type employ a life size mannequin that responds to injected drugs and can be programmed to create simulations of life-threatening emergencies. In other simulations, visual components of the procedure are reproduced by computer graphics techniques, while touch-based components are reproduced by haptic feedback devices combined with physical simulation routines computed in response to the user's actions. Medical simulations of this sort will often use 3D CT or MRI scans of patient data to enhance realism. Some medical simulations are developed to be widely distributed (such as web-enabled simulations and procedural simulations that can be viewed via standard web browsers) and can be interacted with using standard computer interfaces, such as the keyboard and mouse.

Another important medical application of a simulator — although, perhaps, denoting a slightly different meaning of simulator — is the use of a placebo drug, a formulation that simulates the active drug in trials of drug efficacy (see Placebo (origins of technical term)).

Improving patient safety

Patient safety is a concern in the medical industry. Patients have been known to suffer injuries and even death due to management error, and lack of using best standards of care and training. According to Building a National Agenda for Simulation-Based Medical Education (Eder-Van Hook, Jackie, 2004), “A health care provider’s ability to react prudently in an unexpected situation is one of the most critical factors in creating a positive outcome in medical emergency, regardless of whether it occurs on the battlefield, freeway, or hospital emergency room.” simulation. Eder-Van Hook (2004) also noted that medical errors kill up to 98,000 with an estimated cost between $37 and $50 million and $17 to $29 billion for preventable adverse events dollars per year. “Deaths due to preventable adverse events exceed deaths attributable to motor vehicle accidents, breast cancer, or AIDS” Eder-Van Hook (2004). With these types of statistics it is no wonder that improving patient safety is a prevalent concern in the industry.

Innovative simulation training solutions are now being used to train medical professionals in an attempt to reduce the number of safety concerns that have adverse effects on the patients. However, according to the article Does Simulation Improve Patient Safety? Self-efficacy, Competence, Operational Performance, and Patient Safety (Nishisaki A., Keren R., and Nadkarni, V., 2007), the jury is still out. Nishisaki states that “There is good evidence that simulation training improves provider and team self-efficacy and competence on manikins. There is also good evidence that procedural simulation improves actual operational performance in clinical settings.[22] However, no evidence yet shows that crew resource management training through simulation, despite its promise, improves team operational performance at the bedside. Also, no evidence to date proves that simulation training actually improves patient outcome. Even so, confidence is growing in the validity of medical simulation as the training tool of the future.” This could be because there are not enough research studies yet conducted to effectively determine the success of simulation initiatives to improve patient safety. Examples of [recently implemented] research simulations used to improve patient care [and its funding] can be found at Improving Patient Safety through Simulation Research (US Department of Human Health Services) http://www.ahrq.gov/qual/simulproj.htm.

One such attempt to improve patient safety through the use of simulations training is pediatric care to deliver just-in-time service or/and just-in-place. This training consists of 20 minutes of simulated training just before workers report to shift. It is hoped that the recentness of the training will increase the positive and reduce the negative results that have generally been associated with the procedure. The purpose of this study is to determine if just-in-time training improves patient safety and operational performance of orotracheal intubation and decrease occurrences of undesired associated events and “to test the hypothesis that high fidelity simulation may enhance the training efficacy and patient safety in simulation settings.” The conclusion as reported in Abstract P38: Just-In-Time Simulation Training Improves ICU Physician Trainee Airway Resuscitation Participation without Compromising Procedural Success or Safety (Nishisaki A., 2008), were that simulation training improved resident participation in real cases; but did not sacrifice the quality of service. It could be therefore hypothesized that by increasing the number of highly trained residents through the use of simulation training, that the simulation training does in fact increase patient safety. This hypothesis would have to be researched for validation and the results may or may not generalize to other situations.

History of simulation in healthcare

The first medical simulators were simple models of human patients.[23]

Since antiquity, these representations in clay and stone were used to demonstrate clinical features of disease states and their effects on humans. Models have been found from many cultures and continents. These models have been used in some cultures (e.g., Chinese culture) as a "diagnostic" instrument, allowing women to consult male physicians while maintaining social laws of modesty. Models are used today to help students learn the anatomy of the musculoskeletal system and organ systems.[23]


Simulation and manufacturing

Manufacturing represents one of the most important applications of Simulation. This technique represents a valuable tool used by engineers when evaluating the effect of capital investment in equipments and physical facilities like factory plants, warehouses, and distribution centers. Simulation can be used to predict the performance of an existing or planned system and to compare alternative solutions for a particular design problem.[42]

Another important goal of manufacturing-simulations is to quantify system performance. Common measures of system performance include the following:[43]

  • Throughput under average and peak loads;
  • System cycle time (how long it take to produce one part);
  • Utilization of resource, labor, and machines;
  • Bottlenecks and choke points;
  • Queuing at work locations;
  • Queuing and delays caused by material-handling devices and systems;
  • WIP storage needs;
  • Staffing requirements;
  • Effectiveness of scheduling systems;
  • Effectiveness of control systems.