REFERENCES
Briechle, K. and Hanebeck, U. D. (2001). Template match-
ing using fast normalized cross correlation. Proceed-
ings of the Society of Photo-Optical Instrumentation
Engineers (SPIE), 4387(95):95–102.
Chen, L. and Grecos, C. (2005). A fast skin region detec-
tor for colour images. IEE Conference Publications,
2005(CP509):195–201.
Ekman, P., Friesen, W. V., and Hager, J. C. (2002). The
Facial Action Coding System – Second Edition. Wei-
denfeld & Nicolson.
Epic Games. Unreal Engine 3 [online]. (2006)
[cited 17.08.2007]. Available from:
http://www.unrealtechnology.com/html/technology/
ue30.shtml.
Garau, M., Slater, M., Bee, S., and Sasse, M. A. (2001). The
impact of eye gaze on communication using humanoid
avatars. In CHI ’01: Proceedings of the SIGCHI
conference on Human factors in computing systems,
pages 309–316, New York, NY, USA. ACM.
Guise, J.-M. and Segel, S. (2008). Teamwork in obstetric
critical care. Best Practice & Research Clinical Ob-
stetrics & Gynaecology, 22(5):937–951.
Hammal, Z., Massot, C., Bedoya, G., and Caplier, A.
(2005). Eyes Segmentation Applied to Gaze Direction
and Vigilance Estimation. In Pattern Recognition and
Image Analysis, volume 3687/2005 of Lecture Notes
in Computer Science, pages 236–246. Springer Berlin,
Heidelberg.
Kohn, L. T., Corrigan, J. M., and Donaldson, M. S.,
editors (1999). To Err is Human: Building
a Safer Health System. National Academy
Press, Washington, DC, USA. Available from:
http://www.nap.edu/catalog.php?record id=9728
[cited 17.04.2007].
Linden Research, Inc. Second Life [online]. (2008) [cited
08.09.2008]. Available from: http://secondlife.com/.
Lingard, L., Espin, S., Whyte, S., Regehr, G., Baker, G. R.,
Reznick, R., Bohnen, J., Orser, B., Doran, D., and
Grober, E. (2004). Communication failures in the op-
erating room: An observational classification of re-
current types and effects. Quality & Safety in Health
Care, 13(5):330–334.
Manninen, T. (2001). Virtual Team Interactions in Net-
worked Multimedia Games – Case: “Counter-Strike”
— Multi-player 3D Action Game. In Proceedings of
PRESENCE2001 Conference.
Manninen, T. (2004). Rich Interaction Model for Game and
Virtual Environment Design. PhD thesis, University
of Oulu, Finland.
Marks, S., Windsor, J., and W
¨
unsche, B. (2007). Evalua-
tion of Game Engines for Simulated Surgical Train-
ing. In GRAPHITE ’07: Proceedings of the 5th in-
ternational conference on Computer graphics and in-
teractive techniques in Australia and Southeast Asia,
pages 273–280, New York, NY, USA. ACM.
Scott, D. J., Cendan, J. C., Pugh, C. M., Minter, R. M., Dun-
nington, G. L., and Kozar, R. A. (2008). The Changing
Face of Surgical Education: Simulation as the New
Paradigm. Journal of Surgical Research, 147(2):189–
193.
Serious Games Initiative. Serious Games Initiative [on-
line]. (2007) [cited 17.08.2007]. Available from:
http://www.seriousgames.org.
Slater, M., Howell, J., Steed, A., Pertaub, D.-P., and Gaurau,
M. (2000). Acting in Virtual Reality. In Proceedings
of the Third International Conference on Collabora-
tive Virtual Environments, pages 103–110.
Taekman, J., Segall, N., Hobbs, E., and Wright, M. (2007).
3DiTeams – Healthcare Team Training in a Virtual
Environment. Anesthesiology, 107(A2145):A2145.
Terrillon, J.-C., Fukamachi, H., Akamatsu, S., and Shirazi,
M. N. (1999). Comparative Performance of Differ-
ent Chrominance Spaces for Color Segmentation and
Detection of Human Faces in Complex Scene Images.
In Proceedings of the Fourth IEEE International Con-
ference on Automatic Face and Gesture Recognition
2000, pages 54–61.
Ullberg, L., Monahan, C., and Harvey, K. (2007). The
New Face of emergency preparedness training: us-
ing Second Life to save first lives. In Living-
stone, D. and Kemp, J., editors, Second Life Educa-
tion Workshop 2007, pages 96–99. Available from:
http://www.simteach.com/slccedu07proceedings.pdf.
Undre, S. and Darzi, A. (2007). Laparoscopy Simulators.
Journal of Endourology, 21(3):274–279.
Valve Corporation. Valve Source Engine Features [on-
line]. (2004) [cited 17.08.2007]. Available from:
http://www.valvesoftware.com/sourcelicense/engine
features.htm.
Vertegaal, R., Slagter, R., van der Veer, G., and Nijholt, A.
(2001). Eye gaze patterns in conversations: there is
more to conversational agents than meets the eyes. In
CHI ’01: Proceedings of the SIGCHI conference on
Human factors in computing systems, pages 301–308,
New York, NY, USA. ACM.
Vertegaal, R., van der Veer, G., and Vons, H. (2000). Effects
of Gaze on Multiparty Mediated Communication. In
Graphics Interface, pages 95–102.
Virtual Heroes. Virtual Heroes Inc – Serious Games
and Andvanced Learning Systems [online].
(2008) [cited 04.09.2008]. Available from:
http://www.virtualheroes.com
Whitehill, J. and Omlin, C. W. (2006). Haar Features for
FACS AU Recognition. Proceedings of the 7th Inter-
national Conference on Automatic Face and Gesture
Recognition (FGR06), pages 97–101.
Yule, S., Flin, R., Paterson-Brown, S., and Maran, N.
(2006). Non-technical skills for surgeons in the op-
erating room: A review of the literature. Surgery,
139(2):140–149.
GRAPP 2009 - International Conference on Computer Graphics Theory and Applications
366