A research testbed for virtual environment training applications (original) (raw)
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: Over the past decade, Virtual Environment (VE)-based training systems have become commonplace within the military training domain. These systems offer such benefits as small footprint, rapid reconfiguration, and enhanced training delivery. In addition, they appear to offer significant relief for a market starved for low cost training systems, and hold great potential as effective training tools. Yet, all too often the human element is taken for granted, with systems being designed to incorporate the latest technological advances, rather than focusing on enhancing the user's experience within the VE-both from a training and human factors perspective. It is precisely this shift in design philosophy, from techno centric to human centric that represents the next, greatest, challenge to developing effective VE-based training systems. Interaction with VE involves the ability of individuals to effectively perform essential perceptualsensory- motor tasks within the virtual world. More...
VIRTUAL REALITY (VR) TECHNOLOGY IN THE FUTURE OF MILITARY TRAINING
Çağ Üniversitesi Uluslararası Güvenlik ve Yönetim Araştırmaları Dergisi
The aim of this research is to examine whether the use of VR technology, which is used for military training purposes, together with the new generation technologies such as artificial intelligence (AI) and Industry 4.0, can be an alternative to field trainings as well as to the classical classroom trainings carried out until now and in the future. And to present conceptual information and predictions on whether it can change military units" way of training and practice. For this purpose, the infrastructure, features, applications, case studies, relationship with currently used training methods and possible advantages of the "military field VR technology" have been examined through a literature review and the results are revealed in a comparative manner. In addition, the relationship between the concept of telepresence and the experiential learning theory has been investigated. Applications of different armies using VR technology in the military field were scanned, examined and reported. The research findings show that the relationship between VR technology and the experiential learning theory, gives the predicted results in military applications. It points out that simulations and
Capability of virtual environments to meet military requirements
The DoD and NASA are considering virtual environments (VE) technology for use in forward deployable and remote training devices. Yet, many of these VE devices, particularly those which employ helmet-mounted displays, have an adverse effect on users, eliciting motion sickness and other sequelae (e.g., Pausch, Crca, & Conway, 1992; Kennedy, Lane, Lilienthal, Berbaum, & Hettinger, 1992). These symptoms, now called cybersickness (McCauley & Sharkey, 1992), could retard development of VE technology and limit its use as a training tool.
2002
The goals of this research are (a) to develop a method for evaluating the capabilities of virtual simulation to represent the tasks and missions within a military application domain, (b) to demonstrate the methods in two domains, and (c) to propose ways to integrate the method with existing doctrine. Initial activities surveyed existing training systems and reviewed the capabilities of key virtual environment technologies. From this survey, we identified capabilities most likely to impede successful development of virtual environment training systems. A review of existing methods of evaluating or predicting training effectiveness identified several candidates for incorporation into the method produced in this project. Based on the results of this review, we developed a method for Specifying Training Requirements in Virtual Environments (STRIVE), combining features from two existing methods. The STRIVE methodology assesses the capability of virtual environment technology to support task performance based on subject matter expert judgments of selected cues and responses needed to perform task activities. A demonstration of the model was developed using Microsoft Access97 The STRIVE methodology can be
A Virtual Environment for Urban Combat Training
Urban terrain is among the most complex of military environments and urban combat skills remain one of the most difficult to train. The Office of Naval Research VIRTE (Virtual Technologies and Environments) program is conducting research to enable Military Operations in Urban Terrain (MOUT) training for deployed Marines. This report briefly describes the initial development of a virtual environment (VE) specifically tailored to the needs of such training, particularly fighting in confined environments such as buildings.
Virtual Environment Training for Dismounted Teams - Technical Challenges
I hear and I forget. I see and I remember. I do and I understand. Confucius 1. SUMMARY Vision. Just as flight simulators enable pilots to safely practice responses to emergencies, the challenge now is to develop virtual environment technology for the training together of small teams on foot-military squads, Coast Guard boarding parties, police, EMTs, emergency room trauma teams, hazmat teams, etc. Such training allows repeated, varied practice. The goal is you are there; you learn by doing with feedback; you jell as a team by doing together. First, we must clearly envision what is wanted. This we will call the Immersive Team Trainer (ITT).
Virtual Environment Composable Training for Operational Readiness (VECTOR)
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An immersive training system, called Virtual Environment Cultural Training for Operational Readiness Training Delivery (VECTOR-TD), was developed to provide scenario-based virtual environments to support cultural familiarization. This paper describes the cultural-training application, the architectural design, and the associated implementation of the immersive environment and intelligent agent technology to control game non-player characters (NPC). One of the innovative features of the virtual environment is the use of executable cognitive models and emotion models which play significant roles in the overall reactions and behaviors of NPCs toward the trainee. In addition to influencing the behavior of the active NPCs, the emotion models constrain interactions with NPCs encountered later in a scenario. Recent additions to the VECTOR system include a scenario authoring capability that utilizes a graphical programming paradigm to enable scenario content authoring for execution within the VECTOR training system. The significance of VECTOR-SE is twofold. First, it dramatically reduces the time and skill required to develop VECTOR scenarios. Second, VECTOR-SE makes scenario development or modification accessible to a wider audience of professionals. VECTOR-TD and SE are currently being evaluated at the U.S. Military Academy at West Point.
A Distributed Virtual Reality Simulation System for Situational Training
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This paper presents a laboratory review of current research being undertaken at Sandia National Laboratories in the development of a distributed virtual reality simulation system for situational training applications. An overview of the project is presented, followed by a discussion of the various components, both hardware and software. Finally, a training application being developed utilizing the system is presented. a review of this research, including a discussion of the system components, the configuration, and an application-specific training environment being developed within the context of this larger work. Related work includes SIMNET (Pope, 1989) and NPSNET (Zyda, Pratt, Falby, Lombardo, & Kelleher, 1994), both of which are distributed, heterogeneous simulation systems for battlefield training, the latter with embedded hypermedia. To our knowledge, neither handles close quarters training with full-body rendering of human participants. I
The Use of Virtual Simulation for Dismounted Infantry Training
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This paper discusses the use of Virtual Simulation and Synthetic Environments (SEs) for the training of the dismounted infantry (DI) soldier. The paper covers the needs and issues for this training and gives a series of examples of active research applications including improvements in terrain fidelity. The approaches for current Infantry training are outlined together with a broader review of