A chromakey augmented virtual environment for deployable training (original) (raw)

EXPLORING A CHROMAKEYED AUGMENTED VIRTUAL ENVIRONMENT FOR VIABILITY AS AN EMBEDDED TRAINING SYSTEM FOR MILITARY HELICOPTERS

Once the military helicopter pilot deploys aboard a naval vessel he leaves behind all training platforms, short of the actual aircraft, that present enough fidelity for him to maintain the highest levels of readiness. To that end, this thesis takes a preliminary step in creating a trainer that places the pilot in an immersive and familiar environment to exercise myriad piloting tasks as faithfully and as rigorously as in actual flight. The focus of this thesis it to assess the viability of an chromakeyed augmented virtual environment (ChrAVE) trainer embedded into a helicopter for use in maintaining certain perishable skills. Specifically this thesis will address the task of helicopter low-level land navigation. The ChrAVE was developed to substantiate the viability of having embedded trainers in helicopters. The ChrAVE is comprised of commercial off the shelf (COTS) equipment on a transportable cart. In determining whether a system such as the ChrAVE is viable as a laboratory for continued training in virtual environment, the opinion of actual pilots that were tasked with realistic workloads was used. Additionally, empirical data was collected and evaluated according to the subject pool’s thresholds for acceptable low-level navigation performance.

Helicopter Aircrew Training Using Fused Reality

This paper describes a novel Mixed Reality [1] technique for robust, real-time chromakey processing for training applications using software and off-the-shelf video hardware. This technique has been coined and patented by the author as "Fused Reality." Until now chromakeying has been conducted using dedicated hardware, imposing substantial restrictions on the visual environments that will support chromakey. Variations on the traditional chromakey setup, such as using retroreflective screens and light-emitting cameras, can overcome some of the technique's original drawbacks (such as lighting difficulties), but they can introduce new problems as well (i.e., a user's hand can obstructing the light projected from the head-mounted source can create an ill-defined silhouette). The novel chromakey method introduced in this paper is applied to training helicopter aircrew personnel using a prototype simulator, the Prototype Aircrew Virtual Environment Training (PAVET) System. The ultimate goal of the PAVET will be to provide training to Navy aircrewmen in all operational aspects of the MH-60S, including aerial gunnery, search and rescue, and vertical replenishment. A key requirement for these types of tasks is for trainees to see and manipulate physical objects (e.g., a jammed gun) at close range while viewing an interactive flight and shipboard environment. In order to satisfy space and cost constraints, some physical objects that the aircrewmen physically interact with (such as a rescue litter) must be capable of being sent out into the virtual environment and later retrieved. Fused Reality accomplishes this critical feature through contraction and expansion of specific real-world objects as they move away and toward the trainee. Fused Reality's adaptive color recognition allows for realistic set lighting, colors, and user movement and positioning. It also enables "lumakey" -preserving only pixels that are above a brightness threshold and rendering all others transparent, allowing for extremely compact and portable training devices. Examples of Fused Reality such as these are demonstrated and discussed.

Taking Immersive VR Leap in Training of Landing Signal Officers

IEEE Transactions on Visualization and Computer Graphics, 2016

A major training device used to train all Landing Signal Officers (LSOs) for several decades has been the Landing Signal Officer Trainer, Device 2H111. This simulator, located in Oceana, VA, is contained within a two story tall room; it consists of several large screens and a physical rendition of the actual instruments used by LSOs in their operational environment. The young officers who serve in this specialty will typically encounter this system for only a short period of formal instruction (six one-hour long sessions), leaving multiple gaps in training. While experience with 2H111 is extremely valuable for all LSO officers, the amount of time they can spend using this training device is undeniably too short. The need to provide LSOs with an unlimited number of training opportunities unrestricted by location and time, married with recent advancements in commercial off the shelf (COTS) immersive technologies, provided an ideal platform to create a lightweight training solution that would fill those gaps and extend beyond the capabilities currently offered in the 2H111 simulator. This paper details our efforts on task analysis, surveying of user domain, mapping of 2H111 training capabilities to new prototype system to ensure its support of major training objectives of 2H111, design and development of prototype training system, and a feasibility study that included tests of technical system performance and informal testing with trainees at the LSO Schoolhouse. The results achieved in this effort indicate that the time for LSO training to make the leap to immersive VR has decidedly come.

A research testbed for virtual environment training applications

Proceedings of IEEE Virtual Reality Annual International Symposium, 1993

This paper describes a research testbed developed to investigate the use of virtual environment (VE) technology for Army training. The objectives of the testbed and the first experiments conducted using the testbed are described, in which performance data was collected as participants completed a variety of basic tasks: vision (acuity, color vision, distance estimation, and search); locomotion (walking and flying through structures); tracking and object manipulation (placing and keeping a cursor on an object, and using it to move objects); and reaction time.

Re-viewing reality: human factors of synthetic training environments

International Journal of Human-Computer Studies, 2001

Computer-based training (CBT) has become an important training tool and is used e!ectively in providing part-task activities. In the military domain virtual environments (VEs) have long been exploited, mainly through virtual reality (VR), to create realistic working environments. More recently, augmented reality (AR) and advanced embedded training (AET) concepts have also emerged and the development of &&AR-AET'' and &&VR-CBT'' concepts promise to become essential tools within military training. Whilst the advantages of both AR and VR are attractive, the challenges for delivering such applications are, generally, technology led. Equally as important, however, is the incorporation of human factors design and implementation techniques and this has been recognized by the development and publication of International Standard ISO 13407, Human-Centred Design Processes for Interactive Systems. Examples described in this paper serve to review Human Factors issues associated with the use of both AR and VR training systems. Whilst there are common issues between AR and VR applications in considering the potential of synthetic training environments, it is also necessary to address particular human-centred design issues within each application domain.

Virtual Technologies and Environments for Expeditionary Warfare Training (panel)

2002

: 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 Environments for Soldier Training via Editable Demonstrations (VESTED)

2011

While demonstrations are recognized as an effective tool to train key Army relevant skills, there is little detailed guidance on how to generate and present effective demonstrations. CHI Systems created a demonstration authoring tool, called the Virtual Environments for Soldier Training via Editable Demonstrations (VESTED), which guides an author through a demonstration creation process to select the specific learning goals to be demonstrated and to construct storyboards depicting the underlying behaviors, cognitive decisions and tasks being demonstrated. VESTED also aids the author in making the decisions about where and how to use the virtual environment (VE) medium and all of the other relevant authoring tools. The use of VESTED should reduce instructor workload and improve instructor efficiency by reducing the cost of developing demonstrations and permitting demonstrations to be executed on a wide-variety of affordable computer hardware.

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).

Modeling Proxemic Cues for Simulation-Based Training in Virtual Environments

2015

The ability to read the human terrain is an invaluable skill set developed by Warfighters to identify irregular behavior in any environment. Traditional training methods (i.e., classroom-based instruction) have evolved to include SimulationBased Training (SBT). SBT allows virtual representation of behavioral cues for enhancing combat training skills. Accurately modeling human behavior cues in a Virtual Environment (VE) is critical for success. Past research has highlighted difficulties with visually representing proxemics behavioral cues in a VE, however recent efforts have been made to offer insight into design requirements. Proxemics involves the spatial distancing between individuals given the climate of the situation and environment. This research seeks to identify design requirements and recommendations for representing proxemic cues within a VE. Specifically, this paper focuses on the development process of identifying, designing, and representing virtual models that exhibit p...

Virtual and Mixed Reality Interfaces for e-Training: Examples of Applications in Light Aircraft Maintenance

2007

There is evidence that recent developments in Augmented Reality (AR) technology has the potential to be applied as pervasive media on multiple devices in different ways and contexts, especially with low-cost devices including Mobile Augmented Reality (MAR) applications on smart phones or Pocket-PCs. In this paper we present a framework in order to combine the pervasive e-education concept with augmented reality content for e-training. We analyze current research, discuss some examples from ultralight / light sport aircraft maintenance and show how to apply this framework generically. We present a learning engine to deliver this special type of content and provide a further outlook of future research. A user-centered approach must ensure that the developments can stimulate motivation and enhance performance of the end users in different training sessions. The main benefit is, that the end users are enabled to better perceive complex, technical facts, systems and components.