Simulating Night Vision Goggle Effects in a Virtual Environment

Simulating Night Vision Goggle Effects in a Virtual Environment PDF Author: Robert J. Pleban
Publisher:
ISBN:
Category : Night vision
Languages : en
Pages : 64

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Book Description
"This research examined the capabilities of virtual environments to simulate night vision goggle (NVG) effects. Different solutions for simulating NVG images were assessed. Two conditions simulated NVGs but used different software approaches. Two additional conditions simulated unaided night environments that required soldiers to wear NVGs. Four-man infantry teams conducted urban operation missions under each condition. Objective assessments were obtained on the number of events correctly detected and the average time required to detect an event. Subjective assessments of task difficulty and image fidelity were also made. No significant differences were found across night conditions for either event detection or time. Significant differences in task difficulty ratings occurred for movement, visual detection, and maintaining situation awareness. In general, tasks were more difficult to perform while wearing the NVGs compared to simulated versions of NVG images. Soldiers also ranked the conditions involving actual NVGs as more realistic. The unique contribution of virtual environments for night operations training may be at the entry level. However, specific image fidelity issues associated with the use of NVGs in simulated unaided night environments must be addressed if this approach is to be used as an effective training medium."--Stinet.

Simulating Night Vision Goggle Effects in a Virtual Environment

Simulating Night Vision Goggle Effects in a Virtual Environment PDF Author: Robert J. Pleban
Publisher:
ISBN:
Category : Night vision
Languages : en
Pages : 64

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Book Description
"This research examined the capabilities of virtual environments to simulate night vision goggle (NVG) effects. Different solutions for simulating NVG images were assessed. Two conditions simulated NVGs but used different software approaches. Two additional conditions simulated unaided night environments that required soldiers to wear NVGs. Four-man infantry teams conducted urban operation missions under each condition. Objective assessments were obtained on the number of events correctly detected and the average time required to detect an event. Subjective assessments of task difficulty and image fidelity were also made. No significant differences were found across night conditions for either event detection or time. Significant differences in task difficulty ratings occurred for movement, visual detection, and maintaining situation awareness. In general, tasks were more difficult to perform while wearing the NVGs compared to simulated versions of NVG images. Soldiers also ranked the conditions involving actual NVGs as more realistic. The unique contribution of virtual environments for night operations training may be at the entry level. However, specific image fidelity issues associated with the use of NVGs in simulated unaided night environments must be addressed if this approach is to be used as an effective training medium."--Stinet.

Simulating Night Vision Goggle Effects In a Virtual Environment: A Preliminary Evaluation

Simulating Night Vision Goggle Effects In a Virtual Environment: A Preliminary Evaluation PDF Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 56

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Book Description
This research examined the capabilities of virtual environments to simulate night vision goggle (NVG) effects. Different solutions for simulating NVG images were assessed. Two conditions simulated NVGs but used different software approaches. Two additional conditions simulated unaided night environments that required soldiers to wear NVGs. Four-man infantry teams conducted urban operation missions under each condition. Objective assessments were obtained on the number of events correctly detected and the average time required to detect an event. Subjective assessments of task difficulty and image fidelity were also made. No significant differences were found across night conditions for either event detection or time. Significant differences in task difficulty ratings occurred for movement, visual detection, and maintaining situation awareness. In general, tasks were more difficult to perform while wearing the NVGs compared to simulated versions of NVG images. Soldiers also ranked the conditions involving actual NVGs as more realistic. The unique contribution of virtual environments for night operations training may be at the entry level. However, specific image fidelity issues associated with the use of NVGs in simulated unaided night environments must be addressed if this approach is to be used as an effective training medium.

Research Report

Research Report PDF Author:
Publisher:
ISBN:
Category : Military education
Languages : en
Pages : 94

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Book Description


Using Virtual Environments for Conducting Small Unit Dismounted Mission Rehearsals

Using Virtual Environments for Conducting Small Unit Dismounted Mission Rehearsals PDF Author: Robert J. Pleban
Publisher:
ISBN:
Category : Soldiers
Languages : en
Pages : 90

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Book Description
"This research examined the use of virtual environments as a viable dismounted infantry mission rehearsal tool. Four squads of soldiers individually conducted two missions that involved clearing a two-story building located at an urban operations training site. Two squads rehearsed the mission in a virtual representation of the exact building they would clear at the urban training site. The remaining squads rehearsed in an actual two-story building that was similar to the one they would clear at the urban training site. Squads executed both missions in each environment. Performance differences between the rehearsal groups across the two real-world' missions were small to negligible. Group performance differences for flatricides and personnel flagging were negatively affected by simulator constraints. Effectiveness ratings for the two rehearsal modes were clearly dependent on the setting where soldiers rehearsed. The research showed that while virtual environments show promise for this type of training, a number of interface and technology problems must be overcome. Currently, virtual environments do not appear to be as effective as real-world tactical training for improving skills underlying specific small unit tasks or battle drills. However, these environments may be used effectively at selected stages of training to enhance cognitive skills development."--DTIC.

Technical Report

Technical Report PDF Author:
Publisher:
ISBN:
Category : Military research
Languages : en
Pages : 620

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Virtual Environments for Dismounted Soldier Simulation, Training, and Mission Rehearsal

Virtual Environments for Dismounted Soldier Simulation, Training, and Mission Rehearsal PDF Author: Bruce W. Knerr
Publisher:
ISBN:
Category : Computer simulation
Languages : en
Pages : 122

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Book Description
"This report describes the activities and results of the third year culminating event (CE) of the 'Virtual Environments for Dismounted Soldier Simulation, Training and Mission Rehearsal' Science and Technology Objective (STO). This STO is being conducted jointly by the U.S. Army Research Institute for the Behavioral and Social Sciences, the U.S. Army Simulation, Training, and Instrumentation Command (STRICOM), and the U.S. Army Research Laboratory. This four-year effort (FY99-FY02) is focused on overcoming critical technological challenges that currently prevent high fidelity dismounted soldier simulation. The objectives of the CE were to integrate and evaluate the technologies developed during the year. The key technologies included: a Dismounted Infantry Virtual After Action Review (AAR) System; new behaviors and improved operator control for Dismounted Infantry Semi-Automated Forces (DISAF); soldier control of DISAF through Voice Recognition and Synthesis; enhancements to the soldier simulator, the Soldier Visualization Station (SVS); an improved locomotion device, the Omni-Directional Treadmill (ODT); a dynamic terrain server; and a Mission Planning and Training Tool (MPTT). The CE provided a realistic and challenging test of the systems and capabilities under development. The results identified both accomplishments and areas in which improvements and corrections are required."--Rept. doc. p.

Virtual Environments for Dismounted Soldier Simulation, Training, and Mission Rehearsal

Virtual Environments for Dismounted Soldier Simulation, Training, and Mission Rehearsal PDF Author:
Publisher:
ISBN:
Category : Computer simulation
Languages : en
Pages : 124

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Book Description
This report describes the work on a Science and Technology Objective (STO) entitled Virtual Environments for Dismounted Soldier Simulation, Training and Mission Rehearsal. The four-year (Fiscal Year FY 99-FY 02) STO effort was proposed to address a range of U.S. Army future operational capabilities described in U.S. Army Training and Doctrine Command (TRADOC) Pamphlet 525-66 (U.S. Army Training and Doctrine Command, 1997). The STO activities and goals were focused on overcoming critical technological challenges that prevented effective Infantry Soldier simulation. The U.S. Army Research Institute for the Behavioral and Social Sciences (ARI) led a team of both government and industry developers in examining simulation capabilities for industry. The other government partners vent the U.S. Army Simulation, Training, and Instrumentation Command (STRICOM) and the U.S. Army Research Laboratory Human Research and Engineering Directorate (ARL-HRED) and Computational and information Sciences Directorate (ARL-ClSD). Each of the major players had a particular area of interest but all worked together to explore concepts and systems and to recommend directions for further work on training, concept development, and mission rehearsal.

Visual Simulation of Night Vision Goggles in A Chromakeyed Augmented Virtual Environment

Visual Simulation of Night Vision Goggles in A Chromakeyed Augmented Virtual Environment PDF Author: Del L. Beilstein
Publisher:
ISBN: 9781423501473
Category :
Languages : en
Pages : 178

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Book Description
As data from the U.S. Army Safety Center supports, a large percentage of Army Aviation human error accidents occur during NVG flight. Despite this fact, there are very few simulation tools available to aviators at the unit level that aid them in learning or practicing NVG flight tasks. This thesis examines the potential for a Chromakeyed Augmented Virtual Environment (ChrAVE), consisting only of Commercial-Off-The- Shelf (COTS) hardware, to be used as an NVG flight training platform. It also examines whether or not physically-based light calculations are necessary to produce adequate visual representation of simulated NVG imagery. Twelve subjects performed simulated low-level NVG flight navigation tasks in the ChrAVE. Treatments included questionnaires, vision tests, variation of the physics-based component of the NVG imagery, and performance of an evaluation task that compares standard thresholds between day and NVG navigation. Analysis of data and subject feedback suggests that the ChrAVE has potential as an NVG flight training device, and that physically-based calculations may not be necessary to achieve simulated NVG imagery that is adequate for training. The data also supports the existence of a substantial difference in the subjective evaluation standard between navigation performances based on flight condition.

List of U.S. Army Research Institute Research and Technical Publications

List of U.S. Army Research Institute Research and Technical Publications PDF Author: U.S. Army Research Institute for the Behavioral and Social Sciences
Publisher:
ISBN:
Category : Military research
Languages : en
Pages : 58

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Situation Awareness in a Virtual Environment

Situation Awareness in a Virtual Environment PDF Author: Michael D. Matthews
Publisher:
ISBN:
Category : Awareness
Languages : en
Pages : 48

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Book Description
The Mission Awareness Rating Scale (MARS), a subjective situation awareness (SA) rating scale designed to assess SA content and SA workload, was tested in a series of virtual environment exercises. Sixteen enlisted soldiers, working in teams of four soldiers each, completed four urban combat missions in a virtual night environment designed to simulate the experience of working with night vision goggles - NVG (PVS-7Bs) and aiming lights. In each scenario, a different approach for simulating this NVG environment was used. After each scenario was completed, each soldier completed the MARS instrument. This yielded estimates of the SA level and workload involved in four dimensions of SA - perception, understanding, projection, and knowing what decision to make. The results indicated that MARS significantly and rebustly discriminated among the different approaches, and these SA estimates were congruent with general estimates of SA content and workload while operating at night in the real world, and with the soldier's subjective rankings of the four simulated NVG environments. While promising, MARS must be validated against objective SA measures, both in the virtual environment and in the field environment. However, MARS seems to hold premise as a relatively unobtrusive and effective SA measure.