Visual Simulation of Night Vision Goggles in A Chromakeyed Augmented Virtual Environment PDF Download
Are you looking for read ebook online? Search for your book and save it on your Kindle device, PC, phones or tablets. Download Visual Simulation of Night Vision Goggles in A Chromakeyed Augmented Virtual Environment PDF full book. Access full book title Visual Simulation of Night Vision Goggles in A Chromakeyed Augmented Virtual Environment by Del L. Beilstein. Download full books in PDF and EPUB format.
Author: Del L. Beilstein
Publisher:
ISBN: 9781423501473
Category :
Languages : en
Pages : 178
Get Book Here
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.
Author: Del L. Beilstein
Publisher:
ISBN: 9781423501473
Category :
Languages : en
Pages : 178
Get Book Here
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.
Author: Robert J. Pleban
Publisher:
ISBN:
Category : Night vision
Languages : en
Pages : 64
Get Book Here
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.
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 56
Get Book Here
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.
Author: Keith K. Niall
Publisher: Springer Science & Business Media
ISBN: 1441917233
Category : Science
Languages : en
Pages : 216
Get Book Here
Book Description
Realistic and immersive simulations of land, sea, and sky are requisite to the military use of visual simulation for mission planning. Until recently, the simulation of natural environments has been limited first of all by the pixel resolution of visual displays. Visual simulation of those natural environments has also been limited by the scarcity of detailed and accurate physical descriptions of them. Our aim has been to change all that. To this end, many of us have labored in adjacent fields of psych- ogy, engineering, human factors, and computer science. Our efforts in these areas were occasioned by a single question: how distantly can fast-jet pilots discern the aspect angle of an opposing aircraft, in visual simulation? This question needs some ela- ration: it concerns fast jets, because those simulations involve the representation of high speeds over wide swaths of landscape. It concerns pilots, since they begin their careers with above-average acuity of vision, as a population. And it concerns aspect angle, which is as much as to say that the three-dimensional orientation of an opposing aircraft relative to one’s own, as revealed by motion and solid form. v vi Preface The single question is by no means simple. It demands a criterion for eye-limiting resolution in simulation. That notion is a central one to our study, though much abused in general discussion. The question at hand, as it was posed in the 1990s, has been accompanied by others.
Author: National Aeronautics and Space Administration (NASA)
Publisher: Createspace Independent Publishing Platform
ISBN: 9781722214555
Category :
Languages : en
Pages : 42
Get Book Here
Book Description
Using laboratory simulations, visual performance was measured at luminance and night vision imaging system (NVIS) radiance levels typically encountered in the natural nocturnal environment. Comparisons were made between visual performance with unaided vision and that observed with subjects using image intensification. An Amplified Night Vision Imaging System (ANVIS6) binocular image intensifier was used. Light levels available in the experiments (using video display technology and filters) were matched to those of reflecting objects illuminated by representative night-sky conditions (e.g., full moon, starlight). Results show that as expected, the precipitous decline in foveal acuity experienced with decreasing mesopic luminance levels is effectively shifted to much lower light levels by use of an image intensification system. The benefits of intensification are most pronounced foveally, but still observable at 20 deg eccentricity. Binocularity provides a small improvement in visual acuity under both intensified and unintensified conditions. Bradley, Arthur and Kaiser, Mary K. Ames Research Center ...
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 43
Get Book Here
Book Description
The purpose of this investigation was to study the primary factors which influence visual acuity (VA) with night vision goggles (NVGs). These factors are: night sky condition, target contrast, and NVG generation. Improved methods were used to simulate the night sky and to control for differences in target contrast which result from dissimilarities in spectral sensitivity between NVG generations. The new simulation method used combinations of spectrally flat (neutral density) and wavelength selective (blue glass) filters to reproduce the spectral distribution of the night sky across the entire NVG response range. Between-generation differences in target contrast were eliminated by weighting the incident radiant flux by the sensitivity of the detector. It was found that the difference in VA between the two generations widens under two conditions: (1) when target contrast is constant and night sky irradiance decreases, and (2) when night sky irradiance is constant and target contrast decreases. Furthermore, it was found that for a given NVG generation, VA falls off more rapidly for a low contrast target than for one of high contrast when night sky irradiance decreases.
Author: Stewart Brand
Publisher: Penguin Group
ISBN: 9780140097016
Category : Computers
Languages : en
Pages : 332
Get Book Here
Book Description
Personalized newspapers, life-sized holograms, telephones that chat with callers, these are all projects that are being developed at MIT's Media Lab. Brand explores the exciting programs, and gives readers a look at the future of communications.
Author: Tay Vaughan
Publisher: Osborne Publishing
ISBN: 9780078822254
Category : Computers
Languages : en
Pages : 636
Get Book Here
Book Description
Thoroughly updated for newnbsp;breakthroughs in multimedia nbsp; The internationally bestselling Multimedia: Making it Work has been fully revised and expanded to cover the latest technological advances in multimedia. You will learn to plan and manage multimedia projects, from dynamic CD-ROMs and DVDs to professional websites. Each chapter includes step-by-step instructions, full-color illustrations and screenshots, self-quizzes, and hands-on projects. nbsp;
Author: Andy Beane
Publisher: John Wiley & Sons
ISBN: 1118239059
Category : Computers
Languages : en
Pages : 357
Get Book Here
Book Description
The essential fundamentals of 3D animation for aspiring 3D artists 3D is everywhere--video games, movie and television special effects, mobile devices, etc. Many aspiring artists and animators have grown up with 3D and computers, and naturally gravitate to this field as their area of interest. Bringing a blend of studio and classroom experience to offer you thorough coverage of the 3D animation industry, this must-have book shows you what it takes to create compelling and realistic 3D imagery. Serves as the first step to understanding the language of 3D and computer graphics (CG) Covers 3D animation basics: pre-production, modeling, animation, rendering, and post-production Dissects core 3D concepts including design, film, video, and games Examines what artistic and technical skills are needed to succeed in the industry Offers helpful real-world scenarios and informative interviews with key educators and studio and industry professionals Whether you're considering a career in as a 3D artist or simply wish to expand your understanding of general CG principles, this book will give you a great overview and knowledge of core 3D Animation concepts and the industry.
Author: John Jackman
Publisher: CRC Press
ISBN: 1136062947
Category : Performing Arts
Languages : en
Pages : 277
Get Book Here
Book Description
Digital video students and enthusiasts must learn lighting fundamentals and techniques to enhance the visual quality of their work. Moreover, since lighting specifications for digital video differ significantly from those for analog video or film, professional videographers and cinematographers must learn how to adapt their lighting skills for this new digital medium to ensure that the final product meets broadcast standards. This complete course in digital video and television lighting begins with how the human eye and the camera process light and color, progresses through the basics of equipment and setups, and culminates with practical lessons on how to solve common problems. It features clear illustrations and real-world examples that demonstrate proper equipment use, safety issues, and staging techniques. Detailed diagrams, figures, and photos illustrate techniques that enable novices to complete basic lighting setups. This new edition also features a 16-page color insert and new chapters on interview setups and lighting for low budgets.