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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.
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.
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.
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.
Author:
Publisher:
ISBN:
Category : Military education
Languages : en
Pages : 94
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Book Description
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.
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.
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.
Author: George Galanis
Publisher: CRC Press
ISBN: 131713138X
Category : Technology & Engineering
Languages : en
Pages : 330
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Book Description
Defense forces have always invested a great deal of their resources in training. In recent times, changes in the complexity and intensity of operations have reaffirmed the importance of ensuring that warfighters are adequately prepared for the environments in which they are required to work. The emergence of new operational drivers such as asymmetric threats, urban operations, joint and coalition operations and the widespread use of military communications and information technology networks has highlighted the importance of providing warfighters with the competencies required to act in a coordinated, adaptable fashion, and to make effective decisions in environments characterized by large amounts of sometimes ambiguous information. While investment in new technologies can make available new opportunities for action, it is only through effective training that personnel can be made ready to apply their tools in the most decisive and discriminating fashion. There are many factors which can have an impact on the efficacy of training and many issues to consider when designing and implementing training strategies. These issues are often complex and nuanced, and in order to grasp them fully a significant investment of time and energy is required. However, the requirement to respond quickly to ever-changing technology, a high operational tempo and minimal staffing may preclude many in today's defense forces from seeking out all such resources on their own. This edited collection provides brief, easy-to-understand summaries of the key issues in defense training and simulation, as well as guidance for further reading. It consists of a collection of short essays, each of which addresses a fundamental issue in defense training and simulation, and features an up-to-date reference list to enable the reader to undertake further investigation of the issues addressed. In essence, this book provides the optimum starting point, or first resource, for readers to come to terms with the important issues associated with defense training and simulation. The contributions are written by leading scholars from military research institutions in the US, UK, Canada, Australia and New Zealand, as well as selected researchers from academic and private sector research institutions.
Author: K. Carr
Publisher: CRC Press
ISBN: 1000944158
Category : Technology & Engineering
Languages : en
Pages : 250
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Book Description
Virtual reality is a perceptual experience, achieved using technology. Anyone wishing to develop virtual reality should understand the human perceptual processes with which the technology seeks to interact and control. The book presents state-of-the-art reviews of the current understanding of these human perceptual processes and the implications for virtual reality. It reports research which has tried to make the technology capable of delivering the required perceptual experience, comprising a basis for future virtual reality research, so as to achieve the optimum development of the field. It is intended to be of use to anyone who is involved with the creation of a virtual reality experience.
Author: Randall Shumaker
Publisher: Springer
ISBN: 331921067X
Category : Computers
Languages : en
Pages : 553
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Book Description
This volume constitutes the refereed proceedings of the 7th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2015, held as part of the 17th International Conference on Human-Computer Interaction, HCI 2015, held in Los Angeles, CA, USA, in August 2015. The total of 1462 papers and 246 posters presented at the HCII 2015 conferences was carefully reviewed and selected from 4843 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers thoroughly cover the entire field of human-computer interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The 54 papers included in this volume are organized in the following topical sections: user experience in virtual and augmented environments; developing virtual and augmented environments; agents and robots in virtual environments; VR for learning and training; VR in Health and Culture; industrial and military applications.