Campus Units

Mechanical Engineering, Industrial and Manufacturing Systems Engineering, Aerospace Engineering, Education, School of, Virtual Reality Applications Center, Human Computer Interaction

Document Type

Conference Proceeding

Publication Version

Published Version

Publication Date

2012

Journal or Book Title

Proceedings of SPIE-IS&T Electronic Imaging

Volume

8289

First Page

82890K-1

Last Page

82890K-10

DOI

10.1117/12.912193

Conference Title

The Engineering Reality of Virtual Reality

Conference Date

January 24-25, 2012

City

Burlingame, CA

Abstract

The United States military is increasingly pursuing advanced live, virtual, and constructive (LVC) training systems for reduced cost, greater training flexibility, and decreased training times. Combining the advantages of realistic training environments and virtual worlds, mixed reality LVC training systems can enable live and virtual trainee interaction as if co-located. However, LVC interaction in these systems often requires constructing immersive environments, developing hardware for live-virtual interaction, tracking in occluded environments, and an architecture that supports real-time transfer of entity information across many systems. This paper discusses a system that overcomes these challenges to empower LVC interaction in a reconfigurable, mixed reality environment. This system was developed and tested in an immersive, reconfigurable, and mixed reality LVC training system for the dismounted warfighter at ISU, known as the Veldt, to overcome LVC interaction challenges and as a test bed for cuttingedge technology to meet future U.S. Army battlefield requirements. Trainees interact physically in the Veldt and virtually through commercial and developed game engines. Evaluation involving military trained personnel found this system to be effective, immersive, and useful for developing the critical decision-making skills necessary for the battlefield. Procedural terrain modeling, model-matching database techniques, and a central communication server process all live and virtual entity data from system components to create a cohesive virtual world across all distributed simulators and game engines in real-time. This system achieves rare LVC interaction within multiple physical and virtual immersive environments for training in real-time across many distributed systems.

Comments

This is a proceeding from The Engineering Reality of Virtual Reality 8298 (2012): doi: 10.1117/12.912193. Posted with permission.

Rights

Works produced by employees of the U.S. Government as part of their official duties are not copyrighted within the U.S. The content of this document is not copyrighted.

Language

en

File Format

application/pdf

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