Using VR in the Military


Book Description

One of the most exciting developments in military technology is the application of virtual and augmented reality. Beginning with the use of flight simulators for training, the application of these technologies has advanced to the use of augmented reality headsets to superimpose topographical information from remote drones on soldiers' view of the battlefield. This book explains the nature of augmented and virtual reality, a history of their uses in the military, a discussion of current uses, and a look at the technology's possible applications in the future. It also provides advice for students who are interested in pursuing a career in this field on how to best develop useful skillsets.




Advanced Computational Intelligence Paradigms in Healthcare 6


Book Description

This volume presents the latest research in Virtual Reality (VR), as it is being applied in psychotherapy, rehabilitation, and the analysis of behaviour for neurological assessment. This book will be of value to anyone already in the field and to those who are interested in the development of VR systems for therapeutic purposes. The contents include: · The latest literature reviews on VR in psychotherapy, psychological wellbeing, and rehabilitation · VR and cognitive behavior therapy · Increasing presence in VR for effective exposure therapy and treatment of anxiety disorders · VR military training for managing combat stress and preventing post traumatic stress · VR, mixed reality systems, and games for stroke rehabilitation · VR systems for improving vision in children with amblyopia · Therapeutic play in virtual environments · Healing potential of online virtual worlds such as Second Life · Neuropsychological assessment using virtual environments · Detailed accounts on how VR systems are designed, implemented, and best evaluated · Discussions of limitations, problems, and ethical concerns using VR in mental and physical therapy




Medicine Meets Virtual Reality 22


Book Description

In the early 1990s, a small group of individuals recognized how virtual reality (VR) could transform medicine by immersing physicians, students and patients in data more completely. Technical obstacles delayed progress but VR is now enjoying a renaissance, with breakthrough applications available for healthcare. This book presents papers from the Medicine Meets Virtual Reality 22 conference, held in Los Angeles, California, USA, in April 2016. Engineers, physicians, scientists, educators, students, industry, military, and futurists participated in its creative mix of unorthodox thinking and validated investigation. The topics covered include medical simulation and modeling, imaging and visualization, robotics, haptics, sensors, physical and mental rehabilitation tools, and more. Providing an overview of the state-of-the-art, this book will interest all those involved in medical VR and in innovative healthcare, generally.




SIGMUND RINGECK`S KNIGHTLY ART OF THE LONGSWORD


Book Description

Ringeck's invaluable 15th-century compilation of the lessons of German fencing master Johannes Liechtenauer is given new life by two modern students of the sword. The original text is presented with extensive interpretations and detailed, instructive drawings to capture the medieval swordsman's art.




Defying Reality


Book Description

A fascinating exploration of the history, development, and future of virtual reality, a technology with world-changing potential, written by award-winning journalist and author David Ewalt, stemming from his 2015 Forbes cover story about the Oculus Rift and its creator Palmer Luckey. You’ve heard about virtual reality, seen the new gadgets, and read about how VR will be the next big thing. But you probably haven’t yet realized the extent to which this technology will change the way we live. We used to be bound to a physical reality, but new immersive computer simulations allow us to escape our homes and bodies. Suddenly anyone can see what it’s like to stand on the peak of Mount Everest. A person who can’t walk can experience a marathon from the perspective of an Olympic champion. And why stop there? Become a dragon and fly through the universe. But it’s not only about spectacle. Virtual and augmented reality will impact nearly every aspect of our lives—commerce, medicine, politics—the applications are infinite. It may sound like science fiction, but this vision of the future drives billions of dollars in business and is a top priority for such companies as Facebook, Google, and Sony. Yet little is known about the history of these technologies. In Defying Reality, David M. Ewalt traces the story from ancient amphitheaters to Cold War military laboratories, through decades of hype and failure, to a nineteen-year-old video game aficionado who made the impossible possible. Ewalt looks at how businesses are already using this tech to revolutionize the world around us, and what we can expect in the future. Writing for a mainstream audience as well as for technology enthusiasts, Ewalt offers a unique perspective on VR. With firsthand accounts and on-the-ground reporting, Defying Reality shows how virtual reality will change our work, our play, and the way we relate to one another.




Virtual Reality (VR) Inclusion in Army Combined Arms Training Centers (CTCs)


Book Description

"The US Army relies on the Combat Training Center (CTC) to train Army brigades and battalions in tactical and operational skills. The goal is to generate units who can operate in complex environments and to provide the most realistic training possible for soldiers. This is achieved by focusing on unified land operations and decisive action missions. CTCs are also what drives training throughout the Army and is where new innovations are tested. Throughout a rotation, soldiers could be part of operations that are offense, defense, stability, and defense support of civil authorities type missions. With a limited and finite amount of resources, Army CTCs are tasked with training units to fight in asymmetrical warfare, as well as against near-peer competition. A conventional CTC relies heavily on a set training schedule, so that certain training objectives required for a unit’s overall training goal are met. Battalions and brigades have individual and team level tasks sufficiently trained before arriving to conduct a rotation in a CTC. CTCs currently do not have the ability to train those skills, due to a lack of time and/or resources. Training collective Mission Essential Tasks (MET) for battalion and brigades within a set amount of time and allocated funds is the primary training value of CTCs. Because of time and money constraints, Army CTCs would benefit with the addition and incorporation of Virtual Reality (VR) training. VR would reduce the time and resources needed and afford the opportunity for CTCs to retrain individual tasks and time to time collective tasks before units go to the field. A classroom full of VR systems can provide individualized experiences to soldiers, allowing to proceed at their own pace and retry failed procedures multiple times, which could further benefit units in the field. Additionally, VR training could be further incorporated throughout the unit’s rotation to provide more comprehensive training. In a constrained military resource environment, it is both practical and beneficial to incorporate VR training as part of the Army Combat Training Center (CTC) exercise model."--Preface.




Human Emotional State and Its Relevance for Military VR Training


Book Description

Combat environments by their nature can produce a dramatic range of emotional responses in military personnel. When immersed in the emotional "fog of war", the potential exists for optimal human decision-making and performance of goal-directed activities to be seriously compromised. Real world military training often naturally includes stress induction that aims to promote a similarity of internal emotional stimulus cues with what is expected to be present on the battlefield. Current Virtual Reality military training approaches are noteworthy in their emphasis on creating hi-fidelity graphic and audio realism with the aim to foster better transfer of training. However, less emphasis is typically placed on the creation of emotionally evocative virtual training scenarios that can induce emotional stress in a manner similar to what is typically experienced under real world training conditions. As well, emotional issues in the post-combat aftermath need to be addressed. In view of these issues, the USC Institute for Creative Technologies (ICT) has initiated a research program to study emotional issues that are relevant to VR military applications. This paper will present the rationale and status of two ongoing VR research programs at the ICT that address sharply contrasting ends of the emotional spectrum relevant to the military: 1. The Sensory Environments Evaluation (SEE) Project is examining basic factors that underlie emotion as it occurs within VR training environments and how this could impact transfer of training, and 2. The Full Spectrum Warrior (FSW) Post Traumatic Stress Disorder Project which is currently in the process of converting the existing FSW combat tactical simulation training scenario (and X-Box game) into a VR treatment system for the conduct of graduated exposure therapy in Iraq war military personnel with Post Traumatic Stress Disorder.




Virtual Environments for Dismounted Soldier Training and Performance


Book Description

"The U.S. Army has made a considerable investment in the use of virtual environments (VE) to train combat forces, to evaluate new systems and operational concepts, and to rehearse specific missions. While these simulations have predominately focused on training and simulation for mounted soldiers, there is also a need to train infantry and other dismounted soldiers. Although VEs have the potential to immerse dismounted soldiers directly in simulations, there are few successful examples of the use of VE to provide effective training. The effective use of VE for training requires identification of the types of tasks for which VE training is most appropriate, the characteristics of VE systems that are required to provide effective training, and the training strategies that are most appropriate for use with VE. This report presents recommendations for the use of VE for dismounted soldier training and mission rehearsal, and identifies needed future research. They are based on the results of an ARI in-house research program, related programs for which ARI scientists have participated, and the work of other VE researchers. Recommendations include types of tasks for which training in VE is and is not appropriate, interface design recommendations, and ways to reduce side- and after-effects. "-- Report documentation page.




Virtual Reality and Technologies for Combat Simulation


Book Description

Describes applications of synthetic-environment technologies in simulating combat. It traces technology development from the 1929 Link Trainer through the SAGE air defense system, the first head-mounted display, and the Defense Advanced Research Projects Agency's SIMNET simulator networking project. It describes technical challenges and discusses current issues, such as validation.




U.S. Army Intelligence Training Personnel Attitudes, Beliefs, and Perceptions Toward Adoption of Virtual Reality (VR)


Book Description

The purpose of this study was to gather attitudes, beliefs, and perceptions on the intent to use virtual reality in training environments. Through the lens of behavioral actions that lead to educational technology adoption, this study considered training development decisions and choices that drive whether or not virtual reality is integrated within U.S. Army intelligence training. The contextual significance is an important approach that follows an applied theory method to better understand virtual reality within an identified setting. This case study sought to explore if and how exposure may alter inherent biases not only about virtual reality as a technology but, the use of it in instructional settings rather than perceived as simply an entertainment platform. It also considered organizational influences and perceptions, beliefs, and attitudes about using virtual reality in an intelligence learning environment. There were nine participants in this case study. Data was derived from nine semi-structured interviews which were conducted through individual virtual meetings to consider behavioral intent in using virtual reality. The initial approach was designed around the individual, while a second phase considered facilitating conditions, those institutional elements that support VR use, through the lens of the organization. The goal was to triangulate data between the individual reported experience and the workings of an organization, to include organizational documentation of initiatives, policies, and doctrine. The data was viewed through the Unified Theory of Acceptance and Use of Technology (UTAUT) model, which provide the top nine "Big Ideas," or root criteria, from which to break down the data within Atlas/ti. A set of sub-codes were derived out of the nine primary codes to better answer the research study questions. This data provided a window into organizational paradigms, processes and procedures in integrating and implementing educational technology institutionally. The results revealed that although the participants were open to using virtual reality within their training development role, they were very cognizant of the limitations and challenges. One of the challenges included a lack of virtual reality training within their role. Another challenge was funding and resources. The most notable limitation identified was a lack of a clear process that supported and scaffolded the change management needed to integrate virtual reality into the organizational structure. The institutional infrastructure, or what can be termed "facilitating conditions," required to result in the use of virtual reality across an Army schoolhouse garrison was reported as lacking. These internal "structures" are identified as doctrine, policies, processes, and training which provide a path toward literacy and readiness, and possible successful adoption of virtual reality as an educational technology.